Files
Paradise/code/modules/vehicle/vehicle.dm
T
Aronai Sieyes 7ab32209e5 Smooth vehicles
2020-05-02 19:36:27 -04:00

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/obj/vehicle
name = "vehicle"
desc = "A basic vehicle, vroom"
icon = 'icons/obj/vehicles.dmi'
icon_state = "scooter"
density = 1
anchored = 0
can_buckle = TRUE
buckle_lying = FALSE
max_integrity = 300
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
var/key_type
var/held_key_type //Similar to above, but the vehicle needs the key in hands as opposed to inserted into the ignition
var/obj/item/key/inserted_key
var/key_type_exact = TRUE //can subtypes work
var/last_vehicle_move = 0 //used for move delays
var/last_move_diagonal = FALSE
var/vehicle_move_delay = 2 //tick delay between movements, lower = faster, higher = slower
var/auto_door_open = TRUE
var/needs_gravity = 0 //To allow non-space vehicles to move in no gravity or not, mostly for adminbus
//Pixels
var/generic_pixel_x = 0 //All dirs show this pixel_x for the driver
var/generic_pixel_y = 0 //All dirs shwo this pixel_y for the driver
var/spaceworthy = FALSE
/obj/vehicle/Initialize(mapload)
. = ..()
handle_vehicle_layer()
/obj/vehicle/Destroy()
QDEL_NULL(inserted_key)
return ..()
/obj/vehicle/examine(mob/user)
. = ..()
if(key_type)
if(!inserted_key)
. += "<span class='notice'>Put a key inside it by clicking it with the key.</span>"
else
. += "<span class='notice'>Alt-click [src] to remove the key.</span>"
if(resistance_flags & ON_FIRE)
. += "<span class='warning'>It's on fire!</span>"
var/healthpercent = obj_integrity/max_integrity * 100
switch(healthpercent)
if(50 to 99)
. += "It looks slightly damaged."
if(25 to 50)
. += "It appears heavily damaged."
if(0 to 25)
. += "<span class='warning'>It's falling apart!</span>"
/obj/vehicle/attackby(obj/item/I, mob/user, params)
if(key_type && !is_key(inserted_key) && is_key(I))
if(user.drop_item())
I.forceMove(src)
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
if(inserted_key) //just in case there's an invalid key
inserted_key.forceMove(drop_location())
inserted_key = I
else
to_chat(user, "<span class='warning'>[I] seems to be stuck to your hand!</span>")
return
return ..()
/obj/vehicle/AltClick(mob/user)
if(inserted_key && user.Adjacent(user))
if(!(user in buckled_mobs))
to_chat(user, "<span class='warning'>You must be riding [src] to remove [src]'s key!</span>")
return
to_chat(user, "<span class='notice'>You remove [inserted_key] from [src].</span>")
inserted_key.forceMove(drop_location())
user.put_in_hands(inserted_key)
inserted_key = null
return ..()
/obj/vehicle/proc/is_key(obj/item/I)
return I ? (key_type_exact ? (I.type == key_type) : istype(I, key_type)) : FALSE
/obj/vehicle/proc/held_keycheck(mob/user)
if(held_key_type)
if(istype(user.l_hand, held_key_type) || istype(user.r_hand, held_key_type))
return TRUE
else
return TRUE
return FALSE
//APPEARANCE
/obj/vehicle/proc/handle_vehicle_layer()
if(dir != NORTH)
layer = MOB_LAYER+0.1
else
layer = OBJ_LAYER
//Override this to set your vehicle's various pixel offsets
//if they differ between directions, otherwise use the
//generic variables
/obj/vehicle/proc/handle_vehicle_offsets()
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.setDir(dir)
buckled_mob.pixel_x = generic_pixel_x
buckled_mob.pixel_y = generic_pixel_y
/obj/vehicle/update_icon()
return
/obj/item/key
name = "key"
desc = "A small grey key."
icon = 'icons/obj/vehicles.dmi'
icon_state = "key"
w_class = WEIGHT_CLASS_TINY
//BUCKLE HOOKS
/obj/vehicle/unbuckle_mob(mob/living/buckled_mob, force = FALSE)
if(istype(buckled_mob))
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 0
. = ..()
/obj/vehicle/user_buckle_mob(mob/living/M, mob/user)
if(user.incapacitated())
return
for(var/atom/movable/A in get_turf(src))
if(A.density)
if(A != src && A != M)
return
M.forceMove(get_turf(src))
..()
handle_vehicle_offsets()
/obj/vehicle/bullet_act(obj/item/projectile/Proj)
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.bullet_act(Proj)
//MOVEMENT
/obj/vehicle/relaymove(mob/user, direction)
if(key_type && !is_key(inserted_key))
to_chat(user, "<span class='warning'>[src] has no key inserted!</span>")
return
if(user.incapacitated())
unbuckle_mob(user)
return
var/delay = (last_move_diagonal? 2 : 1) * (vehicle_move_delay + config.human_delay)
if(world.time < last_vehicle_move + delay)
return
last_vehicle_move = world.time
if(held_keycheck(user))
var/turf/next = get_step(src, direction)
if(!Process_Spacemove(direction) || !isturf(loc))
return
Move(get_step(src, direction), direction, delay)
if((direction & (direction - 1)) && (loc == next)) //moved diagonally
last_move_diagonal = TRUE
else
last_move_diagonal = FALSE
if(has_buckled_mobs())
if(issimulatedturf(loc))
var/turf/simulated/T = loc
if(T.wet == TURF_WET_LUBE) //Lube! Fall off!
playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.Weaken(5)
unbuckle_all_mobs()
step(src, dir)
handle_vehicle_layer()
handle_vehicle_offsets()
else
to_chat(user, "<span class='warning'>You'll need the keys in one of your hands to drive [src].</span>")
/obj/vehicle/Move(NewLoc, Dir = 0, movetime)
. = ..()
handle_vehicle_layer()
handle_vehicle_offsets()
/obj/vehicle/Bump(atom/movable/M)
if(!spaceworthy && isspaceturf(get_turf(src)))
return FALSE
. = ..()
if(auto_door_open)
if(istype(M, /obj/machinery/door) && has_buckled_mobs())
for(var/m in buckled_mobs)
M.Bumped(m)
/obj/vehicle/proc/RunOver(var/mob/living/carbon/human/H)
return //write specifics for different vehicles
/obj/vehicle/Process_Spacemove(direction)
if(has_gravity(src))
return TRUE
if(pulledby && (pulledby.loc != loc))
return TRUE
if(needs_gravity)
return TRUE
return FALSE
/obj/vehicle/space
pressure_resistance = INFINITY
spaceworthy = TRUE
/obj/vehicle/space/Process_Spacemove(direction)
return TRUE