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scooter.dm
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scooter.dm
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/obj/vehicle/ridden/scooter
name = "scooter"
desc = "A fun way to get around."
icon_state = "scooter"
are_legs_exposed = TRUE
fall_off_if_missing_arms = TRUE
/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, "<span class='notice'>You begin to remove the handlebars...</span>")
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, "<span class='notice'>You remove the handlebars from [src].</span>")
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.num_legs > 0)
buckled_mob.pixel_y = 5
else
buckled_mob.pixel_y = -4
/obj/vehicle/ridden/scooter/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!istype(M))
return FALSE
if(M.usable_legs < legs_required && M.usable_hands < arms_required)
to_chat(M, "<span class='warning'>You don't think it'd be a good idea trying to ride \the [src]...</span>")
return FALSE
return ..()
/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
fall_off_if_missing_arms = FALSE
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 = 1.5
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(mob/living/user, direction)
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(ITEM_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("<span class='danger'>[src] crashes into [A], sending [H] flying!</span>")
H.Paralyze(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("<span class='danger'>[L] loses [L.p_their()] footing and slams on the ground!</span>")
L.Paralyze(40)
grinding = FALSE
icon_state = board_icon
return
else
playsound(src, 'sound/vehicles/skateboard_roll.ogg', 50, TRUE)
if(prob (25))
var/turf/location = get_turf(loc)
if(location)
location.hotspot_expose(1000,1000)
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, "<span class='warning'>You can't lift this up when somebody's on it.</span>")
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, "<span class='notice'>You begin to add wheels to [src].</span>")
if(I.use_tool(src, user, 80, volume=50, amount=5))
to_chat(user, "<span class='notice'>You finish making wheels for [src].</span>")
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, "<span class='notice'>You deconstruct [src].</span>")
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, "<span class='notice'>You begin making handlebars for [src].</span>")
if(I.use_tool(src, user, 25, volume=50, amount=2))
to_chat(user, "<span class='notice'>You add the rods to [src], creating handlebars.</span>")
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, "<span class='notice'>You begin to deconstruct and remove the wheels on [src]...</span>")
if(I.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You deconstruct the wheels on [src].</span>")
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, "<span class='notice'>You pop the Wheely-Heels' wheels back into place.</span>")
moveToNullspace()
return ..()
/obj/vehicle/ridden/scooter/wheelys/post_buckle_mob(mob/living/M)
to_chat(M, "<span class='notice'>You pop out the Wheely-Heels' wheels.</span>")
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.Paralyze(30)
H.adjustStaminaLoss(10)
var/head_slot = H.get_item_by_slot(ITEM_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("<span class='danger'>[src] crashes into [A], sending [H] flying!</span>")
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)