Beispiel #1
0
bool repair_part( vehicle &veh, vehicle_part &pt, Character &who_c )
{
    // @todo: Get rid of this cast after moving relevant functions down to Character
    player &who = ( player & )who_c;
    int part_index = veh.index_of_part( &pt );
    auto &vp = pt.info();

    // @todo: Expose base part damage somewhere, don't recalculate it here
    const auto reqs = pt.is_broken() ?
                      vp.install_requirements() :
                      vp.repair_requirements() * pt.damage_level( 4 );

    inventory map_inv;
    map_inv.form_from_map( who.pos(), PICKUP_RANGE );
    if( !reqs.can_make_with_inventory( who.crafting_inventory() ) ) {
        who.add_msg_if_player( m_info, _( "You don't meet the requirements to repair the %s." ),
                               pt.name().c_str() );
        return false;
    }

    // consume items extracting any base item (which we will need if replacing broken part)
    item base( vp.item );
    for( const auto &e : reqs.get_components() ) {
        for( auto &obj : who.consume_items( who.select_item_component( e, 1, map_inv ), 1 ) ) {
            if( obj.typeId() == vp.item ) {
                base = obj;
            }
        }
    }

    for( const auto &e : reqs.get_tools() ) {
        who.consume_tools( who.select_tool_component( e, 1, map_inv ), 1 );
    }

    who.invalidate_crafting_inventory();

    for( const auto &sk : pt.is_broken() ? vp.install_skills : vp.repair_skills ) {
        who.practice( sk.first, calc_xp_gain( vp, sk.first ) );
    }

    // If part is broken, it will be destroyed and references invalidated
    std::string partname = pt.name();
    if( pt.is_broken() ) {
        const int dir = pt.direction;
        point loc = pt.mount;
        auto replacement_id = pt.info().get_id();
        g->m.spawn_items( who.pos(), pt.pieces_for_broken_part() );
        veh.remove_part( part_index );
        const int partnum = veh.install_part( loc, replacement_id, std::move( base ) );
        veh.parts[partnum].direction = dir;
        veh.part_removal_cleanup();
    } else {
        veh.set_hp( pt, pt.info().durability );
    }

    // @todo: NPC doing that
    who.add_msg_if_player( m_good, _( "You repair the %1$s's %2$s." ), veh.name.c_str(),
                           partname.c_str() );
    return true;
}
Beispiel #2
0
int vehicle::turret_fire( vehicle_part &pt )
{
    int shots = 0;

    item &gun = pt.base;
    if( !gun.is_gun() ) {
        return false;
    }

    turret_reload( pt );

    switch( turret_query( pt ) ) {
        case turret_status::no_ammo:
            add_msg( m_bad, string_format( _( "The %s is out of ammo." ), pt.name().c_str() ).c_str() );
            break;

        case turret_status::no_power:
            add_msg( m_bad, string_format( _( "The %s is not powered." ), pt.name().c_str() ).c_str() );
            break;

        case turret_status::ready: {
            // Clone the shooter and place them at turret on roof
            auto shooter = g->u;
            shooter.setpos( global_part_pos3( pt ) );
            shooter.add_effect( effect_on_roof, 1 );
            shooter.recoil = abs( velocity ) / 100 / 4;

            tripoint pos = shooter.pos();
            auto trajectory = g->pl_target_ui( pos, gun.gun_range(), &gun, TARGET_MODE_TURRET_MANUAL );
            g->draw_ter();

            if( !trajectory.empty() ) {
                auto mode = gun.gun_current_mode();
                shots = shooter.fire_gun( trajectory.back(), mode.qty, *mode );
            }
            break;
        }

        default:
            debugmsg( "unknown turret status" );
            break;
    }

    turret_unload( pt );
    drain( fuel_type_battery, gun.get_gun_ups_drain() * shots );

    return shots;
}
Beispiel #3
0
bool vehicle::can_enable( const vehicle_part &pt, bool alert ) const
{
    if( std::none_of( parts.begin(), parts.end(), [&pt]( const vehicle_part & e ) {
    return &e == &pt;
} ) || pt.removed ) {
        debugmsg( "Cannot enable removed or non-existent part" );
    }

    if( pt.is_broken() ) {
        return false;
    }

    if( pt.info().has_flag( "PLANTER" ) && !warm_enough_to_plant() ) {
        if( alert ) {
            add_msg( m_bad, _( "It is too cold to plant anything now." ) );
        }
        return false;
    }

    // @todo: check fuel for combustion engines

    if( pt.info().epower < 0 && fuel_left( fuel_type_battery, true ) <= 0 ) {
        if( alert ) {
            add_msg( m_bad, _( "Insufficient power to enable %s" ), pt.name() );
        }
        return false;
    }

    return true;
}
Beispiel #4
0
int vehicle::automatic_fire_turret( vehicle_part &pt )
{
    auto gun = turret_query( pt );
    if( gun.query() != turret_data::status::ready ) {
        return 0;
    }

    tripoint pos = global_part_pos3( pt );

    npc tmp;
    tmp.set_fake( true );
    tmp.name = rmp_format( _( "<veh_player>The %s" ), pt.name().c_str() );
    tmp.set_skill_level( gun.base()->gun_skill(), 8 );
    tmp.set_skill_level( skill_id( "gun" ), 4 );
    tmp.recoil = abs( velocity ) / 100 / 4;
    tmp.setpos( pos );
    tmp.str_cur = 16;
    tmp.dex_cur = 8;
    tmp.per_cur = 12;
    // Assume vehicle turrets are friendly to the player.
    tmp.attitude = NPCATT_FOLLOW;

    int area = aoe_size( gun.ammo_effects() );
    if( area > 0 ) {
        area += area == 1 ? 1 : 2; // Pad a bit for less friendly fire
    }

    tripoint targ = pos;
    auto &target = pt.target;
    if( target.first == target.second ) {
        // Manual target not set, find one automatically
        const bool u_see = g->u.sees( pos );
        int boo_hoo;

        // @todo calculate chance to hit and cap range based upon this
        int range = std::min( gun.range(), 12 );
        Creature *auto_target = tmp.auto_find_hostile_target( range, boo_hoo, area );
        if( auto_target == nullptr ) {
            if( u_see && boo_hoo ) {
                add_msg( m_warning, ngettext( "%s points in your direction and emits an IFF warning beep.",
                                              "%s points in your direction and emits %d annoyed sounding beeps.",
                                              boo_hoo ),
                         tmp.name.c_str(), boo_hoo );
            }
            return 0;
        }

        targ = auto_target->pos();
    } else if( target.first != target.second ) {
        // Target set manually
        // Make sure we didn't move between aiming and firing (it's a bug if we did)
        if( targ != target.first ) {
            target.second = target.first;
            return 0;
        }

        targ = target.second;
        // Remove the target
        target.second = target.first;
    } else {
        // Shouldn't happen
        target.first = target.second;
        return 0;
    }

    auto shots = gun.fire( tmp, targ );

    if( g->u.sees( pos ) && shots ) {
        add_msg( _( "The %1$s fires its %2$s!" ), name.c_str(), pt.name().c_str() );
    }

    return shots;
}