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Bubberstation/code/datums/elements/ridable.dm
SkyratBot 1b7f17f107 [MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1)

* Fixes all the conflicts and all of our modular files using core icon files with broken paths

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 15:11:04 -04:00

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/**
* This element is used to indicate that a movable atom can be mounted by mobs in order to ride it. The movable is considered mounted when a mob is buckled to it,
* at which point a [riding component][/datum/component/riding] is created on the movable, and that component handles the actual riding behavior.
*
* Besides the target, the ridable element has one argument: the component subtype. This is not really ideal since there's ~20-30 component subtypes rather than
* having the behavior defined on the ridable atoms themselves or some such, but because the old riding behavior was so horrifyingly spread out and redundant,
* just having the variables, behavior, and procs be standardized is still a big improvement.
*/
/datum/element/ridable
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 2
/// The specific riding component subtype we're loading our instructions from, don't leave this as default please!
var/riding_component_type = /datum/component/riding
/// If we have a xenobio red potion applied to us, we get split off so we can pass our special status onto new riding components
var/potion_boosted = FALSE
/datum/element/ridable/Attach(atom/movable/target, component_type = /datum/component/riding, potion_boost = FALSE)
. = ..()
if(!ismovable(target))
return COMPONENT_INCOMPATIBLE
if(component_type == /datum/component/riding)
stack_trace("Tried attaching a ridable element to [target] with basic/abstract /datum/component/riding component type. Please designate a specific riding component subtype when adding the ridable element.")
return COMPONENT_INCOMPATIBLE
target.can_buckle = TRUE
riding_component_type = component_type
potion_boosted = potion_boost
RegisterSignal(target, COMSIG_MOVABLE_PREBUCKLE, .proc/check_mounting)
if(isvehicle(target))
RegisterSignal(target, COMSIG_SPEED_POTION_APPLIED, .proc/check_potion)
if(ismob(target))
RegisterSignal(target, COMSIG_MOB_STATCHANGE, .proc/on_stat_change)
/datum/element/ridable/Detach(atom/movable/target)
target.can_buckle = initial(target.can_buckle)
UnregisterSignal(target, list(COMSIG_MOVABLE_PREBUCKLE, COMSIG_SPEED_POTION_APPLIED, COMSIG_MOB_STATCHANGE))
return ..()
/// Someone is buckling to this movable, which is literally the only thing we care about (other than speed potions)
/datum/element/ridable/proc/check_mounting(atom/movable/target_movable, mob/living/potential_rider, force = FALSE, ride_check_flags = NONE)
SIGNAL_HANDLER
if(HAS_TRAIT(potential_rider, TRAIT_CANT_RIDE))
//Do not prevent buckle, but stop any riding, do not block buckle here
//There are things that are supposed to buckle (like slimes) but not ride the creature
return NONE
var/arms_needed = 0
if(ride_check_flags & RIDER_NEEDS_ARMS)
arms_needed = 2
else if(ride_check_flags & RIDER_NEEDS_ARM)
arms_needed = 1
ride_check_flags &= ~RIDER_NEEDS_ARM
ride_check_flags |= RIDER_NEEDS_ARMS
if(arms_needed && !equip_buckle_inhands(potential_rider, arms_needed, target_movable)) // can be either 1 (cyborg riding) or 2 (human piggybacking) hands
potential_rider.visible_message(span_warning("[potential_rider] can't get a grip on [target_movable] because [potential_rider.p_their()] hands are full!"),
span_warning("You can't get a grip on [target_movable] because your hands are full!"))
return COMPONENT_BLOCK_BUCKLE
if((ride_check_flags & RIDER_NEEDS_LEGS) && HAS_TRAIT(potential_rider, TRAIT_FLOORED))
potential_rider.visible_message(span_warning("[potential_rider] can't get [potential_rider.p_their()] footing on [target_movable]!"),
span_warning("You can't get your footing on [target_movable]!"))
return COMPONENT_BLOCK_BUCKLE
var/mob/living/target_living = target_movable
// need to see if !equip_buckle_inhands() checks are enough to skip any needed incapac/restrain checks
// CARRIER_NEEDS_ARM shouldn't apply if the ridden isn't even a living mob
if((ride_check_flags & CARRIER_NEEDS_ARM) && !equip_buckle_inhands(target_living, 1, target_living, potential_rider)) // hardcode 1 hand for now
target_living.visible_message(span_warning("[target_living] can't get a grip on [potential_rider] because [target_living.p_their()] hands are full!"),
span_warning("You can't get a grip on [potential_rider] because your hands are full!"))
return COMPONENT_BLOCK_BUCKLE
target_living.AddComponent(riding_component_type, potential_rider, force, ride_check_flags, potion_boost = potion_boosted)
/// Try putting the appropriate number of [riding offhand items][/obj/item/riding_offhand] into the target's hands, return FALSE if we can't
/datum/element/ridable/proc/equip_buckle_inhands(mob/living/carbon/human/user, amount_required = 1, atom/movable/target_movable, riding_target_override = null)
var/atom/movable/AM = target_movable
var/amount_equipped = 0
for(var/amount_needed = amount_required, amount_needed > 0, amount_needed--)
var/obj/item/riding_offhand/inhand = new /obj/item/riding_offhand(user)
if(!riding_target_override)
inhand.rider = user
else
inhand.rider = riding_target_override
inhand.parent = AM
for(var/obj/item/I in user.held_items) // delete any hand items like slappers that could still totally be used to grab on
if((I.obj_flags & HAND_ITEM))
qdel(I)
// this would be put_in_hands() if it didn't have the chance to sleep, since this proc gets called from a signal handler that relies on what this returns
var/inserted_successfully = FALSE
if(user.put_in_active_hand(inhand))
inserted_successfully = TRUE
else
var/hand = user.get_empty_held_index_for_side(LEFT_HANDS) || user.get_empty_held_index_for_side(RIGHT_HANDS)
if(hand && user.put_in_hand(inhand, hand))
inserted_successfully = TRUE
if(inserted_successfully)
amount_equipped++
else
qdel(inhand)
return FALSE
if(amount_equipped >= amount_required)
return TRUE
else
unequip_buckle_inhands(user, target_movable)
return FALSE
/// Checks to see if we've been hit with a red xenobio potion to make us faster. This is only registered if we're a vehicle
/datum/element/ridable/proc/check_potion(atom/movable/ridable_atom, obj/item/slimepotion/speed/speed_potion, mob/living/user)
SIGNAL_HANDLER
if(potion_boosted)
to_chat(user, span_warning("[ridable_atom] has already been coated with red, that's as fast as it'll go!"))
return
if(ridable_atom.has_buckled_mobs()) // effect won't take place til the next time someone mounts it, so just prevent that situation
to_chat(user, span_warning("It's too dangerous to smear [speed_potion] on [ridable_atom] while it's being ridden!"))
return
var/speed_limit = round(CONFIG_GET(number/movedelay/run_delay) * 0.85, 0.01)
var/datum/component/riding/theoretical_riding_component = riding_component_type
var/theoretical_speed = initial(theoretical_riding_component.vehicle_move_delay)
if(theoretical_speed <= speed_limit) // i say speed but this is actually move delay, so you have to be ABOVE the speed limit to pass
to_chat(user, span_warning("[ridable_atom] can't be made any faster!"))
return
Detach(ridable_atom)
ridable_atom.AddElement(/datum/element/ridable, component_type = riding_component_type, potion_boost = TRUE)
to_chat(user, span_notice("You slather the red gunk over [ridable_atom], making it faster."))
ridable_atom.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
ridable_atom.add_atom_colour("#FF0000", FIXED_COLOUR_PRIORITY)
qdel(speed_potion)
return SPEED_POTION_STOP
/// Remove all of the relevant [riding offhand items][/obj/item/riding_offhand] from the target
/datum/element/ridable/proc/unequip_buckle_inhands(mob/living/carbon/user, atom/movable/target_movable)
var/atom/movable/AM = target_movable
for(var/obj/item/riding_offhand/O in user.contents)
if(O.parent != AM)
CRASH("RIDING OFFHAND ON WRONG MOB")
if(O.selfdeleting)
continue
else
qdel(O)
return TRUE
/datum/element/ridable/proc/on_stat_change(mob/source)
SIGNAL_HANDLER
// If we're dead, don't let anyone buckle onto us
if(source.stat == DEAD)
source.can_buckle = FALSE
source.unbuckle_all_mobs()
// If we're alive, back to being buckle-able
else
source.can_buckle = TRUE
/obj/item/riding_offhand
name = "offhand"
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
item_flags = ABSTRACT | DROPDEL | NOBLUDGEON
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/mob/living/carbon/rider
var/mob/living/parent
var/selfdeleting = FALSE
/obj/item/riding_offhand/dropped()
selfdeleting = TRUE
. = ..()
/obj/item/riding_offhand/equipped()
if(loc != rider && loc != parent)
selfdeleting = TRUE
qdel(src)
. = ..()
/obj/item/riding_offhand/Destroy()
var/atom/movable/AM = parent
if(selfdeleting)
if(rider in AM.buckled_mobs)
AM.unbuckle_mob(rider)
. = ..()
/obj/item/riding_offhand/on_thrown(mob/living/carbon/user, atom/target)
if(rider == user)
return //Piggyback user.
user.unbuckle_mob(rider)
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_notice("You gently let go of [rider]."))
return
return rider