//Interaction /atom/movable/attack_hand(mob/living/user) . = ..() if(can_buckle && has_buckled_mobs()) if(length(buckled_mobs) > 1) var/unbuckled = tgui_input_list(user, "Who do you wish to unbuckle?", "Unbuckle Who?", buckled_mobs) if(user_unbuckle_mob(unbuckled,user)) return TRUE else if(user_unbuckle_mob(buckled_mobs[1], user)) return TRUE /atom/movable/MouseDrop_T(mob/living/M, mob/living/user) . = ..() if(can_buckle && istype(M) && istype(user)) INVOKE_ASYNC(src, TYPE_PROC_REF(/atom/movable, user_buckle_mob), M, user) return TRUE /atom/movable/proc/has_buckled_mobs() return length(buckled_mobs) /atom/movable/attack_robot(mob/living/user) . = ..() if(can_buckle && has_buckled_mobs() && Adjacent(user)) // attack_robot is called on all ranges, so the Adjacent check is needed if(length(buckled_mobs) > 1) var/unbuckled = tgui_input_list(user, "Who do you wish to unbuckle?", "Unbuckle Who?", buckled_mobs) if(user_unbuckle_mob(unbuckled, user)) return TRUE else if(user_unbuckle_mob(buckled_mobs[1], user)) return TRUE //procs that handle the actual buckling and unbuckling /atom/movable/proc/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) if(!buckled_mobs) buckled_mobs = list() if(!istype(M)) return FALSE if(check_loc && !M.Adjacent(src)) return FALSE if(check_loc && M.loc != loc && !M.Move(loc)) return FALSE 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 var/signal_result = SEND_SIGNAL(src, COMSIG_MOVABLE_PREBUCKLE, M, force) if(signal_result & COMPONENT_BLOCK_BUCKLE) return FALSE M.buckling = src if(!M.can_buckle() && !force) if(M == usr) to_chat(M, "You are unable to buckle yourself to [src]!") else to_chat(usr, "You are unable to buckle [M] to [src]!") M.buckling = null return FALSE if(M.pulledby) if(buckle_prevents_pull) M.pulledby.stop_pulling() for(var/obj/item/grab/G in M.grabbed_by) qdel(G) if(!check_loc && M.loc != loc) M.Move(loc) || M.forceMove(loc) if(!buckle_lying) M.set_body_position(STANDING_UP) else M.set_body_position(LYING_DOWN) if(M.pulling && M.pulling == src) M.stop_pulling() M.buckling = null M.buckled = src M.setDir(dir) buckled_mobs |= M ADD_TRAIT(M, TRAIT_IMMOBILIZED, BUCKLING_TRAIT) M.throw_alert("buckled", /atom/movable/screen/alert/restrained/buckled) post_buckle_mob(M) SEND_SIGNAL(src, COMSIG_MOVABLE_BUCKLE, M, force) return TRUE /obj/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) . = ..() if(.) if(resistance_flags & ON_FIRE) //Sets the mob on fire if you buckle them to a burning atom/movableect M.adjust_fire_stacks(1) M.IgniteMob() /atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force = FALSE) if(istype(buckled_mob) && buckled_mob.buckled == src && (buckled_mob.can_unbuckle() || force)) . = buckled_mob buckled_mob.buckled = null buckled_mob.anchored = initial(buckled_mob.anchored) REMOVE_TRAIT(buckled_mob, TRAIT_IMMOBILIZED, BUCKLING_TRAIT) buckled_mob.clear_alert("buckled") buckled_mobs -= buckled_mob SEND_SIGNAL(src, COMSIG_MOVABLE_UNBUCKLE, buckled_mob, force) if((buckled_mob.mobility_flags & MOBILITY_STAND) && !buckled_mob.resting) buckled_mob.stand_up() else if(!buckle_lying) buckled_mob.fall() post_unbuckle_mob(.) /atom/movable/proc/unbuckle_all_mobs(force = FALSE) if(!has_buckled_mobs()) return for(var/m in buckled_mobs) unbuckle_mob(m, force) //Handle any extras after buckling //Called on buckle_mob() /atom/movable/proc/post_buckle_mob(mob/living/M) return //same but for unbuckle /atom/movable/proc/post_unbuckle_mob(mob/living/M) return //Wrapper procs that handle sanity and user feedback /atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE) if(!in_range(user, src) || !isturf(user.loc) || user.incapacitated() || M.anchored) return FALSE if(isguardian(user) && (M.loc == user.loc || user.alpha == 60)) //Alpha is for detecting ranged guardians in scout mode return //unmanifested guardians shouldn't be able to buckle mobs // TRAIT_HANDS_BLOCKED check is necessary to prevent delay when incapacitated, but still keep a delay in combat if(M != user && !HAS_TRAIT(M, TRAIT_HANDS_BLOCKED) && (!in_range(M, src) || !do_after(user, 1 SECONDS, target = M))) return FALSE add_fingerprint(user) . = buckle_mob(M, check_loc = check_loc) if(.) if(M == user) M.visible_message( "[M] buckles [M.p_themselves()] to [src].", "You buckle yourself to [src].", "You hear the click of a buckle being secured." ) M.create_log(ATTACK_LOG, "Buckles [M.p_themselves()] to [src]", M) log_attack(M, M, "Buckles themselves to [src]") else M.visible_message( "[user] buckles [M] to [src]!", "[user] buckles you to [src]!", "You hear the click of a buckle being secured." ) user.create_log(ATTACK_LOG, "[user] has buckled [M] to [src]", M) M.create_log(DEFENSE_LOG, "[M] has been buckled by [user] to [src]", user) log_attack(user, M, "Buckled to [src]") M.pulledby?.stop_pulling() /atom/movable/proc/user_unbuckle_mob(mob/living/buckled_mob, mob/user) var/mob/living/M = unbuckle_mob(buckled_mob) if(M) if(M != user) M.visible_message( "[user] unbuckles [M] from [src].", "[user] unbuckles you from [src].", "You hear the click of a buckle being undone." ) user.create_log(ATTACK_LOG, "[user] has unbuckled [M] from [src]", M) M.create_log(DEFENSE_LOG, "[M] has been unbuckled by [user] from [src]", user) log_attack(user, M, "Unbuckled from [src]") else M.visible_message( "[M] unbuckles [M.p_themselves()] from [src].", "You unbuckle yourself from [src].", "You hear the click of a buckle being undone." ) M.create_log(ATTACK_LOG, "Unbuckles [M.p_themselves()] from [src]", M) log_attack(M, M, "Unbuckles themselves from [src]") add_fingerprint(user) return M /mob/living/proc/check_buckled() if(buckled && !(buckled in loc)) unbuckle(force = TRUE)