Files
Paradise/code/game/objects/structures/segway.dm

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/obj/structure/stool/bed/chair/segway
name = "security segway"
desc = "Gives the illusion of authority."
icon = 'icons/obj/vehicles.dmi'
icon_state = "sec_seg_idle"
anchored = 1
density = 1
var/health = 100
var/delay = 3 //Move delay to simulate a speed
var/allowMove = 1
var/datum/global_iterator/space_move //Handling space movement (i.e. drift forever)
/obj/structure/stool/bed/chair/segway/New()
handle_rotation()
space_move = new /datum/global_iterator/space_movement(null,0)
return
/obj/structure/stool/bed/chair/segway/relaymove(mob/user, direction)
if(user.stat || user.stunned || user.weakened || user.paralysis)
unbuckle()
icon_state = "sec_seg_idle"
if(istype(user.l_hand, /obj/item/sec_seg_key) || istype(user.r_hand, /obj/item/sec_seg_key))
if(!allowMove)
return
if(src.space_move.active())
return
allowMove = 0
icon_state = "sec_seg_move"
step(src, direction)
update_mob()
handle_rotation()
if(istype(src.loc, /turf/space))
src.space_move.start(list(src,direction))
if(istype(src.loc, /turf/simulated))
var/turf/simulated/T = src.loc
if(T.wet == 2) //Lube! Fall off!
playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
buckled_mob.Stun(8)
buckled_mob.Weaken(5)
unbuckle()
step(src, dir)
sleep(delay)
allowMove = 1
else
user << "<span class='notice'>Requires key in hand to drive.</span>"
/obj/structure/stool/bed/chair/segway/Move()
. = ..()
if(buckled_mob)
if(buckled_mob.buckled == src)
buckled_mob.loc = loc
return .
/obj/structure/stool/bed/chair/segway/Bump(var/atom/obstacle)
if(istype(obstacle, /mob))
step(obstacle, src.dir)
else
obstacle.Bumped(src)
return
/obj/structure/stool/bed/chair/segway/buckle_mob(mob/M, mob/user)
if(M != user || !ismob(M) || get_dist(src, user) > 1 || user.restrained() || user.lying || user.stat || M.buckled || istype(user, /mob/living/silicon))
return
unbuckle()
M.visible_message(\
"<span class='notice'>[M] climbs onto the [src.name]!</span>",\
"<span class='notice'>You climb onto the [src.name]!</span>")
M.buckled = src
M.loc = loc
M.dir = dir
M.update_canmove()
buckled_mob = M
update_mob()
add_fingerprint(user)
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 5
/obj/structure/stool/bed/chair/segway/unbuckle()
if(buckled_mob)
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 0
..()
/obj/structure/stool/bed/chair/segway/handle_rotation()
if(dir == NORTH)
layer = OBJ_LAYER
else
layer = FLY_LAYER
if(buckled_mob)
if(buckled_mob.loc != loc)
buckled_mob.buckled = null
buckled_mob.buckled = src
update_mob()
/obj/structure/stool/bed/chair/segway/proc/update_mob()
if(buckled_mob)
buckled_mob.dir = dir
/obj/structure/stool/bed/chair/segway/bullet_act(var/obj/item/projectile/Proj)
if(buckled_mob)
return buckled_mob.bullet_act(Proj)
else if(istype(Proj, /obj/item/projectile/beam))
damage(Proj.damage)
/obj/structure/stool/bed/chair/segway/proc/damage(amount)
health -= amount
if(health <= 0)
if(buckled_mob)
buckled_mob << "The [src.name] was destroyed!"
Del()
/obj/item/sec_seg_key
name = "security segway key"
desc = "A key for a security segway. You feel the choice of keyring could be more professional."
icon = 'icons/obj/vehicles.dmi'
icon_state = "keys" //Needs a proper sprite
w_class = 1
/datum/global_iterator/space_movement //moon_theme.mp3
delay = 5
process(var/obj/structure/stool/bed/chair/segway/seg as obj,direction)
if(!step(seg, direction))
src.stop()
/obj/structure/stool/bed/chair/segway/snowmobile
name = "red snowmobile"
desc = "Wheeeeeeeeeeee."
icon = 'icons/obj/vehicles.dmi'
icon_state = "snowmobile"
anchored = 1
density = 1
/obj/structure/stool/bed/chair/segway/snowmobile/blue
name = "blue snowmobile"
desc = "Wheeeeeeeeeeee."
icon = 'icons/obj/vehicles.dmi'
icon_state = "bluesnowmobile"
anchored = 1
density = 1
/obj/structure/stool/bed/chair/segway/snowmobile/relaymove(mob/user, direction)
if(user.stat || user.stunned || user.weakened || user.paralysis)
unbuckle()
if(!allowMove)
return
if(src.space_move.active())
return
allowMove = 0
step(src, direction)
update_mob()
handle_rotation()
if(istype(src.loc, /turf/space))
src.space_move.start(list(src,direction))
if(istype(src.loc, /turf/simulated))
health -= 5
usr << "Your snowmobile takes damage from not being on snow!"
var/turf/simulated/T = src.loc
if(T.wet == 2) //Lube! Fall off!
playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
buckled_mob.Stun(8)
buckled_mob.Weaken(5)
unbuckle()
step(src, dir)
sleep(delay)
allowMove = 1