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Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
332 lines
12 KiB
Plaintext
332 lines
12 KiB
Plaintext
/datum/component/riding
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var/last_vehicle_move = 0 //used for move delays
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var/last_move_diagonal = FALSE
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var/vehicle_move_delay = 2 //tick delay between movements, lower = faster, higher = slower
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var/keytype
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var/slowed = FALSE
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var/slowvalue = 1
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var/list/riding_offsets = list() //position_of_user = list(dir = list(px, py)), or RIDING_OFFSET_ALL for a generic one.
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var/list/directional_vehicle_layers = list() //["[DIRECTION]"] = layer. Don't set it for a direction for default, set a direction to null for no change.
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var/list/directional_vehicle_offsets = list() //same as above but instead of layer you have a list(px, py)
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var/list/allowed_turf_typecache
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var/list/forbid_turf_typecache //allow typecache for only certain turfs, forbid to allow all but those. allow only certain turfs will take precedence.
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var/allow_one_away_from_valid_turf = TRUE //allow moving one tile away from a valid turf but not more.
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var/override_allow_spacemove = FALSE
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var/drive_verb = "drive"
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var/ride_check_rider_incapacitated = FALSE
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var/ride_check_rider_restrained = FALSE
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var/ride_check_ridden_incapacitated = FALSE
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/datum/component/riding/Initialize()
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if(!ismovableatom(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, COMSIG_MOVABLE_BUCKLE, .proc/vehicle_mob_buckle)
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RegisterSignal(parent, COMSIG_MOVABLE_UNBUCKLE, .proc/vehicle_mob_unbuckle)
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/vehicle_moved)
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/datum/component/riding/proc/vehicle_mob_unbuckle(datum/source, mob/living/M, force = FALSE)
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restore_position(M)
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unequip_buckle_inhands(M)
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/datum/component/riding/proc/vehicle_mob_buckle(datum/source, mob/living/M, force = FALSE)
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handle_vehicle_offsets()
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/datum/component/riding/proc/handle_vehicle_layer()
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var/atom/movable/AM = parent
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var/static/list/defaults = list(TEXT_NORTH = OBJ_LAYER, TEXT_SOUTH = ABOVE_MOB_LAYER, TEXT_EAST = ABOVE_MOB_LAYER, TEXT_WEST = ABOVE_MOB_LAYER)
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. = defaults["[AM.dir]"]
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if(directional_vehicle_layers["[AM.dir]"])
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. = directional_vehicle_layers["[AM.dir]"]
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if(isnull(.)) //you can set it to null to not change it.
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. = AM.layer
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AM.layer = .
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/datum/component/riding/proc/set_vehicle_dir_layer(dir, layer)
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directional_vehicle_layers["[dir]"] = layer
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/datum/component/riding/proc/vehicle_moved(datum/source)
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var/atom/movable/AM = parent
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for(var/i in AM.buckled_mobs)
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ride_check(i)
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handle_vehicle_offsets()
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handle_vehicle_layer()
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/datum/component/riding/proc/ride_check(mob/living/M)
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var/atom/movable/AM = parent
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var/mob/AMM = AM
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if((ride_check_rider_restrained && M.restrained(TRUE)) || (ride_check_rider_incapacitated && M.incapacitated(FALSE, TRUE)) || (ride_check_ridden_incapacitated && istype(AMM) && AMM.incapacitated(FALSE, TRUE)))
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AM.visible_message("<span class='warning'>[M] falls off of [AM]!</span>")
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AM.unbuckle_mob(M)
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return TRUE
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/datum/component/riding/proc/force_dismount(mob/living/M)
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var/atom/movable/AM = parent
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AM.unbuckle_mob(M)
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/datum/component/riding/proc/handle_vehicle_offsets()
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var/atom/movable/AM = parent
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var/AM_dir = "[AM.dir]"
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var/passindex = 0
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if(AM.has_buckled_mobs())
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for(var/m in AM.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 == AM_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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var/list/static/default_vehicle_pixel_offsets = list(TEXT_NORTH = list(0, 0), TEXT_SOUTH = list(0, 0), TEXT_EAST = list(0, 0), TEXT_WEST = list(0, 0))
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var/px = default_vehicle_pixel_offsets[AM_dir]
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var/py = default_vehicle_pixel_offsets[AM_dir]
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if(directional_vehicle_offsets[AM_dir])
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if(isnull(directional_vehicle_offsets[AM_dir]))
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px = AM.pixel_x
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py = AM.pixel_y
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else
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px = directional_vehicle_offsets[AM_dir][1]
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py = directional_vehicle_offsets[AM_dir][2]
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AM.pixel_x = px
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AM.pixel_y = py
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/datum/component/riding/proc/set_vehicle_dir_offsets(dir, x, y)
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directional_vehicle_offsets["[dir]"] = list(x, y)
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//Override this to set your vehicle's various pixel offsets
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/datum/component/riding/proc/get_offsets(pass_index) // list(dir = x, y, layer)
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. = list(TEXT_NORTH = list(0, 0), TEXT_SOUTH = list(0, 0), TEXT_EAST = list(0, 0), TEXT_WEST = list(0, 0))
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if(riding_offsets["[pass_index]"])
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. = riding_offsets["[pass_index]"]
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else if(riding_offsets["[RIDING_OFFSET_ALL]"])
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. = riding_offsets["[RIDING_OFFSET_ALL]"]
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/datum/component/riding/proc/set_riding_offsets(index, list/offsets)
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if(!islist(offsets))
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return FALSE
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riding_offsets["[index]"] = offsets
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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/component/riding/proc/get_rider_dir(pass_index)
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var/atom/movable/AM = parent
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return AM.dir
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//KEYS
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/datum/component/riding/proc/keycheck(mob/user)
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return !keytype || user.is_holding_item_of_type(keytype)
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//BUCKLE HOOKS
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/datum/component/riding/proc/restore_position(mob/living/buckled_mob)
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if(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(CONFIG_GET(string/default_view))
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//MOVEMENT
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/datum/component/riding/proc/turf_check(turf/next, turf/current)
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if(allowed_turf_typecache && !allowed_turf_typecache[next.type])
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return (allow_one_away_from_valid_turf && allowed_turf_typecache[current.type])
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else if(forbid_turf_typecache && forbid_turf_typecache[next.type])
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return (allow_one_away_from_valid_turf && !forbid_turf_typecache[current.type])
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return TRUE
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/datum/component/riding/proc/handle_ride(mob/user, direction)
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var/atom/movable/AM = parent
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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 < last_vehicle_move + ((last_move_diagonal? 2 : 1) * vehicle_move_delay * CONFIG_GET(number/movedelay/run_delay))) //yogs - fixed this to work with movespeed
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return
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last_vehicle_move = world.time
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if(keycheck(user))
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var/turf/next = get_step(AM, direction)
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var/turf/current = get_turf(AM)
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if(!istype(next) || !istype(current))
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return //not happening.
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if(!turf_check(next, current))
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to_chat(user, "Your \the [AM] can not go onto [next]!")
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return
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if(!Process_Spacemove(direction) || !isturf(AM.loc))
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return
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step(AM, direction)
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if((direction & (direction - 1)) && (AM.loc == next)) //moved diagonally
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last_move_diagonal = TRUE
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else
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last_move_diagonal = FALSE
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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_verb] [AM].</span>")
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/datum/component/riding/proc/Unbuckle(atom/movable/M)
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addtimer(CALLBACK(parent, /atom/movable/.proc/unbuckle_mob, M), 0, TIMER_UNIQUE)
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/datum/component/riding/proc/Process_Spacemove(direction)
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var/atom/movable/AM = parent
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return override_allow_spacemove || AM.has_gravity()
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/datum/component/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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///////Yes, I said humans. No, this won't end well...//////////
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/datum/component/riding/human
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/datum/component/riding/human/Initialize()
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. = ..()
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RegisterSignal(parent, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, .proc/on_host_unarmed_melee)
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/datum/component/riding/human/proc/on_host_unarmed_melee(atom/target)
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var/mob/living/carbon/human/AM = parent
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if(AM.a_intent == INTENT_DISARM && (target in AM.buckled_mobs))
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force_dismount(target)
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/datum/component/riding/human/handle_vehicle_layer()
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var/atom/movable/AM = parent
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if(AM.buckled_mobs && AM.buckled_mobs.len)
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if(AM.dir == SOUTH)
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AM.layer = ABOVE_MOB_LAYER
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else
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AM.layer = OBJ_LAYER
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else
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AM.layer = MOB_LAYER
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/datum/component/riding/human/force_dismount(mob/living/user)
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var/atom/movable/AM = parent
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AM.unbuckle_mob(user)
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user.Paralyze(60)
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user.visible_message("<span class='warning'>[AM] pushes [user] off of [AM.p_them()]!</span>")
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/datum/component/riding/cyborg
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/datum/component/riding/cyborg/ride_check(mob/user)
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var/atom/movable/AM = parent
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if(user.incapacitated())
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var/kick = TRUE
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if(iscyborg(AM))
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var/mob/living/silicon/robot/R = AM
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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 [AM]!</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 [AM] with no hands!</span>")
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return
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/datum/component/riding/cyborg/handle_vehicle_layer()
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var/atom/movable/AM = parent
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if(AM.buckled_mobs && AM.buckled_mobs.len)
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if(AM.dir == SOUTH)
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AM.layer = ABOVE_MOB_LAYER
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else
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AM.layer = OBJ_LAYER
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else
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AM.layer = MOB_LAYER
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/datum/component/riding/cyborg/get_offsets(pass_index) // list(dir = x, y, layer)
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return list(TEXT_NORTH = list(0, 4), TEXT_SOUTH = list(0, 4), TEXT_EAST = list(-6, 3), TEXT_WEST = list( 6, 3))
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/datum/component/riding/cyborg/handle_vehicle_offsets()
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var/atom/movable/AM = parent
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if(AM.has_buckled_mobs())
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for(var/mob/living/M in AM.buckled_mobs)
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M.setDir(AM.dir)
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if(iscyborg(AM))
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var/mob/living/silicon/robot/R = AM
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if(istype(R.module))
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M.pixel_x = R.module.ride_offset_x[dir2text(AM.dir)]
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M.pixel_y = R.module.ride_offset_y[dir2text(AM.dir)]
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else
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..()
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/datum/component/riding/cyborg/force_dismount(mob/living/M)
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var/atom/movable/AM = parent
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AM.unbuckle_mob(M)
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var/turf/target = get_edge_target_turf(AM, AM.dir)
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var/turf/targetm = get_step(get_turf(AM), AM.dir)
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M.Move(targetm)
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M.visible_message("<span class='warning'>[M] is thrown clear of [AM]!</span>")
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M.throw_at(target, 14, 5, AM)
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M.Paralyze(60)
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/datum/component/riding/proc/equip_buckle_inhands(mob/living/carbon/human/user, amount_required = 1)
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var/atom/movable/AM = parent
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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.parent = AM
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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/component/riding/proc/unequip_buckle_inhands(mob/living/carbon/user)
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var/atom/movable/AM = parent
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for(var/obj/item/riding_offhand/O in user.contents)
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if(O.parent != AM)
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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/items_and_weapons.dmi'
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icon_state = "offhand"
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w_class = WEIGHT_CLASS_HUGE
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item_flags = ABSTRACT | DROPDEL | NOBLUDGEON
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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/parent
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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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var/atom/movable/AM = parent
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if(selfdeleting)
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if(rider in AM.buckled_mobs)
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AM.unbuckle_mob(rider)
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. = ..()
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