/obj/vehicle/ridden name = "ridden vehicle" can_buckle = TRUE max_buckled_mobs = 1 buckle_lying = 0 default_driver_move = FALSE var/rider_check_flags = REQUIRES_LEGS | REQUIRES_ARMS COOLDOWN_DECLARE(message_cooldown) /obj/vehicle/ridden/Initialize() . = ..() AddComponent(/datum/component/riding) /obj/vehicle/ridden/examine(mob/user) . = ..() if(key_type) if(!inserted_key) . += "Put a key inside it by clicking it with the key." else . += "Alt-click [src] to remove the key." /obj/vehicle/ridden/generate_action_type(actiontype) var/datum/action/vehicle/ridden/A = ..() . = A if(istype(A)) A.vehicle_ridden_target = src /obj/vehicle/ridden/post_unbuckle_mob(mob/living/M) remove_occupant(M) return ..() /obj/vehicle/ridden/post_buckle_mob(mob/living/M) add_occupant(M) return ..() /obj/vehicle/ridden/attackby(obj/item/I, mob/user, params) if(!key_type || is_key(inserted_key) || !is_key(I)) return ..() if(!user.transferItemToLoc(I, src)) to_chat(user, "[I] seems to be stuck to your hand!") return to_chat(user, "You insert \the [I] into \the [src].") if(inserted_key) //just in case there's an invalid key inserted_key.forceMove(drop_location()) inserted_key = I /obj/vehicle/ridden/AltClick(mob/user) if(!inserted_key || !user.canUseTopic(src, BE_CLOSE, ismonkey(user))) return ..() if(!is_occupant(user)) to_chat(user, "You must be riding the [src] to remove [src]'s key!") return to_chat(user, "You remove \the [inserted_key] from \the [src].") inserted_key.forceMove(drop_location()) user.put_in_hands(inserted_key) inserted_key = null /obj/vehicle/ridden/driver_move(mob/living/user, direction) if(key_type && !is_key(inserted_key)) if(COOLDOWN_FINISHED(src, message_cooldown)) to_chat(user, "[src] has no key inserted!") COOLDOWN_START(src, message_cooldown, 5 SECONDS) return FALSE if(HAS_TRAIT(user, TRAIT_INCAPACITATED)) if(COOLDOWN_FINISHED(src, message_cooldown)) to_chat(user, "You cannot operate \the [src] right now!") COOLDOWN_START(src, message_cooldown, 5 SECONDS) return FALSE if(rider_check_flags & REQUIRES_LEGS && HAS_TRAIT(user, TRAIT_FLOORED)) if(rider_check_flags & UNBUCKLE_DISABLED_RIDER) unbuckle_mob(user, TRUE) user.visible_message("[user] falls off \the [src].",\ "You fall off \the [src] while trying to operate it while unable to stand!") if(isliving(user)) var/mob/living/L = user L.Stun(3 SECONDS) return FALSE if(COOLDOWN_FINISHED(src, message_cooldown)) to_chat(user, "You can't seem to manage that while unable to stand up enough to move \the [src]...") COOLDOWN_START(src, message_cooldown, 5 SECONDS) return FALSE if(rider_check_flags & REQUIRES_ARMS && HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)) if(rider_check_flags & UNBUCKLE_DISABLED_RIDER) unbuckle_mob(user, TRUE) user.visible_message("[user] falls off \the [src].",\ "You fall off \the [src] while trying to operate it without being able to hold on!") if(isliving(user)) var/mob/living/rider = user rider.Stun(3 SECONDS) return FALSE if(COOLDOWN_FINISHED(src, message_cooldown)) to_chat(user, "You can't seem to manage that unable to hold onto \the [src] to move it...") COOLDOWN_START(src, message_cooldown, 5 SECONDS) return FALSE var/datum/component/riding/R = GetComponent(/datum/component/riding) R.handle_ride(user, direction) return ..() /obj/vehicle/ridden/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE) if(!in_range(user, src) || !in_range(M, src)) return FALSE . = ..(M, user, FALSE) /obj/vehicle/ridden/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) if(!force && occupant_amount() >= max_occupants) return FALSE return ..() /obj/vehicle/ridden/zap_act(power, zap_flags) zap_buckle_check(power) return ..() /obj/vehicle/ridden/CanAllowThrough(atom/movable/mover, turf/target) . = ..() if(mover.pass_flags & PASSTABLE) return TRUE