/atom/movable var/can_buckle = FALSE /// Bed-like behaviour, forces mob.lying = buckle_lying if not set to [NO_BUCKLE_LYING]. var/buckle_lying = NO_BUCKLE_LYING var/buckle_requires_restraints = FALSE //require people to be handcuffed before being able to buckle. eg: pipes var/list/mob/living/buckled_mobs = null //list() var/max_buckled_mobs = 1 var/buckle_prevents_pull = FALSE //Interaction /atom/movable/attack_hand(mob/living/user) . = ..() if(.) return if(can_buckle && has_buckled_mobs()) if(buckled_mobs.len > 1) var/unbuckled = input(user, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in sortNames(buckled_mobs) if(user_unbuckle_mob(unbuckled,user)) return TRUE else if(user_unbuckle_mob(buckled_mobs[1],user)) return TRUE /atom/movable/attackby(obj/item/W, mob/user, params) if(!can_buckle || !istype(W, /obj/item/riding_offhand) || !user.Adjacent(src)) return ..() var/obj/item/riding_offhand/riding_item = W var/mob/living/carried_mob = riding_item.rider if(carried_mob == user) //Piggyback user. return user.unbuckle_mob(carried_mob) carried_mob.forceMove(get_turf(src)) return mouse_buckle_handling(carried_mob, user) //literally just the above extension of attack_hand(), but for silicons instead (with an adjacency check, since attack_robot() being called doesn't mean that you're adjacent to something) /atom/movable/attack_robot(mob/living/user) . = ..() if(.) return if(Adjacent(user) && can_buckle && has_buckled_mobs()) if(buckled_mobs.len > 1) var/unbuckled = input(user, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in sortNames(buckled_mobs) if(user_unbuckle_mob(unbuckled,user)) return TRUE else if(user_unbuckle_mob(buckled_mobs[1],user)) return TRUE /atom/movable/MouseDrop_T(mob/living/M, mob/living/user) . = ..() return mouse_buckle_handling(M, user) /atom/movable/proc/mouse_buckle_handling(mob/living/M, mob/living/user) if(can_buckle && istype(M) && istype(user)) if(user_buckle_mob(M, user)) return TRUE /atom/movable/proc/has_buckled_mobs() if(!buckled_mobs) return FALSE if(buckled_mobs.len) return TRUE //procs that handle the actual buckling and unbuckling /atom/movable/proc/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) if(!buckled_mobs) buckled_mobs = list() if(!is_buckle_possible(M, force, check_loc)) return FALSE M.buckling = src if(!M.can_buckle() && !force) if(M == usr) to_chat(M, "You are unable to buckle yourself to [src]!") else to_chat(usr, "You are unable to buckle [M] to [src]!") M.buckling = null return FALSE if(M.pulledby) if(buckle_prevents_pull) M.pulledby.stop_pulling() else if(isliving(M.pulledby)) var/mob/living/L = M.pulledby L.reset_pull_offsets(M, TRUE) if(!check_loc && M.loc != loc) M.forceMove(loc) M.buckling = null M.set_buckled(src) M.setDir(dir) buckled_mobs |= M M.update_mobility() M.throw_alert("buckled", /obj/screen/alert/restrained/buckled) M.set_glide_size(glide_size) post_buckle_mob(M) SEND_SIGNAL(src, COMSIG_MOVABLE_BUCKLE, M, force) return TRUE /obj/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) . = ..() if(.) if(resistance_flags & ON_FIRE) //Sets the mob on fire if you buckle them to a burning atom/movableect M.adjust_fire_stacks(1) M.IgniteMob() /atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force=FALSE) if(istype(buckled_mob) && buckled_mob.buckled == src && (buckled_mob.can_unbuckle() || force)) . = buckled_mob buckled_mob.set_buckled(null) buckled_mob.set_anchored(initial(buckled_mob.anchored)) buckled_mob.update_mobility() buckled_mob.clear_alert("buckled") buckled_mob.set_glide_size(DELAY_TO_GLIDE_SIZE(buckled_mob.total_multiplicative_slowdown())) buckled_mobs -= buckled_mob SEND_SIGNAL(src, COMSIG_MOVABLE_UNBUCKLE, buckled_mob, force) post_unbuckle_mob(.) /atom/movable/proc/unbuckle_all_mobs(force=FALSE) if(!has_buckled_mobs()) return for(var/m in buckled_mobs) unbuckle_mob(m, force) //Handle any extras after buckling //Called on buckle_mob() /atom/movable/proc/post_buckle_mob(mob/living/M) //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. if(buckle_requires_restraints && !HAS_TRAIT(target, TRAIT_RESTRAINED)) 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) // 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 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, 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) M.visible_message("[M] buckles [M.p_them()]self to [src].",\ "You buckle yourself to [src].",\ "You hear metal clanking.") else M.visible_message("[user] buckles [M] 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) if(M) if(M != user) M.visible_message("[user] unbuckles [M] from [src].",\ "[user] unbuckles you from [src].",\ "You hear metal clanking.") else M.visible_message("[M] unbuckles [M.p_them()]self from [src].",\ "You unbuckle yourself from [src].",\ "You hear metal clanking.") add_fingerprint(user) if(isliving(M.pulledby)) var/mob/living/L = M.pulledby L.set_pull_offsets(M, L.grab_state) return M