Files
Paradise/code/modules/vehicles/janicart.dm
T
mwerezakandZomgPonies 183c25167c Fixes #5915
Also allows checking remaining engine charge by examining, and removes
the verb.

Conflicts:
	code/modules/vehicles/cargo_train.dm
2014-08-16 21:08:25 -04:00

355 lines
9.6 KiB
Plaintext

/obj/vehicle/train/janitor/engine
name = "janitor train tug"
desc = "A ridable electric car designed for pulling janitor trolleys."
icon = 'icons/obj/vehicles.dmi'
icon_state = "pussywagon" //mulebot icons until I get some proper icons
on = 0
powered = 1
locked = 0
layer = MOB_LAYER + 0.1
load_item_visible = 1
load_offset_x = 0
load_offset_y = 7
var/car_limit = 3 //how many cars an engine can pull before performance degrades
active_engines = 1
var/obj/item/weapon/key/janitor_train/key
flags = OPENCONTAINER
var/amount_per_transfer_from_this = 5 //shit I dunno, adding this so syringes stop runtime erroring. --NeoFite
var/obj/item/weapon/storage/bag/trash/mybag = null
/obj/item/weapon/key/janitor_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 = "keys"
w_class = 1
/obj/vehicle/train/janitor/trolley
name = "janitor train trolley"
icon = 'icons/obj/janitor.dmi'
icon_state = "trashcart"
anchored = 0
passenger_allowed = 0
locked = 0
load_item_visible = 1
load_offset_x = 1
load_offset_y = 7
var/openTop = 0
var/organs = 0
//-------------------------------------------
// Standard procs
//-------------------------------------------
/obj/vehicle/train/janitor/engine/New()
..()
cell = new /obj/item/weapon/cell/high
verbs -= /atom/movable/verb/pull
key = new()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
/obj/vehicle/train/janitor/engine/Move()
if(on && cell.charge < charge_use)
turn_off()
update_stats()
if(load && is_train_head())
load << "The drive motor briefly whines, then drones to a stop."
if(is_train_head() && !on)
return 0
handle_rotation()
update_mob()
return ..()
/obj/vehicle/train/janitor/trolley/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(openTop)
W.loc = src
user.visible_message("<span class='notice'>[user] puts [W] in [src].</span>","<span class='notice'>You put [W] in [src].</span>")
if(istype(W,/obj/item/weapon/organ))
organs = 1
update_icon()
else
user << "The top is closed!"
/obj/vehicle/train/janitor/trolley/attack_hand(mob/user)
openTop = !openTop
user.visible_message("<span class='notice'>[user] [openTop ? "opens" : "closes"] the top of [src].</span>","<span class='notice'>You [openTop ? "open" : "close"] the the top of [src].</span>")
update_icon()
..()
/obj/vehicle/train/janitor/trolley/update_icon()
if(openTop)
if(organs)
icon_state = "trashcartopengib"
else
icon_state = "trashcartopen"
else
if(organs)
icon_state = "trashcartgib"
else
icon_state = "trashcart"
/obj/vehicle/train/janitor/engine/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/key/janitor_train))
if(!key)
user.drop_item()
key = W
W.loc = src
verbs += /obj/vehicle/train/janitor/engine/verb/remove_key
return
else if(istype(W, /obj/item/weapon/mop))
if(reagents.total_volume >= 2)
reagents.trans_to(W, 2)
user << "<span class='notice'>You wet the mop in the pimpin' ride.</span>"
playsound(src.loc, 'sound/effects/slosh.ogg', 25, 1)
if(reagents.total_volume < 1)
user << "<span class='notice'>This pimpin' ride is out of water!</span>"
return
else if(istype(W, /obj/item/weapon/storage/bag/trash))
user << "<span class='notice'>You hook the trashbag onto the pimpin' ride.</span>"
user.drop_item()
W.loc = src
mybag = W
return
..()
/obj/vehicle/train/janitor/engine/attack_hand(mob/user)
if(mybag)
mybag.loc = get_turf(user)
user.put_in_hands(mybag)
mybag = null
else
..()
/obj/vehicle/train/janitor/update_icon()
if(open)
icon_state = "mulebot-hatch"
else
icon_state = initial(icon_state)
/obj/vehicle/train/janitor/engine/Emag(mob/user as mob)
..()
flick("mulebot-emagged", src)
/obj/vehicle/train/janitor/trolley/insert_cell(var/obj/item/weapon/cell/C, var/mob/living/carbon/human/H)
return
/obj/vehicle/train/janitor/engine/insert_cell(var/obj/item/weapon/cell/C, var/mob/living/carbon/human/H)
..()
update_stats()
/obj/vehicle/train/janitor/engine/remove_cell(var/mob/living/carbon/human/H)
..()
update_stats()
/obj/vehicle/train/janitor/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 repects access rights
..()
/obj/vehicle/train/janitor/trolley/Bump(atom/Obstacle)
if(!lead)
return //so people can't knock others over by pushing a trolley around
..()
/obj/vehicle/train/janitor/engine/handle_rotation()
if(dir == SOUTH)
layer = FLY_LAYER
else
layer = OBJ_LAYER
/obj/vehicle/train/janitor/engine/proc/update_mob()
if(load)
load.dir = dir
switch(dir)
if(SOUTH)
load.pixel_x = 0
load.pixel_y = 7
if(WEST)
load.pixel_x = 13
load.pixel_y = 7
if(NORTH)
load.pixel_x = 0
load.pixel_y = 4
if(EAST)
load.pixel_x = -13
load.pixel_y = 7
//-------------------------------------------
// Train procs
//-------------------------------------------
/obj/vehicle/train/janitor/engine/turn_on()
if(!key)
return
else
..()
update_stats()
/obj/vehicle/train/janitor/RunOver(var/mob/living/carbon/human/H)
var/list/parts = list("head", "chest", "l_leg", "r_leg", "l_arm", "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/janitor/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/janitor/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
D << "\red \b You ran over [H]!"
visible_message("<B>\red \The [src] ran over [H]!</B>")
attack_log += text("\[[time_stamp()]\] <font color='red'>ran over [H.name] ([H.ckey]), driven by [D.name] ([D.ckey])</font>")
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>)")
else
attack_log += text("\[[time_stamp()]\] <font color='red'>ran over [H.name] ([H.ckey])</font>")
//-------------------------------------------
// Interaction procs
//-------------------------------------------
/obj/vehicle/train/janitor/engine/relaymove(mob/user, direction)
if(user != load)
return 0
if(is_train_head())
if(direction == reverse_direction(dir))
return 0
if(Move(get_step(src, direction)))
return 1
return 0
else
return ..()
/obj/vehicle/train/janitor/engine/examine()
..()
usr << "\icon[src] This [name] contains [reagents.total_volume] unit\s of [reagents]!"
if(mybag)
usr << "\A [mybag] is hanging on the [name]."
if(!istype(usr, /mob/living/carbon/human))
return
if(get_dist(usr,src) <= 1)
usr << "The power light is [on ? "on" : "off"].\nThere are[key ? "" : " no"] keys in the ignition."
/obj/vehicle/train/janitor/engine/verb/check_power()
set name = "Check power level"
set category = "Object"
set src in view(1)
if(!istype(usr, /mob/living/carbon/human))
return
if(!cell)
usr << "There is no power cell installed in [src]."
return
usr << "The power meter reads [round(cell.percent(), 0.01)]%"
/obj/vehicle/train/janitor/engine/verb/start_engine()
set name = "Start engine"
set category = "Object"
set src in view(1)
if(!istype(usr, /mob/living/carbon/human))
return
if(on)
usr << "The engine is already running."
return
turn_on()
if (on)
usr << "You start [src]'s engine."
else
if(cell.charge < charge_use)
usr << "[src] is out of power."
else
usr << "[src]'s engine won't start."
/obj/vehicle/train/janitor/engine/verb/stop_engine()
set name = "Stop engine"
set category = "Object"
set src in view(1)
if(!istype(usr, /mob/living/carbon/human))
return
if(!on)
usr << "The engine is already stopped."
return
turn_off()
if (!on)
usr << "You stop [src]'s engine."
/obj/vehicle/train/janitor/engine/verb/remove_key()
set name = "Remove key"
set category = "Object"
set src in view(1)
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/janitor/engine/verb/remove_key
//-------------------------------------------
// Loading/unloading procs
//-------------------------------------------
/obj/vehicle/train/janitor/trolley/load(var/atom/movable/C)
return 0
/obj/vehicle/train/janitor/engine/load(var/atom/movable/C)
if(!ismob(C))
return 0
return ..()
//-------------------------------------------------------
// 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/janitor/engine/proc/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 *= 1.05