Files
CHOMPStation2/code/modules/vehicles/cargo_train.dm
2020-05-15 20:59:21 -04:00

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/obj/vehicle/train/engine
name = "cargo train tug"
desc = "A ridable electric car designed for pulling cargo trolleys."
icon = 'icons/obj/vehicles_vr.dmi' //VOREStation Edit
description_info = "Use ctrl-click to quickly toggle the engine if you're adjacent (only when vehicle is stationary). Alt-click will grab the keys, if present."
icon_state = "cargo_engine"
on = 0
powered = 1
locked = 0
load_item_visible = 1
load_offset_x = 0
mob_offset_y = 7
var/speed_mod = 1.1
var/car_limit = 3 //how many cars an engine can pull before performance degrades
active_engines = 1
var/obj/item/weapon/key/key
var/key_type = /obj/item/weapon/key/cargo_train
/obj/item/weapon/key/cargo_train
name = "key"
desc = "A keyring with a small steel key, and a yellow fob reading \"Choo Choo!\"."
icon = 'icons/obj/vehicles.dmi'
icon_state = "train_keys"
w_class = ITEMSIZE_TINY
/obj/vehicle/train/trolley
name = "cargo train trolley"
desc = "A large, flat platform made for putting things on. Or people."
icon = 'icons/obj/vehicles_vr.dmi' //VOREStation Edit
icon_state = "cargo_trailer"
anchored = 0
passenger_allowed = 0
locked = 0
load_item_visible = 1
load_offset_x = 0
load_offset_y = 7 //VOREStation Edit
mob_offset_y = 8
//-------------------------------------------
// Standard procs
//-------------------------------------------
/obj/vehicle/train/engine/New()
..()
cell = new /obj/item/weapon/cell/high(src)
key = new key_type(src)
var/image/I = new(icon = 'icons/obj/vehicles_vr.dmi', icon_state = "cargo_engine_overlay", layer = src.layer + 0.2) //over mobs //VOREStation edit
overlays += I
turn_off() //so engine verbs are correctly set
/obj/vehicle/train/engine/Move(var/turf/destination)
if(on && cell.charge < charge_use)
turn_off()
update_stats()
if(load && is_train_head())
to_chat(load, "The drive motor briefly whines, then drones to a stop.")
if(is_train_head() && !on)
return 0
//space check ~no flying space trains sorry
if(on && istype(destination, /turf/space))
return 0
return ..()
/obj/vehicle/train/trolley/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(open && W.is_wirecutter())
passenger_allowed = !passenger_allowed
user.visible_message("<span class='notice'>[user] [passenger_allowed ? "cuts" : "mends"] a cable in [src].</span>","<span class='notice'>You [passenger_allowed ? "cut" : "mend"] the load limiter cable.</span>")
else
..()
/obj/vehicle/train/engine/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, key_type))
if(!key)
user.drop_item()
W.forceMove(src)
key = W
verbs += /obj/vehicle/train/engine/verb/remove_key
return
..()
/*
//cargo trains are open topped, so there is a chance the projectile will hit the mob ridding the train instead
/obj/vehicle/train/cargo/bullet_act(var/obj/item/projectile/Proj)
if(has_buckled_mobs() && prob(70))
var/mob/living/L = pick(buckled_mobs)
L.bullet_act(Proj)
return
..()
/obj/vehicle/train/cargo/update_icon()
if(open)
icon_state = initial(icon_state) + "_open"
else
icon_state = initial(icon_state)
*/
/obj/vehicle/train/trolley/insert_cell(var/obj/item/weapon/cell/C, var/mob/living/carbon/human/H)
return
/obj/vehicle/train/engine/insert_cell(var/obj/item/weapon/cell/C, var/mob/living/carbon/human/H)
..()
update_stats()
/obj/vehicle/train/engine/remove_cell(var/mob/living/carbon/human/H)
..()
update_stats()
/obj/vehicle/train/engine/Bump(atom/Obstacle)
var/obj/machinery/door/D = Obstacle
var/mob/living/carbon/human/H = load
if(istype(D) && istype(H))
D.Bumped(H) //a little hacky, but hey, it works, and respects access rights
..()
/obj/vehicle/train/trolley/Bump(atom/Obstacle)
if(!lead)
return //so people can't knock others over by pushing a trolley around
..()
//-------------------------------------------
// Train procs
//-------------------------------------------
/obj/vehicle/train/engine/turn_on()
if(!key)
return
else
..()
update_stats()
verbs -= /obj/vehicle/train/engine/verb/stop_engine
verbs -= /obj/vehicle/train/engine/verb/start_engine
if(on)
verbs += /obj/vehicle/train/engine/verb/stop_engine
else
verbs += /obj/vehicle/train/engine/verb/start_engine
/obj/vehicle/train/engine/turn_off()
..()
verbs -= /obj/vehicle/train/engine/verb/stop_engine
verbs -= /obj/vehicle/train/engine/verb/start_engine
if(!on)
verbs += /obj/vehicle/train/engine/verb/start_engine
else
verbs += /obj/vehicle/train/engine/verb/stop_engine
/obj/vehicle/train/RunOver(var/mob/living/carbon/human/H)
var/list/parts = list(BP_HEAD, BP_TORSO, BP_L_LEG, BP_R_LEG, BP_L_ARM, BP_R_ARM)
H.apply_effects(5, 5)
for(var/i = 0, i < rand(1,3), i++)
H.apply_damage(rand(1,5), BRUTE, pick(parts))
/obj/vehicle/train/trolley/RunOver(var/mob/living/carbon/human/H)
..()
attack_log += text("\[[time_stamp()]\] <font color='red'>ran over [H.name] ([H.ckey])</font>")
/obj/vehicle/train/engine/RunOver(var/mob/living/carbon/human/H)
..()
if(is_train_head() && istype(load, /mob/living/carbon/human))
var/mob/living/carbon/human/D = load
to_chat(D, "<font color='red'><B>You ran over [H]!</B></font>")
visible_message("<B><font color='red'>\The [src] ran over [H]!</B></font>")
add_attack_logs(D,H,"Ran over with [src.name]")
attack_log += text("\[[time_stamp()]\] <font color='red'>ran over [H.name] ([H.ckey]), driven by [D.name] ([D.ckey])</font>")
else
attack_log += text("\[[time_stamp()]\] <font color='red'>ran over [H.name] ([H.ckey])</font>")
//-------------------------------------------
// Interaction procs
//-------------------------------------------
/obj/vehicle/train/engine/relaymove(mob/user, direction)
if(user != load)
return 0
if(is_train_head())
if(direction == reverse_direction(dir) && tow)
return 0
if(Move(get_step(src, direction)))
return 1
return 0
else
return ..()
/obj/vehicle/train/engine/examine(mob/user)
. = ..()
if(ishuman(user) && Adjacent(user))
. += "The power light is [on ? "on" : "off"].\nThere are[key ? "" : " no"] keys in the ignition."
. += "The charge meter reads [cell? round(cell.percent(), 0.01) : 0]%"
/obj/vehicle/train/engine/CtrlClick(var/mob/user)
if(Adjacent(user))
if(on)
stop_engine()
else
start_engine()
else
return ..()
/obj/vehicle/train/engine/AltClick(var/mob/user)
if(Adjacent(user))
remove_key()
else
return ..()
/obj/vehicle/train/engine/verb/start_engine()
set name = "Start engine"
set category = "Vehicle"
set src in view(0)
if(!istype(usr, /mob/living/carbon/human))
return
if(on)
to_chat(usr, "The engine is already running.")
return
turn_on()
if (on)
to_chat(usr, "You start [src]'s engine.")
else
if(cell.charge < charge_use)
to_chat(usr, "[src] is out of power.")
else
to_chat(usr, "[src]'s engine won't start.")
/obj/vehicle/train/engine/verb/stop_engine()
set name = "Stop engine"
set category = "Vehicle"
set src in view(0)
if(!istype(usr, /mob/living/carbon/human))
return
if(!on)
to_chat(usr, "The engine is already stopped.")
return
turn_off()
if (!on)
to_chat(usr, "You stop [src]'s engine.")
/obj/vehicle/train/engine/verb/remove_key()
set name = "Remove key"
set category = "Vehicle"
set src in view(0)
if(!istype(usr, /mob/living/carbon/human))
return
if(!key || (load && load != usr))
return
if(on)
turn_off()
key.loc = usr.loc
if(!usr.get_active_hand())
usr.put_in_hands(key)
key = null
verbs -= /obj/vehicle/train/engine/verb/remove_key
//-------------------------------------------
// Loading/unloading procs
//-------------------------------------------
/obj/vehicle/train/trolley/load(var/atom/movable/C, var/mob/user)
if(ismob(C) && !passenger_allowed)
return 0
if(!istype(C,/obj/machinery) && !istype(C,/obj/structure/closet) && !istype(C,/obj/structure/largecrate) && !istype(C,/obj/structure/reagent_dispensers) && !istype(C,/obj/structure/ore_box) && !istype(C, /mob/living/carbon/human))
return 0
//if there are any items you don't want to be able to interact with, add them to this check
// ~no more shielded, emitter armed death trains
if(istype(C, /obj/machinery))
load_object(C)
else
..(C, user)
if(load)
return 1
/obj/vehicle/train/engine/load(var/atom/movable/C, var/mob/user)
if(!istype(C, /mob/living/carbon/human))
return 0
return ..()
//Load the object "inside" the trolley and add an overlay of it.
//This prevents the object from being interacted with until it has
// been unloaded. A dummy object is loaded instead so the loading
// code knows to handle it correctly.
/obj/vehicle/train/trolley/proc/load_object(var/atom/movable/C)
if(!isturf(C.loc)) //To prevent loading things from someone's inventory, which wouldn't get handled properly.
return 0
if(load || C.anchored)
return 0
var/datum/vehicle_dummy_load/dummy_load = new()
load = dummy_load
if(!load)
return
dummy_load.actual_load = C
C.forceMove(src)
if(load_item_visible)
C.pixel_x += load_offset_x
C.pixel_y += load_offset_y
C.layer = layer
overlays += C
//we can set these back now since we have already cloned the icon into the overlay
C.pixel_x = initial(C.pixel_x)
C.pixel_y = initial(C.pixel_y)
C.layer = initial(C.layer)
/obj/vehicle/train/trolley/unload(var/mob/user, var/direction)
if(istype(load, /datum/vehicle_dummy_load))
var/datum/vehicle_dummy_load/dummy_load = load
load = dummy_load.actual_load
dummy_load.actual_load = null
qdel(dummy_load)
overlays.Cut()
..()
//-------------------------------------------
// Latching/unlatching procs
//-------------------------------------------
/obj/vehicle/train/engine/latch(obj/vehicle/train/T, mob/user)
if(!istype(T) || !Adjacent(T))
return 0
//if we are attaching a trolley to an engine we don't care what direction
// it is in and it should probably be attached with the engine in the lead
if(istype(T, /obj/vehicle/train/trolley))
T.attach_to(src, user)
else
var/T_dir = get_dir(src, T) //figure out where T is wrt src
if(dir == T_dir) //if car is ahead
src.attach_to(T, user)
else if(reverse_direction(dir) == T_dir) //else if car is behind
T.attach_to(src, user)
//-------------------------------------------------------
// Stat update procs
//
// Update the trains stats for speed calculations.
// The longer the train, the slower it will go. car_limit
// sets the max number of cars one engine can pull at
// full speed. Adding more cars beyond this will slow the
// train proportionate to the length of the train. Adding
// more engines increases this limit by car_limit per
// engine.
//-------------------------------------------------------
/obj/vehicle/train/engine/update_car(var/train_length, var/active_engines)
src.train_length = train_length
src.active_engines = active_engines
//Update move delay
if(!is_train_head() || !on)
move_delay = initial(move_delay) //so that engines that have been turned off don't lag behind
else
move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains
move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines)
move_delay += config.run_speed //base reference speed
move_delay *= speed_mod //makes cargo trains 10% slower than running when not overweight
/obj/vehicle/train/trolley/update_car(var/train_length, var/active_engines)
src.train_length = train_length
src.active_engines = active_engines
if(!lead && !tow)
anchored = 0
else
anchored = 1
// VOREStation Edit Start - Overlay stuff for the chair-like effect
/obj/vehicle/train/engine/update_icon()
..()
overlays = null
var/image/O = image(icon = 'icons/obj/vehicles_vr.dmi', icon_state = "cargo_engine_overlay", dir = src.dir)
O.layer = FLY_LAYER
O.plane = MOB_PLANE
overlays += O
/obj/vehicle/train/engine/set_dir()
..()
update_icon()
// VOREStation Edit End - Overlay stuff for the chair-like effect