/obj/vehicle/ridden/scooter name = "scooter" desc = "A fun way to get around." icon_state = "scooter" /obj/vehicle/ridden/scooter/Initialize() . = ..() var/datum/component/riding/D = LoadComponent(/datum/component/riding) D.set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(0), TEXT_SOUTH = list(-2), TEXT_EAST = list(0), TEXT_WEST = list( 2))) /obj/vehicle/ridden/scooter/wrench_act(mob/living/user, obj/item/I) to_chat(user, "You begin to remove the handlebars...") if(I.use_tool(src, user, 40, volume=50)) var/obj/vehicle/ridden/scooter/skateboard/S = new(drop_location()) new /obj/item/stack/rods(drop_location(), 2) to_chat(user, "You remove the handlebars from [src].") if(has_buckled_mobs()) var/mob/living/carbon/H = buckled_mobs[1] unbuckle_mob(H) S.buckle_mob(H) qdel(src) return TRUE /obj/vehicle/ridden/scooter/Moved() . = ..() for(var/m in buckled_mobs) var/mob/living/buckled_mob = m if(buckled_mob.get_num_legs(FALSE) > 0) buckled_mob.pixel_y = 5 else buckled_mob.pixel_y = -4 /obj/vehicle/ridden/scooter/buckle_mob(mob/living/M, force = 0, check_loc = 1) if(!istype(M)) return 0 if(M.get_num_legs() < 2 && M.get_num_arms() <= 0) to_chat(M, "Your limbless body can't ride \the [src].") return 0 . = ..() /obj/vehicle/ridden/scooter/skateboard name = "improvised skateboard" desc = "An unfinished scooter which can only barely be called a skateboard. It's still rideable, but probably unsafe. Looks like you'll need to add a few rods to make handlebars." icon_state = "skateboard" density = FALSE arms_required = 0 var/datum/effect_system/spark_spread/sparks ///Whether the board is currently grinding var/grinding = FALSE ///Stores the time of the last crash plus a short cooldown, affects availability and outcome of certain actions var/next_crash ///Stores the default icon state var/board_icon = "skateboard" ///The handheld item counterpart for the board var/board_item_type = /obj/item/melee/skateboard ///Stamina drain multiplier var/instability = 10 /obj/vehicle/ridden/scooter/skateboard/Initialize() . = ..() var/datum/component/riding/D = LoadComponent(/datum/component/riding) D.vehicle_move_delay = 1 D.set_vehicle_dir_layer(SOUTH, ABOVE_MOB_LAYER) D.set_vehicle_dir_layer(NORTH, OBJ_LAYER) D.set_vehicle_dir_layer(EAST, OBJ_LAYER) D.set_vehicle_dir_layer(WEST, OBJ_LAYER) sparks = new sparks.set_up(1, 0, src) sparks.attach(src) /obj/vehicle/ridden/scooter/skateboard/Destroy() if(sparks) QDEL_NULL(sparks) . = ..() /obj/vehicle/ridden/scooter/skateboard/relaymove() if (grinding || world.time < next_crash) return FALSE return ..() /obj/vehicle/ridden/scooter/skateboard/generate_actions() . = ..() initialize_controller_action_type(/datum/action/vehicle/ridden/scooter/skateboard/ollie, VEHICLE_CONTROL_DRIVE) /obj/vehicle/ridden/scooter/skateboard/post_buckle_mob(mob/living/M)//allows skateboards to be non-dense but still allows 2 skateboarders to collide with each other density = TRUE return ..() /obj/vehicle/ridden/scooter/skateboard/post_unbuckle_mob(mob/living/M) if(!has_buckled_mobs()) density = FALSE return ..() /obj/vehicle/ridden/scooter/skateboard/Bump(atom/A) . = ..() if(A.density && has_buckled_mobs()) var/mob/living/H = buckled_mobs[1] H.adjustStaminaLoss(instability*6) playsound(src, 'sound/effects/bang.ogg', 40, TRUE) if(!iscarbon(H) || H.getStaminaLoss() >= 100 || grinding || world.time < next_crash) var/atom/throw_target = get_edge_target_turf(H, pick(GLOB.cardinals)) unbuckle_mob(H) H.throw_at(throw_target, 3, 2) var/head_slot = H.get_item_by_slot(SLOT_HEAD) if(!head_slot || !(istype(head_slot,/obj/item/clothing/head/helmet) || istype(head_slot,/obj/item/clothing/head/hardhat))) H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5) H.updatehealth() visible_message("[src] crashes into [A], sending [H] flying!") H.Knockdown(80) else var/backdir = turn(dir, 180) vehicle_move(backdir) H.spin(4, 1) next_crash = world.time + 10 ///Moves the vehicle forward and if it lands on a table, repeats /obj/vehicle/ridden/scooter/skateboard/proc/grind() vehicle_move(dir) if(has_buckled_mobs() && locate(/obj/structure/table) in loc.contents) var/mob/living/L = buckled_mobs[1] L.adjustStaminaLoss(instability*0.5) if (L.getStaminaLoss() >= 100) playsound(src, 'sound/effects/bang.ogg', 20, TRUE) unbuckle_mob(L) var/atom/throw_target = get_edge_target_turf(src, pick(GLOB.cardinals)) L.throw_at(throw_target, 2, 2) visible_message("[L] loses [L.p_their()] footing and slams on the ground!") L.Knockdown(40) grinding = FALSE icon_state = board_icon return else playsound(src, 'sound/vehicles/skateboard_roll.ogg', 50, TRUE) if(prob (25)) sparks.start() //the most radical way to start plasma fires addtimer(CALLBACK(src, .proc/grind), 2) return else grinding = FALSE icon_state = board_icon /obj/vehicle/ridden/scooter/skateboard/MouseDrop(atom/over_object) . = ..() var/mob/living/carbon/M = usr if(!istype(M) || M.incapacitated() || !Adjacent(M)) return if(has_buckled_mobs() && over_object == M) to_chat(M, "You can't lift this up when somebody's on it.") return if(over_object == M) var/board = new board_item_type(get_turf(M)) M.put_in_hands(board) qdel(src) /obj/vehicle/ridden/scooter/skateboard/pro name = "skateboard" desc = "A RaDSTORMz brand professional skateboard. Looks a lot more stable than the average board." icon_state = "skateboard2" board_icon = "skateboard2" board_item_type = /obj/item/melee/skateboard/pro instability = 6 /obj/vehicle/ridden/scooter/skateboard/hoverboard/ name = "hoverboard" desc = "A blast from the past, so retro!" board_item_type = /obj/item/melee/skateboard/hoverboard instability = 3 icon_state = "hoverboard_red" board_icon = "hoverboard_red" /obj/vehicle/ridden/scooter/skateboard/hoverboard/screwdriver_act(mob/living/user, obj/item/I) return FALSE /obj/vehicle/ridden/scooter/skateboard/hoverboard/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/stack/rods)) return else return ..() /obj/vehicle/ridden/scooter/skateboard/hoverboard/admin name = "\improper Board Of Directors" desc = "The engineering complexity of a spaceship concentrated inside of a board. Just as expensive, too." board_item_type = /obj/item/melee/skateboard/hoverboard/admin instability = 0 icon_state = "hoverboard_nt" board_icon = "hoverboard_nt" //CONSTRUCTION /obj/item/scooter_frame name = "scooter frame" desc = "A metal frame for building a scooter. Looks like you'll need to add some metal to make wheels." icon = 'icons/obj/vehicles.dmi' icon_state = "scooter_frame" w_class = WEIGHT_CLASS_NORMAL /obj/item/scooter_frame/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/stack/sheet/metal)) if(!I.tool_start_check(user, amount=5)) return to_chat(user, "You begin to add wheels to [src].") if(I.use_tool(src, user, 80, volume=50, amount=5)) to_chat(user, "You finish making wheels for [src].") new /obj/vehicle/ridden/scooter/skateboard(user.loc) qdel(src) else return ..() /obj/item/scooter_frame/wrench_act(mob/living/user, obj/item/I) to_chat(user, "You deconstruct [src].") new /obj/item/stack/rods(drop_location(), 10) I.play_tool_sound(src) qdel(src) return TRUE /obj/vehicle/ridden/scooter/skateboard/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/stack/rods)) if(!I.tool_start_check(user, amount=2)) return to_chat(user, "You begin making handlebars for [src].") if(I.use_tool(src, user, 25, volume=50, amount=2)) to_chat(user, "You add the rods to [src], creating handlebars.") var/obj/vehicle/ridden/scooter/S = new(loc) if(has_buckled_mobs()) var/mob/living/carbon/H = buckled_mobs[1] unbuckle_mob(H) S.buckle_mob(H) qdel(src) else return ..() /obj/vehicle/ridden/scooter/skateboard/screwdriver_act(mob/living/user, obj/item/I) if(..()) return TRUE to_chat(user, "You begin to deconstruct and remove the wheels on [src]...") if(I.use_tool(src, user, 20, volume=50)) to_chat(user, "You deconstruct the wheels on [src].") new /obj/item/stack/sheet/metal(drop_location(), 5) new /obj/item/scooter_frame(drop_location()) if(has_buckled_mobs()) var/mob/living/carbon/H = buckled_mobs[1] unbuckle_mob(H) qdel(src) return TRUE /obj/vehicle/ridden/scooter/skateboard/wrench_act(mob/living/user, obj/item/I) return //Wheelys /obj/vehicle/ridden/scooter/wheelys name = "Wheely-Heels" desc = "Uses patented retractable wheel technology. Never sacrifice speed for style - not that this provides much of either." icon = null density = FALSE /obj/vehicle/ridden/scooter/wheelys/Initialize() . = ..() var/datum/component/riding/D = LoadComponent(/datum/component/riding) D.vehicle_move_delay = 0 D.set_vehicle_dir_layer(SOUTH, ABOVE_MOB_LAYER) D.set_vehicle_dir_layer(NORTH, OBJ_LAYER) D.set_vehicle_dir_layer(EAST, OBJ_LAYER) D.set_vehicle_dir_layer(WEST, OBJ_LAYER) /obj/vehicle/ridden/scooter/wheelys/post_unbuckle_mob(mob/living/M) if(!has_buckled_mobs()) to_chat(M, "You pop the Wheely-Heel's wheels back into place.") moveToNullspace() return ..() /obj/vehicle/ridden/scooter/wheelys/post_buckle_mob(mob/living/M) to_chat(M, "You pop out the Wheely-Heel's wheels.") return ..() /obj/vehicle/ridden/scooter/wheelys/Bump(atom/A) . = ..() if(A.density && has_buckled_mobs()) var/mob/living/H = buckled_mobs[1] var/atom/throw_target = get_edge_target_turf(H, pick(GLOB.cardinals)) unbuckle_mob(H) H.throw_at(throw_target, 4, 3) H.DefaultCombatKnockdown(30) H.adjustStaminaLoss(10) var/head_slot = H.get_item_by_slot(SLOT_HEAD) if(!head_slot || !(istype(head_slot,/obj/item/clothing/head/helmet) || istype(head_slot,/obj/item/clothing/head/hardhat))) H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 1) H.updatehealth() visible_message("[src] crashes into [A], sending [H] flying!") playsound(src, 'sound/effects/bang.ogg', 50, 1)