/atom/movable /// Whether the atom allows mobs to be buckled to it. Can be ignored in [/atom/movable/proc/buckle_mob()] if force = TRUE 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 /// Require people to be handcuffed before being able to buckle. eg: pipes var/buckle_requires_restraints = FALSE /// The mobs currently buckled to this atom var/list/mob/living/buckled_mobs = null //list() /// The maximum number of mob/livings allowed to be buckled to this atom at once var/max_buckled_mobs = 1 /// Whether things buckled to this atom can be pulled while they're buckled var/buckle_prevents_pull = FALSE //Interaction /atom/movable/attack_hand(mob/living/user, list/modifiers) . = ..() 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) return user_unbuckle_mob(unbuckled,user) else return user_unbuckle_mob(buckled_mobs[1], user) /atom/movable/MouseDrop_T(mob/living/M, mob/living/user) . = ..() return mouse_buckle_handling(M, user) /** * Does some typechecks and then calls user_buckle_mob * * Arguments: * M - The mob being buckled to src * user - The mob buckling M to src */ /atom/movable/proc/mouse_buckle_handling(mob/living/M, mob/living/user) if(can_buckle && istype(M) && istype(user)) return user_buckle_mob(M, user, check_loc = FALSE) /** * Returns TRUE if there are mobs buckled to this atom and FALSE otherwise */ /atom/movable/proc/has_buckled_mobs() if(!buckled_mobs) return FALSE if(buckled_mobs.len) return TRUE /** * Set a mob as buckled to src * * If you want to have a mob buckling another mob to something, or you want a chat message sent, use user_buckle_mob instead. * Arguments: * M - The mob to be buckled to src * force - Set to TRUE to ignore src's can_buckle and M's can_buckle_to * check_loc - Set to FALSE to allow buckling from adjacent turfs, or TRUE if buckling is only allowed with src and M on the same turf. * buckle_mob_flags- Used for riding cyborgs and humans if we need to reserve an arm or two on either the rider or the ridden mob. * ignore_self - If set to TRUE, this will not do a check to see if the user can move into the turf of the mob and will just automatically mount them. */ /atom/movable/proc/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE, buckle_mob_flags= NONE) if(!buckled_mobs) buckled_mobs = list() if(!is_buckle_possible(M, force, check_loc)) return FALSE // This signal will check if the mob is mounting this atom to ride it. There are 3 possibilities for how this goes // 1. This movable doesn't have a ridable element and can't be ridden, so nothing gets returned, so continue on // 2. There's a ridable element but we failed to mount it for whatever reason (maybe it has no seats left, for example), so we cancel the buckling // 3. There's a ridable element and we were successfully able to mount, so keep it going and continue on with buckling if(SEND_SIGNAL(src, COMSIG_MOVABLE_PREBUCKLE, M, force, buckle_mob_flags) & COMPONENT_BLOCK_BUCKLE) 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(anchored) ADD_TRAIT(M, TRAIT_NO_FLOATING_ANIM, BUCKLED_TRAIT) if(!length(buckled_mobs)) RegisterSignal(src, COMSIG_MOVABLE_SET_ANCHORED, .proc/on_set_anchored) M.set_buckled(src) buckled_mobs |= M M.throw_alert("buckled", /atom/movable/screen/alert/buckled) M.set_glide_size(glide_size) M.Move(loc) M.setDir(dir) 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() /** * Set a mob as unbuckled from src * * The mob must actually be buckled to src or else bad things will happen. * Arguments: * buckled_mob - The mob to be unbuckled * force - TRUE if we should ignore buckled_mob.can_buckle_to */ /atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force = FALSE) if(!isliving(buckled_mob)) CRASH("Non-living [buckled_mob] thing called unbuckle_mob() for source.") if(buckled_mob.buckled != src) CRASH("[buckled_mob] called unbuckle_mob() for source while having buckled as [buckled_mob.buckled].") if(!force && !buckled_mob.can_buckle_to) return . = buckled_mob buckled_mob.set_buckled(null) buckled_mob.set_anchored(initial(buckled_mob.anchored)) buckled_mob.clear_alert("buckled") buckled_mob.set_glide_size(DELAY_TO_GLIDE_SIZE(buckled_mob.total_multiplicative_slowdown())) buckled_mobs -= buckled_mob if(anchored) REMOVE_TRAIT(buckled_mob, TRAIT_NO_FLOATING_ANIM, BUCKLED_TRAIT) if(!length(buckled_mobs)) UnregisterSignal(src, COMSIG_MOVABLE_SET_ANCHORED) SEND_SIGNAL(src, COMSIG_MOVABLE_UNBUCKLE, buckled_mob, force) var/turf/location = buckled_mob.loc if(istype(location) && !buckled_mob.zfalling) location.zFall(buckled_mob) post_unbuckle_mob(.) /atom/movable/proc/on_set_anchored(atom/movable/source, anchorvalue) SIGNAL_HANDLER for(var/_buckled_mob in buckled_mobs) if(!_buckled_mob) continue var/mob/living/buckled_mob = _buckled_mob if(anchored) ADD_TRAIT(buckled_mob, TRAIT_NO_FLOATING_ANIM, BUCKLED_TRAIT) else REMOVE_TRAIT(buckled_mob, TRAIT_NO_FLOATING_ANIM, BUCKLED_TRAIT) /** * Call [/atom/movable/proc/unbuckle_mob] for all buckled mobs */ /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. * Called from [/atom/movable/proc/buckle_mob] and [/atom/movable/proc/is_user_buckle_possible]. * 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 and target's can_buckle_to * * check_loc - TRUE if target and src have to be on the same tile, FALSE if they are allowed to just be adjacent */ /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 the target to buckle isn't INSIDE OF A WALL if(!isopenturf(loc) || !isopenturf(target.loc)) 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.Adjacent(src)) 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 // Stacking buckling leads to lots of jank and issues, better to just nix it entirely if(target.has_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 //If buckling is forbidden for the target, cancel if(!target.can_buckle_to && !force) 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. * Called from [/atom/movable/proc/user_buckle_mob]. * Arguments: * * target - Target mob to check against buckling to src. * * user - The mob who is attempting to buckle the target to src. * * check_loc - TRUE if target and src have to be on the same tile, FALSE if buckling is allowed from adjacent tiles */ /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 if(iscarbon(user)) var/mob/living/carbon/carbon_user = user if(carbon_user.usable_hands <= 0) return FALSE // In buckling even possible in the first place? if(!is_buckle_possible(target, FALSE, check_loc)) return FALSE return TRUE /** * Handles a mob buckling another mob to src and sends a visible_message * * Basically exists to do some checks on the user and then call buckle_mob where the real buckling happens. * First, checks if the buckle is valid and cancels if it isn't. * Second, checks if src is on a different turf from the target; if it is, does a do_after and another check for sanity * Finally, calls [/atom/movable/proc/buckle_mob] to buckle the target to src then gives chat feedback * Arguments: * * M - The target mob/living being buckled to src * * user - The other mob that's buckling M to src * * check_loc - TRUE if src and M have to be on the same turf, false otherwise */ /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(span_warning("[user] starts buckling [M] to [src]!"),\ span_userdanger("[user] starts buckling you to [src]!"),\ span_hear("You hear metal clanking.")) if(!do_after(user, 2 SECONDS, 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(span_notice("[M] buckles [M.p_them()]self to [src]."),\ span_notice("You buckle yourself to [src]."),\ span_hear("You hear metal clanking.")) else M.visible_message(span_warning("[user] buckles [M] to [src]!"),\ span_warning("[user] buckles you to [src]!"),\ span_hear("You hear metal clanking.")) /** * Handles a user unbuckling a mob from src and sends a visible_message * * Basically just calls unbuckle_mob, sets fingerprint, and sends a visible_message * about the user unbuckling the mob * Arguments: * buckled_mob - The mob/living to unbuckle * user - The mob unbuckling buckled_mob */ /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(span_notice("[user] unbuckles [M] from [src]."),\ span_notice("[user] unbuckles you from [src]."),\ span_hear("You hear metal clanking.")) else M.visible_message(span_notice("[M] unbuckles [M.p_them()]self from [src]."),\ span_notice("You unbuckle yourself from [src]."),\ span_hear("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