/atom/movable var/can_buckle = 0 var/buckle_lying = -1 //bed-like behaviour, forces mob.lying = buckle_lying if != -1 var/buckle_requires_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes var/list/mob/living/buckled_mobs = null //list() var/max_buckled_mobs = 1 var/buckle_prevents_pull = FALSE //Interaction /atom/movable/attack_robot(mob/living/user) . = ..() if(.) return if(Adjacent(user) && 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 1 else if(user_unbuckle_mob(buckled_mobs[1], user)) return 1 /atom/movable/attack_hand(mob/living/user) . = ..() if(.) return 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 1 else if(user_unbuckle_mob(buckled_mobs[1],user)) return 1 /atom/movable/MouseDrop_T(mob/living/M, mob/living/user) . = ..() if(can_buckle && istype(M) && istype(user)) if(user_buckle_mob(M, user)) return 1 /atom/movable/proc/has_buckled_mobs() if(!buckled_mobs) return FALSE if(buckled_mobs.len) return TRUE //procs that handle the actual buckling and unbuckling /atom/movable/proc/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) if(!buckled_mobs) buckled_mobs = list() if(!istype(M)) return FALSE if(check_loc && M.loc != loc) return FALSE if((!can_buckle && !force) || M.buckled || (buckled_mobs.len >= max_buckled_mobs) || (buckle_requires_restraints && !M.restrained()) || M == src) return FALSE M.buckling = src if(!M.can_buckle() && !force) if(M == usr) to_chat(M, span_warning("You are unable to buckle yourself to [src]!")) else to_chat(usr, span_warning("You are unable to buckle [M] to [src]!")) M.buckling = null return FALSE // This signal will check if the mob is mounting this atom to ride it. There are 3 possibilities for how this goes // 1. This movable doesn't have a ridable element and can't be ridden, so nothing gets returned, so continue on // 2. There's a ridable element but we failed to mount it for whatever reason (maybe it has no seats left, for example), so we cancel the buckling // 3. There's a ridable element and we were successfully able to mount, so keep it going and continue on with buckling // if(SEND_SIGNAL(src, COMSIG_MOVABLE_PREBUCKLE, M, force, buckle_mob_flags) & COMPONENT_BLOCK_BUCKLE) // return FALSE if(M.pulledby) if(buckle_prevents_pull) M.pulledby.stop_pulling() else if(isliving(M.pulledby)) var/mob/living/L = M.pulledby L.reset_pull_offsets(M, TRUE) if(!check_loc && M.loc != loc) M.forceMove(loc) M.buckling = null M.buckled = src M.setDir(dir) buckled_mobs |= M M.update_mobility() M.throw_alert("buckled", /atom/movable/screen/alert/restrained/buckled) M.set_glide_size(glide_size) post_buckle_mob(M) SEND_SIGNAL(src, COMSIG_MOVABLE_BUCKLE, M, force) return TRUE /obj/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE) . = ..() if(.) if(resistance_flags & ON_FIRE) //Sets the mob on fire if you buckle them to a burning atom/movableect M.adjust_fire_stacks(1) M.ignite_mob() /atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE) if(!isliving(buckled_mob)) CRASH("Non-living [buckled_mob] thing called unbuckle_mob() for source.") if(buckled_mob.buckled != src) CRASH("[buckled_mob] called unbuckle_mob() for source while having buckled as [buckled_mob.buckled].") if(!force && !buckled_mob.can_unbuckle()) return . = buckled_mob buckled_mob.buckled = null buckled_mob.anchored = initial(buckled_mob.anchored) buckled_mob.update_mobility() buckled_mob.clear_alert("buckled") buckled_mob.set_glide_size(DELAY_TO_GLIDE_SIZE(buckled_mob.total_multiplicative_slowdown())) buckled_mobs -= buckled_mob SEND_SIGNAL(src, COMSIG_MOVABLE_UNBUCKLE, buckled_mob, force) if(can_fall) var/turf/location = buckled_mob.loc if(istype(location) && !buckled_mob.currently_z_moving) location.zFall(buckled_mob) post_unbuckle_mob(.) if(!QDELETED(buckled_mob) && !buckled_mob.currently_z_moving && isturf(buckled_mob.loc)) // In the case they unbuckled to a flying movable midflight. var/turf/pitfall = buckled_mob.loc pitfall?.zFall(buckled_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 //Called on buckle_mob() /atom/movable/proc/post_buckle_mob(mob/living/M) //same but for unbuckle /atom/movable/proc/post_unbuckle_mob(mob/living/M) //Wrapper procs that handle sanity and user feedback /atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE) if(!in_range(user, src) || !isturf(user.loc) || user.incapacitated() || M.anchored) return FALSE add_fingerprint(user) . = buckle_mob(M, check_loc = check_loc) if(.) if(M == user) M.visible_message(\ span_notice("[M] buckles [M.p_them()]self to [src]."),\ span_notice("You buckle yourself to [src]."),\ span_italics("You hear metal clanking.")) else M.visible_message(\ span_warning("[user] buckles [M] to [src]!"),\ span_warning("[user] buckles you to [src]!"),\ span_italics("You hear metal clanking.")) /atom/movable/proc/user_unbuckle_mob(mob/living/buckled_mob, mob/user) if(unbuckle_mob(buckled_mob)) if(buckled_mob != user) buckled_mob.visible_message(\ span_notice("[user] unbuckles [buckled_mob] from [src]."),\ span_notice("[user] unbuckles you from [src]."),\ span_italics("You hear metal clanking.")) else buckled_mob.visible_message(\ span_notice("[buckled_mob] unbuckles [buckled_mob.p_them()]self from [src]."),\ span_notice("You unbuckle yourself from [src]."),\ span_italics("You hear metal clanking.")) add_fingerprint(user) if(isliving(buckled_mob.pulledby)) var/mob/living/L = buckled_mob.pulledby L.set_pull_offsets(buckled_mob, L.grab_state) return buckled_mob