diff --git a/code/game/objects/buckling.dm b/code/game/objects/buckling.dm index 40a8b9bb066..c3c6ac8e274 100644 --- a/code/game/objects/buckling.dm +++ b/code/game/objects/buckling.dm @@ -66,14 +66,9 @@ if(!buckled_mobs) buckled_mobs = list() - if(!istype(M)) + if(!is_buckle_possible(M, force, check_loc)) return FALSE - if(check_loc && M.loc != loc) - return FALSE - - if((!can_buckle && !force) || M.buckled || (buckled_mobs.len >= max_buckled_mobs) || (buckle_requires_restraints && !M.restrained()) || M == src) - return FALSE M.buckling = src if(!M.can_buckle() && !force) if(M == usr) @@ -138,18 +133,94 @@ //same but for unbuckle /atom/movable/proc/post_unbuckle_mob(mob/living/M) +/** + * Simple helper proc that runs a suite of checks to test whether it is possible or not to buckle the target mob to src. + * + * Returns FALSE if any conditions that should prevent buckling are satisfied. Returns TRUE otherwise. + * Arguments: + * * target - Target mob to check against buckling to src. + * * force - Whether or not the buckle should be forced. If TRUE, ignores src's can_buckle var. + * * check_loc - Whether to do a proximity check or not. The proximity check looks for target.loc == src.loc. + */ +/atom/movable/proc/is_buckle_possible(mob/living/target, force = FALSE, check_loc = TRUE) + // Make sure target is mob/living + if(!istype(target)) + return FALSE + + // No bucking you to yourself. + if(target == src) + return FALSE + + // Check if this atom can have things buckled to it. + if(!can_buckle && !force) + return FALSE + + // If we're checking the loc, make sure the target is on the thing we're bucking them to. + if(check_loc && target.loc != loc) + return FALSE + + // Make sure the target isn't already buckled to something. + if(target.buckled) + return FALSE + + // Make sure this atom can still have more things buckled to it. + if(LAZYLEN(buckled_mobs) >= max_buckled_mobs) + return FALSE + + // If the buckle requires restraints, make sure the target is actually restrained while ignoring grab restraint. + if(buckle_requires_restraints && !target.restrained(TRUE)) + return FALSE + + return TRUE + +/** + * 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. + * + * Returns FALSE if any conditions that should prevent buckling are satisfied. Returns TRUE otherwise. + * Arguments: + * * target - Target mob to check against buckling to src. + * * user - The mob who is attempting to buckle the target to src. + * * check_loc - Whether to do a proximity check or not when calling is_buckle_possible(). + */ +/atom/movable/proc/is_user_buckle_possible(mob/living/target, mob/user, check_loc = TRUE) + // Standard adjacency and other checks. + if(!Adjacent(user) || !Adjacent(target) || !isturf(user.loc) || user.incapacitated() || target.anchored) + return FALSE + + // In buckling even possible in the first place? + if(!is_buckle_possible(target, FALSE, check_loc)) + return FALSE + + // If the person attempting to buckle is stood on this atom's turf and they're not buckling themselves, + // buckling shouldn't be possible as they're blocking it. + if((target != user) && (get_turf(user) == get_turf(src))) + to_chat(target, "You are unable to buckle [target] to [src] while it is blocked!") + return FALSE + + return TRUE + //Wrapper procs that handle sanity and user feedback /atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE) - if(!Adjacent(user) || !Adjacent(M) || !isturf(user.loc) || user.incapacitated() || M.anchored) + // Is buckling even possible? Do a full suite of checks. + if(!is_user_buckle_possible(M, user, check_loc)) return FALSE add_fingerprint(user) - if (M != user) + + // If the mob we're attempting to buckle is not stood on this atom's turf and it isn't the user buckling themselves, + // we'll try it with a 2 second do_after delay. + if(M != user && (get_turf(M) != get_turf(src))) M.visible_message("[user] starts buckling [M] to [src]!",\ - "[user] starts buckling you to [src]!",\ - "You hear metal clanking.") - if(!do_after(user, 3 SECONDS, TRUE, M)) + "[user] starts buckling you to [src]!",\ + "You hear metal clanking.") + if(!do_after(user, 2 SECONDS, TRUE, M)) return FALSE + + // Sanity check before we attempt to buckle. Is everything still in a kosher state for buckling after the 3 seconds have elapsed? + // Covers situations where, for example, the chair was moved or there's some other issue. + if(!is_user_buckle_possible(M, user, check_loc)) + return FALSE + . = buckle_mob(M, check_loc = check_loc) if(.) if(M == user) @@ -158,7 +229,8 @@ "You hear metal clanking.") else M.visible_message("[user] buckles [M] to [src]!",\ - "[user] buckles you to [src]!") + "[user] buckles you to [src]!",\ + "You hear metal clanking.") /atom/movable/proc/user_unbuckle_mob(mob/living/buckled_mob, mob/user) var/mob/living/M = unbuckle_mob(buckled_mob)