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GS13NG/code/modules/vehicles/_vehicle.dm
SandPoot e5a9280ad3 push
2024-07-04 23:44:35 -03:00

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/obj/vehicle
name = "generic vehicle"
desc = "Yell at coderbus."
icon = 'icons/obj/vehicles.dmi'
icon_state = "fuckyou"
max_integrity = 300
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
density = TRUE
anchored = FALSE
COOLDOWN_DECLARE(cooldown_vehicle_move)
/// mob = bitflags of their control level.
var/list/mob/occupants
var/max_occupants = 1
/// Maximum amount of drivers
var/max_drivers = 1
var/movedelay = 2
var/lastmove = 0
/**
* If the driver needs a certain item in hand (or inserted, for vehicles) to drive this. For vehicles, this must be duplicated on their riding component subtype
* [/datum/component/riding/var/keytype] variable because only a few specific checks are handled here with this var, and the majority of it is on the riding component
* Eventually the remaining checks should be moved to the component and this var removed.
*/
var/key_type
/// The inserted key, needed on some vehicles to start the engine
var/obj/item/key/inserted_key
/// Can subtypes of this key work
var/key_type_exact = TRUE
/// Whether the vehicle is currently able to move
var/canmove = TRUE
/// When bumping a door try to make occupants bump them to open them.
var/emulate_door_bumps = TRUE
/// Handle driver movement instead of letting something else do it like riding datums.
var/default_driver_move = TRUE
/// Is the rider protected from bullets? assume no
var/enclosed = FALSE
/// Plain list of typepaths
var/list/autogrant_actions_passenger
/// Assoc list "[bitflag]" = list(typepaths)
var/list/autogrant_actions_controller
/// Assoc list mob = list(type = action datum assigned to mob)
var/list/mob/occupant_actions
/// This vehicle will follow us when we move (like atrailer duh)
var/obj/vehicle/trailer
/// Do we have a special mouse
var/mouse_pointer
/obj/vehicle/Initialize(mapload)
. = ..()
occupants = list()
autogrant_actions_passenger = list()
autogrant_actions_controller = list()
occupant_actions = list()
generate_actions()
/obj/vehicle/examine(mob/user)
. = ..()
if(resistance_flags & ON_FIRE)
. += span_warning("It's on fire!")
. += generate_integrity_message()
/// Returns a readable string of the vehicle's health for examining. Overridden by subtypes who want to be more verbose with their health messages.
/obj/vehicle/proc/generate_integrity_message()
var/examine_text = ""
var/integrity = obj_integrity/max_integrity * 100
switch(integrity)
if(50 to 99)
examine_text = "It looks slightly damaged."
if(25 to 50)
examine_text = "It appears heavily damaged."
if(0 to 25)
examine_text = span_warning("It's falling apart!")
return examine_text
/obj/vehicle/proc/is_key(obj/item/possible_key)
if(possible_key)
if(key_type_exact)
return possible_key.type == key_type
return istype(possible_key, key_type)
return FALSE
/obj/vehicle/proc/return_occupants()
return occupants
/obj/vehicle/proc/occupant_amount()
return LAZYLEN(occupants)
/obj/vehicle/proc/return_amount_of_controllers_with_flag(flag)
. = 0
for(var/i in occupants)
if(occupants[i] & flag)
.++
/obj/vehicle/proc/return_controllers_with_flag(flag)
RETURN_TYPE(/list/mob)
. = list()
for(var/i in occupants)
if(occupants[i] & flag)
. += i
/obj/vehicle/proc/return_drivers()
return return_controllers_with_flag(VEHICLE_CONTROL_DRIVE)
/obj/vehicle/proc/driver_amount()
return return_amount_of_controllers_with_flag(VEHICLE_CONTROL_DRIVE)
/obj/vehicle/proc/is_driver(mob/M)
return is_occupant(M) && occupants[M] & VEHICLE_CONTROL_DRIVE
/obj/vehicle/proc/is_occupant(mob/M)
return !isnull(LAZYACCESS(occupants, M))
/obj/vehicle/proc/add_occupant(mob/M, control_flags)
if(!istype(M) || is_occupant(M))
return FALSE
LAZYSET(occupants, M, NONE)
add_control_flags(M, control_flags)
after_add_occupant(M)
grant_passenger_actions(M)
return TRUE
/obj/vehicle/proc/after_add_occupant(mob/M)
auto_assign_occupant_flags(M)
/obj/vehicle/proc/auto_assign_occupant_flags(mob/M) //override for each type that needs it. Default is assign driver if drivers is not at max.
if(driver_amount() < max_drivers)
add_control_flags(M, VEHICLE_CONTROL_DRIVE)
/obj/vehicle/proc/remove_occupant(mob/M)
SHOULD_CALL_PARENT(TRUE)
if(!istype(M))
return FALSE
remove_control_flags(M, ALL)
remove_passenger_actions(M)
LAZYREMOVE(occupants, M)
cleanup_actions_for_mob(M)
after_remove_occupant(M)
return TRUE
/obj/vehicle/proc/after_remove_occupant(mob/M)
/obj/vehicle/relaymove(mob/user, direction)
if(!canmove)
return FALSE
if(is_driver(user))
return driver_move(user, direction)
return FALSE
/obj/vehicle/proc/driver_move(mob/user, direction)
if(key_type && !is_key(inserted_key))
to_chat(user, span_warning("[src] has no key inserted!"))
return FALSE
if(!default_driver_move)
return
vehicle_move(direction)
/obj/vehicle/proc/vehicle_move(direction)
if(!COOLDOWN_FINISHED(src, cooldown_vehicle_move))
return FALSE
COOLDOWN_START(src, cooldown_vehicle_move, movedelay)
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
after_move(direction)
return step(src, direction)
/obj/vehicle/proc/after_move(direction)
return
/obj/vehicle/proc/add_control_flags(mob/controller, flags)
if(!is_occupant(controller) || !flags)
return FALSE
occupants[controller] |= flags
for(var/i in GLOB.bitflags)
if(flags & i)
grant_controller_actions_by_flag(controller, i)
return TRUE
/obj/vehicle/proc/remove_control_flags(mob/controller, flags)
if(!is_occupant(controller) || !flags)
return FALSE
occupants[controller] &= ~flags
for(var/i in GLOB.bitflags)
if(flags & i)
remove_controller_actions_by_flag(controller, i)
return TRUE
/obj/vehicle/Bump(atom/movable/M)
. = ..()
if(emulate_door_bumps)
if(istype(M, /obj/machinery/door))
for(var/m in occupants)
M.Bumped(m)
/// To add a trailer to the vehicle in a manner that allows safe qdels
/obj/vehicle/proc/add_trailer(obj/vehicle/added_vehicle)
trailer = added_vehicle
RegisterSignal(trailer, COMSIG_PARENT_QDELETING, PROC_REF(remove_trailer))
/// To remove a trailer from the vehicle in a manner that allows safe qdels
/obj/vehicle/proc/remove_trailer()
SIGNAL_HANDLER
UnregisterSignal(trailer, COMSIG_PARENT_QDELETING)
trailer = null
/obj/vehicle/Move(newloc, dir)
// It is unfortunate, but this is the way to make it not mess up
var/atom/old_loc = loc
// When we do this, it will set the loc to the new loc
. = ..()
if(trailer && .)
var/dir_to_move = get_dir(trailer.loc, old_loc)
step(trailer, dir_to_move)
/obj/vehicle/bullet_act(obj/item/projectile/Proj) //wrapper
if (!enclosed && length(occupants) && !Proj.force_hit && (Proj.def_zone == BODY_ZONE_HEAD || Proj.def_zone == BODY_ZONE_CHEST)) //allows bullets to hit drivers
occupants[1].bullet_act(Proj) // driver dinkage
return BULLET_ACT_HIT
. = ..()