Adds Boats, Ports /TG/ Buckling (#4527)

* Adds Boats, Ports /TG/ Buckling

* Travis Appeasement

* Changelog
This commit is contained in:
Neerti
2018-01-14 14:58:15 -06:00
committed by Anewbe
parent 3715fa1f12
commit 96d3d361d0
52 changed files with 888 additions and 327 deletions
+81 -32
View File
@@ -6,26 +6,44 @@
var/buckle_dir = 0
var/buckle_lying = -1 //bed-like behavior, forces mob.lying = buckle_lying if != -1
var/buckle_require_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
var/mob/living/buckled_mob = null
// var/mob/living/buckled_mob = null
var/list/mob/living/buckled_mobs = null //list()
var/max_buckled_mobs = 1
/atom/movable/attack_hand(mob/living/user)
. = ..()
if(can_buckle && buckled_mob)
user_unbuckle_mob(user)
// if(can_buckle && buckled_mob)
// user_unbuckle_mob(user)
if(can_buckle && has_buckled_mobs())
if(buckled_mobs.len > 1)
var/unbuckled = input(user, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in buckled_mobs
if(user_unbuckle_mob(unbuckled, user))
return TRUE
else
if(user_unbuckle_mob(buckled_mobs[1], user))
return TRUE
/obj/proc/attack_alien(mob/user as mob) //For calling in the event of Xenomorph or other alien checks.
return
/obj/attack_robot(mob/living/user)
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.
if(Adjacent(user) && has_buckled_mobs()) //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.
return attack_hand(user) //Process as if we're a normal person touching the object.
return ..() //Otherwise, treat this as an AI click like usual.
/atom/movable/MouseDrop_T(mob/living/M, mob/living/user)
. = ..()
if(can_buckle && istype(M))
user_buckle_mob(M, user)
if(user_buckle_mob(M, user))
return TRUE
/atom/movable/proc/has_buckled_mobs()
if(!buckled_mobs)
return FALSE
if(buckled_mobs.len)
return TRUE
/atom/movable/Destroy()
unbuckle_mob()
@@ -33,52 +51,81 @@
/atom/movable/proc/buckle_mob(mob/living/M, forced = FALSE, check_loc = TRUE)
if((!can_buckle && !forced) || !istype(M) || M.buckled || M.pinned.len || (buckle_require_restraints && !M.restrained()))
return 0
if(!buckled_mobs)
buckled_mobs = list()
if(!istype(M))
return FALSE
if(check_loc && M.loc != loc)
return 0
if(buckled_mob) //Handles trying to buckle yourself to the chair when someone is on it
M << "<span class='notice'>\The [src] already has someone buckled to it.</span>"
return 0
return FALSE
if((!can_buckle && !forced) || M.buckled || M.pinned.len || (buckled_mobs.len >= max_buckled_mobs) || (buckle_require_restraints && !M.restrained()))
return FALSE
if(has_buckled_mobs() && buckled_mobs.len >= max_buckled_mobs) //Handles trying to buckle yourself to the chair when someone is on it
to_chat(M, "<span class='notice'>\The [src] can't buckle anymore people.</span>")
return FALSE
M.buckled = src
M.facing_dir = null
M.set_dir(buckle_dir ? buckle_dir : dir)
M.update_canmove()
M.update_floating( M.Check_Dense_Object() )
buckled_mob = M
// buckled_mob = M
buckled_mobs |= M
post_buckle_mob(M)
return 1
return TRUE
/atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force = FALSE)
if(!buckled_mob) // If we didn't get told which mob needs to get unbuckled, just assume its the first one on the list.
if(has_buckled_mobs())
buckled_mob = buckled_mobs[1]
else
return
/atom/movable/proc/unbuckle_mob()
if(buckled_mob && buckled_mob.buckled == src)
. = buckled_mob
buckled_mob.buckled = null
buckled_mob.anchored = initial(buckled_mob.anchored)
buckled_mob.update_canmove()
buckled_mob.update_floating( buckled_mob.Check_Dense_Object() )
buckled_mob = null
// buckled_mob = null
buckled_mobs -= buckled_mob
post_buckle_mob(.)
/atom/movable/proc/unbuckle_all_mobs(force = FALSE)
if(!has_buckled_mobs())
return
for(var/m in buckled_mobs)
unbuckle_mob(m, force)
//Handle any extras after buckling/unbuckling
//Called on buckle_mob() and unbuckle_mob()
/atom/movable/proc/post_buckle_mob(mob/living/M)
return
//Wrapper procs that handle sanity and user feedback
/atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, var/forced = FALSE, var/silent = FALSE)
if(!ticker)
user << "<span class='warning'>You can't buckle anyone in before the game starts.</span>"
return FALSE // Is this really needed?
if(!user.Adjacent(M) || user.restrained() || user.stat || istype(user, /mob/living/silicon/pai))
return
if(M == buckled_mob)
return
return FALSE
if(M in buckled_mobs)
to_chat(user, "<span class='warning'>\The [M] is already buckled to \the [src].</span>")
return FALSE
add_fingerprint(user)
unbuckle_mob()
// unbuckle_mob()
//can't buckle unless you share locs so try to move M to the obj.
if(M.loc != src.loc)
step_towards(M, src)
if(M.Adjacent(src) && user.Adjacent(src))
M.forceMove(get_turf(src))
// step_towards(M, src)
. = buckle_mob(M, forced)
if(.)
@@ -94,8 +141,8 @@
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
"<span class='notice'>You hear metal clanking.</span>")
/atom/movable/proc/user_unbuckle_mob(mob/user)
var/mob/living/M = unbuckle_mob()
/atom/movable/proc/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
var/mob/living/M = unbuckle_mob(buckled_mob)
if(M)
if(M != user)
M.visible_message(\
@@ -111,18 +158,20 @@
return M
/atom/movable/proc/handle_buckled_mob_movement(newloc,direct)
if(buckled_mob)
// if(!buckled_mob.Move(newloc, direct))
if(!buckled_mob.forceMove(newloc, direct))
loc = buckled_mob.loc
last_move = buckled_mob.last_move
buckled_mob.inertia_dir = last_move
return FALSE
else
buckled_mob.set_dir(dir)
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
// if(!L.Move(newloc, direct))
if(!L.forceMove(newloc, direct))
loc = L.loc
last_move = L.last_move
L.inertia_dir = last_move
return FALSE
else
L.set_dir(dir)
return TRUE
/atom/movable/Move(atom/newloc, direct = 0)
. = ..()
if(. && buckled_mob && !handle_buckled_mob_movement(newloc, direct)) //movement failed due to buckled mob(s)
if(. && has_buckled_mobs() && !handle_buckled_mob_movement(newloc, direct)) //movement failed due to buckled mob(s)
. = 0
@@ -113,3 +113,4 @@
icon_state = "survivalknife"
item_state = "knife"
applies_material_colour = FALSE
toolspeed = 2 // Use a real axe if you want to chop logs.
+8 -6
View File
@@ -42,14 +42,16 @@
anchored = 1
/obj/item/weapon/beartrap/attack_hand(mob/user as mob)
if(buckled_mob && can_use(user))
if(has_buckled_mobs() && can_use(user))
var/victim = english_list(buckled_mobs)
user.visible_message(
"<span class='notice'>[user] begins freeing [buckled_mob] from \the [src].</span>",
"<span class='notice'>You carefully begin to free [buckled_mob] from \the [src].</span>",
"<span class='notice'>[user] begins freeing [victim] from \the [src].</span>",
"<span class='notice'>You carefully begin to free [victim] from \the [src].</span>",
)
if(do_after(user, 60))
user.visible_message("<span class='notice'>[buckled_mob] has been freed from \the [src] by [user].</span>")
unbuckle_mob()
user.visible_message("<span class='notice'>[victim] has been freed from \the [src] by [user].</span>")
for(var/A in buckled_mobs)
unbuckle_mob(A)
anchored = 0
else if(deployed && can_use(user))
user.visible_message(
@@ -109,7 +111,7 @@
"<b>You hear a loud metallic snap!</b>"
)
attack_mob(L)
if(!buckled_mob)
if(!has_buckled_mobs())
anchored = 0
deployed = 0
update_icon()
+18 -16
View File
@@ -111,39 +111,41 @@
processing_objects |= src
/obj/effect/energy_net/Destroy()
if(buckled_mob)
to_chat(buckled_mob,"<span class='notice'>You are free of the net!</span>")
unbuckle_mob()
if(has_buckled_mobs())
for(var/A in buckled_mobs)
to_chat(A,"<span class='notice'>You are free of the net!</span>")
unbuckle_mob(A)
processing_objects -= src
return ..()
/obj/effect/energy_net/process()
if(isnull(buckled_mob) || buckled_mob.loc != loc)
if(!has_buckled_mobs())
qdel(src)
/obj/effect/energy_net/Move()
..()
if(buckled_mob)
var/mob/living/occupant = buckled_mob
occupant.buckled = null
occupant.forceMove(src.loc)
occupant.buckled = src
if (occupant && (src.loc != occupant.loc))
unbuckle_mob()
qdel(src)
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/occupant = A
occupant.buckled = null
occupant.forceMove(src.loc)
occupant.buckled = src
if (occupant && (src.loc != occupant.loc))
unbuckle_mob(occupant)
qdel(src)
/obj/effect/energy_net/user_unbuckle_mob(mob/user)
/obj/effect/energy_net/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
user.setClickCooldown(user.get_attack_speed())
visible_message("<span class='danger'>[user] begins to tear at \the [src]!</span>")
if(do_after(usr, escape_time, src, incapacitation_flags = INCAPACITATION_DEFAULT & ~(INCAPACITATION_RESTRAINED | INCAPACITATION_BUCKLED_FULLY)))
if(!buckled_mob)
if(!has_buckled_mobs())
return
visible_message("<span class='danger'>[user] manages to tear \the [src] apart!</span>")
unbuckle_mob()
unbuckle_mob(buckled_mob)
/obj/effect/energy_net/post_buckle_mob(mob/living/M)
if(buckled_mob) //Just buckled someone
if(M.buckled == src) //Just buckled someone
..()
layer = M.layer+1
M.can_pull_size = 0
+6 -6
View File
@@ -14,7 +14,7 @@
/obj/structure/bonfire/New(newloc, material_name)
..(newloc)
if(!material_name)
material_name = "wood"
material_name = MAT_WOOD
material = get_material_by_name("[material_name]")
if(!material)
qdel(src)
@@ -23,14 +23,14 @@
// Blue wood.
/obj/structure/bonfire/sifwood/New(newloc, material_name)
..(newloc, "alien wood")
..(newloc, MAT_SIFWOOD)
/obj/structure/bonfire/permanent/New(newloc, material_name)
..()
ignite()
/obj/structure/bonfire/permanent/sifwood/New(newloc, material_name)
..(newloc, "alien wood")
..(newloc, MAT_SIFWOOD)
/obj/structure/bonfire/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/rods) && !can_buckle && !grill)
@@ -63,7 +63,7 @@
return ..()
/obj/structure/bonfire/attack_hand(mob/user)
if(buckled_mob)
if(has_buckled_mobs())
return ..()
if(get_fuel_amount())
@@ -194,7 +194,7 @@
I.appearance_flags = RESET_COLOR
overlays += I
if(buckled_mob && get_fuel_amount() >= 5)
if(has_buckled_mobs() && get_fuel_amount() >= 5)
I = image(icon, "bonfire_intense")
I.pixel_y = 13
I.layer = MOB_LAYER + 0.1
@@ -231,7 +231,7 @@
extinguish()
/obj/structure/bonfire/post_buckle_mob(mob/living/M)
if(buckled_mob) // Just buckled someone
if(M.buckled == src) // Just buckled someone
M.pixel_y += 13
else // Just unbuckled someone
M.pixel_y -= 13
@@ -59,7 +59,7 @@
continue
if(istype(O, /obj/structure/bed)) //This is only necessary because of rollerbeds and swivel chairs.
var/obj/structure/bed/B = O
if(B.buckled_mob)
if(B.has_buckled_mobs())
continue
O.forceMove(src)
itemcount++
@@ -64,12 +64,14 @@
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(12, 1, src)
s.start()
if(buckled_mob)
buckled_mob.burn_skin(85)
buckled_mob << "<span class='danger'>You feel a deep shock course through your body!</span>"
sleep(1)
buckled_mob.burn_skin(85)
buckled_mob.Stun(600)
if(has_buckled_mobs())
for(var/a in buckled_mobs)
var/mob/living/L = a
L.burn_skin(85)
to_chat(L, "<span class='danger'>You feel a deep shock course through your body!</span>")
sleep(1)
L.burn_skin(85)
L.Stun(600)
visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='danger'>You hear a deep sharp shock!</span>")
A.power_light = light
+32 -25
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/janitor.dmi'
icon_state = "cart"
anchored = 0
density = 1
density = 1
climbable = 1
flags = OPENCONTAINER
//copypaste sorry
@@ -229,9 +229,11 @@
/obj/structure/bed/chair/janicart/Move()
..()
if(buckled_mob)
if(buckled_mob.buckled == src)
buckled_mob.loc = loc
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
if(L.buckled == src)
L.loc = loc
/obj/structure/bed/chair/janicart/post_buckle_mob(mob/living/M)
@@ -257,36 +259,41 @@
/obj/structure/bed/chair/janicart/set_dir()
..()
update_layer()
if(buckled_mob)
if(buckled_mob.loc != loc)
buckled_mob.buckled = null //Temporary, so Move() succeeds.
buckled_mob.buckled = src //Restoring
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
if(L.loc != loc)
L.buckled = null //Temporary, so Move() succeeds.
L.buckled = src //Restoring
update_mob()
/obj/structure/bed/chair/janicart/proc/update_mob()
if(buckled_mob)
buckled_mob.set_dir(dir)
switch(dir)
if(SOUTH)
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 7
if(WEST)
buckled_mob.pixel_x = 13
buckled_mob.pixel_y = 7
if(NORTH)
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 4
if(EAST)
buckled_mob.pixel_x = -13
buckled_mob.pixel_y = 7
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
L.set_dir(dir)
switch(dir)
if(SOUTH)
L.pixel_x = 0
L.pixel_y = 7
if(WEST)
L.pixel_x = 13
L.pixel_y = 7
if(NORTH)
L.pixel_x = 0
L.pixel_y = 4
if(EAST)
L.pixel_x = -13
L.pixel_y = 7
/obj/structure/bed/chair/janicart/bullet_act(var/obj/item/projectile/Proj)
if(buckled_mob)
if(has_buckled_mobs())
if(prob(85))
return buckled_mob.bullet_act(Proj)
var/mob/living/L = pick(buckled_mobs)
return L.bullet_act(Proj)
visible_message("<span class='warning'>[Proj] ricochets off the [callme]!</span>")
+2 -2
View File
@@ -192,10 +192,10 @@
..(newloc, "diamond")
/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
..(newloc, "wood")
..(newloc, MAT_WOOD)
/obj/structure/simple_door/sifwood/New(var/newloc,var/material_name)
..(newloc, "alien wood")
..(newloc, MAT_SIFWOOD)
/obj/structure/simple_door/resin/New(var/newloc,var/material_name)
..(newloc, "resin")
@@ -10,7 +10,7 @@
/obj/structure/bed/nest/update_icon()
return
/obj/structure/bed/nest/user_unbuckle_mob(mob/user as mob)
/obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
if(buckled_mob)
if(buckled_mob.buckled == src)
if(buckled_mob != user)
@@ -20,7 +20,7 @@
"<span class='notice'>You hear squelching...</span>")
buckled_mob.pixel_y = 0
buckled_mob.old_y = 0
unbuckle_mob()
unbuckle_mob(buckled_mob)
else
if(world.time <= buckled_mob.last_special+NEST_RESIST_TIME)
return
@@ -34,7 +34,7 @@
buckled_mob.last_special = world.time
buckled_mob.pixel_y = 0
buckled_mob.old_y = 0
unbuckle_mob()
unbuckle_mob(buckled_mob)
src.add_fingerprint(user)
return
@@ -66,7 +66,7 @@
M.update_canmove()
M.pixel_y = 6
M.old_y = 6
src.buckled_mob = M
src.buckled_mobs |= M
src.add_fingerprint(user)
return
@@ -131,7 +131,7 @@
else if(istype(W, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = W
var/mob/living/affecting = G.affecting
if(buckled_mob) //Handles trying to buckle someone else to a chair when someone else is on it
if(has_buckled_mobs()) //Handles trying to buckle someone else to a chair when someone else is on it
to_chat(user, "<span class='notice'>\The [src] already has someone buckled to it.</span>")
return
user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
@@ -183,7 +183,7 @@
..(newloc,"wood","cotton")
/obj/structure/bed/double/post_buckle_mob(mob/living/M as mob)
if(M == buckled_mob)
if(M.buckled == src)
M.pixel_y = 13
M.old_y = 13
else
@@ -216,8 +216,9 @@
if(istype(W, /obj/item/weapon/wrench) || istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
return
else if(istype(W,/obj/item/roller_holder))
if(buckled_mob)
user_unbuckle_mob(user)
if(has_buckled_mobs())
for(var/A in buckled_mobs)
user_unbuckle_mob(A, user)
else
visible_message("[user] collapses \the [src.name].")
new rollertype(get_turf(src))
@@ -287,14 +288,15 @@
/obj/structure/bed/roller/Move()
..()
if(buckled_mob)
if(buckled_mob.buckled == src)
buckled_mob.loc = src.loc
else
buckled_mob = null
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
if(L.buckled == src)
L.loc = src.loc
/obj/structure/bed/roller/post_buckle_mob(mob/living/M as mob)
if(M == buckled_mob)
if(M.buckled == src)
M.pixel_y = 6
M.old_y = 6
density = 1
@@ -311,7 +313,7 @@
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
if(buckled_mob) return 0
if(has_buckled_mobs()) return 0
visible_message("[usr] collapses \the [src.name].")
new rollertype(get_turf(src))
spawn(0)
@@ -31,7 +31,7 @@
qdel(src)
/obj/structure/bed/chair/attack_tk(mob/user as mob)
if(buckled_mob)
if(has_buckled_mobs())
..()
else
rotate()
@@ -42,7 +42,7 @@
/obj/structure/bed/chair/update_icon()
..()
if(buckled_mob && padding_material)
if(has_buckled_mobs() && padding_material)
var/cache_key = "[base_icon]-armrest-[padding_material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, "[base_icon]_armrest")
@@ -60,8 +60,10 @@
/obj/structure/bed/chair/set_dir()
..()
update_layer()
if(buckled_mob)
buckled_mob.set_dir(dir)
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
L.set_dir(dir)
/obj/structure/bed/chair/verb/rotate()
set name = "Rotate Chair"
@@ -136,45 +138,47 @@
/obj/structure/bed/chair/office/Move()
..()
if(buckled_mob)
var/mob/living/occupant = buckled_mob
occupant.buckled = null
occupant.Move(src.loc)
occupant.buckled = src
if (occupant && (src.loc != occupant.loc))
if (propelled)
for (var/mob/O in src.loc)
if (O != occupant)
Bump(O)
else
unbuckle_mob()
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/occupant = A
occupant.buckled = null
occupant.Move(src.loc)
occupant.buckled = src
if (occupant && (src.loc != occupant.loc))
if (propelled)
for (var/mob/O in src.loc)
if (O != occupant)
Bump(O)
else
unbuckle_mob()
/obj/structure/bed/chair/office/Bump(atom/A)
..()
if(!buckled_mob) return
if(!has_buckled_mobs()) return
if(propelled)
var/mob/living/occupant = unbuckle_mob()
for(var/a in buckled_mobs)
var/mob/living/occupant = unbuckle_mob(a)
var/def_zone = ran_zone()
var/blocked = occupant.run_armor_check(def_zone, "melee")
var/soaked = occupant.get_armor_soak(def_zone, "melee")
occupant.throw_at(A, 3, propelled)
occupant.apply_effect(6, STUN, blocked)
occupant.apply_effect(6, WEAKEN, blocked)
occupant.apply_effect(6, STUTTER, blocked)
occupant.apply_damage(10, BRUTE, def_zone, blocked, soaked)
playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
if(istype(A, /mob/living))
var/mob/living/victim = A
def_zone = ran_zone()
blocked = victim.run_armor_check(def_zone, "melee")
soaked = victim.get_armor_soak(def_zone, "melee")
victim.apply_effect(6, STUN, blocked)
victim.apply_effect(6, WEAKEN, blocked)
victim.apply_effect(6, STUTTER, blocked)
victim.apply_damage(10, BRUTE, def_zone, blocked, soaked)
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
var/def_zone = ran_zone()
var/blocked = occupant.run_armor_check(def_zone, "melee")
var/soaked = occupant.get_armor_soak(def_zone, "melee")
occupant.throw_at(A, 3, propelled)
occupant.apply_effect(6, STUN, blocked)
occupant.apply_effect(6, WEAKEN, blocked)
occupant.apply_effect(6, STUTTER, blocked)
occupant.apply_damage(10, BRUTE, def_zone, blocked, soaked)
playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
if(istype(A, /mob/living))
var/mob/living/victim = A
def_zone = ran_zone()
blocked = victim.run_armor_check(def_zone, "melee")
soaked = victim.get_armor_soak(def_zone, "melee")
victim.apply_effect(6, STUN, blocked)
victim.apply_effect(6, WEAKEN, blocked)
victim.apply_effect(6, STUTTER, blocked)
victim.apply_damage(10, BRUTE, def_zone, blocked, soaked)
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
/obj/structure/bed/chair/office/light
icon_state = "officechair_white"
@@ -17,8 +17,10 @@
overlays = null
var/image/O = image(icon = 'icons/obj/furniture.dmi', icon_state = "w_overlay", layer = FLY_LAYER, dir = src.dir)
overlays += O
if(buckled_mob)
buckled_mob.set_dir(dir)
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
L.set_dir(dir)
/obj/structure/bed/chair/wheelchair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) || istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
@@ -33,7 +35,7 @@
user.pulledby = null
user << "<span class='warning'>You lost your grip!</span>"
return
if(buckled_mob && pulling && user == buckled_mob)
if(has_buckled_mobs() && pulling && user in buckled_mobs)
if(pulling.stat || pulling.stunned || pulling.weakened || pulling.paralysis || pulling.lying || pulling.restrained())
pulling.pulledby = null
pulling = null
@@ -51,7 +53,7 @@
if(pulling && (get_dir(src.loc, pulling.loc) == direction))
user << "<span class='warning'>You cannot go there.</span>"
return
if(pulling && buckled_mob && (buckled_mob == user))
if(pulling && has_buckled_mobs() && (user in buckled_mobs))
user << "<span class='warning'>You cannot drive while being pushed.</span>"
return
@@ -59,10 +61,12 @@
driving = 1
var/turf/T = null
//--1---Move occupant---1--//
if(buckled_mob)
buckled_mob.buckled = null
step(buckled_mob, direction)
buckled_mob.buckled = src
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
L.buckled = null
step(L, direction)
L.buckled = src
//--2----Move driver----2--//
if(pulling)
T = pulling.loc
@@ -70,8 +74,9 @@
step(pulling, get_dir(pulling.loc, src.loc))
//--3--Move wheelchair--3--//
step(src, direction)
if(buckled_mob) // Make sure it stays beneath the occupant
Move(buckled_mob.loc)
if(has_buckled_mobs()) // Make sure it stays beneath the occupant
var/mob/living/L = buckled_mobs[1]
Move(L.loc)
set_dir(direction)
if(pulling) // Driver
if(pulling.loc == src.loc) // We moved onto the wheelchair? Revert!
@@ -88,38 +93,41 @@
/obj/structure/bed/chair/wheelchair/Move()
..()
if(buckled_mob)
var/mob/living/occupant = buckled_mob
if(!driving)
occupant.buckled = null
occupant.Move(src.loc)
occupant.buckled = src
if (occupant && (src.loc != occupant.loc))
if (propelled)
for (var/mob/O in src.loc)
if (O != occupant)
Bump(O)
else
unbuckle_mob()
if (pulling && (get_dist(src, pulling) > 1))
pulling.pulledby = null
pulling << "<span class='warning'>You lost your grip!</span>"
pulling = null
else
if (occupant && (src.loc != occupant.loc))
src.forceMove(occupant.loc) // Failsafe to make sure the wheelchair stays beneath the occupant after driving
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/occupant = A
if(!driving)
occupant.buckled = null
occupant.Move(src.loc)
occupant.buckled = src
if (occupant && (src.loc != occupant.loc))
if (propelled)
for (var/mob/O in src.loc)
if (O != occupant)
Bump(O)
else
unbuckle_mob()
if (pulling && (get_dist(src, pulling) > 1))
pulling.pulledby = null
pulling << "<span class='warning'>You lost your grip!</span>"
pulling = null
else
if (occupant && (src.loc != occupant.loc))
src.forceMove(occupant.loc) // Failsafe to make sure the wheelchair stays beneath the occupant after driving
/obj/structure/bed/chair/wheelchair/attack_hand(mob/living/user as mob)
if (pulling)
MouseDrop(usr)
else
user_unbuckle_mob(user)
if(has_buckled_mobs())
for(var/A in buckled_mobs)
user_unbuckle_mob(A, user)
return
/obj/structure/bed/chair/wheelchair/CtrlClick(var/mob/user)
if(in_range(src, user))
if(!ishuman(user)) return
if(user == buckled_mob)
if(has_buckled_mobs() && user in buckled_mobs)
user << "<span class='warning'>You realize you are unable to push the wheelchair you sit in.</span>"
return
if(!pulling)
@@ -137,7 +145,7 @@
/obj/structure/bed/chair/wheelchair/Bump(atom/A)
..()
if(!buckled_mob) return
if(!has_buckled_mobs()) return
if(propelled || (pulling && (pulling.a_intent == I_HURT)))
var/mob/living/occupant = unbuckle_mob()
@@ -213,7 +221,7 @@
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
if(buckled_mob) return 0
if(has_buckled_mobs()) return 0
visible_message("[usr] collapses \the [src.name].")
var/obj/item/wheelchair/R = new/obj/item/wheelchair(get_turf(src))
R.name = src.name