mirror of
https://github.com/PolarisSS13/Polaris.git
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129 lines
4.3 KiB
Plaintext
129 lines
4.3 KiB
Plaintext
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/atom/movable
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var/can_buckle = 0
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var/buckle_movable = 0
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var/buckle_dir = 0
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var/buckle_lying = -1 //bed-like behavior, forces mob.lying = buckle_lying if != -1
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var/buckle_require_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
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var/mob/living/buckled_mob = null
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/atom/movable/attack_hand(mob/living/user)
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. = ..()
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if(can_buckle && buckled_mob)
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user_unbuckle_mob(user)
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/obj/proc/attack_alien(mob/user as mob) //For calling in the event of Xenomorph or other alien checks.
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return
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/obj/attack_robot(mob/living/user)
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if(Adjacent(user) && buckled_mob) //Checks if what we're touching is adjacent to us and has someone buckled to it. This should prevent interacting with anti-robot manual valves among other things.
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return attack_hand(user) //Process as if we're a normal person touching the object.
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return ..() //Otherwise, treat this as an AI click like usual.
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/atom/movable/MouseDrop_T(mob/living/M, mob/living/user)
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. = ..()
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if(can_buckle && istype(M))
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user_buckle_mob(M, user)
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/atom/movable/Destroy()
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unbuckle_mob()
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return ..()
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/atom/movable/proc/buckle_mob(mob/living/M, forced = FALSE, check_loc = TRUE)
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if((!can_buckle && !forced) || !istype(M) || M.buckled || M.pinned.len || (buckle_require_restraints && !M.restrained()))
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return 0
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if(check_loc && M.loc != loc)
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return 0
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if(buckled_mob) //Handles trying to buckle yourself to the chair when someone is on it
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M << "<span class='notice'>\The [src] already has someone buckled to it.</span>"
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return 0
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M.buckled = src
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M.facing_dir = null
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M.set_dir(buckle_dir ? buckle_dir : dir)
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M.update_canmove()
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M.update_floating( M.Check_Dense_Object() )
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buckled_mob = M
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post_buckle_mob(M)
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return 1
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/atom/movable/proc/unbuckle_mob()
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if(buckled_mob && buckled_mob.buckled == src)
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. = buckled_mob
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buckled_mob.buckled = null
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.update_canmove()
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buckled_mob.update_floating( buckled_mob.Check_Dense_Object() )
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buckled_mob = null
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post_buckle_mob(.)
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/atom/movable/proc/post_buckle_mob(mob/living/M)
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return
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/atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, var/forced = FALSE, var/silent = FALSE)
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if(!ticker)
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user << "<span class='warning'>You can't buckle anyone in before the game starts.</span>"
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if(!user.Adjacent(M) || user.restrained() || user.lying || user.stat || istype(user, /mob/living/silicon/pai))
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return
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if(M == buckled_mob)
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return
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add_fingerprint(user)
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unbuckle_mob()
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//can't buckle unless you share locs so try to move M to the obj.
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if(M.loc != src.loc)
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step_towards(M, src)
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. = buckle_mob(M, forced)
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if(.)
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if(!silent)
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if(M == user)
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M.visible_message(\
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"<span class='notice'>[M.name] buckles themselves to [src].</span>",\
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"<span class='notice'>You buckle yourself to [src].</span>",\
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"<span class='notice'>You hear metal clanking.</span>")
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else
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M.visible_message(\
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"<span class='danger'>[M.name] is buckled to [src] by [user.name]!</span>",\
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"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
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"<span class='notice'>You hear metal clanking.</span>")
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/atom/movable/proc/user_unbuckle_mob(mob/user)
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var/mob/living/M = unbuckle_mob()
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if(M)
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if(M != user)
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M.visible_message(\
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"<span class='notice'>[M.name] was unbuckled by [user.name]!</span>",\
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"<span class='notice'>You were unbuckled from [src] by [user.name].</span>",\
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"<span class='notice'>You hear metal clanking.</span>")
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else
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M.visible_message(\
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"<span class='notice'>[M.name] unbuckled themselves!</span>",\
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"<span class='notice'>You unbuckle yourself from [src].</span>",\
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"<span class='notice'>You hear metal clanking.</span>")
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add_fingerprint(user)
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return M
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/atom/movable/proc/handle_buckled_mob_movement(newloc,direct)
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if(buckled_mob)
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// if(!buckled_mob.Move(newloc, direct))
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if(!buckled_mob.forceMove(newloc, direct))
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loc = buckled_mob.loc
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last_move = buckled_mob.last_move
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buckled_mob.inertia_dir = last_move
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return FALSE
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else
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buckled_mob.set_dir(dir)
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return TRUE
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/atom/movable/Move(atom/newloc, direct = 0)
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. = ..()
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if(. && buckled_mob && !handle_buckled_mob_movement(newloc, direct)) //movement failed due to buckled mob(s)
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. = 0
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