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https://github.com/Bubberstation/Bubberstation.git
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This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review. Introduces the resistance_flags bitflag that replaces unacidable and burn_state. Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
129 lines
3.9 KiB
Plaintext
129 lines
3.9 KiB
Plaintext
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/atom/movable
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var/can_buckle = 0
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var/buckle_lying = -1 //bed-like behaviour, forces mob.lying = buckle_lying if != -1
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var/buckle_requires_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
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var/list/mob/living/buckled_mobs = null //list()
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var/max_buckled_mobs = 1
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//Interaction
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/atom/movable/attack_hand(mob/living/user)
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. = ..()
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if(can_buckle && has_buckled_mobs())
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if(buckled_mobs.len > 1)
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var/unbuckled = input(user, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in buckled_mobs
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if(user_unbuckle_mob(unbuckled,user))
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return 1
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else
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if(user_unbuckle_mob(buckled_mobs[1],user))
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return 1
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/atom/movable/MouseDrop_T(mob/living/M, mob/living/user)
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. = ..()
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if(can_buckle && istype(M))
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if(user_buckle_mob(M, user))
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return 1
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//Cleanup
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/atom/movable/Destroy()
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. = ..()
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unbuckle_all_mobs(force=1)
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/atom/movable/proc/has_buckled_mobs()
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if(!buckled_mobs)
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return FALSE
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if(buckled_mobs.len)
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return TRUE
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//procs that handle the actual buckling and unbuckling
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/atom/movable/proc/buckle_mob(mob/living/M, force = 0)
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if(!buckled_mobs)
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buckled_mobs = list()
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if((!can_buckle && !force) || !istype(M) || (M.loc != loc) || M.buckled || (buckled_mobs.len >= max_buckled_mobs) || (buckle_requires_restraints && !M.restrained()) || M == src)
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return 0
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if(!M.can_buckle() && !force)
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if(M == usr)
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M << "<span class='warning'>You are unable to buckle yourself to the [src]!</span>"
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else
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usr << "<span class='warning'>You are unable to buckle [M] to the [src]!</span>"
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return 0
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M.buckled = src
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M.setDir(dir)
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buckled_mobs |= M
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M.update_canmove()
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post_buckle_mob(M)
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M.throw_alert("buckled", /obj/screen/alert/restrained/buckled, new_master = src)
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return 1
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/obj/buckle_mob(mob/living/M, force = 0)
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. = ..()
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if(.)
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if(resistance_flags & ON_FIRE) //Sets the mob on fire if you buckle them to a burning atom/movableect
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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/atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force=0)
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if(istype(buckled_mob) && buckled_mob.buckled == src && (buckled_mob.can_unbuckle() || force))
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. = buckled_mob
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buckled_mob.buckled = null
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.update_canmove()
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buckled_mob.clear_alert("buckled")
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buckled_mobs -= buckled_mob
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post_buckle_mob(.)
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/atom/movable/proc/unbuckle_all_mobs(force=0)
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if(!has_buckled_mobs())
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return
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for(var/m in buckled_mobs)
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unbuckle_mob(m, force)
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//Handle any extras after buckling/unbuckling
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//Called on buckle_mob() and unbuckle_mob()
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/atom/movable/proc/post_buckle_mob(mob/living/M)
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return
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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)
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if(!in_range(user, src) || user.stat || user.restrained())
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return 0
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add_fingerprint(user)
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if(buckle_mob(M))
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if(M == user)
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M.visible_message(\
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"<span class='notice'>[M] buckles themself to [src].</span>",\
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"<span class='notice'>You buckle yourself to [src].</span>",\
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"<span class='italics'>You hear metal clanking.</span>")
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else
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M.visible_message(\
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"<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='italics'>You hear metal clanking.</span>")
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return 1
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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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if(M)
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if(M != user)
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M.visible_message(\
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"<span class='notice'>[user] unbuckles [M] from [src].</span>",\
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"<span class='notice'>[user] unbuckles you from [src].</span>",\
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"<span class='italics'>You hear metal clanking.</span>")
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else
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M.visible_message(\
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"<span class='notice'>[M] unbuckles themselves from [src].</span>",\
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"<span class='notice'>You unbuckle yourself from [src].</span>",\
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"<span class='italics'>You hear metal clanking.</span>")
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add_fingerprint(user)
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return M
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