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[MIRROR] diff up port leashes (#9804)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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code/game/objects/items/leash.dm
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256
code/game/objects/items/leash.dm
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/obj/screen/alert/leash_dom
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name = "Leash Holder"
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desc = "You're holding a leash, with someone on the end."
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icon_state = "leash_master"
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/obj/screen/alert/leash_dom/Click()
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var/obj/item/leash/owner = master
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owner.unleash()
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/obj/screen/alert/leash_pet
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name = "Leashed"
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desc = "You're on the hook now!"
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icon_state = "leash_pet"
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/obj/screen/alert/leash_dom/Click()
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var/obj/item/leash/owner = master
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owner.struggle_leash()
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///// OBJECT /////
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//The leash object itself
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//The component variables are used for hooks, used later.
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/obj/item/leash
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name = "leash"
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desc = "A simple tether that can easily be hooked onto a collar. Usually used to keep pets nearby."
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icon = 'icons/obj/leash.dmi'
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icon_state = "leash"
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item_state = "leash"
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throw_range = 4
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slot_flags = SLOT_TIE
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force = 1
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throwforce = 1
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w_class = ITEMSIZE_SMALL
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var/mob/living/leash_pet = null //Variable to store our pet later
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var/mob/living/leash_master = null //And our master too
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/obj/item/leash/Destroy()
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// Just in case
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clear_leash()
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return ..()
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/obj/item/leash/process()
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if(!leash_pet)
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return
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if(!is_wearing_collar(leash_pet)) //The pet has slipped their collar and is not the pet anymore.
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leash_pet.visible_message(
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span_warning("[leash_pet] has slipped out of their collar!"),
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span_warning("You have slipped out of your collar!")
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)
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clear_leash()
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if(!leash_pet || !leash_master) //If there is no pet, there is no dom. Loop breaks.
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clear_leash()
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//Called when someone is clicked with the leash
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/obj/item/leash/attack(mob/living/carbon/C, mob/living/user, attackchain_flags, damage_multiplier) //C is the target, user is the one with the leash
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if(C.alerts["leashed"]) //If the pet is already leashed, do not leash them. For the love of god.
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// If they re-click, remove the leash
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if (C == leash_pet && user == leash_master)
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unleash()
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else
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// Dear god not the double leashing
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to_chat(user, span_notice("[C] has already been leashed."))
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return
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if (C == user)
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to_chat(user, span_notice("You cannot leash yourself!"))
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return
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if (!is_wearing_collar(C))
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to_chat(user, span_notice("[C] needs a collar before you can attach a leash to it."))
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return
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var/leashtime = 35
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if(C.handcuffed)
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leashtime = 5
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C.visible_message(span_danger("\The [user] is attempting to put the leash on \the [C]!"), span_danger("\The [user] tries to put a leash on you"))
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add_attack_logs(user,C,"Leashed (attempt)")
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if(!do_mob(user, C, leashtime)) //do_mob adds a progress bar, but then we also check to see if they have a collar
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return
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if(tgui_alert(C, "Would you like to be leased by [user]? You can OOC escape to escape", "Become Leashed",list("No","Yes")) != "Yes")
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return
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C.visible_message(span_danger("\The [user] puts a leash on \the [C]!"), span_danger("The leash clicks onto your collar!"))
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leash_pet = C //Save pet reference for later
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leash_pet.add_modifier(/datum/modifier/leash)
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leash_pet.throw_alert("leashed", /obj/screen/alert/leash_pet, new_master = src) //Is the leasher
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RegisterSignal(leash_pet, COMSIG_MOVABLE_MOVED, PROC_REF(on_pet_move))
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to_chat(leash_pet, span_userdanger("You have been leashed!"))
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to_chat(leash_pet, span_danger("(You can use OOC escape to detach the leash)"))
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leash_master = user //Save dom reference for later
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leash_master.throw_alert("leash", /obj/screen/alert/leash_dom, new_master = src)//Has now been leashed
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RegisterSignal(leash_master, COMSIG_MOVABLE_MOVED, PROC_REF(on_master_move))
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START_PROCESSING(SSobj, src)
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//Called when the leash is used in hand
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//Tugs the pet closer
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/obj/item/leash/attack_self(mob/living/user)
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if(!leash_pet) //No pet, no tug.
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return
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//Yank the pet. Yank em in close.
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apply_tug_mob_to_mob(leash_pet, leash_master, 1)
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/obj/item/leash/proc/on_master_move()
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SIGNAL_HANDLER
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//Make sure the dom still has a pet
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if(!leash_master || !leash_pet)
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return
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addtimer(CALLBACK(src, PROC_REF(after_master_move)), 0.2 SECONDS)
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/obj/item/leash/proc/after_master_move()
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//If the master moves, pull the pet in behind
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//Also, the timer means that the distance check for master happens before the pet, to prevent both from proccing.
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if(!leash_master || !leash_pet) //Just to stop error messages
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return
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apply_tug_mob_to_mob(leash_pet, leash_master, 2)
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//Knock the pet over if they get further behind. Shouldn't happen too often.
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sleep(3) //This way running normally won't just yank the pet to the ground.
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if(!leash_master || !leash_pet) //Just to stop error messages. Break the loop early if something removed the master
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return
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if(get_dist(leash_pet, leash_master) > 3 && !leash_pet.stunned)
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leash_pet.visible_message(
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span_warning("[leash_pet] is pulled to the ground by their leash!"),
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span_warning("You are pulled to the ground by your leash!")
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)
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leash_pet.apply_effect(20, STUN, 0)
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//This code is to check if the pet has gotten too far away, and then break the leash.
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sleep(3) //Wait to snap the leash
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if(!leash_master || !leash_pet) //Just to stop error messages
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return
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if(get_dist(leash_pet, leash_master) > 5)
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leash_pet.visible_message(
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span_warning("The leash snaps free from [leash_pet]'s collar!"),
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span_warning("Your leash pops from your collar!")
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)
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leash_pet.apply_effect(20, STUN, 0)
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leash_pet.adjustOxyLoss(5)
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clear_leash()
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/obj/item/leash/proc/on_pet_move()
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SIGNAL_HANDLER
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//This should only work if there is a pet and a master.
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//This is here pretty much just to stop the console from flooding with errors
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if(!leash_master || !leash_pet)
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return
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//If the pet gets too far away, they get tugged back
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addtimer(CALLBACK(src, PROC_REF(after_pet_move)), 0.3 SECONDS) //A short timer so the pet kind of bounces back after they make the step
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/obj/item/leash/proc/after_pet_move()
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if(!leash_master || !leash_pet)
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return
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for(var/i in 3 to get_dist(leash_pet, leash_master)) // Move the pet to a minimum of 2 tiles away from the master, so the pet trails behind them.
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step_towards(leash_pet, leash_master)
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/obj/item/leash/dropped(mob/user)
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//Drop the leash, and the leash effects stop
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. = ..()
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if(!leash_pet || !leash_master) //There is no pet. Stop this silliness
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return
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//Dropping procs any time the leash changes slots. So, we will wait a tick and see if the leash was actually dropped
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addtimer(CALLBACK(src, PROC_REF(drop_effects), user), 1)
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/obj/item/leash/proc/drop_effects(mob/user)
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SIGNAL_HANDLER
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if(leash_master.item_is_in_hands(src) || leash_master.get_item_by_slot(SLOT_TIE) == src)
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return //Dom still has the leash as it turns out. Cancel the proc.
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leash_master.visible_message(span_notice("\The [leash_master] drops \the [src]."), span_notice("You drop \the [src]."))
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//DOM HAS DROPPED LEASH. PET IS FREE. SCP HAS BREACHED CONTAINMENT.
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clear_leash()
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/obj/item/leash/proc/clear_leash()
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leash_pet?.clear_alert("leashed")
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leash_pet?.remove_a_modifier_of_type(/datum/modifier/leash)
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UnregisterSignal(leash_pet, COMSIG_MOVABLE_MOVED)
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leash_pet = null
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leash_master?.clear_alert("leash")
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UnregisterSignal(leash_master, COMSIG_MOVABLE_MOVED)
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leash_master = null
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STOP_PROCESSING(SSobj, src)
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/obj/item/leash/proc/struggle_leash()
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leash_pet.visible_message(span_danger("\The [leash_pet] is attempting to unhook their leash!"), span_danger("You attempt to unhook your leash"))
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add_attack_logs(leash_master,leash_pet,"Self-unleash (attempt)")
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if(!do_mob(leash_pet, leash_pet, 35))
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return
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to_chat(leash_pet, span_userdanger("You have been released!"))
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clear_leash()
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/obj/item/leash/proc/unleash()
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leash_pet.visible_message(span_danger("\The [leash_master] is attempting to remove the leash on \the [leash_pet]!"), span_danger("\The [leash_master] tries to remove leash from you"))
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add_attack_logs(leash_master,leash_pet,"Unleashed (attempt)")
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if(!do_mob(leash_master, leash_pet, 5))
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return
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to_chat(leash_pet, span_userdanger("You have been released!"))
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clear_leash()
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/obj/item/leash/proc/is_wearing_collar(var/mob/living/carbon/human/human)
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if (!istype(human))
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return FALSE
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for (var/obj/item/clothing/worn in human.worn_clothing)
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if (istype(worn, /obj/item/clothing/accessory/collar) || (locate(/obj/item/clothing/accessory/collar) in worn.accessories))
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return TRUE
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return FALSE
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/datum/modifier/leash
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name = "Leash"
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slowdown = 5
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// Utility functions
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/obj/item/proc/apply_tug_mob_to_mob(mob/living/carbon/tug_pet, mob/living/carbon/tug_master, distance = 2)
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apply_tug_position(tug_pet, tug_pet.x, tug_pet.y, tug_master.x, tug_master.y, distance)
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/obj/item/proc/apply_tug_mob_to_object(mob/living/carbon/tug_pet, obj/tug_master, distance = 2)
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apply_tug_position(tug_pet, tug_pet.x, tug_pet.y, tug_master.x, tug_master.y, distance)
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/obj/item/proc/apply_tug_object_to_mob(obj/tug_pet, mob/living/carbon/tug_master, distance = 2)
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apply_tug_position(tug_pet, tug_pet.x, tug_pet.y, tug_master.x, tug_master.y, distance)
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// TODO: improve this for bigger distances, where it's easy to hide behind something and break the tugging
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/obj/item/proc/apply_tug_position(tug_pet, tug_pet_x, tug_pet_y, tug_master_x, tug_master_y, distance = 2)
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if(tug_pet_x > tug_master_x + distance)
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step(tug_pet, WEST, 1) //"1" is the speed of movement. We want the tug to be faster than their slow current walk speed.
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if(tug_pet_y > tug_master_y)//Check the other axis, and tug them into alignment so they are behind the master
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step(tug_pet, SOUTH, 1)
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if(tug_pet_y < tug_master_y)
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step(tug_pet, NORTH, 1)
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if(tug_pet_x < tug_master_x - distance)
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step(tug_pet, EAST, 1)
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if(tug_pet_y > tug_master_y)
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step(tug_pet, SOUTH, 1)
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if(tug_pet_y < tug_master_y)
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step(tug_pet, NORTH, 1)
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if(tug_pet_y > tug_master_y + distance)
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step(tug_pet, SOUTH, 1)
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if(tug_pet_x > tug_master_x)
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step(tug_pet, WEST, 1)
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if(tug_pet_x < tug_master_x)
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step(tug_pet, EAST, 1)
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if(tug_pet_y < tug_master_y - distance)
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step(tug_pet, NORTH, 1)
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if(tug_pet_x > tug_master_x)
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step(tug_pet, WEST, 1)
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if(tug_pet_x < tug_master_x)
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step(tug_pet, EAST, 1)
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