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https://github.com/CHOMPStation2/CHOMPStation2.git
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* A preface to my madness Travis failed one of my PR's because I copied old code that used /red /blue /green. Because of this, I am going to find and replace every instance of it that I find. Also this is a test commit to make sure I'm comitting to the correct branch. * /blue /green /red replacements Dear god. A slow and painful death from acid is more fun than this. I wouldn't wish this torture on my worst enemy. And this is only the beginning * Replace part 2. Time to fix the human error. * Fixes mismatches * Sets macro count to 220 One above the current number of macros in the code. * Fixes last of the mismatches. * Removes spaces, replaces \black Removes spaces Replaces \black in a few areas where seen Replaces \bold with <B> </B> where seen * Updating macro count again * More fixes! * Issues fixed! For real this time! I swear! * Fixing all the merge conflict files.
372 lines
11 KiB
Plaintext
372 lines
11 KiB
Plaintext
/obj/vehicle/train/cargo/engine
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name = "cargo train tug"
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desc = "A ridable electric car designed for pulling cargo trolleys."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "cargo_engine"
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on = 0
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powered = 1
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locked = 0
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load_item_visible = 1
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load_offset_x = 0
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mob_offset_y = 7
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var/car_limit = 3 //how many cars an engine can pull before performance degrades
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active_engines = 1
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var/obj/item/weapon/key/cargo_train/key
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/obj/item/weapon/key/cargo_train
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name = "key"
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desc = "A keyring with a small steel key, and a yellow fob reading \"Choo Choo!\"."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "train_keys"
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w_class = ITEMSIZE_TINY
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/obj/vehicle/train/cargo/trolley
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name = "cargo train trolley"
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "cargo_trailer"
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anchored = 0
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passenger_allowed = 0
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locked = 0
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load_item_visible = 1
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load_offset_x = 0
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load_offset_y = 4
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mob_offset_y = 8
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//-------------------------------------------
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// Standard procs
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//-------------------------------------------
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/obj/vehicle/train/cargo/engine/New()
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..()
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cell = new /obj/item/weapon/cell/high(src)
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key = new(src)
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var/image/I = new(icon = 'icons/obj/vehicles.dmi', icon_state = "cargo_engine_overlay", layer = src.layer + 0.2) //over mobs
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overlays += I
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turn_off() //so engine verbs are correctly set
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/obj/vehicle/train/cargo/engine/Move(var/turf/destination)
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if(on && cell.charge < charge_use)
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turn_off()
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update_stats()
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if(load && is_train_head())
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load << "The drive motor briefly whines, then drones to a stop."
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if(is_train_head() && !on)
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return 0
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//space check ~no flying space trains sorry
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if(on && istype(destination, /turf/space))
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return 0
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return ..()
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/obj/vehicle/train/cargo/trolley/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(open && istype(W, /obj/item/weapon/wirecutters))
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passenger_allowed = !passenger_allowed
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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>")
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else
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..()
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/obj/vehicle/train/cargo/engine/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/key/cargo_train))
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if(!key)
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user.drop_item()
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W.forceMove(src)
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key = W
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verbs += /obj/vehicle/train/cargo/engine/verb/remove_key
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return
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..()
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//cargo trains are open topped, so there is a chance the projectile will hit the mob ridding the train instead
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/obj/vehicle/train/cargo/bullet_act(var/obj/item/projectile/Proj)
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if(buckled_mob && prob(70))
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buckled_mob.bullet_act(Proj)
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return
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..()
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/obj/vehicle/train/cargo/update_icon()
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if(open)
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icon_state = initial(icon_state) + "_open"
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else
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icon_state = initial(icon_state)
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/obj/vehicle/train/cargo/trolley/insert_cell(var/obj/item/weapon/cell/C, var/mob/living/carbon/human/H)
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return
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/obj/vehicle/train/cargo/engine/insert_cell(var/obj/item/weapon/cell/C, var/mob/living/carbon/human/H)
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..()
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update_stats()
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/obj/vehicle/train/cargo/engine/remove_cell(var/mob/living/carbon/human/H)
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..()
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update_stats()
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/obj/vehicle/train/cargo/engine/Bump(atom/Obstacle)
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var/obj/machinery/door/D = Obstacle
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var/mob/living/carbon/human/H = load
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if(istype(D) && istype(H))
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D.Bumped(H) //a little hacky, but hey, it works, and respects access rights
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..()
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/obj/vehicle/train/cargo/trolley/Bump(atom/Obstacle)
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if(!lead)
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return //so people can't knock others over by pushing a trolley around
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..()
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//-------------------------------------------
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// Train procs
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//-------------------------------------------
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/obj/vehicle/train/cargo/engine/turn_on()
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if(!key)
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return
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else
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..()
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update_stats()
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verbs -= /obj/vehicle/train/cargo/engine/verb/stop_engine
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verbs -= /obj/vehicle/train/cargo/engine/verb/start_engine
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if(on)
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verbs += /obj/vehicle/train/cargo/engine/verb/stop_engine
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else
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verbs += /obj/vehicle/train/cargo/engine/verb/start_engine
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/obj/vehicle/train/cargo/engine/turn_off()
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..()
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verbs -= /obj/vehicle/train/cargo/engine/verb/stop_engine
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verbs -= /obj/vehicle/train/cargo/engine/verb/start_engine
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if(!on)
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verbs += /obj/vehicle/train/cargo/engine/verb/start_engine
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else
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verbs += /obj/vehicle/train/cargo/engine/verb/stop_engine
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/obj/vehicle/train/cargo/RunOver(var/mob/living/carbon/human/H)
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var/list/parts = list(BP_HEAD, BP_TORSO, BP_L_LEG, BP_R_LEG, BP_L_ARM, BP_R_ARM)
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H.apply_effects(5, 5)
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for(var/i = 0, i < rand(1,3), i++)
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H.apply_damage(rand(1,5), BRUTE, pick(parts))
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/obj/vehicle/train/cargo/trolley/RunOver(var/mob/living/carbon/human/H)
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..()
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attack_log += text("\[[time_stamp()]\] <font color='red'>ran over [H.name] ([H.ckey])</font>")
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/obj/vehicle/train/cargo/engine/RunOver(var/mob/living/carbon/human/H)
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..()
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if(is_train_head() && istype(load, /mob/living/carbon/human))
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var/mob/living/carbon/human/D = load
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D << "<font color='red'><B>You ran over [H]!</B></font>"
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visible_message("<B><font color='red'>\The [src] ran over [H]!</B></font>")
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attack_log += text("\[[time_stamp()]\] <font color='red'>ran over [H.name] ([H.ckey]), driven by [D.name] ([D.ckey])</font>")
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msg_admin_attack("[D.name] ([D.ckey]) ran over [H.name] ([H.ckey]). (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
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else
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attack_log += text("\[[time_stamp()]\] <font color='red'>ran over [H.name] ([H.ckey])</font>")
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//-------------------------------------------
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// Interaction procs
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//-------------------------------------------
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/obj/vehicle/train/cargo/engine/relaymove(mob/user, direction)
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if(user != load)
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return 0
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if(is_train_head())
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if(direction == reverse_direction(dir) && tow)
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return 0
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if(Move(get_step(src, direction)))
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return 1
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return 0
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else
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return ..()
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/obj/vehicle/train/cargo/engine/examine(mob/user)
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if(!..(user, 1))
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return
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if(!istype(usr, /mob/living/carbon/human))
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return
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user << "The power light is [on ? "on" : "off"].\nThere are[key ? "" : " no"] keys in the ignition."
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user << "The charge meter reads [cell? round(cell.percent(), 0.01) : 0]%"
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/obj/vehicle/train/cargo/engine/verb/start_engine()
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set name = "Start engine"
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set category = "Vehicle"
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set src in view(0)
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if(!istype(usr, /mob/living/carbon/human))
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return
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if(on)
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usr << "The engine is already running."
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return
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turn_on()
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if (on)
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usr << "You start [src]'s engine."
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else
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if(cell.charge < charge_use)
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usr << "[src] is out of power."
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else
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usr << "[src]'s engine won't start."
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/obj/vehicle/train/cargo/engine/verb/stop_engine()
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set name = "Stop engine"
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set category = "Vehicle"
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set src in view(0)
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if(!istype(usr, /mob/living/carbon/human))
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return
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if(!on)
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usr << "The engine is already stopped."
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return
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turn_off()
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if (!on)
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usr << "You stop [src]'s engine."
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/obj/vehicle/train/cargo/engine/verb/remove_key()
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set name = "Remove key"
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set category = "Vehicle"
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set src in view(0)
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if(!istype(usr, /mob/living/carbon/human))
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return
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if(!key || (load && load != usr))
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return
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if(on)
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turn_off()
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key.loc = usr.loc
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if(!usr.get_active_hand())
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usr.put_in_hands(key)
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key = null
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verbs -= /obj/vehicle/train/cargo/engine/verb/remove_key
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//-------------------------------------------
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// Loading/unloading procs
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//-------------------------------------------
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/obj/vehicle/train/cargo/trolley/load(var/atom/movable/C)
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if(ismob(C) && !passenger_allowed)
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return 0
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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))
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return 0
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//if there are any items you don't want to be able to interact with, add them to this check
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// ~no more shielded, emitter armed death trains
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if(istype(C, /obj/machinery))
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load_object(C)
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else
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..()
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if(load)
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return 1
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/obj/vehicle/train/cargo/engine/load(var/atom/movable/C)
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if(!istype(C, /mob/living/carbon/human))
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return 0
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return ..()
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//Load the object "inside" the trolley and add an overlay of it.
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//This prevents the object from being interacted with until it has
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// been unloaded. A dummy object is loaded instead so the loading
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// code knows to handle it correctly.
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/obj/vehicle/train/cargo/trolley/proc/load_object(var/atom/movable/C)
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if(!isturf(C.loc)) //To prevent loading things from someone's inventory, which wouldn't get handled properly.
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return 0
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if(load || C.anchored)
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return 0
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var/datum/vehicle_dummy_load/dummy_load = new()
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load = dummy_load
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if(!load)
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return
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dummy_load.actual_load = C
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C.forceMove(src)
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if(load_item_visible)
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C.pixel_x += load_offset_x
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C.pixel_y += load_offset_y
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C.layer = layer
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overlays += C
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//we can set these back now since we have already cloned the icon into the overlay
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C.pixel_x = initial(C.pixel_x)
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C.pixel_y = initial(C.pixel_y)
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C.layer = initial(C.layer)
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/obj/vehicle/train/cargo/trolley/unload(var/mob/user, var/direction)
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if(istype(load, /datum/vehicle_dummy_load))
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var/datum/vehicle_dummy_load/dummy_load = load
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load = dummy_load.actual_load
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dummy_load.actual_load = null
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qdel(dummy_load)
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overlays.Cut()
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..()
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//-------------------------------------------
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// Latching/unlatching procs
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//-------------------------------------------
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/obj/vehicle/train/cargo/engine/latch(obj/vehicle/train/T, mob/user)
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if(!istype(T) || !Adjacent(T))
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return 0
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//if we are attaching a trolley to an engine we don't care what direction
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// it is in and it should probably be attached with the engine in the lead
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if(istype(T, /obj/vehicle/train/cargo/trolley))
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T.attach_to(src, user)
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else
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var/T_dir = get_dir(src, T) //figure out where T is wrt src
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if(dir == T_dir) //if car is ahead
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src.attach_to(T, user)
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else if(reverse_direction(dir) == T_dir) //else if car is behind
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T.attach_to(src, user)
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//-------------------------------------------------------
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// Stat update procs
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//
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// Update the trains stats for speed calculations.
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// The longer the train, the slower it will go. car_limit
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// sets the max number of cars one engine can pull at
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// full speed. Adding more cars beyond this will slow the
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// train proportionate to the length of the train. Adding
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// more engines increases this limit by car_limit per
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// engine.
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//-------------------------------------------------------
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/obj/vehicle/train/cargo/engine/update_car(var/train_length, var/active_engines)
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src.train_length = train_length
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src.active_engines = active_engines
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//Update move delay
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if(!is_train_head() || !on)
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move_delay = initial(move_delay) //so that engines that have been turned off don't lag behind
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else
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move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains
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move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines)
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move_delay += config.run_speed //base reference speed
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move_delay *= 1.1 //makes cargo trains 10% slower than running when not overweight
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/obj/vehicle/train/cargo/trolley/update_car(var/train_length, var/active_engines)
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src.train_length = train_length
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src.active_engines = active_engines
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if(!lead && !tow)
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anchored = 0
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else
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anchored = 1
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