Adds sscooters and skateboards [serious pr do not close after AFD] (#24934)

* WORLD WIDE NOISE

* Makes it pass CI, tweaks values, glass table hoverboard, and railing grinding

* grind on pipes

* https://youtu.be/cTiM1MJ1o7c?feature=shared

* https://youtu.be/Jc6CHI9f6cM?feature=shared

* temporary change for icon conflicts (hopefully)

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>

* The rest of the fun loving owl

* missed this one

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>

* changes

* Apply suggestions from code review

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>

* Update code/modules/vehicle/tg_vehicles/tg_vehicles.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>

* I love stealth conflicts!

* purge lines

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>

* Update tg_vehicles.dm

* works works works

* Update code/modules/vehicle/tg_vehicles/tg_vehicles.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>

---------

Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
This commit is contained in:
Qwertytoforty
2024-06-25 21:38:40 +00:00
committed by GitHub
co-authored by DGamerL Henri215 Luc Matt Ryan
parent d88ddea05c
commit f6b8d87e78
34 changed files with 1661 additions and 15 deletions
+20
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@@ -218,6 +218,9 @@
#define COMSIG_ATOM_START_PULL "movable_start_pull"
///called on /living when someone starts pulling it (atom/movable/puller, state, force)
#define COMSIG_LIVING_START_PULL "living_start_pull"
///called on /living, when pull is attempted, but before it completes, from base of [/mob/living/start_pulling]: (atom/movable/thing, force)
#define COMSIG_LIVING_TRY_PULL "living_try_pull"
#define COMSIG_LIVING_CANCEL_PULL (1 << 0)
/////////////////
@@ -301,10 +304,16 @@
#define COMPONENT_MOVABLE_IMPACT_NEVERMIND (1<<1) //return true if you destroyed whatever it was you're impacting and there won't be anything for hitby() to run on
///from base of mob/living/hitby(): (mob/living/target, hit_zone)
#define COMSIG_MOVABLE_IMPACT_ZONE "item_impact_zone"
///from /atom/movable/proc/buckle_mob(): (mob/living/M, force, check_loc, buckle_mob_flags)
#define COMSIG_MOVABLE_PREBUCKLE "prebuckle" // this is the last chance to interrupt and block a buckle before it finishes
#define COMPONENT_BLOCK_BUCKLE (1<<0)
///from base of atom/movable/buckle_mob(): (mob, force)
#define COMSIG_MOVABLE_BUCKLE "buckle"
///from base of atom/movable/unbuckle_mob(): (mob, force)
#define COMSIG_MOVABLE_UNBUCKLE "unbuckle"
///from /obj/vehicle/proc/driver_move, caught by the riding component to check and execute the driver trying to drive the vehicle
#define COMSIG_RIDDEN_DRIVER_MOVE "driver_move"
#define COMPONENT_DRIVER_BLOCK_MOVE (1<<0)
///from base of atom/movable/throw_at(): (list/args)
#define COMSIG_MOVABLE_PRE_THROW "movable_pre_throw"
#define COMPONENT_CANCEL_THROW (1<<0)
@@ -338,6 +347,10 @@
///called when the movable is removed from a disposal holder object: /obj/structure/disposalpipe/proc/expel(): (obj/structure/disposalholder/H, turf/T, direction)
#define COMSIG_MOVABLE_EXIT_DISPOSALS "movable_exit_disposals"
/// from base of atom/movable/Process_Spacemove(): (movement_dir, continuous_move)
#define COMSIG_MOVABLE_SPACEMOVE "spacemove"
#define COMSIG_MOVABLE_STOP_SPACEMOVE (1<<0)
// /datum/mind signals
///from base of /datum/mind/proc/transfer_to(mob/living/new_character)
@@ -442,6 +455,9 @@
#define COMSIG_MOB_AUTOMUTE_CHECK "automute_check"
#define WAIVE_AUTOMUTE_CHECK (1<<0)
///Called when movement intent is toggled.
#define COMSIG_MOVE_INTENT_TOGGLED "move_intent_toggled"
// /mob/living signals
///from base of mob/living/resist() (/mob/living)
@@ -1060,6 +1076,10 @@
/// from /obj/structure/cursed_slot_machine/determine_victor() when someone finally wins.
#define COMSIG_GLOB_CURSED_SLOT_MACHINE_WON "cursed_slot_machine_won"
/// from base of /obj/item/slimepotion/speed/afterattack(): (obj/target, /obj/src, mob/user)
#define COMSIG_SPEED_POTION_APPLIED "speed_potion"
#define SPEED_POTION_STOP (1<<0)
// Signal types for the cargo shuttle
// Sent before the shuttle scans its contents.
+1
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@@ -124,6 +124,7 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
// Vehicles
#define isvehicle(A) istype(A, /obj/vehicle)
#define istgvehicle(A) istype(A, /obj/tgvehicle)
// Misc
#define isclient(A) istype(A, /client)
+38
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@@ -0,0 +1,38 @@
//Vehicle control flags. control flags describe access to actions in a vehicle.
///controls the vehicles movement
#define VEHICLE_CONTROL_DRIVE (1<<0)
///Can't leave vehicle voluntarily, has to resist.
#define VEHICLE_CONTROL_KIDNAPPED (1<<1)
///melee attacks/shoves a vehicle may have
#define VEHICLE_CONTROL_MELEE (1<<2)
///using equipment/weapons on the vehicle
#define VEHICLE_CONTROL_EQUIPMENT (1<<3)
///changing around settings and the like.
#define VEHICLE_CONTROL_SETTINGS (1<<4)
///ez define for giving a single pilot mech all the flags it needs.
#define FULL_MECHA_CONTROL ALL
//Ridden vehicle flags
/// Does our vehicle require arms to operate? Also used for piggybacking on humans to reserve arms on the rider
#define RIDER_NEEDS_ARMS (1<<0)
// As above but only reserves 1 arm instead of 2
#define RIDER_NEEDS_ARM (1<<1)
/// Do we need legs to ride this (checks against TRAIT_FLOORED)
#define RIDER_NEEDS_LEGS (1<<2)
/// If the rider is disabled or loses their needed limbs, do they fall off?
#define UNBUCKLE_DISABLED_RIDER (1<<3)
/// The vehicle being ridden requires pixel offsets for all directions
#define RIDING_OFFSET_ALL "ALL"
///Broken down, here's what this does:
/// divides the world icon_size (32) by delay divided by ticklag to get the number of pixels something should be moving each tick.
/// The division result is given a min value of 1 to prevent obscenely slow glide sizes from being set
/// Then that's multiplied by the global glide size multiplier. 1.25 by default feels pretty close to spot on. This is just to try to get byond to behave.
/// The whole result is then clamped to within the range above.
/// Not very readable but it works
#define DELAY_TO_GLIDE_SIZE(delay) (clamp(((world.icon_size / max((delay) / world.tick_lag, 1))), 1, 32))
+5
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@@ -286,10 +286,15 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
///An organ that was inserted into a dead mob, that has not been revived yet
#define TRAIT_ORGAN_INSERTED_WHILE_DEAD "organ_inserted_while_dead"
//****** OBJ TRAITS *****//
///An /obj that should not increase the "depth" of the search for adjacency,
///e.g. a storage container or a modsuit.
#define TRAIT_ADJACENCY_TRANSPARENT "adjacency_transparent"
/// A trait for items that will not break glass tables if the user is buckled to them.
#define TRAIT_NO_BREAK_GLASS_TABLES "no_break_glass_tables"
//****** ATOM/MOVABLE TRAITS *****//
/// A trait for determining if a atom/movable is currently crossing into another z-level by using of /turf/space z-level "destination-xyz" transfers
#define TRAIT_CURRENTLY_Z_MOVING "currently_z_moving" // please dont adminbus this
+1
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@@ -110,6 +110,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
/obj = list(
"TRAIT_ADJACENCY_TRANSPARENT" = TRAIT_ADJACENCY_TRANSPARENT,
"TRAIT_NO_BREAK_GLASS_TABLES" = TRAIT_NO_BREAK_GLASS_TABLES
),
/obj/item = list(
+277
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@@ -0,0 +1,277 @@
/**
* This is the riding component, which is applied to a movable atom by the [ridable element][/datum/element/ridable] when a mob is successfully buckled to said movable.
*
* This component lives for as long as at least one mob is buckled to the parent. Once all mobs are unbuckled, the component is deleted, until another mob is buckled in
* and we make a new riding component, so on and so forth until the sun explodes.
*/
/datum/component/riding
dupe_mode = COMPONENT_DUPE_UNIQUE
var/last_move_diagonal = FALSE
/// Tick delay between movements, lower = faster, higher = slower
var/vehicle_move_delay = 2
/**
* If the driver needs a certain item in hand (or inserted, for vehicles) to drive this. For vehicles, this must be duplicated on the actual vehicle object in their
* [/obj/vehicle/var/key_type] variable because the vehicle objects still have a few special checks/functions of their own I'm not porting over to the riding component
* quite yet. Make sure if you define it on the vehicle, you define it here too.
*/
var/keytype
/// position_of_user = list(dir = list(px, py)), or RIDING_OFFSET_ALL for a generic one.
var/list/riding_offsets = list()
/// ["[DIRECTION]"] = layer. Don't set it for a direction for default, set a direction to null for no change.
var/list/directional_vehicle_layers = list()
/// same as above but instead of layer you have a list(px, py)
var/list/directional_vehicle_offsets = list()
/// allow typecache for only certain turfs, forbid to allow all but those. allow only certain turfs will take precedence.
var/list/allowed_turf_typecache
/// allow typecache for only certain turfs, forbid to allow all but those. allow only certain turfs will take precedence.
var/list/forbid_turf_typecache
/// We don't need roads where we're going if this is TRUE, allow normal movement in space tiles
var/override_allow_spacemove = FALSE
/// can anyone other than the rider unbuckle the rider?
var/can_force_unbuckle = TRUE
/**
* Ride check flags defined for the specific riding component types, so we know if we need arms, legs, or whatever.
* Takes additional flags from the ridable element and the buckle proc (buckle_mob_flags) for riding cyborgs/humans in case we need to reserve arms
*/
var/ride_check_flags = NONE
/// For telling someone they can't drive
COOLDOWN_DECLARE(message_cooldown)
/// For telling someone they can't drive
COOLDOWN_DECLARE(vehicle_move_cooldown)
/datum/component/riding/Initialize(mob/living/riding_mob, force = FALSE, buckle_mob_flags= NONE, potion_boost = FALSE)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
handle_specials(riding_mob)
ride_check_flags |= buckle_mob_flags
if(potion_boost)
vehicle_move_delay = round(GLOB.configuration.movement.human_delay * 0.85, 0.01)
/datum/component/riding/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_ATOM_DIR_CHANGE, PROC_REF(vehicle_turned))
RegisterSignal(parent, COMSIG_MOVABLE_UNBUCKLE, PROC_REF(vehicle_mob_unbuckle))
RegisterSignal(parent, COMSIG_MOVABLE_BUCKLE, PROC_REF(vehicle_mob_buckle))
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(vehicle_moved))
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, PROC_REF(vehicle_bump))
if(!can_force_unbuckle)
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(force_unbuckle))
/**
* This proc handles all of the proc calls to things like set_vehicle_dir_layer() that a type of riding datum needs to call on creation
*
* The original riding component had these procs all called from the ridden object itself through the use of GetComponent() and LoadComponent()
* This was obviously problematic for componentization, but while lots of the variables being set were able to be moved to component variables,
* the proc calls couldn't be. Thus, anything that has to do an initial proc call should be handled here.
*/
/datum/component/riding/proc/handle_specials()
return
/// This proc is called when a rider unbuckles, whether they chose to or not. If there's no more riders, this will be the riding component's death knell.
/datum/component/riding/proc/vehicle_mob_unbuckle(datum/source, mob/living/rider, force = FALSE)
SIGNAL_HANDLER //COMSIG_MOVABLE_UNBUCKLE
handle_unbuckle(rider)
/datum/component/riding/proc/handle_unbuckle(mob/living/rider)
var/atom/movable/movable_parent = parent
restore_position(rider)
unequip_buckle_inhands(rider)
UnregisterSignal(rider, COMSIG_LIVING_TRY_PULL)
if(!movable_parent.has_buckled_mobs())
qdel(src)
/// This proc is called when a rider buckles, allowing for offsets to be set properly
/datum/component/riding/proc/vehicle_mob_buckle(datum/source, mob/living/rider, force = FALSE)
SIGNAL_HANDLER //COMSIG_MOVABLE_BUCKLE
var/atom/movable/movable_parent = parent
handle_vehicle_layer(movable_parent.dir)
handle_vehicle_offsets(movable_parent.dir)
if(rider.pulling == source)
rider.stop_pulling()
RegisterSignal(rider, COMSIG_LIVING_TRY_PULL, PROC_REF(on_rider_try_pull))
/// This proc is called when the rider attempts to grab the thing they're riding, preventing them from doing so.
/datum/component/riding/proc/on_rider_try_pull(mob/living/rider_pulling, atom/movable/target, force)
SIGNAL_HANDLER // COMSIG_LIVING_TRY_PULL
if(target == parent)
var/mob/living/ridden = parent
to_chat(ridden, "<span class='warning'>You can't pull [target]!</span>")
return COMSIG_LIVING_CANCEL_PULL
/// Some ridable atoms may want to only show on top of the rider in certain directions, like wheelchairs
/datum/component/riding/proc/handle_vehicle_layer(dir)
var/atom/movable/AM = parent
var/static/list/defaults = list(TEXT_NORTH = OBJ_LAYER, TEXT_SOUTH = ABOVE_MOB_LAYER, TEXT_EAST = ABOVE_MOB_LAYER, TEXT_WEST = ABOVE_MOB_LAYER)
. = defaults["[dir]"]
if(directional_vehicle_layers["[dir]"])
. = directional_vehicle_layers["[dir]"]
if(isnull(.)) //you can set it to null to not change it.
. = AM.layer
AM.layer = .
/datum/component/riding/proc/set_vehicle_dir_layer(dir, layer)
directional_vehicle_layers["[dir]"] = layer
/// This is called after the ridden atom is successfully moved and is used to handle icon stuff
/datum/component/riding/proc/vehicle_moved(datum/source, oldloc, dir, forced)
SIGNAL_HANDLER //COMSIG_MOVABLE_MOVED
var/atom/movable/movable_parent = parent
if(isnull(dir))
dir = movable_parent.dir
for(var/mob/buckled_mob in movable_parent.buckled_mobs)
ride_check(buckled_mob)
if(QDELETED(src))
return // runtimed with piggy's without this, look into this more
handle_vehicle_offsets(dir)
handle_vehicle_layer(dir)
/// Turning is like moving
/datum/component/riding/proc/vehicle_turned(datum/source, _old_dir, new_dir)
SIGNAL_HANDLER //COMSIG_ATOM_DIR_CHANGE
vehicle_moved(source, null, new_dir)
/**
* Check to see if we have all of the necessary bodyparts and not-falling-over statuses we need to stay onboard.
* If not and if consequences is TRUE, well, there'll be consequences.
*/
/datum/component/riding/proc/ride_check(mob/living/rider, consequences = TRUE)
return TRUE
/datum/component/riding/proc/handle_vehicle_offsets(dir)
var/atom/movable/AM = parent
var/AM_dir = "[dir]"
var/passindex = 0
if(!AM.has_buckled_mobs())
return
for(var/mob/living/buckled_mob in AM.buckled_mobs)
passindex++
var/list/offsets = get_offsets(passindex)
buckled_mob.setDir(dir)
dir_loop:
for(var/offsetdir in offsets)
if(offsetdir == AM_dir)
var/list/diroffsets = offsets[offsetdir]
buckled_mob.pixel_x = diroffsets[1]
if(length(diroffsets) >= 2)
buckled_mob.pixel_y = diroffsets[2]
if(length(diroffsets) == 3)
buckled_mob.layer = diroffsets[3]
break dir_loop
var/list/static/default_vehicle_pixel_offsets = list(TEXT_NORTH = list(0, 0), TEXT_SOUTH = list(0, 0), TEXT_EAST = list(0, 0), TEXT_WEST = list(0, 0))
var/px = default_vehicle_pixel_offsets[AM_dir]
var/py = default_vehicle_pixel_offsets[AM_dir]
if(directional_vehicle_offsets[AM_dir])
if(isnull(directional_vehicle_offsets[AM_dir]))
px = AM.pixel_x
py = AM.pixel_y
else
px = directional_vehicle_offsets[AM_dir][1]
py = directional_vehicle_offsets[AM_dir][2]
AM.pixel_x = px
AM.pixel_y = py
/datum/component/riding/proc/set_vehicle_dir_offsets(dir, x, y)
directional_vehicle_offsets["[dir]"] = list(x, y)
//Override this to set your vehicle's various pixel offsets
/datum/component/riding/proc/get_offsets(pass_index) // list(dir = x, y, layer)
. = list(TEXT_NORTH = list(0, 0), TEXT_SOUTH = list(0, 0), TEXT_EAST = list(0, 0), TEXT_WEST = list(0, 0))
if(riding_offsets["[pass_index]"])
. = riding_offsets["[pass_index]"]
else if(riding_offsets["[RIDING_OFFSET_ALL]"])
. = riding_offsets["[RIDING_OFFSET_ALL]"]
/datum/component/riding/proc/set_riding_offsets(index, list/offsets)
if(!islist(offsets))
return FALSE
riding_offsets["[index]"] = offsets
/datum/component/riding/proc/set_vehicle_offsets(list/offsets)
if(!islist(offsets))
return FALSE
directional_vehicle_offsets = offsets
/**
* This proc is used to see if we have the appropriate key to drive this atom, if such a key is needed. Returns FALSE if we don't have what we need to drive.
*
* Still needs to be neatened up and spruced up with proper OOP, as a result of vehicles having their own key handling from other ridable atoms
*/
/datum/component/riding/proc/keycheck(mob/user)
if(!keytype)
return TRUE
if(istgvehicle(parent))
var/obj/vehicle/vehicle_parent = parent
return istype(vehicle_parent.inserted_key, keytype)
return user.is_holding_item_of_type(keytype)
//BUCKLE HOOKS
/datum/component/riding/proc/restore_position(mob/living/buckled_mob)
if(isnull(buckled_mob))
return
buckled_mob.pixel_x = initial(buckled_mob.pixel_x)
buckled_mob.pixel_y = initial(buckled_mob.pixel_y)
buckled_mob.plane = initial(buckled_mob.plane)
//MOVEMENT
/datum/component/riding/proc/turf_check(turf/next, turf/current)
if(allowed_turf_typecache && !allowed_turf_typecache[next.type])
return allowed_turf_typecache[current.type]
else if(forbid_turf_typecache && forbid_turf_typecache[next.type])
return !forbid_turf_typecache[current.type]
return TRUE
/// Every time the driver tries to move, this is called to see if they can actually drive and move the vehicle (via relaymove)
/datum/component/riding/proc/driver_move(atom/movable/movable_parent, mob/living/user, direction)
SIGNAL_HANDLER //COMSIG_RIDDEN_DRIVER_MOVE
SHOULD_CALL_PARENT(TRUE)
movable_parent.set_glide_size(DELAY_TO_GLIDE_SIZE(vehicle_move_delay))
/// So we can check all occupants when we bump a door to see if anyone has access
/datum/component/riding/proc/vehicle_bump(atom/movable/movable_parent, obj/machinery/door/possible_bumped_door)
SIGNAL_HANDLER //COMSIG_MOVABLE_BUMP
if(!istype(possible_bumped_door))
return
for(var/occupant in movable_parent.buckled_mobs)
INVOKE_ASYNC(possible_bumped_door, TYPE_PROC_REF(/obj/machinery/door/, bumpopen), occupant)
/datum/component/riding/proc/Unbuckle(atom/movable/M)
addtimer(CALLBACK(parent, TYPE_PROC_REF(/atom/movable/, unbuckle_mob), M), 0, TIMER_UNIQUE)
/datum/component/riding/proc/Process_Spacemove(direction, continuous_move)
var/atom/movable/AM = parent
return override_allow_spacemove || has_gravity(AM)
/// currently replicated from ridable because we need this behavior here too, see if we can deal with that
/datum/component/riding/proc/unequip_buckle_inhands(mob/living/carbon/user)
var/atom/movable/AM = parent
for(var/obj/item/riding_offhand/O in user.contents)
if(O.parent != AM)
CRASH("RIDING OFFHAND ON WRONG MOB")
if(O.selfdeleting)
continue
else
qdel(O)
return TRUE
/datum/component/riding/proc/force_unbuckle(atom/movable/source, mob/living/living_hitter)
SIGNAL_HANDLER //COMSIG_ATOM_ATTACK_HAND
if(living_hitter in source.buckled_mobs)
return
return COMPONENT_CANCEL_ATTACK_CHAIN
@@ -0,0 +1,175 @@
// For any /obj/tgvehicle's that can be ridden
/datum/component/riding/vehicle/Initialize(mob/living/riding_mob, force = FALSE, ride_check_flags = (RIDER_NEEDS_LEGS | RIDER_NEEDS_ARMS), potion_boost = FALSE)
if(!istgvehicle(parent))
return COMPONENT_INCOMPATIBLE
return ..()
/datum/component/riding/vehicle/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_RIDDEN_DRIVER_MOVE, PROC_REF(driver_move))
/datum/component/riding/vehicle/driver_move(atom/movable/movable_parent, mob/living/user, direction)
if(!COOLDOWN_FINISHED(src, vehicle_move_cooldown))
return COMPONENT_DRIVER_BLOCK_MOVE
var/obj/tgvehicle/vehicle_parent = parent
if(!keycheck(user))
if(COOLDOWN_FINISHED(src, message_cooldown))
to_chat(user, "<span class='warning'>[vehicle_parent] has no key inserted!</span>")
COOLDOWN_START(src, message_cooldown, 5 SECONDS)
return COMPONENT_DRIVER_BLOCK_MOVE
if(user.incapacitated())
if(ride_check_flags & UNBUCKLE_DISABLED_RIDER)
INVOKE_ASYNC(vehicle_parent, TYPE_PROC_REF(/atom/movable, unbuckle_mob), user, TRUE)
user.visible_message("<span class='danger'>[user] falls off [vehicle_parent].</span>",\
"<span class='danger'>You slip off [vehicle_parent] as your body slumps!</span>")
user.Stun(3 SECONDS)
if(COOLDOWN_FINISHED(src, message_cooldown))
to_chat(user, "<span class='warning'>You cannot operate [vehicle_parent] right now!</span>")
COOLDOWN_START(src, message_cooldown, 5 SECONDS)
return COMPONENT_DRIVER_BLOCK_MOVE
if(ride_check_flags & RIDER_NEEDS_LEGS && HAS_TRAIT(user, TRAIT_FLOORED))
if(ride_check_flags & UNBUCKLE_DISABLED_RIDER)
INVOKE_ASYNC(vehicle_parent, TYPE_PROC_REF(/atom/movable, unbuckle_mob), user, TRUE)
user.visible_message("<span class='danger'>[user] falls off [vehicle_parent].</span>",\
"<span class='danger'>You fall off [vehicle_parent] while trying to operate it while unable to stand!</span>")
user.Stun(3 SECONDS)
if(COOLDOWN_FINISHED(src, message_cooldown))
to_chat(user, "<span class='warning'>You can't seem to manage that while unable to stand up enough to move [vehicle_parent]...</span>")
COOLDOWN_START(src, message_cooldown, 5 SECONDS)
return COMPONENT_DRIVER_BLOCK_MOVE
if(ride_check_flags & RIDER_NEEDS_ARMS && HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
if(ride_check_flags & UNBUCKLE_DISABLED_RIDER)
INVOKE_ASYNC(vehicle_parent, TYPE_PROC_REF(/atom/movable, unbuckle_mob), user, TRUE)
user.visible_message("<span class='danger'>[user] falls off [vehicle_parent].</span>",\
"<span class='danger'>You fall off [vehicle_parent] while trying to operate it without being able to hold on!</span>")
user.Stun(3 SECONDS)
if(COOLDOWN_FINISHED(src, message_cooldown))
to_chat(user, "<span class='warning'>You can't seem to hold onto [vehicle_parent] to move it...</span>")
COOLDOWN_START(src, message_cooldown, 5 SECONDS)
return COMPONENT_DRIVER_BLOCK_MOVE
handle_ride(user, direction)
return ..()
/// This handles the actual movement for vehicles once [/datum/component/riding/vehicle/proc/driver_move] has given us the green light
/datum/component/riding/vehicle/proc/handle_ride(mob/user, direction)
var/atom/movable/movable_parent = parent
var/turf/next = get_step(movable_parent, direction)
var/turf/current = get_turf(movable_parent)
if(!istype(next) || !istype(current))
return //not happening.
if(!turf_check(next, current))
to_chat(user, "<span class='warning'>[movable_parent] cannot go onto [next]!</span>")
return
if(!Process_Spacemove(direction) || !isturf(movable_parent.loc))
return
step(movable_parent, direction)
last_move_diagonal = ((direction & (direction - 1)) && (movable_parent.loc == next))
COOLDOWN_START(src, vehicle_move_cooldown, (last_move_diagonal ? 2 : 1) * vehicle_move_delay)
if(QDELETED(src))
return
handle_vehicle_layer(movable_parent.dir)
handle_vehicle_offsets(movable_parent.dir)
return TRUE
/datum/component/riding/vehicle/scooter
ride_check_flags = RIDER_NEEDS_LEGS | RIDER_NEEDS_ARMS | UNBUCKLE_DISABLED_RIDER
/datum/component/riding/vehicle/scooter/handle_specials(mob/living/riding_mob)
. = ..()
if(isrobot(riding_mob))
set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(0), TEXT_SOUTH = list(0), TEXT_EAST = list(0), TEXT_WEST = list(2)))
else
set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(2), TEXT_SOUTH = list(-2), TEXT_EAST = list(0), TEXT_WEST = list(2)))
/datum/component/riding/vehicle/scooter/skateboard
vehicle_move_delay = 1.5
ride_check_flags = RIDER_NEEDS_LEGS | UNBUCKLE_DISABLED_RIDER
///If TRUE, the vehicle will be slower (but safer) to ride on walk intent.
var/can_slow_down = TRUE
/datum/component/riding/vehicle/scooter/skateboard/handle_specials()
. = ..()
set_vehicle_dir_layer(SOUTH, ABOVE_MOB_LAYER)
set_vehicle_dir_layer(NORTH, OBJ_LAYER)
set_vehicle_dir_layer(EAST, OBJ_LAYER)
set_vehicle_dir_layer(WEST, OBJ_LAYER)
/datum/component/riding/vehicle/scooter/skateboard/RegisterWithParent()
. = ..()
if(can_slow_down)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
var/obj/tgvehicle/scooter/skateboard/board = parent
if(istype(board))
board.can_slow_down = can_slow_down
/datum/component/riding/vehicle/scooter/skateboard/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER //COMSIG_PARENT_EXAMINE
examine_list += "<span class='notice>Going nice and slow at walk speed will prevent crashing into things.</span>"
/datum/component/riding/vehicle/scooter/skateboard/vehicle_mob_buckle(datum/source, mob/living/rider, force = FALSE)
. = ..()
if(can_slow_down)
RegisterSignal(rider, COMSIG_MOVE_INTENT_TOGGLED, PROC_REF(toggle_move_delay))
toggle_move_delay(rider)
/datum/component/riding/vehicle/scooter/skateboard/handle_unbuckle(mob/living/rider)
. = ..()
if(can_slow_down)
toggle_move_delay(rider)
UnregisterSignal(rider, COMSIG_MOVE_INTENT_TOGGLED)
/datum/component/riding/vehicle/scooter/skateboard/proc/toggle_move_delay(mob/living/rider)
SIGNAL_HANDLER //COMSIG_MOVE_INTENT_TOGGLED
vehicle_move_delay = initial(vehicle_move_delay)
if(rider.m_intent == MOVE_INTENT_WALK)
vehicle_move_delay += 0.6
/datum/component/riding/vehicle/scooter/skateboard/pro
vehicle_move_delay = 1
///This one lets the rider ignore gravity, move in zero g and son on, but only on ground turfs or at most one z-level above them.
/datum/component/riding/vehicle/scooter/skateboard/hover
vehicle_move_delay = 1
override_allow_spacemove = TRUE
/datum/component/riding/vehicle/scooter/skateboard/hover/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_ATOM_HAS_GRAVITY, PROC_REF(check_grav))
RegisterSignal(parent, COMSIG_MOVABLE_SPACEMOVE, PROC_REF(check_drifting))
hover_check()
///Makes sure that the vehicle is grav-less if capable of zero-g movement. Forced gravity will honestly screw this.
/datum/component/riding/vehicle/scooter/skateboard/hover/proc/check_grav(datum/source, turf/gravity_turf, list/gravs)
SIGNAL_HANDLER //COMSIG_ATOM_HAS_GRAVITY
if(override_allow_spacemove)
gravs += 0
///Makes sure the vehicle isn't drifting while it can be maneuvered.
/datum/component/riding/vehicle/scooter/skateboard/hover/proc/check_drifting(datum/source, movement_dir, continuous_move)
SIGNAL_HANDLER //COMSIG_MOVABLE_SPACEMOVE
if(override_allow_spacemove)
return COMSIG_MOVABLE_STOP_SPACEMOVE
/datum/component/riding/vehicle/scooter/skateboard/hover/vehicle_moved(atom/movable/source, oldloc, dir, forced)
. = ..()
hover_check(TRUE)
///Makes sure that the hoverboard can move in zero-g in (open) space but only there's a ground turf on the z-level below.
/datum/component/riding/vehicle/scooter/skateboard/hover/proc/hover_check(is_moving = FALSE)
var/atom/movable/movable = parent
if(!isspaceturf(movable.loc) || locate(/obj/structure/railing) in range(1, movable.loc)) //If you can't grind the faragus rails, why live?
override_allow_spacemove = TRUE
return
override_allow_spacemove = FALSE
+181
View File
@@ -0,0 +1,181 @@
/**
* 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,
* at which point a [riding component][/datum/component/riding] is created on the movable, and that component handles the actual riding behavior.
*
* 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
* 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,
* just having the variables, behavior, and procs be standardized is still a big improvement.
*/
/datum/element/ridable
element_flags = ELEMENT_BESPOKE
/// The specific riding component subtype we're loading our instructions from, don't leave this as default please!
var/riding_component_type = /datum/component/riding
/// 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
var/potion_boosted = FALSE
/datum/element/ridable/Attach(atom/movable/target, component_type = /datum/component/riding, potion_boost = FALSE)
. = ..()
if(!ismovable(target))
return COMPONENT_INCOMPATIBLE
if(component_type == /datum/component/riding)
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.")
return COMPONENT_INCOMPATIBLE
target.can_buckle = TRUE
riding_component_type = component_type
potion_boosted = potion_boost
RegisterSignal(target, COMSIG_MOVABLE_PREBUCKLE, PROC_REF(check_mounting))
if(istgvehicle(target))
RegisterSignal(target, COMSIG_SPEED_POTION_APPLIED, PROC_REF(check_potion))
if(ismob(target))
RegisterSignal(target, COMSIG_MOB_STATCHANGE, PROC_REF(on_stat_change))
/datum/element/ridable/Detach(atom/movable/target)
target.can_buckle = initial(target.can_buckle)
UnregisterSignal(target, list(COMSIG_MOVABLE_PREBUCKLE, COMSIG_SPEED_POTION_APPLIED, COMSIG_MOB_STATCHANGE))
return ..()
/// Someone is buckling to this movable, which is literally the only thing we care about (other than speed potions)
/datum/element/ridable/proc/check_mounting(atom/movable/target_movable, mob/living/potential_rider, force = FALSE, ride_check_flags = NONE)
SIGNAL_HANDLER //COMSIG_MOVABLE_PREBUCKLE
INVOKE_ASYNC(src, PROC_REF(check_mounting_async_edition), target_movable, potential_rider, force, ride_check_flags)
/datum/element/ridable/proc/check_mounting_async_edition(atom/movable/target_movable, mob/living/potential_rider, force = FALSE, ride_check_flags = NONE)
var/arms_needed = 0
if(ride_check_flags & RIDER_NEEDS_ARMS)
arms_needed = 2
else if(ride_check_flags & RIDER_NEEDS_ARM)
arms_needed = 1
ride_check_flags &= ~RIDER_NEEDS_ARM
ride_check_flags |= RIDER_NEEDS_ARMS
if(arms_needed && !equip_buckle_inhands(potential_rider, arms_needed, target_movable))
potential_rider.visible_message("<span class='warning'>[potential_rider] can't get a grip on [target_movable] because [potential_rider.p_their()] hands are full!</span>", "<span class='warning'>You can't get a grip on [target_movable] because your hands are full!</span>")
return COMPONENT_BLOCK_BUCKLE
if((ride_check_flags & RIDER_NEEDS_LEGS) && HAS_TRAIT(potential_rider, TRAIT_FLOORED))
potential_rider.visible_message("<span class='warning'>[potential_rider] can't get [potential_rider.p_their()] footing on [target_movable]!</span>",
"<span class='warning'>You can't get your footing on [target_movable]!</span>")
return COMPONENT_BLOCK_BUCKLE
var/mob/living/target_living = target_movable
target_living.AddComponent(riding_component_type, potential_rider, force, ride_check_flags, potion_boost = potion_boosted)
/// Try putting the appropriate number of [riding offhand items][/obj/item/riding_offhand] into the target's hands, return FALSE if we can't
/datum/element/ridable/proc/equip_buckle_inhands(mob/living/carbon/human/user, amount_required = 1, atom/movable/target_movable, riding_target_override = null)
var/atom/movable/AM = target_movable
var/amount_equipped = 0
for(var/amount_needed = amount_required, amount_needed > 0, amount_needed--)
var/obj/item/riding_offhand/inhand = new /obj/item/riding_offhand(user)
if(!riding_target_override)
inhand.rider = user
else
inhand.rider = riding_target_override
inhand.parent = AM
var/list/held_items = list()
held_items += user.l_hand
held_items += user.r_hand
for(var/obj/item/I in held_items) // delete any hand items like slappers that could still totally be used to grab on
if(I.flags & DROPDEL & ABSTRACT)
qdel(I)
// 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
var/inserted_successfully = FALSE
if(user.put_in_inactive_hand(inhand))
inserted_successfully = TRUE
else
if(user.put_in_active_hand(inhand))
inserted_successfully = TRUE
if(inserted_successfully)
amount_equipped++
else
qdel(inhand)
return FALSE
if(amount_equipped >= amount_required)
return TRUE
else
unequip_buckle_inhands(user, target_movable)
return FALSE
/// 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
/datum/element/ridable/proc/check_potion(atom/movable/ridable_atom, obj/item/slimepotion/speed/speed_potion, mob/living/user)
SIGNAL_HANDLER
if(potion_boosted)
to_chat(user, "<span class='warning'>[ridable_atom] has already been coated with red, that's as fast as it'll go!</span>")
return
if(ridable_atom.has_buckled_mobs()) // effect won't take place til the next time someone mounts it, so just prevent that situation
to_chat(user, "<span class='warning'>It's too dangerous to smear [speed_potion] on [ridable_atom] while it's being ridden!</span>")
return
var/speed_limit = round(GLOB.configuration.movement.human_delay * 0.85, 0.01)
var/datum/component/riding/theoretical_riding_component = riding_component_type
var/theoretical_speed = initial(theoretical_riding_component.vehicle_move_delay)
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
to_chat(user, "<span class='warning'>[ridable_atom] can't be made any faster!</span>")
return
Detach(ridable_atom)
ridable_atom.AddElement(/datum/element/ridable, component_type = riding_component_type, potion_boost = TRUE)
to_chat(user, "<span class='notice'>You slather the red gunk over [ridable_atom], making it faster.</span>")
ridable_atom.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
ridable_atom.add_atom_colour("#6e6e86", FIXED_COLOUR_PRIORITY)
ADD_TRAIT(ridable_atom, TRAIT_OIL_SLICKED, "potion")
qdel(speed_potion)
return SPEED_POTION_STOP
/// Remove all of the relevant [riding offhand items][/obj/item/riding_offhand] from the target
/datum/element/ridable/proc/unequip_buckle_inhands(mob/living/carbon/user, atom/movable/target_movable)
var/atom/movable/AM = target_movable
for(var/obj/item/riding_offhand/O in user.contents)
if(O.parent != AM)
CRASH("RIDING OFFHAND ON WRONG MOB")
if(O.selfdeleting)
continue
else
qdel(O)
return TRUE
/datum/element/ridable/proc/on_stat_change(mob/source)
SIGNAL_HANDLER
// If we're dead, don't let anyone buckle onto us
if(source.stat == DEAD)
source.can_buckle = FALSE
INVOKE_ASYNC(src, TYPE_PROC_REF(/atom/movable, unbuckle_all_mobs), source)
// If we're alive, back to being buckle-able
else
source.can_buckle = TRUE
/obj/item/riding_offhand
name = "offhand"
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
flags = ABSTRACT | DROPDEL | NOBLUDGEON
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/mob/living/carbon/rider
var/mob/living/parent
var/selfdeleting = FALSE
/obj/item/riding_offhand/dropped()
selfdeleting = TRUE
return ..()
/obj/item/riding_offhand/equipped()
if(loc != rider && loc != parent)
selfdeleting = TRUE
qdel(src)
return ..()
/obj/item/riding_offhand/Destroy()
var/atom/movable/AM = parent
if(selfdeleting)
if(rider in AM.buckled_mobs)
AM.unbuckle_mob(rider)
return ..()
+10
View File
@@ -1396,3 +1396,13 @@ GLOBAL_LIST_EMPTY(blood_splatter_icons)
var/mouseparams = list2params(paramslist)
usr_client.Click(src, loc, null, mouseparams)
return TRUE
/**
* A special case of relaymove() in which the person relaying the move may be "driving" this atom
*
* This is a special case for vehicles and ridden animals where the relayed movement may be handled
* by the riding component attached to this atom. Returns TRUE as long as there's nothing blocking
* the movement, or FALSE if the signal gets a reply that specifically blocks the movement
*/
/atom/proc/relaydrive(mob/living/user, direction)
return !(SEND_SIGNAL(src, COMSIG_RIDDEN_DRIVER_MOVE, user, direction) & COMPONENT_DRIVER_BLOCK_MOVE)
+11 -1
View File
@@ -199,7 +199,7 @@
Moved(old_loc, direction, TRUE)
/atom/movable/Move(atom/newloc, direct = 0, movetime)
if(!loc || !newloc)
if(!loc || !newloc)
return FALSE
var/atom/oldloc = loc
@@ -359,6 +359,9 @@
if(pulledby && !pulledby.pulling)
return TRUE
if(SEND_SIGNAL(src, COMSIG_MOVABLE_SPACEMOVE, movement_dir) & COMSIG_MOVABLE_STOP_SPACEMOVE)
return TRUE
if(throwing)
return TRUE
@@ -474,6 +477,13 @@
return TRUE
/// This proc is recursive, and calls itself to constantly set the glide size of an atom/movable
/atom/movable/proc/set_glide_size(target = 8)
glide_size = target
for(var/mob/buckled_mob as anything in buckled_mobs)
buckled_mob.set_glide_size(target)
//Overlays
/atom/movable/overlay
var/atom/master = null
+2 -1
View File
@@ -82,7 +82,8 @@
box = /obj/item/storage/box/centcomofficer
backpack_contents = list(
/obj/item/clothing/shoes/magboots/advance = 1,
/obj/item/storage/box/zipties = 1
/obj/item/storage/box/zipties = 1,
/obj/item/melee/skateboard/hoverboard/admin = 1 //How do you do, fellow kids?
)
bio_chips = list(
/obj/item/bio_chip/mindshield,
+8
View File
@@ -47,6 +47,14 @@
if((!can_buckle && !force) || M.buckled || (length(buckled_mobs) >= max_buckled_mobs) || (buckle_requires_restraints && !M.restrained()) || M == src)
return FALSE
// This signal will check if the mob is mounting this atom to ride it. There are 3 possibilities for how this goes
// 1. This movable doesn't have a ridable element and can't be ridden, so nothing gets returned, so continue on
// 2. There's a ridable element but we failed to mount it for whatever reason (maybe it has no seats left, for example), so we cancel the buckling
// 3. There's a ridable element and we were successfully able to mount, so keep it going and continue on with buckling
if(SEND_SIGNAL(src, COMSIG_MOVABLE_PREBUCKLE, M, force) & COMPONENT_BLOCK_BUCKLE)
return FALSE
M.buckling = src
if(!M.can_buckle() && !force)
+1 -1
View File
@@ -459,7 +459,7 @@
check_break(M)
/obj/structure/table/glass/proc/check_break(mob/living/M)
if(has_gravity(M) && M.mob_size > MOB_SIZE_SMALL)
if(has_gravity(M) && M.mob_size > MOB_SIZE_SMALL && !HAS_TRAIT(M?.buckled, TRAIT_NO_BREAK_GLASS_TABLES))
table_shatter(M)
/obj/structure/table/glass/flip(direction)
+4 -1
View File
@@ -34,7 +34,8 @@
/obj/effect/projectile_lighting,
/obj/effect/dummy/slaughter, //no bloodcrawlers into chasms.
/obj/effect/dummy/spell_jaunt, //No jaunters into chasms either.
/mob/living/simple_animal/hostile/megafauna //failsafe
/mob/living/simple_animal/hostile/megafauna, //failsafe
/obj/tgvehicle/scooter/skateboard/hoverboard
))
var/drop_x = 1
var/drop_y = 1
@@ -130,6 +131,8 @@
var/mob/living/M = AM
if(M.flying || M.floating)
return FALSE
if(istype(M.buckled, /obj/tgvehicle/scooter/skateboard/hoverboard))
return FALSE
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(istype(H.belt, /obj/item/wormhole_jaunter))
+9
View File
@@ -493,6 +493,15 @@
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/skateboard
name = "Skateboard"
result = list(/obj/tgvehicle/scooter/skateboard/improvised)
time = 1.5 SECONDS
reqs = list(/obj/item/stack/sheet/metal = 5,
/obj/item/stack/rods = 10)
tools = list(TOOL_WELDER, TOOL_WRENCH)
category = CAT_MISC
/datum/crafting_recipe/spear_primal // alternative recipe for Ash Walkers
name = "Spear"
result = list(/obj/item/spear)
+13
View File
@@ -117,6 +117,19 @@
cost = 500
category = MERCH_CAT_TOY
/datum/merch_item/skateboard
name = "Skateboard"
desc = "A skateboard. It can be placed on its wheels and ridden, or used as a radical weapon."
typepath = /obj/item/melee/skateboard
cost = 250
category = MERCH_CAT_TOY
/datum/merch_item/pro_skateboard
name = "Pro Skateboard"
desc = "An EightO brand professional skateboard. It looks sturdy and well made."
typepath = /obj/item/melee/skateboard/pro
cost = 600 //Quite fast, though I expect people to fall flat on their face with this a lot.
category = MERCH_CAT_TOY
/datum/merch_item/flag_slime
name = "Slime People Flag"
+2 -8
View File
@@ -28,13 +28,7 @@
new /obj/item/reagent_containers/drinks/bottle/whiskey(src)
new /obj/item/lighter(src)
if(6 to 10)
new /obj/item/bedsheet(src)
new /obj/item/kitchen/knife(src)
new /obj/item/wirecutters(src)
new /obj/item/screwdriver(src)
new /obj/item/weldingtool(src)
new /obj/item/hatchet(src)
new /obj/item/crowbar(src)
new /obj/item/melee/skateboard/pro(src)
if(11 to 15)
new /obj/item/reagent_containers/glass/beaker/bluespace(src)
if(16 to 20)
@@ -121,7 +115,7 @@
if(91)
new /obj/item/organ/internal/brain/xeno(src)
if(92)
new /obj/item/organ/internal/heart(src)
new /obj/item/melee/skateboard/hoverboard(src)
if(93)
new /obj/item/soulstone/anybody(src)
if(94)
+3 -2
View File
@@ -91,12 +91,13 @@
EQUIPMENT("Alien Toy", /obj/item/clothing/mask/facehugger/toy, 300),
EQUIPMENT("Cigar", /obj/item/clothing/mask/cigarette/cigar/havana, 150),
EQUIPMENT("GAR Meson Scanners", /obj/item/clothing/glasses/meson/gar, 500),
EQUIPMENT("Hoverboard", /obj/item/clothing/glasses/meson/gar, 4000), //Cross lava rivers in a discounted style. To buying it in cargo. Still more than jump boots.
EQUIPMENT("HRD-MDE Project Box", /obj/item/storage/box/hardmode_box, 3500), //I want miners have to pay a lot to get this, but be set once they do.
EQUIPMENT("Laser Pointer", /obj/item/laser_pointer, 300),
EQUIPMENT("Luxury Shelter Capsule", /obj/item/survivalcapsule/luxury, 3000),
EQUIPMENT("Soap", /obj/item/soap/nanotrasen, 200),
EQUIPMENT("Space Cash", /obj/item/stack/spacecash/c200, 2000),
EQUIPMENT("Whiskey", /obj/item/reagent_containers/drinks/bottle/whiskey, 100),
EQUIPMENT("HRD-MDE Project Box", /obj/item/storage/box/hardmode_box, 3500) //I want miners have to pay a lot to get this, but be set once they do.
EQUIPMENT("Whiskey", /obj/item/reagent_containers/drinks/bottle/whiskey, 100)
)
prize_list["Extra"] = list() // Used in child vendors
+7
View File
@@ -32,6 +32,13 @@
/mob/proc/is_holding(obj/item/I)
return istype(I) && (I == r_hand || I == l_hand)
//Checks if we're holding an item of type: typepath
/mob/proc/is_holding_item_of_type(typepath)
. = FALSE
if(istype(l_hand, typepath))
return l_hand
if(istype(r_hand, typepath))
return r_hand
//Returns the thing in our inactive hand
/mob/proc/get_inactive_hand()
+2
View File
@@ -1000,6 +1000,8 @@
return FALSE
if(incapacitated())
return
if(SEND_SIGNAL(src, COMSIG_LIVING_TRY_PULL, AM, force) & COMSIG_LIVING_CANCEL_PULL)
return FALSE
// If we're pulling something then drop what we're currently pulling and pull this instead.
AM.add_fingerprint(src)
if(pulling)
+4 -1
View File
@@ -1403,4 +1403,7 @@ GLOBAL_LIST_INIT(holy_areas, typecacheof(list(
target.mind.kudos_received_from |= ckey
/mob/living/simple_animal/relaymove(mob/living/user, direction)
if(user.incapacitated())
return
return relaydrive(user, direction)
+1
View File
@@ -513,3 +513,4 @@
hud_used.move_intent.icon_state = icon_toggle
for(var/atom/movable/screen/mov_intent/selector in hud_used.static_inventory)
selector.update_icon()
SEND_SIGNAL(src, COMSIG_MOVE_INTENT_TOGGLED)
@@ -461,6 +461,8 @@
if(!proximity_flag)
return
..()
if(SEND_SIGNAL(O, COMSIG_SPEED_POTION_APPLIED, src, user) & SPEED_POTION_STOP)
return
if(!isitem(O))
if(!istype(O, /obj/structure/table))
to_chat(user, "<span class='warning'>The potion can only be used on items!</span>")
@@ -526,6 +526,12 @@
/obj/item/vending_refill/exploredrobe)
containername = "cargo clothing vendor crate"
/datum/supply_packs/misc/hoverboard
name = "Hoverboard Crate"
contains = list(/obj/item/melee/skateboard/hoverboard)
cost = 1000 //Price of cool
containername = "hoverboard crate"
///////////// Station Goals
/datum/supply_packs/misc/station_goal
+345
View File
@@ -0,0 +1,345 @@
/obj/tgvehicle/scooter
name = "scooter"
desc = "A fun way to get around."
icon_state = "scooter"
are_legs_exposed = TRUE
/obj/tgvehicle/scooter/Initialize(mapload)
. = ..()
make_ridable()
/obj/tgvehicle/scooter/proc/make_ridable()
AddElement(/datum/element/ridable, /datum/component/riding/vehicle/scooter)
/obj/tgvehicle/scooter/wrench_act(mob/living/user, obj/item/I)
..()
to_chat(user, "<span class='notice'>You begin to remove the handlebars...</span>")
if(!I.use_tool(src, user, 40, volume = 50))
return TRUE
var/obj/tgvehicle/scooter/skateboard/improvised/skater = new(drop_location())
new /obj/item/stack/rods(drop_location(), 2)
to_chat(user, "<span class='notice'>You remove the handlebars from [src].</span>")
if(has_buckled_mobs())
var/mob/living/carbon/carbons = buckled_mobs[1]
unbuckle_mob(carbons)
skater.buckle_mob(carbons)
qdel(src)
return TRUE
/obj/tgvehicle/scooter/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
for(var/mob/living/buckled_mob as anything in buckled_mobs)
if(buckled_mob.get_num_legs() > 0)
buckled_mob.pixel_y = 5
else
buckled_mob.pixel_y = -4
/obj/tgvehicle/scooter/skateboard
name = "skateboard"
desc = "An old, battered skateboard. It's still rideable, but probably unsafe."
icon_state = "skateboard"
density = FALSE
///Sparks datum for when we grind on tables
var/datum/effect_system/spark_spread/sparks
///Whether the board is currently grinding
var/grinding = FALSE
///Stores the time of the last crash plus a short cooldown, affects availability and outcome of certain actions
COOLDOWN_DECLARE(next_crash)
///The handheld item counterpart for the board
var/board_item_type = /obj/item/melee/skateboard
///Stamina drain multiplier
var/instability = 10
///If true, riding the skateboard with walk intent on will prevent crashing.
var/can_slow_down = TRUE
/obj/tgvehicle/scooter/skateboard/Initialize(mapload)
. = ..()
sparks = new
sparks.set_up(1, 0, src)
sparks.attach(src)
/obj/tgvehicle/scooter/skateboard/make_ridable()
AddElement(/datum/element/ridable, /datum/component/riding/vehicle/scooter/skateboard)
/obj/tgvehicle/scooter/skateboard/Destroy()
if(sparks)
QDEL_NULL(sparks)
return ..()
/obj/tgvehicle/scooter/skateboard/relaymove(mob/living/user, direction)
if(grinding || !COOLDOWN_FINISHED(src, next_crash))
return FALSE
return ..()
/obj/tgvehicle/scooter/skateboard/generate_actions()
. = ..()
initialize_controller_action_type(/datum/action/vehicle/scooter/skateboard/ollie, VEHICLE_CONTROL_DRIVE)
initialize_controller_action_type(/datum/action/vehicle/scooter/skateboard/kickflip, VEHICLE_CONTROL_DRIVE)
/obj/tgvehicle/scooter/skateboard/post_buckle_mob(mob/living/M)//allows skateboards to be non-dense but still allows 2 skateboarders to collide with each other
set_density(TRUE)
return ..()
/obj/tgvehicle/scooter/skateboard/post_unbuckle_mob(mob/living/M)
if(!has_buckled_mobs())
set_density(FALSE)
return ..()
/obj/tgvehicle/scooter/skateboard/Bump(atom/bumped_thing)
. = ..()
if(!bumped_thing.density || !has_buckled_mobs() || !COOLDOWN_FINISHED(src, next_crash))
return
var/mob/living/rider = buckled_mobs[1]
if(rider.m_intent == MOVE_INTENT_WALK && can_slow_down) //Going slow prevents you from crashing.
return
COOLDOWN_START(src, next_crash, 1 SECONDS)
rider.adjustStaminaLoss(instability * 6)
playsound(src, 'sound/effects/bang.ogg', 40, TRUE)
if(!iscarbon(rider) || rider.getStaminaLoss() >= 100 || grinding || iscarbon(bumped_thing))
var/atom/throw_target = get_edge_target_turf(rider, pick(NORTH, SOUTH, EAST, WEST))
unbuckle_mob(rider)
if((istype(bumped_thing, /obj/machinery/disposal)))
rider.Weaken(8 SECONDS)
rider.forceMove(bumped_thing)
forceMove(bumped_thing)
visible_message("<span class='danger'>[src] crashes into [bumped_thing], and gets dumped straight into it!</span>")
return
if((istype(bumped_thing, /obj/machinery/economy/vending)))
var/obj/machinery/economy/vending/V = bumped_thing
rider.Weaken(8 SECONDS)
visible_message("<span class='danger'>[src] crashes into [V]!</span>")
V.tilt(rider, from_combat = TRUE)
return
rider.throw_at(throw_target, 3, 2)
var/head_slot = rider.get_item_by_slot(SLOT_HUD_HEAD)
if(!head_slot || !(istype(head_slot, /obj/item/clothing/head/helmet) || istype(head_slot, /obj/item/clothing/head/hardhat)))
rider.adjustBrainLoss(5)
rider.updatehealth()
visible_message("<span class='danger'>[src] crashes into [bumped_thing], sending [rider] flying!</span>")
rider.Weaken(8 SECONDS)
if(iscarbon(bumped_thing))
var/mob/living/carbon/victim = bumped_thing
var/grinding_mulitipler = 1
if(grinding)
grinding_mulitipler = 2
victim.Weaken(2 * grinding_mulitipler SECONDS)
victim.KnockDown(4 * grinding_mulitipler SECONDS)
else
var/backdir = REVERSE_DIR(dir)
step(src, backdir)
rider.spin(4, 1)
///Moves the vehicle forward and if it lands on a table, repeats
/obj/tgvehicle/scooter/skateboard/proc/grind()
if(!has_buckled_mobs())
grinding = FALSE
icon_state = "[initial(icon_state)]"
return
var/mob/living/skater = buckled_mobs[1]
var/old_pass = skater.pass_flags //Re-do this, so railings don't fuck with the grinder
var/old_v_pass = pass_flags
skater.pass_flags |= PASSTABLE | PASSFENCE
pass_flags |= PASSTABLE | PASSFENCE
step(src, dir)
skater.pass_flags = old_pass
pass_flags = old_v_pass
var/piping_hot = FALSE
for(var/obj/machinery/atmospherics/P in loc.contents)
if(P.invisibility == 0 && (loc.layer == PLATING_LAYER || P.layer >= GAS_PIPE_VISIBLE_LAYER))
piping_hot = TRUE
break
if(!(locate(/obj/structure/table) in loc.contents) && !(locate(/obj/structure/railing) in loc.contents) && !piping_hot)
grinding = FALSE
icon_state = "[initial(icon_state)]"
return
skater.adjustStaminaLoss(instability * 0.3)
if(skater.getStaminaLoss() >= 100)
playsound(src, 'sound/effects/bang.ogg', 20, TRUE)
unbuckle_mob(skater)
var/atom/throw_target = get_edge_target_turf(src, pick(NORTH, SOUTH, EAST, WEST))
skater.throw_at(throw_target, 2, 2)
visible_message("<span class='danger'>[skater] loses [skater.p_their()] footing and slams on the ground!</span>")
skater.Weaken(4 SECONDS)
grinding = FALSE
icon_state = "[initial(icon_state)]"
return
playsound(src, 'sound/effects/skateboard_roll.ogg', 50, TRUE)
var/turf/location = get_turf(src)
if(location)
if(prob(33))
location.hotspot_expose(1000, 1000)
sparks.start() //the most radical way to start plasma fires
for(var/mob/living/carbon/victim in location)
if(victim.body_position == LYING_DOWN)
playsound(location, 'sound/items/trayhit2.ogg', 40)
victim.apply_damage(damage = 25, damagetype = BRUTE, def_zone = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
victim.Weaken(1.5 SECONDS)
skater.adjustStaminaLoss(instability)
victim.visible_message("<span class='danger'>[victim] straight up gets grinded into the ground by [skater]'s [src]! Radical!</span>")
addtimer(CALLBACK(src, PROC_REF(grind)), 1 DECISECONDS)
/obj/tgvehicle/scooter/skateboard/MouseDrop(atom/over_object)
. = ..()
var/mob/living/carbon/skater = usr
if(!istype(skater))
return
if(over_object == skater)
pick_up_board(skater)
/obj/tgvehicle/scooter/skateboard/proc/pick_up_board(mob/living/carbon/skater)
if(skater.incapacitated() || !Adjacent(skater))
return
if(has_buckled_mobs())
to_chat(skater, "<span class='warning'>You can't lift this up when somebody's on it.</span>")
return
skater.put_in_hands(new board_item_type(get_turf(skater)))
qdel(src)
/obj/tgvehicle/scooter/skateboard/pro
name = "pro skateboard"
desc = "An EightO brand professional skateboard. Looks a lot more stable than the average board."
icon_state = "skateboardpro"
board_item_type = /obj/item/melee/skateboard/pro
instability = 6
/obj/tgvehicle/scooter/skateboard/pro/make_ridable()
AddElement(/datum/element/ridable, /datum/component/riding/vehicle/scooter/skateboard/pro)
/obj/tgvehicle/scooter/skateboard/hoverboard
name = "hoverboard"
desc = "A blast from the past, so retro!"
board_item_type = /obj/item/melee/skateboard/hoverboard
instability = 3
icon_state = "hoverboard_red"
resistance_flags = LAVA_PROOF | FIRE_PROOF
/obj/tgvehicle/scooter/skateboard/hoverboard/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NO_BREAK_GLASS_TABLES, ROUNDSTART_TRAIT)
/obj/tgvehicle/scooter/skateboard/hoverboard/make_ridable()
AddElement(/datum/element/ridable, /datum/component/riding/vehicle/scooter/skateboard/hover)
/obj/tgvehicle/scooter/skateboard/hoverboard/admin
name = "\improper Board Of Directors"
desc = "The engineering complexity of a spaceship concentrated inside of a board. Just as expensive, too."
board_item_type = /obj/item/melee/skateboard/hoverboard/admin
instability = 0
icon_state = "hoverboard_nt"
/obj/tgvehicle/scooter/skateboard/improvised
name = "improvised skateboard"
desc = "An unfinished scooter which can only barely be called a skateboard. It's still rideable, but probably unsafe. Looks like you'll need to add a few rods to make handlebars."
board_item_type = /obj/item/melee/skateboard/improvised
instability = 12
//CONSTRUCTION
/obj/item/scooter_frame
name = "scooter frame"
desc = "A metal frame for building a scooter. Looks like you'll need to add some iron to make wheels."
icon = 'icons/obj/tgvehicles.dmi'
icon_state = "scooter_frame"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/scooter_frame/attackby(obj/item/I, mob/user, params)
if(!istype(I, /obj/item/stack/sheet/metal))
return ..()
if(!I.tool_start_check(user, amount = 5))
return
to_chat(user, "<span class='notice'>You begin to add wheels to [src].</span>")
if(!I.use_tool(src, user, 80, volume = 50, amount = 5))
return
to_chat(user, "<span class='notice'>You finish making wheels for [src].</span>")
new /obj/tgvehicle/scooter/skateboard/improvised(user.loc)
qdel(src)
/obj/item/scooter_frame/wrench_act(mob/living/user, obj/item/I)
..()
to_chat(user, "<span class='notice'>You deconstruct [src].</span>")
new /obj/item/stack/rods(drop_location(), 10)
I.play_tool_sound(src)
qdel(src)
return TRUE
/obj/tgvehicle/scooter/skateboard/wrench_act(mob/living/user, obj/item/I)
return
/obj/tgvehicle/scooter/skateboard/improvised/attackby(obj/item/I, mob/user, params)
if(!istype(I, /obj/item/stack/rods))
return ..()
if(!I.tool_start_check(user, amount = 2))
return
to_chat(user, "<span class='notice'>You begin making handlebars for [src].</span>")
if(!I.use_tool(src, user, 25, volume = 50, amount = 2))
return
to_chat(user, "<span class='notice'>You add the rods to [src], creating handlebars.</span>")
var/obj/tgvehicle/scooter/skaterskoot = new(loc)
if(has_buckled_mobs())
var/mob/living/carbon/skaterboy = buckled_mobs[1]
unbuckle_mob(skaterboy)
skaterskoot.buckle_mob(skaterboy)
qdel(src)
/obj/tgvehicle/scooter/skateboard/improvised/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return
to_chat(user, "<span class='notice'>You begin to deconstruct and remove the wheels on [src]...</span>")
if(!I.use_tool(src, user, 20, volume = 50))
return
to_chat(user, "<span class='notice'>You deconstruct the wheels on [src].</span>")
new /obj/item/stack/sheet/metal(drop_location(), 5)
new /obj/item/scooter_frame(drop_location())
if(has_buckled_mobs())
var/mob/living/carbon/skatergirl = buckled_mobs[1]
unbuckle_mob(skatergirl)
qdel(src)
return TRUE
/obj/item/melee/skateboard
name = "skateboard"
desc = "A skateboard. It can be placed on its wheels and ridden, or used as a radical weapon."
icon = 'icons/obj/tgvehicles.dmi'
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
icon_state = "skateboard_held"
item_state = "skateboard"
force = 12
throwforce = 4
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("smacks", "whacks", "slams", "smashes")
///The vehicle counterpart for the board
var/board_item_type = /obj/tgvehicle/scooter/skateboard
/obj/item/melee/skateboard/attack_self(mob/user)
var/obj/tgvehicle/scooter/skateboard/S = new board_item_type(get_turf(user))//this probably has fucky interactions with telekinesis but for the record it wasn't my fault
S.buckle_mob(user)
qdel(src)
/obj/item/melee/skateboard/improvised
name = "improvised skateboard"
desc = "A jury-rigged skateboard. It can be placed on its wheels and ridden, or used as a radical weapon."
board_item_type = /obj/tgvehicle/scooter/skateboard/improvised
/obj/item/melee/skateboard/pro
name = "pro skateboard"
desc = "An EightO brand professional skateboard. It looks sturdy and well made."
icon_state = "skateboardpro_held"
item_state = "skateboardpro"
board_item_type = /obj/tgvehicle/scooter/skateboard/pro
/obj/item/melee/skateboard/hoverboard
name = "hoverboard"
desc = "A blast from the past, so retro!"
icon_state = "hoverboard_red_held"
item_state = "hoverboard_red"
board_item_type = /obj/tgvehicle/scooter/skateboard/hoverboard
/obj/item/melee/skateboard/hoverboard/admin
name = "Board Of Directors"
desc = "The engineering complexity of a spaceship concentrated inside of a board. Just as expensive, too."
icon_state = "hoverboard_nt_held"
item_state = "hoverboard_nt"
board_item_type = /obj/tgvehicle/scooter/skateboard/hoverboard/admin
@@ -0,0 +1,285 @@
//VEHICLE DEFAULT HANDLING
/**
* ## generate_actions
*
* You override this with initialize_passenger_action_type and initialize_controller_action_type calls
* To give passengers actions when they enter the vehicle.
* Read the documentation on the aforementioned procs to learn the difference
*/
/obj/tgvehicle/proc/generate_actions()
return
/**
* ## generate_action_type
*
* A small proc to properly set up each action path.
* args:
* * actiontype: typepath of the action the proc sets up.
* returns created and set up action instance
*/
/obj/tgvehicle/proc/generate_action_type(actiontype)
var/datum/action/vehicle/A = new actiontype
if(!istype(A))
return
A.vehicle_target = src
return A
/**
* ## initialize_passenger_action_type
*
* Gives any passenger that enters the mech this action.
* They will lose it when they disembark.
* args:
* * actiontype: typepath of the action you want to give occupants.
*/
/obj/tgvehicle/proc/initialize_passenger_action_type(actiontype)
autogrant_actions_passenger += actiontype
for(var/i in occupants)
grant_passenger_actions(i) //refresh
/**
* ## destroy_passenger_action_type
*
* Removes this action type from all occupants and stops autogranting it
* args:
* * actiontype: typepath of the action you want to remove from occupants and the autogrant list.
*/
/obj/tgvehicle/proc/destroy_passenger_action_type(actiontype)
autogrant_actions_passenger -= actiontype
for(var/i in occupants)
remove_action_type_from_mob(actiontype, i)
/**
* ## initialize_controller_action_type
*
* Gives any passenger that enters the vehicle this action... IF they have the correct vehicle control flag.
* This is used so passengers cannot press buttons only drivers should have, for example.
* args:
* * actiontype: typepath of the action you want to give occupants.
*/
/obj/tgvehicle/proc/initialize_controller_action_type(actiontype, control_flag)
LAZYINITLIST(autogrant_actions_controller["[control_flag]"])
autogrant_actions_controller["[control_flag]"] += actiontype
for(var/i in occupants)
grant_controller_actions(i) //refresh
/**
* ## destroy_controller_action_type
*
* As the name implies, removes the actiontype from autogrant and removes it from all occupants
* args:
* * actiontype: typepath of the action you want to remove from occupants and autogrant.
*/
/obj/tgvehicle/proc/destroy_controller_action_type(actiontype, control_flag)
autogrant_actions_controller["[control_flag]"] -= actiontype
UNSETEMPTY(autogrant_actions_controller["[control_flag]"])
for(var/i in occupants)
remove_action_type_from_mob(actiontype, i)
/**
* ## grant_action_type_to_mob
*
* As on the tin, it does all the annoying small stuff and sanity needed
* to GRANT an action to a mob.
* args:
* * actiontype: typepath of the action you want to give to grant_to.
* * grant_to: the mob we're giving actiontype to
* returns TRUE if successfully granted
*/
/obj/tgvehicle/proc/grant_action_type_to_mob(actiontype, mob/grant_to)
if(isnull(LAZYACCESS(occupants, grant_to)) || !actiontype)
return FALSE
LAZYINITLIST(occupant_actions[grant_to])
if(occupant_actions[grant_to][actiontype])
return TRUE
var/datum/action/action = generate_action_type(actiontype)
action.Grant(grant_to)
occupant_actions[grant_to][action.type] = action
return TRUE
/**
* ## remove_action_type_from_mob
*
* As on the tin, it does all the annoying small stuff and sanity needed
* to REMOVE an action to a mob.
* args:
* * actiontype: typepath of the action you want to give to grant_to.
* * take_from: the mob we're taking actiontype to
* returns TRUE if successfully removed
*/
/obj/tgvehicle/proc/remove_action_type_from_mob(actiontype, mob/take_from)
if(isnull(LAZYACCESS(occupants, take_from)) || !actiontype)
return FALSE
LAZYINITLIST(occupant_actions[take_from])
if(occupant_actions[take_from][actiontype])
var/datum/action/action = occupant_actions[take_from][actiontype]
// Actions don't dissipate on removal, they just sit around assuming they'll be reusued
// Gotta qdel
qdel(action)
occupant_actions[take_from] -= actiontype
return TRUE
/**
* ## grant_passenger_actions
*
* Called on every passenger that enters the vehicle, goes through the list of actions it needs to give...
* and does that.
* args:
* * grant_to: mob that needs to get every action the vehicle grants
*/
/obj/tgvehicle/proc/grant_passenger_actions(mob/grant_to)
for(var/v in autogrant_actions_passenger)
grant_action_type_to_mob(v, grant_to)
/**
* ## remove_passenger_actions
*
* Called on every passenger that exits the vehicle, goes through the list of actions it needs to remove...
* and does that.
* args:
* * take_from: mob that needs to get every action the vehicle grants
*/
/obj/tgvehicle/proc/remove_passenger_actions(mob/take_from)
for(var/v in autogrant_actions_passenger)
remove_action_type_from_mob(v, take_from)
/obj/tgvehicle/proc/grant_controller_actions(mob/M)
if(!istype(M) || isnull(LAZYACCESS(occupants, M)))
return FALSE
for(var/i in GLOB.bitflags)
if(occupants[M] & i)
grant_controller_actions_by_flag(M, i)
return TRUE
/obj/tgvehicle/proc/remove_controller_actions(mob/M)
if(!istype(M) || isnull(LAZYACCESS(occupants, M)))
return FALSE
for(var/i in GLOB.bitflags)
remove_controller_actions_by_flag(M, i)
return TRUE
/obj/tgvehicle/proc/grant_controller_actions_by_flag(mob/M, flag)
if(!istype(M))
return FALSE
for(var/v in autogrant_actions_controller["[flag]"])
grant_action_type_to_mob(v, M)
return TRUE
/obj/tgvehicle/proc/remove_controller_actions_by_flag(mob/M, flag)
if(!istype(M))
return FALSE
for(var/v in autogrant_actions_controller["[flag]"])
remove_action_type_from_mob(v, M)
return TRUE
/obj/tgvehicle/proc/cleanup_actions_for_mob(mob/M)
if(!istype(M))
return FALSE
for(var/path in occupant_actions[M])
stack_trace("Leftover action type [path] in vehicle type [type] for mob type [M.type] - THIS SHOULD NOT BE HAPPENING!")
var/datum/action/action = occupant_actions[M][path]
action.Remove(M)
occupant_actions[M] -= path
occupant_actions -= M
return TRUE
/***************** ACTION DATUMS *****************/
/datum/action/vehicle
check_flags = AB_CHECK_HANDS_BLOCKED | AB_CHECK_IMMOBILE | AB_CHECK_CONSCIOUS
button_icon = 'icons/mob/actions/actions_vehicle.dmi'
icon_icon = 'icons/mob/actions/actions_vehicle.dmi'
button_icon_state = "vehicle_eject"
var/obj/tgvehicle/vehicle_target
var/obj/tgvehicle/vehicle_ridden_target
/datum/action/vehicle/Destroy()
vehicle_target = null
return ..()
/datum/action/vehicle/scooter/skateboard/ollie
name = "Ollie"
desc = "Get some air! Land on a table or fence to do a gnarly grind."
button_icon_state = "skateboard_ollie"
check_flags = AB_CHECK_CONSCIOUS
/datum/action/vehicle/scooter/skateboard/ollie/Trigger(left_click)
. = ..()
if(!.)
return
var/obj/tgvehicle/scooter/skateboard/vehicle = vehicle_target
if(vehicle.grinding)
return
var/mob/living/rider = owner
var/turf/landing_turf = get_step(vehicle.loc, vehicle.dir)
rider.adjustStaminaLoss(vehicle.instability * 0.75)
if(rider.getStaminaLoss() >= 100)
playsound(src, 'sound/effects/bang.ogg', 20, TRUE)
vehicle.unbuckle_mob(rider)
rider.throw_at(landing_turf, 2, 2)
rider.Weaken(5 SECONDS)
vehicle.visible_message("<span class='danger'>[rider] misses the landing and falls on [rider.p_their()] face!</span>")
return
if((locate(/obj/structure/table) in landing_turf) || (locate(/obj/structure/railing) in landing_turf))
vehicle.grinding = TRUE
vehicle.icon_state = "[initial(vehicle.icon_state)]-grind"
addtimer(CALLBACK(vehicle, TYPE_PROC_REF(/obj/tgvehicle/scooter/skateboard, grind)), 2)
for(var/obj/machinery/atmospherics/P in landing_turf.contents)
if(P.invisibility == 0 && (landing_turf.layer == PLATING_LAYER || P.layer >= GAS_PIPE_VISIBLE_LAYER))
vehicle.grinding = TRUE
vehicle.icon_state = "[initial(vehicle.icon_state)]-grind"
addtimer(CALLBACK(vehicle, TYPE_PROC_REF(/obj/tgvehicle/scooter/skateboard, grind)), 2)
break
rider.spin(spintime = 4, speed = 1)
animate(rider, pixel_y = -6, time = 4)
animate(vehicle, pixel_y = -6, time = 3)
playsound(vehicle, 'sound/effects/skateboard_ollie.ogg', 50, TRUE)
var/old_pass = rider.pass_flags
var/old_v_pass = vehicle.pass_flags
rider.pass_flags |= PASSTABLE | PASSFENCE
vehicle.pass_flags |= PASSTABLE | PASSFENCE
rider.Move(landing_turf, vehicle_target.dir)
rider.pass_flags = old_pass
vehicle.pass_flags = old_v_pass
/datum/action/vehicle/scooter/skateboard/kickflip
name = "Kickflip"
desc = "Kick your board up and catch it."
button_icon_state = "skateboard_ollie"
check_flags = AB_CHECK_CONSCIOUS
/datum/action/vehicle/scooter/skateboard/kickflip/Trigger(left_click)
var/obj/tgvehicle/scooter/skateboard/board = vehicle_target
var/mob/living/rider = owner
rider.adjustStaminaLoss(board.instability)
if(rider.getStaminaLoss() >= 100)
playsound(src, 'sound/effects/bang.ogg', 20, vary = TRUE)
board.unbuckle_mob(rider)
rider.Weaken(5 SECONDS)
if(prob(15))
rider.visible_message(
"<span class='danger'>[rider] misses the landing and falls on [rider.p_their()] face!</span>",
"<span class='userdanger'>You smack against the board, hard.</span>",
)
rider.emote("scream")
rider.adjustBruteLoss(10) // thats gonna leave a mark
return
rider.visible_message(
"<span class='danger'>[rider] misses the landing and falls on [rider.p_their()] face!</span>",
"<span class='userdanger'>You fall flat onto the board!</span>",
)
return
rider.visible_message(
"<span class='notice'>[rider] does a sick kickflip and catches [rider.p_their()] board in midair.</span>",
"<span class='notice'>You do a sick kickflip, catching the board in midair! Stylish.</span>",
)
playsound(board, 'sound/effects/skateboard_ollie.ogg', 50, vary = TRUE)
rider.spin(spintime = 4, speed = 1)
animate(rider, pixel_y = -6, time = 0.4 SECONDS)
animate(board, pixel_y = -6, time = 0.3 SECONDS)
board.unbuckle_mob(rider)
addtimer(CALLBACK(board, TYPE_PROC_REF(/obj/tgvehicle/scooter/skateboard, pick_up_board), rider), 0.5 SECONDS) // so the board can still handle "picking it up"
@@ -0,0 +1,241 @@
/obj/tgvehicle
name = "generic vehicle"
desc = "Yell at coding chat."
icon = 'icons/obj/tgvehicles.dmi'
icon_state = "error"
max_integrity = 300
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 60, ACID = 60)
density = TRUE
anchored = FALSE
blocks_emissive = EMISSIVE_BLOCK_GENERIC
buckle_lying = FALSE
can_buckle = TRUE
buckle_lying = 0
pass_flags = PASSTABLE
COOLDOWN_DECLARE(message_cooldown)
COOLDOWN_DECLARE(cooldown_vehicle_move)
var/list/mob/occupants //mob = bitflags of their control level.
///Maximum amount of passengers plus drivers
var/max_occupants = 1
////Maximum amount of drivers
var/max_drivers = 1
/**
* If the driver needs a certain item in hand (or inserted, for vehicles) to drive this. For vehicles, this must be duplicated on their riding component subtype
* [/datum/component/riding/var/keytype] variable because only a few specific checks are handled here with this var, and the majority of it is on the riding component
* Eventually the remaining checks should be moved to the component and this var removed.
*/
var/key_type
///The inserted key, needed on some vehicles to start the engine
var/obj/item/key/inserted_key
/// Whether the vehicle is currently able to move
var/can_move = TRUE
var/list/autogrant_actions_passenger //plain list of typepaths
var/list/autogrant_actions_controller //assoc list "[bitflag]" = list(typepaths)
var/list/mob/occupant_actions //assoc list mob = list(type = action datum assigned to mob)
///This vehicle will follow us when we move (like atrailer duh)
var/obj/tgvehicle/trailer
var/are_legs_exposed = FALSE
/obj/tgvehicle/Initialize(mapload)
. = ..()
occupants = list()
autogrant_actions_passenger = list()
autogrant_actions_controller = list()
occupant_actions = list()
generate_actions()
/obj/tgvehicle/Destroy(force)
QDEL_NULL(trailer)
inserted_key = null
return ..()
/obj/tgvehicle/Exited(atom/movable/gone, direction)
if(gone == inserted_key)
inserted_key = null
return ..()
/obj/tgvehicle/examine(mob/user)
. = ..()
. += generate_integrity_message()
/// Returns a readable string of the vehicle's health for examining. Overridden by subtypes who want to be more verbose with their health messages.
/obj/tgvehicle/proc/generate_integrity_message()
var/examine_text = ""
var/integrity = obj_integrity / max_integrity * 100
switch(integrity)
if(50 to 99)
examine_text = "It looks slightly damaged."
if(25 to 50)
examine_text = "It appears heavily damaged."
if(0 to 25)
examine_text = "<span class='warning'>It's falling apart!</span>"
return examine_text
/obj/tgvehicle/proc/is_key(obj/item/I)
return istype(I, key_type)
/obj/tgvehicle/proc/return_occupants()
return length(occupants) ? occupants : list()
/obj/tgvehicle/proc/occupant_amount()
return LAZYLEN(occupants)
/obj/tgvehicle/proc/return_amount_of_controllers_with_flag(flag)
. = 0
for(var/i in occupants)
if(occupants[i] & flag)
.++
/obj/tgvehicle/proc/return_controllers_with_flag(flag)
RETURN_TYPE(/list/mob)
. = list()
for(var/i in occupants)
if(occupants[i] & flag)
. += i
/obj/tgvehicle/proc/return_drivers()
return return_controllers_with_flag(VEHICLE_CONTROL_DRIVE)
/obj/tgvehicle/proc/driver_amount()
return return_amount_of_controllers_with_flag(VEHICLE_CONTROL_DRIVE)
/obj/tgvehicle/proc/is_driver(mob/M)
return is_occupant(M) && occupants[M] & VEHICLE_CONTROL_DRIVE
/obj/tgvehicle/proc/is_occupant(mob/M)
return !isnull(LAZYACCESS(occupants, M))
/obj/tgvehicle/proc/add_occupant(mob/M, control_flags)
if(!istype(M) || is_occupant(M))
return FALSE
LAZYSET(occupants, M, NONE)
add_control_flags(M, control_flags)
after_add_occupant(M)
grant_passenger_actions(M)
return TRUE
/obj/tgvehicle/proc/after_add_occupant(mob/M)
auto_assign_occupant_flags(M)
/obj/tgvehicle/proc/auto_assign_occupant_flags(mob/M) //override for each type that needs it. Default is assign driver if drivers is not at max.
if(driver_amount() < max_drivers)
add_control_flags(M, VEHICLE_CONTROL_DRIVE)
/obj/tgvehicle/proc/remove_occupant(mob/M)
SHOULD_CALL_PARENT(TRUE)
if(!istype(M))
return FALSE
remove_control_flags(M, ALL)
remove_passenger_actions(M)
LAZYREMOVE(occupants, M)
cleanup_actions_for_mob(M)
after_remove_occupant(M)
return TRUE
/obj/tgvehicle/proc/after_remove_occupant(mob/M)
return
/obj/tgvehicle/relaymove(mob/living/user, direction)
if(!can_move)
return FALSE
if(is_driver(user))
return relaydrive(user, direction)
return FALSE
/obj/tgvehicle/proc/after_move(direction)
return
/obj/tgvehicle/proc/add_control_flags(mob/controller, flags)
if(!is_occupant(controller) || !flags)
return FALSE
occupants[controller] |= flags
for(var/i in GLOB.bitflags)
if(flags & i)
grant_controller_actions_by_flag(controller, i)
return TRUE
/obj/tgvehicle/proc/remove_control_flags(mob/controller, flags)
if(!is_occupant(controller) || !flags)
return FALSE
occupants[controller] &= ~flags
for(var/i in GLOB.bitflags)
if(flags & i)
remove_controller_actions_by_flag(controller, i)
return TRUE
/// To add a trailer to the vehicle in a manner that allows safe qdels
/obj/tgvehicle/proc/add_trailer(obj/vehicle/added_vehicle)
trailer = added_vehicle
RegisterSignal(trailer, COMSIG_PARENT_QDELETING, PROC_REF(remove_trailer))
/// To remove a trailer from the vehicle in a manner that allows safe qdels
/obj/tgvehicle/proc/remove_trailer()
SIGNAL_HANDLER
UnregisterSignal(trailer, COMSIG_PARENT_QDELETING)
trailer = null
/obj/tgvehicle/Move(newloc, dir)
// It is unfortunate, but this is the way to make it not mess up
var/atom/old_loc = loc
// When we do this, it will set the loc to the new loc
. = ..()
if(trailer && .)
var/dir_to_move = get_dir(trailer.loc, old_loc)
step(trailer, dir_to_move)
/obj/tgvehicle/generate_action_type(actiontype)
var/datum/action/vehicle/A = ..()
. = A
if(istype(A))
A.vehicle_ridden_target = src
/obj/tgvehicle/post_unbuckle_mob(mob/living/M)
remove_occupant(M)
return ..()
/obj/tgvehicle/post_buckle_mob(mob/living/M)
add_occupant(M)
return ..()
/obj/tgvehicle/attackby(obj/item/I, mob/user, params)
if(!key_type || is_key(inserted_key) || !is_key(I))
return ..()
if(user.drop_item())
I.forceMove(src)
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
if(inserted_key) //just in case there's an invalid key
inserted_key.forceMove(drop_location())
inserted_key = I
else
to_chat(user, "<span class='warning'>[I] seems to be stuck to your hand!</span>")
if(inserted_key) //just in case there's an invalid key
inserted_key.forceMove(drop_location())
inserted_key = I
/obj/tgvehicle/AltClick(mob/user)
if(!inserted_key)
return ..()
if(!is_occupant(user))
to_chat(user, "<span class='warning'>You must be riding the [src] to remove [src]'s key!</span>")
return
to_chat(user, "<span class='notice'>You remove [inserted_key] from [src].</span>")
inserted_key.forceMove(drop_location())
user.put_in_hands(inserted_key)
inserted_key = null
/obj/tgvehicle/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
if(!in_range(user, src) || !in_range(M, src))
return FALSE
return ..(M, user, FALSE)
/obj/tgvehicle/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!force && occupant_amount() >= max_occupants)
return FALSE
return ..()
/obj/tgvehicle/zap_act(power, zap_flags)
zap_buckle_check(power)
return ..()
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@@ -132,6 +132,7 @@
#include "code\__DEFINES\typeids.dm"
#include "code\__DEFINES\uplinks_defines.dm"
#include "code\__DEFINES\vampire_defines.dm"
#include "code\__DEFINES\vehicle_defines.dm"
#include "code\__DEFINES\vending_defines.dm"
#include "code\__DEFINES\verb_manager.dm"
#include "code\__DEFINES\vv.dm"
@@ -435,6 +436,8 @@
#include "code\datums\components\swarming.dm"
#include "code\datums\components\tilted.dm"
#include "code\datums\components\two_handed.dm"
#include "code\datums\components\riding\riding.dm"
#include "code\datums\components\riding\riding_vehicle.dm"
#include "code\datums\components\zombie_regen.dm"
#include "code\datums\discord\discord_manager.dm"
#include "code\datums\discord\discord_webhook.dm"
@@ -499,6 +502,7 @@
#include "code\datums\elements\bombable_turf.dm"
#include "code\datums\elements\earhealing.dm"
#include "code\datums\elements\rad_insulation.dm"
#include "code\datums\elements\ridable.dm"
#include "code\datums\elements\shatters_when_thrown.dm"
#include "code\datums\elements\strippable.dm"
#include "code\datums\elements\waddling.dm"
@@ -2908,6 +2912,9 @@
#include "code\modules\vehicle\speedbike.dm"
#include "code\modules\vehicle\sportscar.dm"
#include "code\modules\vehicle\vehicle.dm"
#include "code\modules\vehicle\tg_vehicles\scooter.dm"
#include "code\modules\vehicle\tg_vehicles\tg_vehicle_actions.dm"
#include "code\modules\vehicle\tg_vehicles\tg_vehicles.dm"
#include "code\modules\virology\virology_goals.dm"
#include "code\modules\vote\vote_datum.dm"
#include "code\modules\vote\vote_presets.dm"
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