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Paradise/code/modules/vehicle/tg_vehicles/scooter.dm
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2025-08-14 01:02:33 +00:00

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/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
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, "<span class='warning'>The rocky terrain you are riding on is tiring you out!</span>")
/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, "<span class='warning'>You can't pull things along while skateboarding!</span>")
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(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("<span class='danger'>[src] crashes into [bumped_thing], sending [rider] flying!</span>")
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("<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, 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("<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(cursed)
to_chat(skater, "<span class='danger'>Some magic burns your hands whenever you go to pick [src] up!</span>")
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
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("<span class='warning'>The boosters on [src] burn out as the magic extinguishes it!</span>")
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, "<span class='notice'>You begin to add wheels to [src].</span>")
if(do_after(user, 5 SECONDS, target = src))
if(!loc || !S || S.get_amount() < 2)
return
S.use(2)
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/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, "<span class='notice'>You begin making handlebars for [src].</span>")
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, "<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_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