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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Gives people the option to be directed by someone buckled to them. Offset gets handled nicer now, resize affects the riding offset, taurs actually have their center set to it, and not their tail end if 200%, or infront of them if 25% size. The code to saddle up actual horses, shanks, and stormdrifter bulls is fixed, too, as it didn't switch the riding handler, which didn't get deleted, and such not switching to the controllable part. A few typos got fixed, stumbled by typoing my own search for the 3 mobs for their var. Small rendering tweak to potentially draw bags ontop of tails (required for saddlebags.) Saddlebags now include the saddle option, and such makes it easier for one to hold onto ## Why It's Good For The Game People do look more like they are carried by the person they are buckled to. The new option could allow some RP options, synth having a controller or being just directed by holding some part of the body, or maybe way to put the jousting compontent to use? The bucking gives an option to remove someone riding one, as one otherwise has no control over it. The saddlebag also even works as a saddle now, although that can be removed if the freeded up hand is deemed too strong. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: taurs actually get their center calculated correctly, noticeable if buckled sideways. tweak: offsets get resized for riding. fix: horse, shank, stomrdrifter bull saddeling fix: taur bags actually get drawn over the taur body add: ability to buck someone off your back tweak: no riding hand needed if the taur is wearing a saddle. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MarsMond <no@email>
95 lines
3.1 KiB
Plaintext
95 lines
3.1 KiB
Plaintext
/obj/vehicle/ridden/quadbike
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name = "electric all terrain vehicle"
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desc = "A rideable electric ATV designed for all terrain. Except space."
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icon = 'icons/obj/vehicles_64x64.dmi'
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icon_state = "quad"
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integrity = 200
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integrity_max = 200
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riding_handler_type = /datum/component/riding_handler/vehicle/ridden/quadbike
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key_type = /obj/item/key/quadbike
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var/paint_color = "#666666" // Todo, put on _vehicle.dm
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var/frame_state = "quad" //Custom-item proofing!
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var/custom_frame = FALSE
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/obj/vehicle/ridden/quadbike/nokey
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key_type = null
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/obj/item/key/quadbike
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name = "key"
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desc = "A keyring with a small steel key, and a blue fob reading \"ZOOM!\"."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "quad_keys"
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w_class = WEIGHT_CLASS_TINY
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/datum/component/riding_handler/vehicle/ridden/quadbike
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vehicle_move_delay = 2
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allowed_turf_types = list(
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/turf/simulated,
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/turf/unsimulated
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)
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vehicle_offsets = list(-16, 0)
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rider_check_flags = list(CF_RIDING_CHECK_ARMS,
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CF_RIDING_CHECK_RESTRAINED,
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CF_RIDING_CHECK_UNCONSCIOUS,
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CF_RIDING_CHECK_INCAPACITATED
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)
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/datum/component/riding_handler/vehicle/ridden/quadbike/
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/datum/component/riding_handler/vehicle/ridden/quadbike
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rider_offsets = list(
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list(
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list(0, 7, 0.1, null),
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list(2, 2, 0.1, null),
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list(0, 7, 0.1, null),
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list(-2, 2, 0.1, null)
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)
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)
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rider_offset_format = CF_RIDING_OFFSETS_ENUMERATED
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riding_handler_flags = list(CF_RIDING_HANDLER_ALLOW_BORDER,
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CF_RIDING_HANDLER_IS_CONTROLLABLE)
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// Overlay shenanagens, WIP @ktoma36
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/obj/vehicle/ridden/quadbike/random/Initialize(mapload)
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. = ..()
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paint_color = rgb(rand(1,255),rand(1,255),rand(1,255))
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update_icon()
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/obj/vehicle/ridden/quadbike/update_icon()
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..()
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cut_overlays()
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var/list/overlays_to_add = list()
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if(custom_frame)
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var/image/Bodypaint = new(icon = 'icons/obj/custom_items_vehicle.dmi', icon_state = "[frame_state]_a", layer = src.layer)
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Bodypaint.color = paint_color
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overlays_to_add += Bodypaint
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var/image/Overmob = new(icon = 'icons/obj/custom_items_vehicle.dmi', icon_state = "[frame_state]_overlay", layer = src.layer + 0.2) //over mobs
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var/image/Overmob_color = new(icon = 'icons/obj/custom_items_vehicle.dmi', icon_state = "[frame_state]_overlay_a", layer = src.layer + 0.2) //over the over mobs, gives the color.
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Overmob.plane = FLY_LAYER
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Overmob_color.plane = FLY_LAYER
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Overmob_color.color = paint_color
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overlays_to_add += Overmob
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overlays_to_add += Overmob_color
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add_overlay(overlays_to_add)
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return
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var/image/Bodypaint = new(icon = 'icons/obj/vehicles_64x64.dmi', icon_state = "[frame_state]_a", layer = src.layer)
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Bodypaint.color = paint_color
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overlays_to_add += Bodypaint
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var/image/Overmob = new(icon = 'icons/obj/vehicles_64x64.dmi', icon_state = "[frame_state]_overlay", layer = src.layer + 0.2) //over mobs
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var/image/Overmob_color = new(icon = 'icons/obj/vehicles_64x64.dmi', icon_state = "[frame_state]_overlay_a", layer = src.layer + 0.2) //over the over mobs, gives the color.
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Overmob.plane = FLY_LAYER
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Overmob_color.plane = FLY_LAYER
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Overmob_color.color = paint_color
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overlays_to_add += Overmob
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overlays_to_add += Overmob_color
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add_overlay(overlays_to_add)
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