Files
GS13NG/code/modules/vehicles/scooter.dm

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/obj/vehicle/scooter
name = "scooter"
desc = "A fun way to get around."
icon_state = "scooter"
/obj/vehicle/scooter/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You begin to remove the handlebars...</span>"
playsound(get_turf(user), 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 40/I.toolspeed, target = src))
new /obj/vehicle/scooter/skateboard(get_turf(src))
new /obj/item/stack/rods(get_turf(src),2)
user << "<span class='notice'>You remove the handlebars from [src].</span>"
qdel(src)
/obj/vehicle/scooter/handle_vehicle_layer()
if(dir == SOUTH)
layer = ABOVE_MOB_LAYER
else
layer = OBJ_LAYER
/obj/vehicle/scooter/handle_vehicle_offsets()
..()
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
switch(buckled_mob.dir)
if(NORTH)
buckled_mob.pixel_x = 0
if(EAST)
buckled_mob.pixel_x = -2
if(SOUTH)
buckled_mob.pixel_x = 0
if(WEST)
buckled_mob.pixel_x = 2
if(buckled_mob.get_num_legs() > 0)
buckled_mob.pixel_y = 5
else
buckled_mob.pixel_y = -4
/obj/vehicle/scooter/post_buckle_mob(mob/living/M)
vehicle_move_delay = initial(vehicle_move_delay)
..()
if(M.get_num_legs() < 2)
vehicle_move_delay ++
if(M.get_num_arms() <= 0)
if(buckled_mobs.len)//to prevent the message displaying twice due to unbuckling
M << "<span class='warning'>Your limbless body flops off \the [src].</span>"
unbuckle_mob(M)
/obj/vehicle/scooter/skateboard
name = "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"
vehicle_move_delay = 0//fast
density = 0
/obj/vehicle/scooter/skateboard/post_buckle_mob(mob/living/M)//allows skateboards to be non-dense but still allows 2 skateboarders to collide with each other
if(has_buckled_mobs())
density = 1
else
density = 0
..()
/obj/vehicle/scooter/skateboard/Bump(atom/A)
..()
if(A.density && has_buckled_mobs())
var/mob/living/carbon/H = buckled_mobs[1]
var/atom/throw_target = get_edge_target_turf(H, pick(cardinal))
unbuckle_mob(H)
H.throw_at_fast(throw_target, 4, 3)
H.Weaken(5)
H.adjustStaminaLoss(40)
visible_message("<span class='danger'>[src] crashes into [A], sending [H] flying!</span>")
playsound(src, 'sound/effects/bang.ogg', 50, 1)
/obj/vehicle/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)
M << "<span class='warning'>You can't lift this up when somebody's on it.</span>"
return
if(over_object == M)
var/obj/item/weapon/melee/skateboard/board = new /obj/item/weapon/melee/skateboard()
M.put_in_hands(board)
qdel(src)
//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 = 3
/obj/item/scooter_frame/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You deconstruct [src].</span>"
new /obj/item/stack/rods(get_turf(src),10)
playsound(get_turf(user), 'sound/items/Ratchet.ogg', 50, 1)
qdel(src)
return
else if(istype(I, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = I
if(M.amount < 5)
user << "<span class='warning'>You need at least five metal sheets to make proper wheels!</span>"
return
user << "<span class='notice'>You begin to add wheels to [src].</span>"
if(do_after(user, 80, target = src))
M.use(5)
user << "<span class='notice'>You finish making wheels for [src].</span>"
new /obj/vehicle/scooter/skateboard(user.loc)
qdel(src)
/obj/vehicle/scooter/skateboard/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You begin to deconstruct and remove the wheels on [src]...</span>"
playsound(get_turf(user), 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20, target = src))
user << "<span class='notice'>You deconstruct the wheels on [src].</span>"
new /obj/item/stack/sheet/metal(get_turf(src),5)
new /obj/item/scooter_frame(get_turf(src))
qdel(src)
else if(istype(I, /obj/item/stack/rods))
var/obj/item/stack/rods/C = I
if(C.get_amount() < 2)
user << "<span class='warning'>You need at least two rods to make proper handlebars!</span>"
return
user << "<span class='notice'>You begin making handlebars for [src].</span>"
if(do_after(user, 25, target = src))
user << "<span class='notice'>You add the rods to [src], creating handlebars.</span>"
C.use(2)
new/obj/vehicle/scooter(get_turf(src))
qdel(src)