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Bubberstation/code/game/objects/buckling.dm
SkyratBot f02e30a50e [MIRROR] Implements timed_action_flags for do_after-like procs (#1385)
* Implements timed_action_flags for do_after-like procs (#54409)

Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.

* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.

* Implements timed_action_flags for do_after-like procs

* Update horror_form.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:06:03 +02:00

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/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)
. = ..()
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)
/**
* 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.
*/
/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
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.set_buckled(src)
M.setDir(dir)
buckled_mobs |= M
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()
/**
* 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
SEND_SIGNAL(src, COMSIG_MOVABLE_UNBUCKLE, buckled_mob, force)
post_unbuckle_mob(.)
/**
* 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 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
//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
// 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 class='warning'>[user] starts buckling [M] to [src]!</span>",\
"<span class='userdanger'>[user] starts buckling you to [src]!</span>",\
"<span class='hear'>You hear metal clanking.</span>")
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 class='notice'>[M] buckles [M.p_them()]self to [src].</span>",\
"<span class='notice'>You buckle yourself to [src].</span>",\
"<span class='hear'>You hear metal clanking.</span>")
else
M.visible_message("<span class='warning'>[user] buckles [M] to [src]!</span>",\
"<span class='warning'>[user] buckles you to [src]!</span>",\
"<span class='hear'>You hear metal clanking.</span>")
/**
* 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 class='notice'>[user] unbuckles [M] from [src].</span>",\
"<span class='notice'>[user] unbuckles you from [src].</span>",\
"<span class='hear'>You hear metal clanking.</span>")
else
M.visible_message("<span class='notice'>[M] unbuckles [M.p_them()]self from [src].</span>",\
"<span class='notice'>You unbuckle yourself from [src].</span>",\
"<span class='hear'>You hear metal clanking.</span>")
add_fingerprint(user)
if(isliving(M.pulledby))
var/mob/living/L = M.pulledby
L.set_pull_offsets(M, L.grab_state)
return M