Adds riding on other carbon mobs

rscadd: You can now ride piggyback on other human beings, as a human being! To do so they must grab you aggressively and you must climb on without outside assistance without being restrained or incapacitated in any manner. They must also not be restrained or incapacitated in any manner.
rscadd: If someone is riding on you and you want them to get off, disarm them to instantly floor them for a few seconds! It's pretty rude, though.
This commit is contained in:
kevinz000
2017-02-18 13:39:35 -08:00
committed by oranges
parent a381072c16
commit d4a6cdc0e8
11 changed files with 630 additions and 526 deletions

View File

@@ -15,6 +15,17 @@
else
ridden.layer = OBJ_LAYER
/datum/riding/proc/on_vehicle_move()
for(var/mob/living/M in ridden.buckled_mobs)
ride_check(M)
handle_vehicle_offsets()
handle_vehicle_layer()
/datum/riding/proc/ride_check(mob/living/M)
return TRUE
/datum/riding/proc/force_dismount(mob/living/M)
ridden.unbuckle_mob(M)
//Override this to set your vehicle's various pixel offsets
//if they differ between directions, otherwise use the
@@ -36,7 +47,6 @@
return TRUE
return FALSE
//BUCKLE HOOKS
/datum/riding/proc/restore_position(mob/living/buckled_mob)
if(istype(buckled_mob))
@@ -45,11 +55,6 @@
if(buckled_mob.client)
buckled_mob.client.change_view(world.view)
//MOVEMENT
/datum/riding/proc/handle_ride(mob/user, direction)
if(user.incapacitated())
@@ -298,12 +303,59 @@
else
user << "<span class='notice'>You'll need something to guide the [ridden.name].</span>"
//CYBORGS. NO, THEY ARE NOT ANIMALS.
///////Humans. Yes, I said humans. No, this won't end well...//////////
/datum/riding/human
keytype = null
/datum/riding/human/ride_check(mob/living/M)
var/mob/living/carbon/human/H = ridden //IF this runtimes I'm blaming the admins.
if(M.incapacitated(FALSE, TRUE) || H.incapacitated(FALSE, TRUE))
M.visible_message("<span class='boldwarning'>[M] falls off of [ridden]!</span>")
ridden.unbuckle_mob(M)
return FALSE
if(M.restrained(TRUE))
M.visible_message("<span class='boldwarning'>[M] can't hang onto [ridden] with their hands cuffed!</span>") //Honestly this should put the ridden mob in a chokehold.
ridden.unbuckle_mob(M)
return FALSE
if(H.pulling == M)
H.stop_pulling()
/datum/riding/human/handle_vehicle_offsets()
for(var/mob/living/M in ridden.buckled_mobs)
M.setDir(ridden.dir)
switch(ridden.dir)
if(NORTH)
M.pixel_x = 0
M.pixel_y = 6
if(SOUTH)
M.pixel_x = 0
M.pixel_y = 6
if(EAST)
M.pixel_x = -6
M.pixel_y = 4
if(WEST)
M.pixel_x = 6
M.pixel_y = 4
/datum/riding/human/handle_vehicle_layer()
if(ridden.buckled_mobs && ridden.buckled_mobs.len)
if(ridden.dir == SOUTH)
ridden.layer = ABOVE_MOB_LAYER
else
ridden.layer = OBJ_LAYER
else
ridden.layer = MOB_LAYER
/datum/riding/human/force_dismount(mob/living/user)
ridden.unbuckle_mob(user)
user.Weaken(3)
user.Stun(3)
user.visible_message("<span class='boldwarning'>[ridden] pushes [user] off of them!</span>")
/datum/riding/cyborg
keytype = null
vehicle_move_delay = 1
/datum/riding/cyborg/proc/ride_check(mob/user)
/datum/riding/cyborg/ride_check(mob/user)
if(user.incapacitated())
var/kick = TRUE
if(istype(ridden, /mob/living/silicon/robot))
@@ -322,11 +374,12 @@
return
/datum/riding/cyborg/handle_vehicle_layer()
if(ridden.dir == SOUTH)
ridden.layer = ABOVE_MOB_LAYER
if(ridden.buckled_mobs && ridden.buckled_mobs.len)
if(ridden.dir == SOUTH)
ridden.layer = ABOVE_MOB_LAYER
else
ridden.layer = OBJ_LAYER
else
ridden.layer = OBJ_LAYER
if(!ridden.buckled_mobs)
ridden.layer = MOB_LAYER
/datum/riding/cyborg/handle_vehicle_offsets()
@@ -353,19 +406,65 @@
M.pixel_x = 6
M.pixel_y = 3
/datum/riding/cyborg/proc/on_vehicle_move()
for(var/mob/living/M in ridden.buckled_mobs)
ride_check(M)
handle_vehicle_offsets()
handle_vehicle_layer()
/datum/riding/cyborg/force_dismount(mob/living/M)
ridden.unbuckle_mob(M)
var/turf/target = get_edge_target_turf(ridden, ridden.dir)
var/turf/targetm = get_step(get_turf(ridden), ridden.dir)
M.Move(targetm)
M.visible_message("<span class='boldwarning'>[M] is thrown clear of [ridden]!</span>")
M.throw_at(target, 14, 5, ridden)
M.Weaken(3)
/datum/riding/cyborg/proc/force_dismount()
for(var/mob/living/M in ridden.buckled_mobs)
ridden.unbuckle_mob(M)
var/turf/target = get_edge_target_turf(ridden, ridden.dir)
var/turf/targetm = get_step(get_turf(ridden), ridden.dir)
M.Move(targetm)
M.visible_message("<span class='boldwarning'>[M] is thrown clear of [ridden] by rapid spinning!</span>")
M.throw_at(target, 14, 5, ridden)
M.Weaken(3)
/datum/riding/proc/equip_buckle_inhands(mob/living/carbon/human/user, amount_required = 1)
var/amount_equipped = 0
for(var/amount_needed = amount_required, amount_needed > 0, amount_needed--)
var/obj/item/riding_offhand/inhand = new /obj/item/riding_offhand(user)
inhand.rider = user
inhand.ridden = ridden
if(user.put_in_hands(inhand, TRUE))
amount_equipped++
else
break
if(amount_equipped >= amount_required)
return TRUE
else
unequip_buckle_inhands(user)
return FALSE
/datum/riding/proc/unequip_buckle_inhands(mob/living/carbon/user)
for(var/obj/item/riding_offhand/O in user.contents)
if(O.ridden != ridden)
CRASH("RIDING OFFHAND ON WRONG MOB")
continue
if(O.selfdeleting)
continue
else
qdel(O)
return TRUE
/obj/item/riding_offhand
name = "offhand"
icon = 'icons/obj/weapons.dmi'
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
flags = ABSTRACT | DROPDEL | NOBLUDGEON
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/mob/living/carbon/rider
var/mob/living/ridden
var/selfdeleting = FALSE
/obj/item/riding_offhand/dropped()
selfdeleting = TRUE
. = ..()
/obj/item/riding_offhand/equipped()
if(loc != rider)
selfdeleting = TRUE
qdel(src)
. = ..()
/obj/item/riding_offhand/Destroy()
if(selfdeleting)
if(rider in ridden.buckled_mobs)
ridden.unbuckle_mob(rider)
. = ..()

View File

@@ -895,3 +895,39 @@
.["Make alien"] = "?_src_=vars;makealien=\ref[src]"
.["Make slime"] = "?_src_=vars;makeslime=\ref[src]"
.["Toggle Purrbation"] = "?_src_=vars;purrbation=\ref[src]"
/mob/living/carbon/human/MouseDrop_T(mob/living/target, mob/living/user)
if((target != pulling) || (grab_state < GRAB_AGGRESSIVE) || (user != target)) //Get consent first :^)
. = ..()
return
buckle_mob(target, FALSE, TRUE, TRUE)
. = ..()
/mob/living/carbon/human/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE, yes = FALSE)
if(!yes)
return
if(!is_type_in_typecache(M, can_ride_typecache))
M.visible_message("<span class='warning'>[M] really can't seem to mount [src]...</span>")
return
if(!riding_datum)
riding_datum = new /datum/riding/human
riding_datum.ridden = src
if(buckled_mobs && ((M in buckled_mobs) || (buckled_mobs.len >= max_buckled_mobs)))
return
if(buckled) //NO INFINITE STACKING!!
return
if(M.incapacitated(FALSE, TRUE) || incapacitated(FALSE, TRUE))
M.visible_message("<span class='boldwarning'>[M] can't hang onto [src]!</span>")
return
if(iscarbon(M) && (!riding_datum.equip_buckle_inhands(M, 2))) //MAKE SURE THIS IS LAST!!
M.visible_message("<span class='boldwarning'>[M] can't climb onto [src] because [M.p_their()] hands are full!</span>")
return
. = ..(M, force, check_loc)
stop_pulling()
/mob/living/carbon/human/unbuckle_mob(mob/living/M)
if(iscarbon(M))
if(riding_datum)
riding_datum.unequip_buckle_inhands(M)
riding_datum.restore_position(M)
. = ..(M)

View File

@@ -201,6 +201,9 @@
/mob/living/carbon/human/attack_hand(mob/living/carbon/human/M)
if(..()) //to allow surgery to return properly.
return
if(M.a_intent == INTENT_DISARM)
if(M.buckled_mobs && (src in M.buckled_mobs) && M.riding_datum)
M.riding_datum.force_dismount(src)
dna.species.spec_attack_hand(M, src)

View File

@@ -50,3 +50,6 @@ var/global/default_martial_art = new/datum/martial_art
var/drunkenness = 0 //Overall drunkenness - check handle_alcohol() in life.dm for effects
var/datum/personal_crafting/handcrafting
can_buckle = TRUE
buckle_lying = FALSE
can_ride_typecache = list(/mob/living/carbon/human)

View File

@@ -55,7 +55,8 @@
//End bloody footprints
S.step_action()
if(buckled_mobs && buckled_mobs.len && riding_datum)
riding_datum.on_vehicle_move()
/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
if(..())

View File

@@ -462,6 +462,10 @@
user.spin(20, 1)
if(istype(user, /mob/living/silicon/robot))
var/mob/living/silicon/robot/R = user
if(R.riding_datum)
R.riding_datum.force_dismount()
if(R.buckled_mobs)
for(var/mob/M in R.buckled_mobs)
if(R.riding_datum)
R.riding_datum.force_dismount(M)
else
R.unbuckle_all_mobs()
..()

View File

@@ -91,7 +91,7 @@
can_buckle = TRUE
buckle_lying = FALSE
var/datum/riding/cyborg/riding_datum = null
can_ride_typecache = list(/mob/living/carbon/human)
/mob/living/silicon/robot/New(loc)
spark_system = new /datum/effect_system/spark_spread()
@@ -1006,6 +1006,9 @@
buckle_mob(M)
/mob/living/silicon/robot/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!is_type_in_typecache(M, can_ride_typecache))
M.visible_message("<span class='warning'>[M] really can't seem to mount the [src]...</span>")
return
if(!riding_datum)
riding_datum = new /datum/riding/cyborg
riding_datum.ridden = src
@@ -1020,69 +1023,18 @@
return
if(M.restrained())
return
if(iscyborg(M))
M.visible_message("<span class='warning'>[M] really can't seem to mount the [src]...</span>")
return
if(isbot(M))
M.visible_message("<span class='boldwarning'>No. Just... no.</span>")
return
if(module)
if(!module.allow_riding)
M.visible_message("<span class='boldwarning'>Unfortunately, [M] just can't seem to hold onto [src]!</span>")
return
if(iscarbon(M))
if(!equip_buckle_inhands(M)) //MAKE SURE THIS IS LAST!
M.visible_message("<span class='boldwarning'>[M] can't climb onto [src] because his hands are full!</span>")
return
if(iscarbon(M) && (!riding_datum.equip_buckle_inhands(M, 1)))
M.visible_message("<span class='boldwarning'>[M] can't climb onto [src] because his hands are full!</span>")
return
. = ..(M, force, check_loc)
riding_datum.handle_vehicle_offsets()
/mob/living/silicon/robot/unbuckle_mob(mob/user)
if(iscarbon(user))
unequip_buckle_inhands(user)
if(riding_datum)
riding_datum.unequip_buckle_inhands(user)
riding_datum.restore_position(user)
. = ..(user)
riding_datum.restore_position(user)
/mob/living/silicon/robot/proc/unequip_buckle_inhands(mob/living/carbon/user)
for(var/obj/item/cyborgride_offhand/O in user.contents)
if(O.ridden != src)
CRASH("RIDING OFFHAND ON WRONG MOB")
continue
if(O.selfdeleting)
continue
else
qdel(O)
return TRUE
/mob/living/silicon/robot/proc/equip_buckle_inhands(mob/living/carbon/user)
var/obj/item/cyborgride_offhand/inhand = new /obj/item/cyborgride_offhand(user)
inhand.rider = user
inhand.ridden = src
return user.put_in_hands(inhand, TRUE)
/obj/item/cyborgride_offhand
name = "offhand"
icon = 'icons/obj/weapons.dmi'
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
flags = ABSTRACT | DROPDEL | NOBLUDGEON
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/mob/living/carbon/rider
var/mob/living/silicon/robot/ridden
var/selfdeleting = FALSE
/obj/item/cyborgride_offhand/dropped()
selfdeleting = TRUE
. = ..()
/obj/item/cyborgride_offhand/equipped()
if(loc != rider)
selfdeleting = TRUE
qdel(src)
. = ..()
/obj/item/cyborgride_offhand/Destroy()
if(selfdeleting)
if(rider in ridden.buckled_mobs)
ridden.unbuckle_mob(rider)
. = ..()

View File

@@ -84,7 +84,6 @@
//domestication
var/tame = 0
var/datum/riding/riding_datum = null
/mob/living/simple_animal/New()
..()

View File

@@ -28,6 +28,7 @@ var/next_mob_id = 0
else
living_mob_list += src
prepare_huds()
can_ride_typecache = typecacheof(can_ride_typecache)
..()
/atom/proc/prepare_huds()
@@ -944,4 +945,8 @@ var/next_mob_id = 0
switch(var_name)
if ("attack_log")
return debug_variable(var_name, attack_log, 0, src, FALSE)
. = ..()
. = ..()
/mob/post_buckle_mob(mob/living/M)
riding_datum.handle_vehicle_offsets()
riding_datum.handle_vehicle_layer()

View File

@@ -145,4 +145,6 @@
var/list/observers = null //The list of people observing this mob.
var/list/progressbars = null //for stacking do_after bars
var/list/progressbars = null //for stacking do_after bars
var/datum/riding/riding_datum
var/list/can_ride_typecache = list()

View File

@@ -1,435 +1,435 @@
/mob/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(istype(mover, /obj/item/projectile) || mover.throwing)
return (!density || lying)
if(mover.checkpass(PASSMOB))
return 1
if(buckled == mover)
return 1
if(ismob(mover))
if (mover in buckled_mobs)
return 1
return (!mover.density || !density || lying)
//The byond version of these verbs wait for the next tick before acting.
// instant verbs however can run mid tick or even during the time between ticks.
/client/verb/moveup()
set name = ".moveup"
set instant = 1
Move(get_step(mob, NORTH), NORTH)
/client/verb/movedown()
set name = ".movedown"
set instant = 1
Move(get_step(mob, SOUTH), SOUTH)
/client/verb/moveright()
set name = ".moveright"
set instant = 1
Move(get_step(mob, EAST), EAST)
/client/verb/moveleft()
set name = ".moveleft"
set instant = 1
Move(get_step(mob, WEST), WEST)
/client/Northeast()
swap_hand()
return
/client/Southeast()
attack_self()
return
/client/Southwest()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
else
usr << "<span class='danger'>This mob type cannot throw items.</span>"
return
/client/Northwest()
if(!usr.get_active_held_item())
usr << "<span class='warning'>You have nothing to drop in your hand!</span>"
return
usr.drop_item()
//This gets called when you press the delete button.
/client/verb/delete_key_pressed()
set hidden = 1
if(!usr.pulling)
usr << "<span class='notice'>You are not pulling anything.</span>"
return
usr.stop_pulling()
/client/verb/swap_hand()
set category = "IC"
set name = "Swap hands"
if(mob)
mob.swap_hand()
/client/verb/attack_self()
set hidden = 1
if(mob)
mob.mode()
return
/client/verb/drop_item()
set hidden = 1
if(!iscyborg(mob))
mob.drop_item_v()
return
/client/Center()
if(isobj(mob.loc))
var/obj/O = mob.loc
if(mob.canmove)
return O.relaymove(mob, 0)
return
/client/proc/Move_object(direct)
if(mob && mob.control_object)
if(mob.control_object.density)
step(mob.control_object,direct)
if(!mob.control_object)
return
mob.control_object.setDir(direct)
else
mob.control_object.loc = get_step(mob.control_object,direct)
return
/client/Move(n, direct)
if(world.time < move_delay)
return 0
move_delay = world.time+world.tick_lag //this is here because Move() can now be called mutiple times per tick
if(!mob || !mob.loc)
return 0
if(mob.notransform)
return 0 //This is sota the goto stop mobs from moving var
if(mob.control_object)
return Move_object(direct)
if(!isliving(mob))
return mob.Move(n,direct)
if(mob.stat == DEAD)
mob.ghostize()
return 0
if(moving)
return 0
if(mob.force_moving)
return 0
if(isliving(mob))
var/mob/living/L = mob
if(L.incorporeal_move) //Move though walls
Process_Incorpmove(direct)
return 0
if(mob.remote_control) //we're controlling something, our movement is relayed to it
return mob.remote_control.relaymove(mob, direct)
if(isAI(mob))
return AIMove(n,direct,mob)
if(Process_Grab()) //are we restrained by someone's grip?
return
if(mob.buckled) //if we're buckled to something, tell it we moved.
return mob.buckled.relaymove(mob, direct)
if(!mob.canmove)
return 0
if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
var/atom/O = mob.loc
return O.relaymove(mob, direct)
if(!mob.Process_Spacemove(direct))
return 0
//We are now going to move
moving = 1
move_delay = mob.movement_delay() + world.time
if(mob.confused)
if(mob.confused > 40)
step(mob, pick(cardinal))
else if(prob(mob.confused * 1.5))
step(mob, angle2dir(dir2angle(direct) + pick(90, -90)))
else if(prob(mob.confused * 3))
step(mob, angle2dir(dir2angle(direct) + pick(45, -45)))
else
step(mob, direct)
else
. = ..()
moving = 0
if(mob && .)
if(mob.throwing)
mob.throwing.finalize(FALSE)
for(var/obj/O in mob)
O.on_mob_move(direct, src)
return .
///Process_Grab()
///Called by client/Move()
///Checks to see if you are being grabbed and if so attemps to break it
/client/proc/Process_Grab()
if(mob.pulledby)
if(mob.incapacitated(ignore_restraints = 1))
move_delay = world.time + 10
return 1
else if(mob.restrained(ignore_grab = 1))
move_delay = world.time + 10
src << "<span class='warning'>You're restrained! You can't move!</span>"
return 1
else
return mob.resist_grab(1)
///Process_Incorpmove
///Called by client/Move()
///Allows mobs to run though walls
/client/proc/Process_Incorpmove(direct)
var/turf/mobloc = get_turf(mob)
if(!isliving(mob))
return
var/mob/living/L = mob
switch(L.incorporeal_move)
if(1)
L.loc = get_step(L, direct)
L.setDir(direct)
if(2)
if(prob(50))
var/locx
var/locy
switch(direct)
if(NORTH)
locx = mobloc.x
locy = (mobloc.y+2)
if(locy>world.maxy)
return
if(SOUTH)
locx = mobloc.x
locy = (mobloc.y-2)
if(locy<1)
return
if(EAST)
locy = mobloc.y
locx = (mobloc.x+2)
if(locx>world.maxx)
return
if(WEST)
locy = mobloc.y
locx = (mobloc.x-2)
if(locx<1)
return
else
return
L.loc = locate(locx,locy,mobloc.z)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, L.loc))
new /obj/effect/overlay/temp/dir_setting/ninja/shadow(T, L.dir)
limit--
if(limit<=0)
break
else
new /obj/effect/overlay/temp/dir_setting/ninja/shadow(mobloc, L.dir)
L.loc = get_step(L, direct)
L.setDir(direct)
if(3) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
var/turf/open/floor/stepTurf = get_step(L, direct)
for(var/obj/effect/decal/cleanable/salt/S in stepTurf)
L << "<span class='warning'>[S] bars your passage!</span>"
if(isrevenant(L))
var/mob/living/simple_animal/revenant/R = L
R.reveal(20)
R.stun(20)
return
if(stepTurf.flags & NOJAUNT)
L << "<span class='warning'>Holy energies block your path.</span>"
else
L.loc = get_step(L, direct)
L.setDir(direct)
return 1
///Process_Spacemove
///Called by /client/Move()
///For moving in space
///Return 1 for movement 0 for none
/mob/Process_Spacemove(movement_dir = 0)
if(..())
return 1
var/atom/movable/backup = get_spacemove_backup()
if(backup)
if(istype(backup) && movement_dir && !backup.anchored)
if(backup.newtonian_move(turn(movement_dir, 180))) //You're pushing off something movable, so it moves
src << "<span class='info'>You push off of [backup] to propel yourself.</span>"
return 1
return 0
/mob/get_spacemove_backup()
for(var/A in orange(1, get_turf(src)))
if(isarea(A))
continue
else if(isturf(A))
var/turf/turf = A
if(isspaceturf(turf))
continue
if(!turf.density && !mob_negates_gravity())
continue
return A
else
var/atom/movable/AM = A
if(AM == buckled) //Kind of unnecessary but let's just be sure
continue
if(!AM.CanPass(src) || AM.density)
if(AM.anchored)
return AM
if(pulling == AM)
continue
. = AM
/mob/proc/mob_has_gravity()
return has_gravity()
/mob/proc/mob_negates_gravity()
return 0
//moves the mob/object we're pulling
/mob/proc/Move_Pulled(atom/A)
if(!pulling)
return
if(pulling.anchored || !pulling.Adjacent(src))
stop_pulling()
return
if(isliving(pulling))
var/mob/living/L = pulling
if(L.buckled && L.buckled.buckle_prevents_pull) //if they're buckled to something that disallows pulling, prevent it
stop_pulling()
return
if(A == loc && pulling.density)
return
if(!Process_Spacemove(get_dir(pulling.loc, A)))
return
step(pulling, get_dir(pulling.loc, A))
/mob/proc/slip(s_amount, w_amount, obj/O, lube)
return
/mob/proc/update_gravity()
return
//bodypart selection - Cyberboss
//8 toggles through head - eyes - mouth
//4: r-arm 5: chest 6: l-arm
//1: r-leg 2: groin 3: l-leg
/client/proc/check_has_body_select()
return mob && mob.hud_used && mob.hud_used.zone_select && istype(mob.hud_used.zone_select, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
if(!check_has_body_select())
return
var/next_in_line
switch(mob.zone_selected)
if("head")
next_in_line = "eyes"
if("eyes")
next_in_line = "mouth"
else
next_in_line = "head"
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(next_in_line, mob)
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("r_arm", mob)
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("chest", mob)
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("l_arm", mob)
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("r_leg", mob)
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("groin", mob)
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("l_leg", mob)
/client/verb/toggle_walk_run()
set name = "toggle-walk-run"
set hidden = TRUE
set instant = TRUE
if(mob)
mob.toggle_move_intent()
/mob/proc/toggle_move_intent()
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/mov_intent/selector in hud_used.static_inventory)
selector.toggle(src)
/mob/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(istype(mover, /obj/item/projectile) || mover.throwing)
return (!density || lying)
if(mover.checkpass(PASSMOB))
return 1
if(buckled == mover)
return 1
if(ismob(mover))
if (mover in buckled_mobs)
return 1
return (!mover.density || !density || lying)
//The byond version of these verbs wait for the next tick before acting.
// instant verbs however can run mid tick or even during the time between ticks.
/client/verb/moveup()
set name = ".moveup"
set instant = 1
Move(get_step(mob, NORTH), NORTH)
/client/verb/movedown()
set name = ".movedown"
set instant = 1
Move(get_step(mob, SOUTH), SOUTH)
/client/verb/moveright()
set name = ".moveright"
set instant = 1
Move(get_step(mob, EAST), EAST)
/client/verb/moveleft()
set name = ".moveleft"
set instant = 1
Move(get_step(mob, WEST), WEST)
/client/Northeast()
swap_hand()
return
/client/Southeast()
attack_self()
return
/client/Southwest()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
else
usr << "<span class='danger'>This mob type cannot throw items.</span>"
return
/client/Northwest()
if(!usr.get_active_held_item())
usr << "<span class='warning'>You have nothing to drop in your hand!</span>"
return
usr.drop_item()
//This gets called when you press the delete button.
/client/verb/delete_key_pressed()
set hidden = 1
if(!usr.pulling)
usr << "<span class='notice'>You are not pulling anything.</span>"
return
usr.stop_pulling()
/client/verb/swap_hand()
set category = "IC"
set name = "Swap hands"
if(mob)
mob.swap_hand()
/client/verb/attack_self()
set hidden = 1
if(mob)
mob.mode()
return
/client/verb/drop_item()
set hidden = 1
if(!iscyborg(mob))
mob.drop_item_v()
return
/client/Center()
if(isobj(mob.loc))
var/obj/O = mob.loc
if(mob.canmove)
return O.relaymove(mob, 0)
return
/client/proc/Move_object(direct)
if(mob && mob.control_object)
if(mob.control_object.density)
step(mob.control_object,direct)
if(!mob.control_object)
return
mob.control_object.setDir(direct)
else
mob.control_object.loc = get_step(mob.control_object,direct)
return
/client/Move(n, direct)
if(world.time < move_delay)
return 0
move_delay = world.time+world.tick_lag //this is here because Move() can now be called mutiple times per tick
if(!mob || !mob.loc)
return 0
if(mob.notransform)
return 0 //This is sota the goto stop mobs from moving var
if(mob.control_object)
return Move_object(direct)
if(!isliving(mob))
return mob.Move(n,direct)
if(mob.stat == DEAD)
mob.ghostize()
return 0
if(moving)
return 0
if(mob.force_moving)
return 0
if(isliving(mob))
var/mob/living/L = mob
if(L.incorporeal_move) //Move though walls
Process_Incorpmove(direct)
return 0
if(mob.remote_control) //we're controlling something, our movement is relayed to it
return mob.remote_control.relaymove(mob, direct)
if(isAI(mob))
return AIMove(n,direct,mob)
if(Process_Grab()) //are we restrained by someone's grip?
return
if(mob.buckled) //if we're buckled to something, tell it we moved.
return mob.buckled.relaymove(mob, direct)
if(!mob.canmove)
return 0
if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
var/atom/O = mob.loc
return O.relaymove(mob, direct)
if(!mob.Process_Spacemove(direct))
return 0
//We are now going to move
moving = 1
move_delay = mob.movement_delay() + world.time
if(mob.confused)
if(mob.confused > 40)
step(mob, pick(cardinal))
else if(prob(mob.confused * 1.5))
step(mob, angle2dir(dir2angle(direct) + pick(90, -90)))
else if(prob(mob.confused * 3))
step(mob, angle2dir(dir2angle(direct) + pick(45, -45)))
else
step(mob, direct)
else
. = ..()
moving = 0
if(mob && .)
if(mob.throwing)
mob.throwing.finalize(FALSE)
for(var/obj/O in mob)
O.on_mob_move(direct, src)
return .
///Process_Grab()
///Called by client/Move()
///Checks to see if you are being grabbed and if so attemps to break it
/client/proc/Process_Grab()
if(mob.pulledby)
if(mob.incapacitated(ignore_restraints = 1))
move_delay = world.time + 10
return 1
else if(mob.restrained(ignore_grab = 1))
move_delay = world.time + 10
src << "<span class='warning'>You're restrained! You can't move!</span>"
return 1
else
return mob.resist_grab(1)
///Process_Incorpmove
///Called by client/Move()
///Allows mobs to run though walls
/client/proc/Process_Incorpmove(direct)
var/turf/mobloc = get_turf(mob)
if(!isliving(mob))
return
var/mob/living/L = mob
switch(L.incorporeal_move)
if(1)
L.loc = get_step(L, direct)
L.setDir(direct)
if(2)
if(prob(50))
var/locx
var/locy
switch(direct)
if(NORTH)
locx = mobloc.x
locy = (mobloc.y+2)
if(locy>world.maxy)
return
if(SOUTH)
locx = mobloc.x
locy = (mobloc.y-2)
if(locy<1)
return
if(EAST)
locy = mobloc.y
locx = (mobloc.x+2)
if(locx>world.maxx)
return
if(WEST)
locy = mobloc.y
locx = (mobloc.x-2)
if(locx<1)
return
else
return
L.loc = locate(locx,locy,mobloc.z)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, L.loc))
new /obj/effect/overlay/temp/dir_setting/ninja/shadow(T, L.dir)
limit--
if(limit<=0)
break
else
new /obj/effect/overlay/temp/dir_setting/ninja/shadow(mobloc, L.dir)
L.loc = get_step(L, direct)
L.setDir(direct)
if(3) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
var/turf/open/floor/stepTurf = get_step(L, direct)
for(var/obj/effect/decal/cleanable/salt/S in stepTurf)
L << "<span class='warning'>[S] bars your passage!</span>"
if(isrevenant(L))
var/mob/living/simple_animal/revenant/R = L
R.reveal(20)
R.stun(20)
return
if(stepTurf.flags & NOJAUNT)
L << "<span class='warning'>Holy energies block your path.</span>"
else
L.loc = get_step(L, direct)
L.setDir(direct)
return 1
///Process_Spacemove
///Called by /client/Move()
///For moving in space
///Return 1 for movement 0 for none
/mob/Process_Spacemove(movement_dir = 0)
if(..())
return 1
var/atom/movable/backup = get_spacemove_backup()
if(backup)
if(istype(backup) && movement_dir && !backup.anchored)
if(backup.newtonian_move(turn(movement_dir, 180))) //You're pushing off something movable, so it moves
src << "<span class='info'>You push off of [backup] to propel yourself.</span>"
return 1
return 0
/mob/get_spacemove_backup()
for(var/A in orange(1, get_turf(src)))
if(isarea(A))
continue
else if(isturf(A))
var/turf/turf = A
if(isspaceturf(turf))
continue
if(!turf.density && !mob_negates_gravity())
continue
return A
else
var/atom/movable/AM = A
if(AM == buckled) //Kind of unnecessary but let's just be sure
continue
if(!AM.CanPass(src) || AM.density)
if(AM.anchored)
return AM
if(pulling == AM)
continue
. = AM
/mob/proc/mob_has_gravity()
return has_gravity()
/mob/proc/mob_negates_gravity()
return 0
//moves the mob/object we're pulling
/mob/proc/Move_Pulled(atom/A)
if(!pulling)
return
if(pulling.anchored || !pulling.Adjacent(src))
stop_pulling()
return
if(isliving(pulling))
var/mob/living/L = pulling
if(L.buckled && L.buckled.buckle_prevents_pull) //if they're buckled to something that disallows pulling, prevent it
stop_pulling()
return
if(A == loc && pulling.density)
return
if(!Process_Spacemove(get_dir(pulling.loc, A)))
return
step(pulling, get_dir(pulling.loc, A))
/mob/proc/slip(s_amount, w_amount, obj/O, lube)
return
/mob/proc/update_gravity()
return
//bodypart selection - Cyberboss
//8 toggles through head - eyes - mouth
//4: r-arm 5: chest 6: l-arm
//1: r-leg 2: groin 3: l-leg
/client/proc/check_has_body_select()
return mob && mob.hud_used && mob.hud_used.zone_select && istype(mob.hud_used.zone_select, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
if(!check_has_body_select())
return
var/next_in_line
switch(mob.zone_selected)
if("head")
next_in_line = "eyes"
if("eyes")
next_in_line = "mouth"
else
next_in_line = "head"
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(next_in_line, mob)
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("r_arm", mob)
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("chest", mob)
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("l_arm", mob)
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("r_leg", mob)
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("groin", mob)
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone("l_leg", mob)
/client/verb/toggle_walk_run()
set name = "toggle-walk-run"
set hidden = TRUE
set instant = TRUE
if(mob)
mob.toggle_move_intent()
/mob/proc/toggle_move_intent()
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/mov_intent/selector in hud_used.static_inventory)
selector.toggle(src)