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Improves buckling do_after code when buckling others from an adjacent position. (#53363)
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@@ -66,14 +66,9 @@
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if(!buckled_mobs)
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buckled_mobs = list()
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if(!istype(M))
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if(!is_buckle_possible(M, force, check_loc))
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return FALSE
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if(check_loc && M.loc != loc)
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return FALSE
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if((!can_buckle && !force) || M.buckled || (buckled_mobs.len >= max_buckled_mobs) || (buckle_requires_restraints && !M.restrained()) || M == src)
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return FALSE
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M.buckling = src
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if(!M.can_buckle() && !force)
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if(M == usr)
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@@ -138,18 +133,94 @@
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//same but for unbuckle
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/atom/movable/proc/post_unbuckle_mob(mob/living/M)
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/**
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* Simple helper proc that runs a suite of checks to test whether it is possible or not to buckle the target mob to src.
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*
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* Returns FALSE if any conditions that should prevent buckling are satisfied. Returns TRUE otherwise.
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* Arguments:
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* * target - Target mob to check against buckling to src.
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* * force - Whether or not the buckle should be forced. If TRUE, ignores src's can_buckle var.
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* * check_loc - Whether to do a proximity check or not. The proximity check looks for target.loc == src.loc.
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*/
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/atom/movable/proc/is_buckle_possible(mob/living/target, force = FALSE, check_loc = TRUE)
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// Make sure target is mob/living
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if(!istype(target))
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return FALSE
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// No bucking you to yourself.
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if(target == src)
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return FALSE
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// Check if this atom can have things buckled to it.
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if(!can_buckle && !force)
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return FALSE
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// If we're checking the loc, make sure the target is on the thing we're bucking them to.
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if(check_loc && target.loc != loc)
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return FALSE
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// Make sure the target isn't already buckled to something.
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if(target.buckled)
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return FALSE
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// Make sure this atom can still have more things buckled to it.
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if(LAZYLEN(buckled_mobs) >= max_buckled_mobs)
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return FALSE
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// If the buckle requires restraints, make sure the target is actually restrained while ignoring grab restraint.
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if(buckle_requires_restraints && !target.restrained(TRUE))
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return FALSE
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return TRUE
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/**
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* Simple helper proc that runs a suite of checks to test whether it is possible or not for user to buckle target mob to src.
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*
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* Returns FALSE if any conditions that should prevent buckling are satisfied. Returns TRUE otherwise.
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* Arguments:
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* * target - Target mob to check against buckling to src.
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* * user - The mob who is attempting to buckle the target to src.
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* * check_loc - Whether to do a proximity check or not when calling is_buckle_possible().
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*/
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/atom/movable/proc/is_user_buckle_possible(mob/living/target, mob/user, check_loc = TRUE)
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// Standard adjacency and other checks.
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if(!Adjacent(user) || !Adjacent(target) || !isturf(user.loc) || user.incapacitated() || target.anchored)
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return FALSE
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// In buckling even possible in the first place?
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if(!is_buckle_possible(target, FALSE, check_loc))
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return FALSE
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// If the person attempting to buckle is stood on this atom's turf and they're not buckling themselves,
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// buckling shouldn't be possible as they're blocking it.
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if((target != user) && (get_turf(user) == get_turf(src)))
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to_chat(target, "<span class='warning'>You are unable to buckle [target] to [src] while it is blocked!</span>")
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return FALSE
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return TRUE
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//Wrapper procs that handle sanity and user feedback
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/atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if(!Adjacent(user) || !Adjacent(M) || !isturf(user.loc) || user.incapacitated() || M.anchored)
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// Is buckling even possible? Do a full suite of checks.
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if(!is_user_buckle_possible(M, user, check_loc))
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return FALSE
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add_fingerprint(user)
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if (M != user)
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// If the mob we're attempting to buckle is not stood on this atom's turf and it isn't the user buckling themselves,
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// we'll try it with a 2 second do_after delay.
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if(M != user && (get_turf(M) != get_turf(src)))
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M.visible_message("<span class='warning'>[user] starts buckling [M] to [src]!</span>",\
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"<span class='userdanger'>[user] starts buckling you to [src]!</span>",\
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"<span class='hear'>You hear metal clanking.</span>")
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if(!do_after(user, 3 SECONDS, TRUE, M))
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"<span class='userdanger'>[user] starts buckling you to [src]!</span>",\
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"<span class='hear'>You hear metal clanking.</span>")
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if(!do_after(user, 2 SECONDS, TRUE, M))
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return FALSE
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// Sanity check before we attempt to buckle. Is everything still in a kosher state for buckling after the 3 seconds have elapsed?
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// Covers situations where, for example, the chair was moved or there's some other issue.
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if(!is_user_buckle_possible(M, user, check_loc))
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return FALSE
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. = buckle_mob(M, check_loc = check_loc)
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if(.)
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if(M == user)
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@@ -158,7 +229,8 @@
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"<span class='hear'>You hear metal clanking.</span>")
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else
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M.visible_message("<span class='warning'>[user] buckles [M] to [src]!</span>",\
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"<span class='warning'>[user] buckles you to [src]!</span>")
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"<span class='warning'>[user] buckles you to [src]!</span>",\
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"<span class='hear'>You hear metal clanking.</span>")
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/atom/movable/proc/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
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var/mob/living/M = unbuckle_mob(buckled_mob)
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