Files
VOREStation/code/game/objects/structures/crates_lockers/vehiclecage.dm
T
Cameron Lennox d73f6b8dbd Makes uses of do_after sane (#18334)
* Prevents insta-actions

* Do_after sanity

NOTE: NUKE do_after_action

* Update bonfire.dm

* The  rest of them

Also fixes a tpyo

* no minitest :)

* .

* .

* Gets rid of the slowdown for now

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-09-08 02:25:08 +02:00

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/obj/structure/vehiclecage
name = "vehicle cage"
desc = "A large metal lattice that seems to exist solely to annoy consumers."
icon = 'icons/obj/storage.dmi'
icon_state = "vehicle_cage"
density = TRUE
var/obj/vehicle/my_vehicle
var/my_vehicle_type
var/paint_color = "#666666"
/obj/structure/vehiclecage/examine(mob/user)
. = ..()
if(my_vehicle)
. += span_notice("It seems to contain \the [my_vehicle].")
/obj/structure/vehiclecage/Initialize(mapload)
. = ..()
if(my_vehicle_type)
my_vehicle = new my_vehicle_type(src)
for(var/obj/I in get_turf(src))
if(I.density || I.anchored || I == src || !I.simulated || !istype(I, my_vehicle_type))
continue
load_vehicle(I)
update_icon()
/obj/structure/vehiclecage/attack_hand(mob/user as mob)
to_chat(user, span_notice("You need a wrench to take this apart!"))
return
/obj/structure/vehiclecage/attackby(obj/item/W as obj, mob/user as mob)
var/turf/T = get_turf(src)
if(!T)
to_chat(user, span_notice("You can't open this here!"))
if(W.has_tool_quality(TOOL_WRENCH) && do_after(user, 6 SECONDS * W.toolspeed, target = src))
playsound(src, W.usesound, 50, 1)
disassemble(W, user)
user.visible_message(span_notice("[user] begins loosening \the [src]'s bolts."))
if(W.has_tool_quality(TOOL_WIRECUTTER) && do_after(user, 7 SECONDS * W.toolspeed, target = src))
playsound(src, W.usesound, 50, 1)
disassemble(W, user)
user.visible_message(span_notice("[user] begins cutting \the [src]'s bolts."))
else
return attack_hand(user)
/obj/structure/vehiclecage/update_icon()
..()
cut_overlays()
underlays.Cut()
var/image/framepaint = new(icon = 'icons/obj/storage.dmi', icon_state = "[initial(icon_state)]_a", layer = MOB_LAYER + 1.1)
framepaint.plane = MOB_PLANE
framepaint.color = paint_color
add_overlay(framepaint)
for(var/obj/vehicle/V in src.contents)
var/image/showcase = new(V)
showcase.layer = src.layer - 0.1
underlays += showcase
/obj/structure/vehiclecage/MouseDrop_T(var/atom/movable/C, mob/user as mob)
if(user && (user.buckled || user.stat || user.restrained() || !Adjacent(user) || !user.Adjacent(C)))
return
var/obj/vehicle/V
if(istype(C, /obj/vehicle))
V = C
if(!V)
return
if(!my_vehicle)
load_vehicle(V, user)
/obj/structure/vehiclecage/proc/load_vehicle(var/obj/vehicle/V, mob/user as mob)
if(user)
user.visible_message(span_notice("[user] loads \the [V] into \the [src]."), \
span_notice("You load \the [V] into \the [src]."), \
span_notice("You hear creaking metal."))
V.forceMove(src)
paint_color = V.paint_color
update_icon()
/obj/structure/vehiclecage/proc/disassemble(obj/item/W as obj, mob/user as mob)
var/turf/T = get_turf(src)
new /obj/item/stack/material/steel(src.loc, 5)
for(var/atom/movable/AM in contents)
if(AM.simulated)
AM.forceMove(T)
my_vehicle = null
user.visible_message(span_notice("[user] release \the [src]."), \
span_notice("You finally release \the [src]."), \
span_notice("You hear creaking metal."))
qdel(src)
/obj/structure/vehiclecage/spacebike
my_vehicle_type = /obj/vehicle/bike/random
/obj/structure/vehiclecage/quadbike
my_vehicle_type = /obj/vehicle/train/engine/quadbike/random
/obj/structure/vehiclecage/quadtrailer
my_vehicle_type = /obj/vehicle/train/trolley/trailer/random