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S.P.L.U.R.T-Station-13/code/datums/elements/mob_holder.dm

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/datum/element/mob_holder
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 2
var/worn_state
var/alt_worn
var/right_hand
var/left_hand
var/inv_slots
var/proctype //if present, will be invoked on headwear generation.
var/escape_on_find = FALSE //if present, will be released upon the item being 'found' (i.e. opening a container or pocket with it present)
/datum/element/mob_holder/Attach(datum/target, worn_state, alt_worn, right_hand, left_hand, inv_slots = NONE, proctype, escape_on_find)
. = ..()
if(!isliving(target))
return ELEMENT_INCOMPATIBLE
src.worn_state = worn_state
src.alt_worn = alt_worn
src.right_hand = right_hand
src.left_hand = left_hand
src.inv_slots = inv_slots
src.proctype = proctype
src.escape_on_find = escape_on_find
RegisterSignal(target, COMSIG_CLICK_ALT, .proc/mob_try_pickup)
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/on_examine)
/datum/element/mob_holder/Detach(datum/source, force)
. = ..()
UnregisterSignal(source, COMSIG_CLICK_ALT)
UnregisterSignal(source, COMSIG_PARENT_EXAMINE)
/datum/element/mob_holder/proc/on_examine(mob/living/source, mob/user, list/examine_list)
if(ishuman(user) && !istype(source.loc, /obj/item/clothing/head/mob_holder))
examine_list += "<span class='notice'>Looks like [source.p_they(FALSE)] can be picked up with <b>Alt+Click</b>!</span>"
/datum/element/mob_holder/proc/mob_try_pickup(mob/living/source, mob/user)
if(!ishuman(user) || !user.Adjacent(source) || user.incapacitated())
return FALSE
if(user.get_active_held_item())
to_chat(user, "<span class='warning'>Your hands are full!</span>")
return FALSE
if(source.buckled)
to_chat(user, "<span class='warning'>[source] is buckled to something!</span>")
return FALSE
if(source == user)
to_chat(user, "<span class='warning'>You can't pick yourself up.</span>")
return FALSE
source.visible_message("<span class='warning'>[user] starts picking up [source].</span>", \
"<span class='userdanger'>[user] starts picking you up!</span>")
if(!do_after(user, 20, target = source) || source.buckled)
return FALSE
source.visible_message("<span class='warning'>[user] picks up [source]!</span>", \
"<span class='userdanger'>[user] picks you up!</span>")
to_chat(user, "<span class='notice'>You pick [source] up.</span>")
source.drop_all_held_items()
var/obj/item/clothing/head/mob_holder/holder = new(get_turf(source), source, worn_state, alt_worn, right_hand, left_hand, inv_slots)
holder.escape_on_find = escape_on_find
if(proctype)
INVOKE_ASYNC(src, proctype, source, holder, user)
user.put_in_hands(holder)
return TRUE
/datum/element/mob_holder/proc/drone_worn_icon(mob/living/simple_animal/drone/D, obj/item/clothing/head/mob_holder/holder, mob/user)
var/new_state = "[D.visualAppearence]_hat"
holder.item_state = new_state
holder.icon_state = new_state
//The item itself,
/obj/item/clothing/head/mob_holder
name = "bugged mob"
desc = "Yell at coderbrush."
icon = null
mob_overlay_icon = 'icons/mob/animals_held.dmi'
righthand_file = 'icons/mob/animals_held_rh.dmi'
lefthand_file = 'icons/mob/animals_held_lh.dmi'
icon_state = ""
w_class = WEIGHT_CLASS_BULKY
dynamic_hair_suffix = ""
var/mob/living/held_mob
var/escape_on_find
/obj/item/clothing/head/mob_holder/Initialize(mapload, mob/living/target, worn_state, alt_worn, right_hand, left_hand, slots = NONE)
. = ..()
if(target)
assimilate(target)
if(alt_worn)
mob_overlay_icon = alt_worn
if(worn_state)
item_state = worn_state
icon_state = worn_state
if(left_hand)
lefthand_file = left_hand
if(right_hand)
righthand_file = right_hand
slot_flags = slots
/obj/item/clothing/head/mob_holder/proc/assimilate(mob/living/target)
target.setDir(SOUTH)
held_mob = target
target.forceMove(src)
var/image/I = new //work around to retain the same appearance to the mob idependently from inhands/worn states.
I.appearance = target.appearance
I.layer = FLOAT_LAYER //So it doesn't get screwed up by layer overrides.
I.plane = FLOAT_PLANE //Same as above but for planes.
I.override = TRUE
add_overlay(I)
name = target.name
desc = target.desc
switch(target.mob_size)
if(MOB_SIZE_TINY)
w_class = WEIGHT_CLASS_TINY
if(MOB_SIZE_SMALL)
w_class = WEIGHT_CLASS_NORMAL
if(MOB_SIZE_LARGE)
w_class = WEIGHT_CLASS_HUGE
/obj/item/clothing/head/mob_holder/Destroy()
if(held_mob)
release()
return ..()
/obj/item/clothing/head/mob_holder/examine(mob/user)
return held_mob?.examine(user) || ..()
/obj/item/clothing/head/mob_holder/Exited(atom/movable/AM, atom/newloc)
. = ..()
if(AM == held_mob)
held_mob.reset_perspective()
held_mob = null
QDEL_IN(src, 1) //To avoid a qdel loop.
/obj/item/clothing/head/mob_holder/Entered(atom/movable/AM, atom/newloc)
. = ..()
if(AM != held_mob)
var/destination = loc
if(isliving(loc)) //the mob is held or worn, drop things on the floor
destination = get_turf(loc)
AM.forceMove(destination)
/obj/item/clothing/head/mob_holder/dropped(mob/user)
. = ..()
if(held_mob && !ismob(loc) && !istype(loc,/obj/item/storage))//don't release on soft-drops
release()
/obj/item/clothing/head/mob_holder/proc/release()
if(held_mob)
var/mob/living/L = held_mob
held_mob = null
L.forceMove(get_turf(L))
L.reset_perspective()
L.setDir(SOUTH)
if(!QDELETED(src))
qdel(src)
/obj/item/clothing/head/mob_holder/relaymove(mob/user)
return
/obj/item/clothing/head/mob_holder/container_resist()
if(isliving(loc))
var/mob/living/L = loc
L.visible_message("<span class='warning'>[held_mob] escapes from [L]!</span>", "<span class='warning'>[held_mob] escapes your grip!</span>")
release()
/obj/item/clothing/head/mob_holder/mob_can_equip(M, equipper, slot, disable_warning, bypass_equip_delay_self)
if(M == held_mob || !ishuman(M)) //monkeys holding monkeys holding monkeys...
return FALSE
return ..()
/obj/item/clothing/head/mob_holder/assume_air(datum/gas_mixture/env)
var/atom/location = loc
if(!loc)
return //null
var/turf/T = get_turf(loc)
while(location != T)
location = location.loc
if(ismob(location))
return location.loc.assume_air(env)
return location.assume_air(env)
/obj/item/clothing/head/mob_holder/proc/get_loc_for_air()
var/atom/location = loc
if(!loc)
return //null
var/turf/T = get_turf(loc)
while(location != T)
location = location.loc
if(ismob(location))
return location.loc
return location
/obj/item/clothing/head/mob_holder/assume_air_moles(datum/gas_mixture/env, moles)
var/atom/location = get_loc_for_air()
return location.assume_air_moles(env, moles)
/obj/item/clothing/head/mob_holder/assume_air_ratio(datum/gas_mixture/env, ratio)
var/atom/location = get_loc_for_air()
return location.assume_air_ratio(env, ratio)
/obj/item/clothing/head/mob_holder/remove_air(amount)
var/atom/location = get_loc_for_air()
return location.remove_air(amount)
/obj/item/clothing/head/mob_holder/remove_air_ratio(ratio)
var/atom/location = get_loc_for_air()
return location.remove_air_ratio(ratio)
/obj/item/clothing/head/mob_holder/transfer_air(datum/gas_mixture/taker, amount)
var/atom/location = get_loc_for_air()
return location.transfer_air(taker, amount)
/obj/item/clothing/head/mob_holder/transfer_air_ratio(datum/gas_mixture/taker, ratio)
var/atom/location = get_loc_for_air()
return location.transfer_air(taker, ratio)
// escape when found if applicable
/obj/item/clothing/head/mob_holder/on_found(mob/living/finder)
if(escape_on_find)
finder.visible_message("[finder] accidentally releases the [held_mob]!")
release()