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GS13NG/modular_citadel/code/modules/vectorcrafts/vectorcraft.dm
2022-04-06 18:41:31 -03:00

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#define SPEED_MOD 5
#define PX_OFFSET 16 //half of total px size of sprite
//Cars that drfit
//By Fermi!
/obj/vehicle/sealed/vectorcraft
name = "all-terrain hovercraft"
desc = "An all-terrain vehicle built for traversing rough terrain with ease. One of the few old-Earth technologies that are still relevant on most planet-bound outposts."
icon_state = "zoomscoot"
movedelay = 5
//allow_diagonal_dir = TRUE - find fix for this later
inertia_moving = FALSE
animate_movement = 0
max_integrity = 100
//key_type = /obj/item/key
var/obj/structure/trunk //Trunkspace of craft
var/vector = list("x" = 0, "y" = 0) //vector math
var/tile_loc = list("x" = 0, "y" = 0) //x y offset of tile
var/max_acceleration = 5.25
var/accel_step = 0.3
var/acceleration = 0.4
var/max_deceleration = 2
var/max_velocity = 110
var/boost_power = 15
var/enginesound_delay = 0
var/gear
var/boost_cooldown
//Changes for custom
var/i_m_acell
var/i_m_decell
var/i_boost
var/i_acell
var/mob/living/carbon/human/driver
/obj/vehicle/sealed/vectorcraft/Initialize(mapload)
..()
i_m_acell = max_acceleration
i_m_decell = max_deceleration
i_boost = boost_power
i_acell = acceleration
/obj/vehicle/sealed/vectorcraft/mob_enter(mob/living/M)
if(!driver)
driver = M
if(gear != "auto")
gear = driver.a_intent
start_engine()
to_chat(M, "<span class='big notice'>How to drive:</span> \n<span class='notice'><i>Hold wasd to gain speed in a direction, c to enable/disable the clutch, 1 2 3 4 to change gears while holding a direction (make sure the clutch is enabled when you change gears, you should hear a sound when you've successfully changed gears), r to toggle handbrake, hold alt for brake and press shift for boost (the machine will beep when the boost is recharged)! If you hear an ebbing sound like \"brbrbrbrbr\" you need to gear down, the whining sound means you need to gear up. Hearing a pleasant \"whumwhumwhum\" is optimal gearage! It can be a lil slow to start, so make sure you're in the 1st gear.\n</i></span>")
return ..()
/obj/vehicle/sealed/vectorcraft/mob_exit(mob/living/M)
.=..()
if(!driver)
stop_engine()
return
if(driver.client)
driver.client.pixel_x = 0
driver.client.pixel_y = 0
driver.pixel_x = 0
driver.pixel_y = 0
if(M == driver)
driver = null
gear = initial(gear)
stop_engine()
//////////////////////////////////////////////////////////////
// Main driving checks //
//////////////////////////////////////////////////////////////
/obj/vehicle/sealed/vectorcraft/proc/start_engine()
if(dead_check())
return
START_PROCESSING(SSvectorcraft, src)
check_gears()
if(!driver)
stop_engine()
/obj/vehicle/sealed/vectorcraft/proc/stop_engine()
STOP_PROCESSING(SSvectorcraft, src)
vector = list("x" = 0, "y" = 0)
acceleration = initial(acceleration)
/obj/vehicle/sealed/vectorcraft/proc/dead_check()
if(driver.stat > 0)
mob_exit(driver)
stop_engine()
return TRUE
return FALSE
//Move the damn car
/obj/vehicle/sealed/vectorcraft/vehicle_move(cached_direction)
if(!driver)
stop_engine()
if(driver.stat == DEAD)
mob_exit(driver)
dir = cached_direction
check_gears()
check_boost()
calc_acceleration()
calc_vector(cached_direction)
/*
var/direction = calc_angle()
if(!direction)
direction = cached_direction
return
*/
/* depreciated
//movespeed
if(lastmove + movedelay > world.time)
return FALSE
lastmove = world.time
if(trailer)
var/dir_to_move = get_dir(trailer.loc, loc)
var/did_move = step(src, direction)
if(did_move)
step(trailer, dir_to_move)
return did_move
else
after_move(direction)
return step(src, direction)
*/
//Passive hover drift
/obj/vehicle/sealed/vectorcraft/proc/hover_loop()
check_boost()
if(driver.m_intent == MOVE_INTENT_WALK)
var/deceleration = max_deceleration
if(driver.in_throw_mode)
deceleration *= 1.5
friction(deceleration, TRUE)
else if(driver.in_throw_mode)
friction(max_deceleration*1.2, TRUE)
friction(max_deceleration/4)
if(trailer)
var/dir_to_move = get_dir(trailer.loc, loc)
var/did_move = move_car()
if(did_move)
step(trailer, dir_to_move)
trailer.pixel_x = tile_loc["x"]
trailer.pixel_y = tile_loc["y"]
after_move(did_move)
return did_move
else
var/direction = move_car()
after_move(direction)
return direction
//I got over messy process procs
/obj/vehicle/sealed/vectorcraft/process()
hover_loop()
dead_check()
//////////////////////////////////////////////////////////////
// Movement procs //
//////////////////////////////////////////////////////////////
/obj/vehicle/sealed/vectorcraft/proc/move_car()
if(GLOB.Debug2)
message_admins("Pre_ Tile_loc: [tile_loc["x"]], [tile_loc["y"]] Vector: [vector["x"]],[vector["y"]]")
var/cached_tile = tile_loc
tile_loc["x"] += vector["x"]/SPEED_MOD
tile_loc["y"] += vector["y"]/SPEED_MOD
//range = -16 to 16
var/x_move = 0
if(tile_loc["x"] > PX_OFFSET)
x_move = round((tile_loc["x"]+PX_OFFSET) / (PX_OFFSET*2), 1)
tile_loc["x"] = ((tile_loc["x"]+PX_OFFSET) % (PX_OFFSET*2))-PX_OFFSET
else if(tile_loc["x"] < -PX_OFFSET)
x_move = round((tile_loc["x"]-PX_OFFSET) / (PX_OFFSET*2), 1)
tile_loc["x"] = ((tile_loc["x"]-PX_OFFSET) % -(PX_OFFSET*2))+PX_OFFSET
var/y_move = 0
if(tile_loc["y"] > PX_OFFSET)
y_move = round((tile_loc["y"]+PX_OFFSET) / (PX_OFFSET*2), 1)
tile_loc["y"] = ((tile_loc["y"]+PX_OFFSET) % (PX_OFFSET*2))-PX_OFFSET
else if(tile_loc["y"] < -PX_OFFSET)
y_move = round((tile_loc["y"]-PX_OFFSET) / (PX_OFFSET*2), 1)
tile_loc["y"] = ((tile_loc["y"]-PX_OFFSET) % -(PX_OFFSET*2))+PX_OFFSET
if(!(x_move == 0 && y_move == 0))
var/turf/T = get_offset_target_turf(src, x_move, y_move)
for(var/atom/A in T.contents)
Bump(A)
if(A.density)
ricochet()
tile_loc = cached_tile
return FALSE
if(T.density)
ricochet()
tile_loc = cached_tile
return FALSE
x += x_move
y += y_move
pixel_x = round(tile_loc["x"], 1)
pixel_y = round(tile_loc["y"], 1)
if(driver && driver.client)
driver.client.pixel_x = pixel_x
driver.client.pixel_y = pixel_y
if(GLOB.Debug2)
message_admins("Post TileLoc:[tile_loc["x"]], [tile_loc["y"]] Movement: [x_move],[y_move]")
message_admins("Pix:[pixel_x],[pixel_y] TileLoc:[tile_loc["x"]], [tile_loc["y"]]. [round(tile_loc["x"])], [round(tile_loc["y"])]")
//no tile movement
if(x_move == 0 && y_move == 0)
return FALSE
//var/direction = calc_step_angle(x_move, y_move)
//if(direction) //If the movement is greater than 2
// step(src, direction)
// after_move(direction)
return TRUE
//////////////////////////////////////////////////////////////
// Check procs //
//////////////////////////////////////////////////////////////
//check the cooldown on the boost
/obj/vehicle/sealed/vectorcraft/proc/check_boost()
if(enginesound_delay < world.time)
enginesound_delay = 0
if(!boost_cooldown)
return
if(boost_cooldown < world.time)
boost_cooldown = 0
playsound(src.loc,'sound/vehicles/boost_ready.ogg', 65, 0)
return
//Make sure the clutch is on while changing gears!!
/obj/vehicle/sealed/vectorcraft/proc/check_gears()
if(!driver)
for(var/i in contents)
if(iscarbon(i))
var/mob/living/carbon/C = i
driver = C
to_chat(driver, "<span class='notice'><b>You shuffle across to the driver's seat of the [src]</b></span>")
start_engine()
break
if(!driver)
stop_engine()
return
if(!gear)
gear = driver.a_intent
if(gear == "auto")
return
//USE THE CCLUUUTCHHH
if(gear != driver.a_intent && SEND_SIGNAL(driver, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
//playsound
to_chat(driver, "<span class='warning'><b>The gearbox gives out a horrific sound!</b></span>")
playsound(src.loc,'sound/vehicles/clutch_fail.ogg', 70, 0)
apply_damage(5)
acceleration = acceleration/2
else if(gear != driver.a_intent && SEND_SIGNAL(driver, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))
playsound(src.loc,'sound/vehicles/clutch_win.ogg', 100, 0)
gear = driver.a_intent
//Bounce the car off a wall
/obj/vehicle/sealed/vectorcraft/proc/bounce()
vector["x"] = -vector["x"]/2
vector["y"] = -vector["y"]/2
acceleration /= 2
/obj/vehicle/sealed/vectorcraft/proc/ricochet(x_move, y_move)
var/speed = calc_speed()
apply_damage(speed/10)
bounce()
//////////////////////////////////////////////////////////////
// Damage procs //
//////////////////////////////////////////////////////////////
//Repairing
/obj/vehicle/sealed/vectorcraft/attackby(obj/item/O, mob/user, params)
.=..()
if(istype(O, /obj/item/weldingtool) && user.a_intent != INTENT_HARM)
if(obj_integrity < max_integrity)
if(!O.tool_start_check(user, amount=0))
return
user.visible_message("[user] begins repairing [src].", \
"<span class='notice'>You begin repairing [src]...</span>", \
"<span class='italics'>You hear welding.</span>")
if(O.use_tool(src, user, 40, volume=50))
to_chat(user, "<span class='notice'>You repair [src].</span>")
apply_damage(-max_integrity)
else
to_chat(user, "<span class='notice'>[src] does not need repairs.</span>")
/obj/vehicle/sealed/vectorcraft/attack_hand(mob/user)
remove_key(driver)
..()
//Heals/damages the car
/obj/vehicle/sealed/vectorcraft/proc/apply_damage(damage)
obj_integrity -= damage
var/healthratio = ((obj_integrity/max_integrity)/4) + 0.75
max_acceleration = initial(max_acceleration) * healthratio
max_deceleration = initial(max_deceleration) * healthratio
boost_power = initial(boost_power) * healthratio
if(obj_integrity <= 0)
mob_exit(driver)
var/datum/effect_system/reagents_explosion/e = new()
var/turf/T = get_turf(src)
e.set_up(1, T, 1, 3)
e.start()
visible_message("The [src] explodes from taking too much damage!")
qdel(src)
if(obj_integrity > max_integrity)
obj_integrity = max_integrity
//
/obj/vehicle/sealed/vectorcraft/Bump(atom/M)
var/speed = calc_speed()
if(isliving(M))
var/mob/living/C = M
if(!C.anchored)
var/atom/throw_target = get_edge_target_turf(C, calc_angle())
C.throw_at(throw_target, 10, 14)
to_chat(C, "<span class='warning'><b>You are hit by the [src]!</b></span>")
to_chat(driver, "<span class='warning'><b>You just ran into [C] you crazy lunatic!</b></span>")
C.adjustBruteLoss(speed/10)
return ..()
//playsound
if(istype(M, /obj/vehicle/sealed/vectorcraft))
var/obj/vehicle/sealed/vectorcraft/Vc = M
Vc.apply_damage(speed/5)
Vc.vector["x"] += vector["x"]/2
Vc.vector["y"] += vector["y"]/2
apply_damage(speed/10)
bounce()
return ..()
if(istype(M, /obj/))
var/obj/O = M
if(O.density)
O.take_damage(speed*2.5)
return ..()
//////////////////////////////////////////////////////////////
// Calc procs //
//////////////////////////////////////////////////////////////
/*Calc_step_angle calculates angle based off pixel x,y movement (x,y in)
Calc angle calcus angle based off vectors
calc_speed() returns the highest var of x or y relative
calc accel calculates the acceleration to be added to vector
calc vector updates the internal vector
friction reduces the vector by an ammount to both axis*/
//How fast the car is going atm
/obj/vehicle/sealed/vectorcraft/proc/calc_velocity() //Depreciated.
var/speed = calc_speed()
switch(speed)
if(-INFINITY to 10)
movedelay = 5
inertia_move_delay = 5
if(10 to 20)
movedelay = 4
inertia_move_delay = 4
if(20 to 35)
movedelay = 3
inertia_move_delay = 3
if(35 to 60)
movedelay = 2
inertia_move_delay = 2
if(60 to 90)
movedelay = 1
inertia_move_delay = 1
if(90 to INFINITY)
movedelay = 0
inertia_move_delay = 0
return
/*
if(driver.sprinting && !(boost_cooldown))
acceleration += boost_power //You got boost power!
boost_cooldown = world.time + 150
playsound(src.loc,'sound/vehicles/boost.ogg', 50, 0)
//playsound
*/
/obj/vehicle/sealed/vectorcraft/proc/calc_step_angle(x, y)
if((sqrt(x**2))>1 || (sqrt(y**2))>1) //Too large a movement for a step
return FALSE
if(x == 1)
if (y == 1)
return NORTHEAST
else if (y == -1)
return SOUTHEAST
else if (y == 0)
return EAST
else
message_admins("something went wrong; y = [y]")
else if (x == -1)
if (y == 1)
return NORTHWEST
else if (y == -1)
return SOUTHWEST
else if (y == 0)
return WEST
else
message_admins("something went wrong; y = [y]")
else if (x != 0)
message_admins("something went wrong; x = [x]")
if (y == 1)
return NORTH
else if (y == -1)
return SOUTH
else if (x != 0)
message_admins("something went wrong; y = [y]")
return FALSE
//Returns the angle to move towards
/obj/vehicle/sealed/vectorcraft/proc/calc_angle()
var/x = round(vector["x"], 1)
var/y = round(vector["y"], 1)
if(y == 0)
if(x > 0)
return EAST
else if(x < 0)
return WEST
if(x == 0)
if(y > 0)
return NORTH
else if(y < 0)
return SOUTH
if(x == 0 || y == 0)
return FALSE
var/angle = (ATAN2(x,y))
//if(angle < 0)
// angle += 360
//message_admins("x:[x], y: [y], angle:[angle]")
//I WISH I HAD RADIANSSSSSSSSSS
if(angle > 0)
switch(angle)
if(0 to 22)
return EAST
if(22 to 67)
return NORTHEAST
if(67 to 112)
return NORTH
if(112 to 157)
return NORTHWEST
if(157 to 180)
return WEST
else
switch(angle)
if(0 to -22)
return EAST
if(-22 to -67)
return SOUTHEAST
if(-67 to -112)
return SOUTH
if(-112 to -157)
return SOUTHWEST
if(-157 to -180)
return WEST
//updates the internal speed of the car (used for crashing)
/obj/vehicle/sealed/vectorcraft/proc/calc_speed()
var/speed = max(sqrt((vector["x"]**2)), sqrt((vector["y"]**2)))
return speed
//Converts "gear" from intent to numerics
/obj/vehicle/sealed/vectorcraft/proc/convert_gear()
switch(gear)
if("help")
return 1
if("disarm")
return 2
if("grab")
return 3
if("harm")
return 4
//Calculates the acceleration
/obj/vehicle/sealed/vectorcraft/proc/calc_acceleration() //Make speed 0 - 100 regardless of gear here
if(SEND_SIGNAL(driver, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))//clutch is on
return FALSE
if(gear == "auto")
acceleration += accel_step
acceleration = clamp(acceleration, initial(acceleration), max_acceleration)
if(!enginesound_delay)
playsound(src.loc,'sound/vehicles/norm_eng.ogg', 25, 0)
enginesound_delay = world.time + 16
return
var/gear_val = convert_gear()
var/min_accel = max_acceleration*( (((gear_val-1) * 20) + ((gear_val-1)*5)) /100)
var/max_accel = max_acceleration*((gear_val * 25)/100) //1.25 - 5
if(acceleration < min_accel)
acceleration += accel_step/10
if(!enginesound_delay)
playsound(src.loc,'sound/vehicles/low_eng.ogg', 25, 0)
enginesound_delay = world.time + 16
else if (acceleration > max_accel)
acceleration -= accel_step
if(!enginesound_delay)
playsound(src.loc,'sound/vehicles/high_eng.ogg', 25, 0)
enginesound_delay = world.time + 16
else
if(gear_val == 1)
acceleration += accel_step*3.5
else
acceleration += accel_step
if(!enginesound_delay)
playsound(src.loc,'sound/vehicles/norm_eng.ogg', 25, 0)
enginesound_delay = world.time + 16
if(acceleration > ((max_acceleration*calc_speed())/90) && acceleration > max_acceleration/5)
acceleration -= accel_step*2
if(!enginesound_delay)
playsound(src.loc,'sound/vehicles/high_eng.ogg', 25, 0)
enginesound_delay = world.time + 16
return
acceleration = clamp(acceleration, initial(acceleration), max_acceleration)
//calulate the vector change
/obj/vehicle/sealed/vectorcraft/proc/calc_vector(direction)
if(SEND_SIGNAL(driver, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE))//clutch is on
return FALSE
var/cached_acceleration = acceleration
var/boost_active = FALSE
if((driver.combat_flags & COMBAT_FLAG_SPRINT_ACTIVE) && !(boost_cooldown))
cached_acceleration += boost_power //You got boost power!
boost_cooldown = world.time + 80
playsound(src.loc,'sound/vehicles/boost.ogg', 100, 0)
boost_active = TRUE
//playsound
var/result_vector = vector
switch(direction)
if(NORTH)
result_vector["y"] += cached_acceleration
if(NORTHEAST)
result_vector["x"] += cached_acceleration/1.4
result_vector["y"] += cached_acceleration/1.4
if(EAST)
result_vector["x"] += cached_acceleration
if(SOUTHEAST)
result_vector["x"] += cached_acceleration/1.4
result_vector["y"] -= cached_acceleration/1.4
if(SOUTH)
result_vector["y"] -= cached_acceleration
if(SOUTHWEST)
result_vector["x"] -= cached_acceleration/1.4
result_vector["y"] -= cached_acceleration/1.4
if(WEST)
result_vector["x"] -= cached_acceleration
if(NORTHWEST)
result_vector["y"] += cached_acceleration/1.4
result_vector["x"] -= cached_acceleration/1.4
if(boost_active)
vector["x"] = result_vector["x"]
vector["y"] = result_vector["y"]
else
vector["x"] = clamp(result_vector["x"], -max_velocity, max_velocity)
vector["y"] = clamp(result_vector["y"], -max_velocity, max_velocity)
if(vector["x"] > max_velocity || vector["x"] < -max_velocity)
vector["x"] = vector["x"] - (vector["x"]/10)
vector["x"] = clamp(vector["x"], -250, 250)
if(vector["y"] > max_velocity || vector["y"] < -max_velocity)
vector["y"] = vector["y"] - (vector["y"]/10)
vector["y"] = clamp(vector["y"], -250, 250)
return
//Reduces speed
/obj/vehicle/sealed/vectorcraft/proc/friction(change, sfx = FALSE)
//decell X
if(vector["x"] == 0 && vector["y"] == 0)
return
if(vector["x"] <= -change)
vector["x"] += change
else if(vector["x"] >= change)
vector["x"] -= change
else
vector["x"] = 0
//decell Y
if(vector["y"] <= -change)
vector["y"] += change
else if(vector["y"] >= change)
vector["y"] -= change
else
vector["y"] = 0
if(sfx)
playsound(src.loc,'sound/vehicles/skid.ogg', 50, 0)