/obj/screen/alert/leash_dom name = "Leash Holder" desc = "You're holding a leash, with someone on the end." icon_state = "leash_master" /obj/screen/alert/leash_dom/Click() var/obj/item/leash/owner = master owner.unleash() /obj/screen/alert/leash_pet name = "Leashed" desc = "You're on the hook now!" icon_state = "leash_pet" /obj/screen/alert/leash_dom/Click() var/obj/item/leash/owner = master owner.struggle_leash() ///// OBJECT ///// //The leash object itself //The component variables are used for hooks, used later. /obj/item/leash name = "leash" desc = "A simple tether that can easily be hooked onto a collar. Usually used to keep pets nearby." icon = 'icons/obj/leash.dmi' icon_state = "leash" item_state = "leash" throw_range = 4 slot_flags = SLOT_TIE force = 1 throwforce = 1 w_class = ITEMSIZE_SMALL var/mob/living/leash_pet = null //Variable to store our pet later var/mob/living/leash_master = null //And our master too /obj/item/leash/Destroy() // Just in case clear_leash() return ..() /obj/item/leash/process() if(!leash_pet) return if(!is_wearing_collar(leash_pet)) //The pet has slipped their collar and is not the pet anymore. leash_pet.visible_message( span_warning("[leash_pet] has slipped out of their collar!"), span_warning("You have slipped out of your collar!") ) clear_leash() if(!leash_pet || !leash_master) //If there is no pet, there is no dom. Loop breaks. clear_leash() //Called when someone is clicked with the leash /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 if(C.alerts && C.alerts["leashed"]) //If the pet is already leashed, do not leash them. For the love of god. // If they re-click, remove the leash if (C == leash_pet && user == leash_master) unleash() else // Dear god not the double leashing to_chat(user, span_notice("[C] has already been leashed.")) return if (C == user) to_chat(user, span_notice("You cannot leash yourself!")) return if (!is_wearing_collar(C)) to_chat(user, span_notice("[C] needs a collar before you can attach a leash to it.")) return var/leashtime = 35 if(C.handcuffed) leashtime = 5 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")) add_attack_logs(user,C,"Leashed (attempt)") if(!do_mob(user, C, leashtime)) //do_mob adds a progress bar, but then we also check to see if they have a collar return if(tgui_alert(C, "Would you like to be leased by [user]? You can OOC escape to escape", "Become Leashed",list("No","Yes")) != "Yes") return C.visible_message(span_danger("\The [user] puts a leash on \the [C]!"), span_danger("The leash clicks onto your collar!")) leash_pet = C //Save pet reference for later leash_pet.add_modifier(/datum/modifier/leash) leash_pet.throw_alert("leashed", /obj/screen/alert/leash_pet, new_master = src) //Is the leasher RegisterSignal(leash_pet, COMSIG_MOVABLE_MOVED, PROC_REF(on_pet_move)) to_chat(leash_pet, span_userdanger("You have been leashed!")) to_chat(leash_pet, span_danger("(You can use OOC escape to detach the leash)")) leash_master = user //Save dom reference for later leash_master.throw_alert("leash", /obj/screen/alert/leash_dom, new_master = src)//Has now been leashed RegisterSignal(leash_master, COMSIG_MOVABLE_MOVED, PROC_REF(on_master_move)) START_PROCESSING(SSobj, src) //Called when the leash is used in hand //Tugs the pet closer /obj/item/leash/attack_self(mob/living/user) if(!leash_pet) //No pet, no tug. return //Yank the pet. Yank em in close. apply_tug_mob_to_mob(leash_pet, leash_master, 1) /obj/item/leash/proc/on_master_move() SIGNAL_HANDLER //Make sure the dom still has a pet if(!leash_master || !leash_pet) return addtimer(CALLBACK(src, PROC_REF(after_master_move)), 0.2 SECONDS) /obj/item/leash/proc/after_master_move() //If the master moves, pull the pet in behind //Also, the timer means that the distance check for master happens before the pet, to prevent both from proccing. if(!leash_master || !leash_pet) //Just to stop error messages return apply_tug_mob_to_mob(leash_pet, leash_master, 2) //Knock the pet over if they get further behind. Shouldn't happen too often. sleep(3) //This way running normally won't just yank the pet to the ground. if(!leash_master || !leash_pet) //Just to stop error messages. Break the loop early if something removed the master return if(get_dist(leash_pet, leash_master) > 3 && !leash_pet.stunned) leash_pet.visible_message( span_warning("[leash_pet] is pulled to the ground by their leash!"), span_warning("You are pulled to the ground by your leash!") ) leash_pet.apply_effect(20, STUN, 0) //This code is to check if the pet has gotten too far away, and then break the leash. sleep(3) //Wait to snap the leash if(!leash_master || !leash_pet) //Just to stop error messages return if(get_dist(leash_pet, leash_master) > 5) leash_pet.visible_message( span_warning("The leash snaps free from [leash_pet]'s collar!"), span_warning("Your leash pops from your collar!") ) leash_pet.apply_effect(20, STUN, 0) leash_pet.adjustOxyLoss(5) clear_leash() /obj/item/leash/proc/on_pet_move() SIGNAL_HANDLER //This should only work if there is a pet and a master. //This is here pretty much just to stop the console from flooding with errors if(!leash_master || !leash_pet) return //If the pet gets too far away, they get tugged back 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 /obj/item/leash/proc/after_pet_move() if(!leash_master || !leash_pet) return 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. step_towards(leash_pet, leash_master) /obj/item/leash/dropped(mob/user) //Drop the leash, and the leash effects stop . = ..() if(!leash_pet || !leash_master) //There is no pet. Stop this silliness return //Dropping procs any time the leash changes slots. So, we will wait a tick and see if the leash was actually dropped addtimer(CALLBACK(src, PROC_REF(drop_effects), user), 1) /obj/item/leash/proc/drop_effects(mob/user) SIGNAL_HANDLER if(leash_master.item_is_in_hands(src) || leash_master.get_item_by_slot(SLOT_TIE) == src) return //Dom still has the leash as it turns out. Cancel the proc. leash_master.visible_message(span_notice("\The [leash_master] drops \the [src]."), span_notice("You drop \the [src].")) //DOM HAS DROPPED LEASH. PET IS FREE. SCP HAS BREACHED CONTAINMENT. clear_leash() /obj/item/leash/proc/clear_leash() leash_pet?.clear_alert("leashed") leash_pet?.remove_a_modifier_of_type(/datum/modifier/leash) UnregisterSignal(leash_pet, COMSIG_MOVABLE_MOVED) leash_pet = null leash_master?.clear_alert("leash") UnregisterSignal(leash_master, COMSIG_MOVABLE_MOVED) leash_master = null STOP_PROCESSING(SSobj, src) /obj/item/leash/proc/struggle_leash() leash_pet.visible_message(span_danger("\The [leash_pet] is attempting to unhook their leash!"), span_danger("You attempt to unhook your leash")) add_attack_logs(leash_master,leash_pet,"Self-unleash (attempt)") if(!do_mob(leash_pet, leash_pet, 35)) return to_chat(leash_pet, span_userdanger("You have been released!")) clear_leash() /obj/item/leash/proc/unleash() 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")) add_attack_logs(leash_master,leash_pet,"Unleashed (attempt)") if(!do_mob(leash_master, leash_pet, 5)) return to_chat(leash_pet, span_userdanger("You have been released!")) clear_leash() /obj/item/leash/proc/is_wearing_collar(var/mob/living/carbon/human/human) if (!istype(human)) return FALSE for (var/obj/item/clothing/worn in human.worn_clothing) if (istype(worn, /obj/item/clothing/accessory/collar) || (locate(/obj/item/clothing/accessory/collar) in worn.accessories)) return TRUE return FALSE /datum/modifier/leash name = "Leash" slowdown = 5 // Utility functions /obj/item/proc/apply_tug_mob_to_mob(mob/living/carbon/tug_pet, mob/living/carbon/tug_master, distance = 2) apply_tug_position(tug_pet, tug_pet.x, tug_pet.y, tug_master.x, tug_master.y, distance) /obj/item/proc/apply_tug_mob_to_object(mob/living/carbon/tug_pet, obj/tug_master, distance = 2) apply_tug_position(tug_pet, tug_pet.x, tug_pet.y, tug_master.x, tug_master.y, distance) /obj/item/proc/apply_tug_object_to_mob(obj/tug_pet, mob/living/carbon/tug_master, distance = 2) apply_tug_position(tug_pet, tug_pet.x, tug_pet.y, tug_master.x, tug_master.y, distance) // TODO: improve this for bigger distances, where it's easy to hide behind something and break the tugging /obj/item/proc/apply_tug_position(tug_pet, tug_pet_x, tug_pet_y, tug_master_x, tug_master_y, distance = 2) if(tug_pet_x > tug_master_x + distance) step(tug_pet, WEST, 1) //"1" is the speed of movement. We want the tug to be faster than their slow current walk speed. if(tug_pet_y > tug_master_y)//Check the other axis, and tug them into alignment so they are behind the master step(tug_pet, SOUTH, 1) if(tug_pet_y < tug_master_y) step(tug_pet, NORTH, 1) if(tug_pet_x < tug_master_x - distance) step(tug_pet, EAST, 1) if(tug_pet_y > tug_master_y) step(tug_pet, SOUTH, 1) if(tug_pet_y < tug_master_y) step(tug_pet, NORTH, 1) if(tug_pet_y > tug_master_y + distance) step(tug_pet, SOUTH, 1) if(tug_pet_x > tug_master_x) step(tug_pet, WEST, 1) if(tug_pet_x < tug_master_x) step(tug_pet, EAST, 1) if(tug_pet_y < tug_master_y - distance) step(tug_pet, NORTH, 1) if(tug_pet_x > tug_master_x) step(tug_pet, WEST, 1) if(tug_pet_x < tug_master_x) step(tug_pet, EAST, 1) /obj/item/leash/cable name = "cable leash" desc = "A simple tether that can easily be hooked onto a collar. This one is made from wiring cable." icon = 'icons/obj/leash.dmi' icon_state = "cable" /datum/crafting_recipe/leash name = "cable leash" result = /obj/item/leash/cable reqs = list( list(/obj/item/stack/cable_coil = 3) ) time = 60 category = CAT_MISC