/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, "You begin to remove the handlebars...") 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, "You remove the handlebars from [src].") 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 if(istype(get_turf(src), /turf/simulated/floor/plating/asteroid)) //Rocks are bad for wheels mkay? if(!HAS_TRAIT(src, TRAIT_NO_BREAK_GLASS_TABLES)) buckled_mob.adjustStaminaLoss(2) if(prob(7)) //Not to much spam. to_chat(buckled_mob, "The rocky terrain you are riding on is tiring you out!") /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 ///Is this board cursed, preventing the cheeser from picking it up right away and using it again. Can not get on it while cursed either. var/cursed = FALSE /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/skateboard/ollie, VEHICLE_CONTROL_DRIVE) initialize_controller_action_type(/datum/action/vehicle/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 if(M.pulling) M.stop_pulling() to_chat(M, "You can't pull things along while skateboarding!") 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("[src] crashes into [bumped_thing], and gets dumped straight into it!") return if((istype(bumped_thing, /obj/machinery/economy/vending))) var/obj/machinery/economy/vending/V = bumped_thing rider.Weaken(8 SECONDS) visible_message("[src] crashes into [V]!") V.tilt(rider, from_combat = TRUE) return rider.throw_at(throw_target, 3, 2) var/head_slot = rider.get_item_by_slot(ITEM_SLOT_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("[src] crashes into [bumped_thing], sending [rider] flying!") rider.Weaken(6 SECONDS) if(iscarbon(bumped_thing)) var/mob/living/carbon/victim = bumped_thing var/grinding_mulitipler = 1 if(grinding) grinding_mulitipler = 2 victim.Weaken(2.5 SECONDS) // This is easier said than done, so probably fine. If officers or crew weaponize it I'll kill it fully. 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("[skater] loses [skater.p_their()] footing and slams on the ground!") 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, 1) 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("[victim] straight up gets grinded into the ground by [skater]'s [src]! Radical!") 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(cursed) to_chat(skater, "Some magic burns your hands whenever you go to pick [src] up!") return if(has_buckled_mobs()) to_chat(skater, "You can't lift this up when somebody's on it.") 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 var/mutable_appearance/curse_overlay /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/proc/necropolis_curse() cursed = TRUE can_buckle = FALSE addtimer(CALLBACK(src, PROC_REF(remove_rider)), 5 SECONDS, TIMER_UNIQUE|TIMER_STOPPABLE|TIMER_DELETE_ME) curse_overlay = mutable_appearance('icons/effects/cult_effects.dmi', "cult-mark", ABOVE_MOB_LAYER) curse_overlay.pixel_y = -10 add_overlay(curse_overlay) /obj/tgvehicle/scooter/skateboard/hoverboard/proc/remove_rider() visible_message("The boosters on [src] burn out as the magic extinguishes it!") if(has_buckled_mobs()) var/mob/living/carbon/skaterboy = buckled_mobs[1] unbuckle_mob(skaterboy) addtimer(CALLBACK(src, PROC_REF(clear_curse)), 30 SECONDS,TIMER_UNIQUE|TIMER_STOPPABLE|TIMER_DELETE_ME) /obj/tgvehicle/scooter/skateboard/hoverboard/proc/clear_curse() can_buckle = TRUE cursed = FALSE cut_overlay(curse_overlay) /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" /obj/item/scooter_frame/attackby__legacy__attackchain(obj/item/I, mob/user, params) if(!istype(I, /obj/item/stack/sheet/metal)) return ..() var/obj/item/stack/S = I if(S.get_amount() < 5) return to_chat(user, "You begin to add wheels to [src].") if(do_after(user, 5 SECONDS, target = src)) if(!loc || !S || S.get_amount() < 2) return S.use(2) to_chat(user, "You finish making wheels for [src].") 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, "You deconstruct [src].") 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/item_interaction(mob/living/user, obj/item/I, list/modifiers) if(!istype(I, /obj/item/stack/rods)) return ..() var/obj/item/stack/S = I if(S.get_amount() < 2) return ITEM_INTERACT_COMPLETE to_chat(user, "You begin making handlebars for [src].") if(do_after(user, 2.5 SECONDS, target = src)) if(!loc || !S || S.get_amount() < 2 || !S.use(2)) return ITEM_INTERACT_COMPLETE to_chat(user, "You add the rods to [src], creating handlebars.") 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, "You begin to deconstruct and remove the wheels on [src]...") if(!I.use_tool(src, user, 20, volume = 50)) return to_chat(user, "You deconstruct the wheels on [src].") 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_BULKY slot_flags = ITEM_SLOT_BACK 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__legacy__attackchain(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!" w_class = WEIGHT_CLASS_NORMAL 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