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* Fixes the "stuck in a vertical fireman carry" curse (#67783) Fixes #67622 #66530 made it so anything with the ridable element lost the element whenever it died. Unfortunately it added NO supplementary logic that re-adds the ridable element of that thing died. Guess what uses the ridable element? Humans, for fireman carrying and piggybacking So, if you ever died, it'd permanently brick your ability to fireman carry. * Fixes the "stuck in a vertical fireman carry" curse Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
200 lines
8.9 KiB
Plaintext
200 lines
8.9 KiB
Plaintext
/**
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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,
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* at which point a [riding component][/datum/component/riding] is created on the movable, and that component handles the actual riding behavior.
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*
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* 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
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* 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,
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* just having the variables, behavior, and procs be standardized is still a big improvement.
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*/
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/datum/element/ridable
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element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
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id_arg_index = 2
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/// The specific riding component subtype we're loading our instructions from, don't leave this as default please!
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var/riding_component_type = /datum/component/riding
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/// 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
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var/potion_boosted = FALSE
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/datum/element/ridable/Attach(atom/movable/target, component_type = /datum/component/riding, potion_boost = FALSE)
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. = ..()
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if(!ismovable(target))
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return COMPONENT_INCOMPATIBLE
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if(component_type == /datum/component/riding)
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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.")
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return COMPONENT_INCOMPATIBLE
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target.can_buckle = TRUE
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riding_component_type = component_type
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potion_boosted = potion_boost
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RegisterSignal(target, COMSIG_MOVABLE_PREBUCKLE, .proc/check_mounting)
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if(isvehicle(target))
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RegisterSignal(target, COMSIG_SPEED_POTION_APPLIED, .proc/check_potion)
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if(ismob(target))
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RegisterSignal(target, COMSIG_MOB_STATCHANGE, .proc/on_stat_change)
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/datum/element/ridable/Detach(atom/movable/target)
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target.can_buckle = initial(target.can_buckle)
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UnregisterSignal(target, list(COMSIG_MOVABLE_PREBUCKLE, COMSIG_SPEED_POTION_APPLIED, COMSIG_MOB_STATCHANGE))
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return ..()
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/// Someone is buckling to this movable, which is literally the only thing we care about (other than speed potions)
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/datum/element/ridable/proc/check_mounting(atom/movable/target_movable, mob/living/potential_rider, force = FALSE, ride_check_flags = NONE)
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SIGNAL_HANDLER
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if(HAS_TRAIT(potential_rider, TRAIT_CANT_RIDE))
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//Do not prevent buckle, but stop any riding, do not block buckle here
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//There are things that are supposed to buckle (like slimes) but not ride the creature
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return NONE
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var/arms_needed = 0
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if(ride_check_flags & RIDER_NEEDS_ARMS)
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arms_needed = 2
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else if(ride_check_flags & RIDER_NEEDS_ARM)
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arms_needed = 1
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ride_check_flags &= ~RIDER_NEEDS_ARM
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ride_check_flags |= RIDER_NEEDS_ARMS
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if(arms_needed && !equip_buckle_inhands(potential_rider, arms_needed, target_movable)) // can be either 1 (cyborg riding) or 2 (human piggybacking) hands
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potential_rider.visible_message(span_warning("[potential_rider] can't get a grip on [target_movable] because [potential_rider.p_their()] hands are full!"),
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span_warning("You can't get a grip on [target_movable] because your hands are full!"))
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return COMPONENT_BLOCK_BUCKLE
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if((ride_check_flags & RIDER_NEEDS_LEGS) && HAS_TRAIT(potential_rider, TRAIT_FLOORED))
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potential_rider.visible_message(span_warning("[potential_rider] can't get [potential_rider.p_their()] footing on [target_movable]!"),
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span_warning("You can't get your footing on [target_movable]!"))
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return COMPONENT_BLOCK_BUCKLE
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var/mob/living/target_living = target_movable
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// need to see if !equip_buckle_inhands() checks are enough to skip any needed incapac/restrain checks
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// CARRIER_NEEDS_ARM shouldn't apply if the ridden isn't even a living mob
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if((ride_check_flags & CARRIER_NEEDS_ARM) && !equip_buckle_inhands(target_living, 1, target_living, potential_rider)) // hardcode 1 hand for now
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target_living.visible_message(span_warning("[target_living] can't get a grip on [potential_rider] because [target_living.p_their()] hands are full!"),
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span_warning("You can't get a grip on [potential_rider] because your hands are full!"))
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return COMPONENT_BLOCK_BUCKLE
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target_living.AddComponent(riding_component_type, potential_rider, force, ride_check_flags, potion_boost = potion_boosted)
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/// Try putting the appropriate number of [riding offhand items][/obj/item/riding_offhand] into the target's hands, return FALSE if we can't
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/datum/element/ridable/proc/equip_buckle_inhands(mob/living/carbon/human/user, amount_required = 1, atom/movable/target_movable, riding_target_override = null)
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var/atom/movable/AM = target_movable
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var/amount_equipped = 0
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for(var/amount_needed = amount_required, amount_needed > 0, amount_needed--)
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var/obj/item/riding_offhand/inhand = new /obj/item/riding_offhand(user)
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if(!riding_target_override)
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inhand.rider = user
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else
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inhand.rider = riding_target_override
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inhand.parent = AM
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for(var/obj/item/I in user.held_items) // delete any hand items like slappers that could still totally be used to grab on
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if((I.obj_flags & HAND_ITEM))
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qdel(I)
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// 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
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var/inserted_successfully = FALSE
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if(user.put_in_active_hand(inhand))
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inserted_successfully = TRUE
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else
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var/hand = user.get_empty_held_index_for_side(LEFT_HANDS) || user.get_empty_held_index_for_side(RIGHT_HANDS)
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if(hand && user.put_in_hand(inhand, hand))
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inserted_successfully = TRUE
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if(inserted_successfully)
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amount_equipped++
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else
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qdel(inhand)
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return FALSE
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if(amount_equipped >= amount_required)
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return TRUE
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else
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unequip_buckle_inhands(user, target_movable)
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return FALSE
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/// 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
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/datum/element/ridable/proc/check_potion(atom/movable/ridable_atom, obj/item/slimepotion/speed/speed_potion, mob/living/user)
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SIGNAL_HANDLER
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if(potion_boosted)
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to_chat(user, span_warning("[ridable_atom] has already been coated with red, that's as fast as it'll go!"))
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return
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if(ridable_atom.has_buckled_mobs()) // effect won't take place til the next time someone mounts it, so just prevent that situation
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to_chat(user, span_warning("It's too dangerous to smear [speed_potion] on [ridable_atom] while it's being ridden!"))
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return
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var/speed_limit = round(CONFIG_GET(number/movedelay/run_delay) * 0.85, 0.01)
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var/datum/component/riding/theoretical_riding_component = riding_component_type
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var/theoretical_speed = initial(theoretical_riding_component.vehicle_move_delay)
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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
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to_chat(user, span_warning("[ridable_atom] can't be made any faster!"))
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return
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Detach(ridable_atom)
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ridable_atom.AddElement(/datum/element/ridable, component_type = riding_component_type, potion_boost = TRUE)
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to_chat(user, span_notice("You slather the red gunk over [ridable_atom], making it faster."))
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ridable_atom.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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ridable_atom.add_atom_colour("#FF0000", FIXED_COLOUR_PRIORITY)
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qdel(speed_potion)
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return SPEED_POTION_STOP
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/// Remove all of the relevant [riding offhand items][/obj/item/riding_offhand] from the target
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/datum/element/ridable/proc/unequip_buckle_inhands(mob/living/carbon/user, atom/movable/target_movable)
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var/atom/movable/AM = target_movable
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for(var/obj/item/riding_offhand/O in user.contents)
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if(O.parent != AM)
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CRASH("RIDING OFFHAND ON WRONG MOB")
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if(O.selfdeleting)
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continue
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else
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qdel(O)
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return TRUE
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/datum/element/ridable/proc/on_stat_change(mob/source)
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SIGNAL_HANDLER
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// If we're dead, don't let anyone buckle onto us
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if(source.stat == DEAD)
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source.can_buckle = FALSE
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source.unbuckle_all_mobs()
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// If we're alive, back to being buckle-able
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else
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source.can_buckle = TRUE
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/obj/item/riding_offhand
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name = "offhand"
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "offhand"
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w_class = WEIGHT_CLASS_HUGE
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item_flags = ABSTRACT | DROPDEL | NOBLUDGEON
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/mob/living/carbon/rider
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var/mob/living/parent
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var/selfdeleting = FALSE
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/obj/item/riding_offhand/dropped()
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selfdeleting = TRUE
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. = ..()
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/obj/item/riding_offhand/equipped()
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if(loc != rider && loc != parent)
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selfdeleting = TRUE
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qdel(src)
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. = ..()
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/obj/item/riding_offhand/Destroy()
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var/atom/movable/AM = parent
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if(selfdeleting)
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if(rider in AM.buckled_mobs)
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AM.unbuckle_mob(rider)
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. = ..()
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/obj/item/riding_offhand/on_thrown(mob/living/carbon/user, atom/target)
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if(rider == user)
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return //Piggyback user.
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user.unbuckle_mob(rider)
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, span_notice("You gently let go of [rider]."))
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return
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return rider
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