reworking the shoving people action.
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@@ -1828,60 +1828,32 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/shove_dir = get_dir(user.loc, target_oldturf)
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var/turf/target_shove_turf = get_step(target.loc, shove_dir)
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var/mob/living/carbon/human/target_collateral_human
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var/obj/structure/table/target_table
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var/obj/machinery/disposal/bin/target_disposal_bin
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var/shove_blocked = FALSE //Used to check if a shove is blocked so that if it is knockdown logic can be applied
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//Thank you based whoneedsspace
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target_collateral_human = locate(/mob/living/carbon/human) in target_shove_turf.contents
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if(target_collateral_human)
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if(target_collateral_human && target_collateral_human.resting)
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shove_blocked = TRUE
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else
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target_collateral_human = null
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target.Move(target_shove_turf, shove_dir)
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if(get_turf(target) == target_oldturf)
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target_table = locate(/obj/structure/table) in target_shove_turf.contents
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target_disposal_bin = locate(/obj/machinery/disposal/bin) in target_shove_turf.contents
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shove_blocked = TRUE
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if(shove_blocked && !target.buckled)
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var/directional_blocked = FALSE
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if(shove_dir in GLOB.cardinals) //Directional checks to make sure that we're not shoving through a windoor or something like that
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var/target_turf = get_turf(target)
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for(var/obj/O in target_turf)
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if(O.flags_1 & ON_BORDER_1 && O.dir == shove_dir && O.density)
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directional_blocked = TRUE
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break
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if(target_turf != target_shove_turf) //Make sure that we don't run the exact same check twice on the same tile
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for(var/obj/O in target_shove_turf)
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if(O.flags_1 & ON_BORDER_1 && O.dir == turn(shove_dir, 180) && O.density)
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directional_blocked = TRUE
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break
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var/directional_blocked = !target.Adjacent(target_shove_turf)
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var/targetatrest = target.resting
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if(((!target_table && !(target_disposal_bin && target.Adjacent(target_disposal_bin)) && !target_collateral_human) || directional_blocked) && !targetatrest)
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if((directional_blocked || (!target_collateral_human && !target_turf.shove_act(target, user))) && !targetatrest)
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target.Knockdown(SHOVE_KNOCKDOWN_SOLID)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name], knocking them down!</span>",
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"<span class='danger'>You shove [target.name], knocking them down!</span>", null, COMBAT_MESSAGE_RANGE)
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log_combat(user, target, "shoved", "knocking them down")
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else if(target_table)
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if(!targetatrest)
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target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name] onto \the [target_table]!</span>",
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"<span class='danger'>You shove [target.name] onto \the [target_table]!</span>", null, COMBAT_MESSAGE_RANGE)
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target.throw_at(target_table, 1, 1, null, FALSE) //1 speed throws with no spin are basically just forcemoves with a hard collision check
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log_combat(user, target, "shoved", "onto [target_table] (table)")
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else if(target_collateral_human && !targetatrest)
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target.Knockdown(SHOVE_KNOCKDOWN_HUMAN)
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if(!target_collateral_human.resting)
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target_collateral_human.Knockdown(SHOVE_KNOCKDOWN_COLLATERAL)
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target_collateral_human.Knockdown(SHOVE_KNOCKDOWN_COLLATERAL)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name] into [target_collateral_human.name]!</span>",
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"<span class='danger'>You shove [target.name] into [target_collateral_human.name]!</span>", null, COMBAT_MESSAGE_RANGE)
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log_combat(user, target, "shoved", "into [target_collateral_human.name]")
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else if(target_disposal_bin)
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target.Knockdown(SHOVE_KNOCKDOWN_SOLID)
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target.forceMove(target_disposal_bin)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name] into \the [target_disposal_bin]!</span>",
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"<span class='danger'>You shove [target.name] into \the [target_disposal_bin]!</span>", null, COMBAT_MESSAGE_RANGE)
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log_combat(user, target, "shoved", "into [target_disposal_bin] (disposal bin)")
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else
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user.visible_message("<span class='danger'>[user.name] shoves [target.name]!</span>",
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@@ -111,14 +111,7 @@
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stuff_mob_in(target, user)
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/obj/machinery/disposal/proc/stuff_mob_in(mob/living/target, mob/living/user)
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if(!iscarbon(user) && !user.ventcrawler) //only carbon and ventcrawlers can climb into disposal by themselves.
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return
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if(!isturf(user.loc)) //No magically doing it from inside closets
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return
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if(target.buckled || target.has_buckled_mobs())
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return
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if(target.mob_size > MOB_SIZE_HUMAN)
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to_chat(user, "<span class='warning'>[target] doesn't fit inside [src]!</span>")
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if(!can_stuff_mob_in(target, user))
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return
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add_fingerprint(user)
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if(user == target)
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@@ -137,6 +130,28 @@
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target.LAssailant = user
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update_icon()
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/obj/machinery/disposal/proc/can_stuff_mob_in(mob/living/target, mob/living/user, pushing = FALSE)
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if(!pushing && !iscarbon(user) && !user.ventcrawler) //only carbon and ventcrawlers can climb into disposal by themselves.
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return FALSE
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if(!isturf(user.loc)) //No magically doing it from inside closets
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return FALSE
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if(target.buckled || target.has_buckled_mobs())
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return FALSE
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if(target.mob_size > MOB_SIZE_HUMAN)
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if(!pushing)
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to_chat(user, "<span class='warning'>[target] doesn't fit inside [src]!</span>")
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return FALSE
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/obj/machinery/disposal/bin/shove_act(mob/living/target, mob/living/user)
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if(target.Adjacent(src) && can_stuff_mob_in(target, user, TRUE))
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target.Knockdown(SHOVE_KNOCKDOWN_SOLID)
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target.forceMove(src)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name] into \the [src]!</span>",
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"<span class='danger'>You shove [target.name] into \the [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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log_combat(user, target, "shoved", "into [src] (disposal bin)")
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return TRUE
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return FALSE
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/obj/machinery/disposal/relaymove(mob/user)
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attempt_escape(user)
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@@ -305,7 +320,7 @@
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if(Adjacent(user))
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return TRUE
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return ..()
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/obj/machinery/disposal/bin/oui_data(mob/user)
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var/list/data = list()
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