mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:49:19 +00:00
443 lines
12 KiB
Plaintext
443 lines
12 KiB
Plaintext
/datum/riding
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var/next_vehicle_move = 0 //used for move delays
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var/vehicle_move_delay = 2 //tick delay between movements, lower = faster, higher = slower
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var/keytype = null
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var/atom/movable/ridden = null
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var/slowed = FALSE
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var/slowvalue = 1
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/datum/riding/New(atom/movable/_ridden)
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ridden = _ridden
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/datum/riding/Destroy()
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ridden = null
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return ..()
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/datum/riding/proc/handle_vehicle_layer()
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if(ridden.dir != NORTH)
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ridden.layer = ABOVE_MOB_LAYER
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else
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ridden.layer = OBJ_LAYER
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/datum/riding/proc/on_vehicle_move()
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for(var/mob/living/M in ridden.buckled_mobs)
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ride_check(M)
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handle_vehicle_offsets()
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handle_vehicle_layer()
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/datum/riding/proc/ride_check(mob/living/M)
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return TRUE
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/datum/riding/proc/force_dismount(mob/living/M)
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ridden.unbuckle_mob(M)
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/datum/riding/proc/handle_vehicle_offsets()
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var/ridden_dir = "[ridden.dir]"
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var/passindex = 0
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if(ridden.has_buckled_mobs())
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for(var/m in ridden.buckled_mobs)
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passindex++
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var/mob/living/buckled_mob = m
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var/list/offsets = get_offsets(passindex)
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var/rider_dir = get_rider_dir(passindex)
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buckled_mob.setDir(rider_dir)
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dir_loop:
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for(var/offsetdir in offsets)
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if(offsetdir == ridden_dir)
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var/list/diroffsets = offsets[offsetdir]
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buckled_mob.pixel_x = diroffsets[1]
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if(diroffsets.len >= 2)
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buckled_mob.pixel_y = diroffsets[2]
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if(diroffsets.len == 3)
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buckled_mob.layer = diroffsets[3]
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break dir_loop
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//Override this to set your vehicle's various pixel offsets
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/datum/riding/proc/get_offsets(pass_index) // list(dir = x, y, layer)
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return list("[NORTH]" = list(0, 0), "[SOUTH]" = list(0, 0), "[EAST]" = list(0, 0), "[WEST]" = list(0, 0))
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//Override this to set the passengers/riders dir based on which passenger they are.
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//ie: rider facing the vehicle's dir, but passenger 2 facing backwards, etc.
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/datum/riding/proc/get_rider_dir(pass_index)
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return ridden.dir
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//KEYS
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/datum/riding/proc/keycheck(mob/user)
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if(keytype)
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if(user.is_holding_item_of_type(keytype))
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return TRUE
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else
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return TRUE
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return FALSE
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//BUCKLE HOOKS
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/datum/riding/proc/restore_position(mob/living/buckled_mob)
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if(istype(buckled_mob))
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buckled_mob.pixel_x = 0
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buckled_mob.pixel_y = 0
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if(buckled_mob.client)
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buckled_mob.client.change_view(world.view)
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//MOVEMENT
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/datum/riding/proc/handle_ride(mob/user, direction)
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if(user.incapacitated())
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Unbuckle(user)
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return
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if(world.time < next_vehicle_move)
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return
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next_vehicle_move = world.time + vehicle_move_delay
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if(keycheck(user))
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if(!Process_Spacemove(direction) || !isturf(ridden.loc))
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return
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step(ridden, direction)
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handle_vehicle_layer()
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handle_vehicle_offsets()
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else
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to_chat(user, "<span class='notice'>You'll need the keys in one of your hands to drive \the [ridden.name].</span>")
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/datum/riding/proc/Unbuckle(atom/movable/M)
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addtimer(CALLBACK(ridden, /atom/movable/.proc/unbuckle_mob, M), 0, TIMER_UNIQUE)
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/datum/riding/proc/Process_Spacemove(direction)
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if(ridden.has_gravity())
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return 1
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return 0
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/datum/riding/space/Process_Spacemove(direction)
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return 1
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//atv
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/datum/riding/atv
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keytype = /obj/item/key
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vehicle_move_delay = 1
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/datum/riding/atv/get_offsets(pass_index) // list(dir = x, y, layer)
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return list("[NORTH]" = list(0, 4), "[SOUTH]" = list(0, 4), "[EAST]" = list(0, 4), "[WEST]" = list( 0, 4))
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/datum/riding/atv/handle_vehicle_layer()
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if(ridden.dir == SOUTH)
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ridden.layer = ABOVE_MOB_LAYER
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else
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ridden.layer = OBJ_LAYER
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/datum/riding/atv/turret
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var/obj/machinery/porta_turret/syndicate/vehicle_turret/turret = null
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/datum/riding/atv/turret/handle_vehicle_layer()
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if(ridden.dir == SOUTH)
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ridden.layer = ABOVE_MOB_LAYER
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else
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ridden.layer = OBJ_LAYER
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if(turret)
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if(ridden.dir == NORTH)
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turret.layer = ABOVE_MOB_LAYER
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else
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turret.layer = OBJ_LAYER
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/datum/riding/atv/turret/handle_vehicle_offsets()
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..()
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if(turret)
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turret.forceMove(get_turf(ridden))
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switch(ridden.dir)
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if(NORTH)
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turret.pixel_x = 0
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turret.pixel_y = 4
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if(EAST)
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turret.pixel_x = -12
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turret.pixel_y = 4
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if(SOUTH)
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turret.pixel_x = 0
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turret.pixel_y = 4
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if(WEST)
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turret.pixel_x = 12
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turret.pixel_y = 4
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//pimpin ride
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/datum/riding/janicart
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keytype = /obj/item/key/janitor
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/datum/riding/janicart/get_offsets(pass_index) // list(dir = x, y, layer)
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return list("[NORTH]" = list(0, 4), "[SOUTH]" = list(0, 7), "[EAST]" = list(-12, 7), "[WEST]" = list( 12, 7))
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//scooter
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/datum/riding/scooter/handle_vehicle_layer()
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if(ridden.dir == SOUTH)
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ridden.layer = ABOVE_MOB_LAYER
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else
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ridden.layer = OBJ_LAYER
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/datum/riding/scooter/get_offsets(pass_index) // list(dir = x, y, layer)
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return list("[NORTH]" = list(0), "[SOUTH]" = list(-2), "[EAST]" = list(0), "[WEST]" = list( 2))
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/datum/riding/scooter/handle_vehicle_offsets()
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..()
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if(ridden.has_buckled_mobs())
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for(var/m in ridden.buckled_mobs)
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var/mob/living/buckled_mob = m
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if(buckled_mob.get_num_legs() > 0)
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buckled_mob.pixel_y = 5
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else
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buckled_mob.pixel_y = -4
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/datum/riding/proc/account_limbs(mob/living/M)
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if(M.get_num_legs() < 2 && !slowed)
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vehicle_move_delay = vehicle_move_delay + slowvalue
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slowed = TRUE
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else if(slowed)
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vehicle_move_delay = vehicle_move_delay - slowvalue
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slowed = FALSE
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/datum/riding/scooter/skateboard
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vehicle_move_delay = 0//fast
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//secway
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/datum/riding/secway
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keytype = /obj/item/key/security
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/datum/riding/secway/get_offsets(pass_index) // list(dir = x, y, layer)
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return list("[NORTH]" = list(0, 4), "[SOUTH]" = list(0, 4), "[EAST]" = list(0, 4), "[WEST]" = list( 0, 4))
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//i want to ride my
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/datum/riding/bicycle
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keytype = null
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vehicle_move_delay = 0
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/datum/riding/bicycle/get_offsets(pass_index) // list(dir = x, y, layer)
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return list("[NORTH]" = list(0, 4), "[SOUTH]" = list(0, 4), "[EAST]" = list(0, 4), "[WEST]" = list( 0, 4))
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//speedbike
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/datum/riding/space/speedbike
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keytype = null
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vehicle_move_delay = 0
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/datum/riding/space/speedbike/handle_vehicle_layer()
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switch(ridden.dir)
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if(NORTH,SOUTH)
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ridden.pixel_x = -16
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ridden.pixel_y = -16
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if(EAST,WEST)
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ridden.pixel_x = -18
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ridden.pixel_y = 0
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/datum/riding/space/speedbike/get_offsets(pass_index) // list(dir = x, y, layer)
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return list("[NORTH]" = list(0, -8), "[SOUTH]" = list(0, 4), "[EAST]" = list(-10, 5), "[WEST]" = list( 10, 5))
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//SPEEDUWAGON
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/datum/riding/space/speedwagon
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vehicle_move_delay = 0
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/datum/riding/space/speedwagon/handle_vehicle_layer()
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ridden.layer = BELOW_MOB_LAYER
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/datum/riding/space/speedwagon/get_offsets(pass_index) // list(dir = x, y, layer)
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switch(pass_index)
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if(1)
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return list("[NORTH]" = list(-10, -4), "[SOUTH]" = list(16, 3), "[EAST]" = list(-4, 30), "[WEST]" = list(4, -3))
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if(2)
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return list("[NORTH]" = list(19, -5, 4), "[SOUTH]" = list(-13, 3, 4), "[EAST]" = list(-4, -3, 4.1), "[WEST]" = list(4, 28, 3.9))
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if(3)
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return list("[NORTH]" = list(-10, -18, 4.2), "[SOUTH]" = list(16, 25, 3.9), "[EAST]" = list(-22, 30), "[WEST]" = list(22, -3, 4.1))
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if(4)
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return list("[NORTH]" = list(19, -18, 4.2), "[SOUTH]" = list(-13, 25, 3.9), "[EAST]" = list(-22, 3, 3.9), "[WEST]" = list(22, 28))
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///////////////BOATS////////////
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/datum/riding/boat
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keytype = /obj/item/weapon/oar
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/datum/riding/boat/handle_ride(mob/user, direction)
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var/turf/next = get_step(ridden, direction)
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var/turf/current = get_turf(ridden)
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if(istype(next, /turf/open/lava) || istype(current, /turf/open/lava)) //We can move from land to lava, or lava to land, but not from land to land
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..()
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else
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to_chat(user, "Boats don't go on land!")
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return 0
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/datum/riding/boat/dragon
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keytype = null
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vehicle_move_delay = 1
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/datum/riding/boat/dragon/get_offsets(pass_index) // list(dir = x, y, layer)
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return list("[NORTH]" = list(1, 2), "[SOUTH]" = list(1, 2), "[EAST]" = list(1, 2), "[WEST]" = list( 1, 2))
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///////////////ANIMALS////////////
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//general animals
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/datum/riding/animal
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keytype = null
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/datum/riding/animal/handle_ride(mob/user, direction)
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if(user.incapacitated())
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Unbuckle(user)
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return
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if(world.time < next_vehicle_move)
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return
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next_vehicle_move = world.time + vehicle_move_delay
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if(keycheck(user))
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if(!isturf(ridden.loc))
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return
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step(ridden, direction)
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handle_vehicle_layer()
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handle_vehicle_offsets()
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else
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to_chat(user, "<span class='notice'>You'll need something to guide the [ridden.name].</span>")
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///////Humans. Yes, I said humans. No, this won't end well...//////////
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/datum/riding/human
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keytype = null
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/datum/riding/human/ride_check(mob/living/M)
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var/mob/living/carbon/human/H = ridden //IF this runtimes I'm blaming the admins.
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if(M.incapacitated(FALSE, TRUE) || H.incapacitated(FALSE, TRUE))
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M.visible_message("<span class='warning'>[M] falls off [ridden]!</span>")
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Unbuckle(M)
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return FALSE
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if(M.restrained(TRUE))
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M.visible_message("<span class='warning'>[M] can't hang onto [ridden] with their hands cuffed!</span>") //Honestly this should put the ridden mob in a chokehold.
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Unbuckle(M)
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return FALSE
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if(H.pulling == M)
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H.stop_pulling()
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/datum/riding/human/get_offsets(pass_index) // list(dir = x, y, layer)
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return list("[NORTH]" = list(0, 6), "[SOUTH]" = list(0, 6), "[EAST]" = list(-6, 4), "[WEST]" = list( 6, 4))
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/datum/riding/human/handle_vehicle_layer()
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if(ridden.buckled_mobs && ridden.buckled_mobs.len)
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if(ridden.dir == SOUTH)
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ridden.layer = ABOVE_MOB_LAYER
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else
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ridden.layer = OBJ_LAYER
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else
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ridden.layer = MOB_LAYER
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/datum/riding/human/force_dismount(mob/living/user)
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ridden.unbuckle_mob(user)
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user.Knockdown(60)
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user.visible_message("<span class='warning'>[ridden] pushes [user] off of them!</span>")
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/datum/riding/cyborg
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keytype = null
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/datum/riding/cyborg/ride_check(mob/user)
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if(user.incapacitated())
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var/kick = TRUE
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if(iscyborg(ridden))
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var/mob/living/silicon/robot/R = ridden
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if(R.module && R.module.ride_allow_incapacitated)
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kick = FALSE
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if(kick)
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to_chat(user, "<span class='userdanger'>You fall off of [ridden]!</span>")
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Unbuckle(user)
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return
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if(iscarbon(user))
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var/mob/living/carbon/carbonuser = user
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if(!carbonuser.get_num_arms())
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Unbuckle(user)
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to_chat(user, "<span class='userdanger'>You can't grab onto [ridden] with no hands!</span>")
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return
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/datum/riding/cyborg/handle_vehicle_layer()
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if(ridden.buckled_mobs && ridden.buckled_mobs.len)
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if(ridden.dir == SOUTH)
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ridden.layer = ABOVE_MOB_LAYER
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else
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ridden.layer = OBJ_LAYER
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else
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ridden.layer = MOB_LAYER
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/datum/riding/cyborg/get_offsets(pass_index) // list(dir = x, y, layer)
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return list("[NORTH]" = list(0, 4), "[SOUTH]" = list(0, 4), "[EAST]" = list(-6, 3), "[WEST]" = list( 6, 3))
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/datum/riding/cyborg/handle_vehicle_offsets()
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if(ridden.has_buckled_mobs())
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for(var/mob/living/M in ridden.buckled_mobs)
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M.setDir(ridden.dir)
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if(iscyborg(ridden))
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var/mob/living/silicon/robot/R = ridden
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if(istype(R.module))
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M.pixel_x = R.module.ride_offset_x[dir2text(ridden.dir)]
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M.pixel_y = R.module.ride_offset_y[dir2text(ridden.dir)]
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else
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..()
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/datum/riding/cyborg/force_dismount(mob/living/M)
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ridden.unbuckle_mob(M)
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var/turf/target = get_edge_target_turf(ridden, ridden.dir)
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var/turf/targetm = get_step(get_turf(ridden), ridden.dir)
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M.Move(targetm)
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M.visible_message("<span class='warning'>[M] is thrown clear of [ridden]!</span>")
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M.throw_at(target, 14, 5, ridden)
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M.Knockdown(60)
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/datum/riding/proc/equip_buckle_inhands(mob/living/carbon/human/user, amount_required = 1)
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var/amount_equipped = 0
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for(var/amount_needed = amount_required, amount_needed > 0, amount_needed--)
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var/obj/item/riding_offhand/inhand = new /obj/item/riding_offhand(user)
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inhand.rider = user
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inhand.ridden = ridden
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if(user.put_in_hands(inhand, TRUE))
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amount_equipped++
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else
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break
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if(amount_equipped >= amount_required)
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return TRUE
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else
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unequip_buckle_inhands(user)
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return FALSE
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/datum/riding/proc/unequip_buckle_inhands(mob/living/carbon/user)
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for(var/obj/item/riding_offhand/O in user.contents)
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if(O.ridden != ridden)
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CRASH("RIDING OFFHAND ON WRONG MOB")
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continue
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if(O.selfdeleting)
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continue
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else
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qdel(O)
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return TRUE
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/obj/item/riding_offhand
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name = "offhand"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "offhand"
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w_class = WEIGHT_CLASS_HUGE
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flags_1 = ABSTRACT_1 | DROPDEL_1 | NOBLUDGEON_1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/mob/living/carbon/rider
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var/mob/living/ridden
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var/selfdeleting = FALSE
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/obj/item/riding_offhand/dropped()
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selfdeleting = TRUE
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. = ..()
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/obj/item/riding_offhand/equipped()
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if(loc != rider)
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selfdeleting = TRUE
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qdel(src)
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. = ..()
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/obj/item/riding_offhand/Destroy()
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if(selfdeleting)
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if(rider in ridden.buckled_mobs)
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ridden.unbuckle_mob(rider)
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. = ..()
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