/datum/component/riding
This is the riding component, which is applied to a movable atom by the ridable element when a mob is successfully buckled to said movable.
This component lives for as long as at least one mob is buckled to the parent. Once all mobs are unbuckled, the component is deleted, until another mob is buckled in and we make a new riding component, so on and so forth until the sun explodes.
Vars | |
allowed_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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can_force_unbuckle | can anyone other than the rider unbuckle the rider? |
directional_vehicle_layers | ["[DIRECTION]"] = layer. Don't set it for a direction for default, set a direction to null for no change. |
directional_vehicle_offsets | same as above but instead of layer you have a list(px, py) |
forbid_turf_typecache | allow typecache for only certain turfs, forbid to allow all but those. allow only certain turfs will take precedence. |
keytype | If the driver needs a certain item in hand (or inserted, for vehicles) to drive this. For vehicles, this must be duplicated on the actual vehicle object in their [/obj/vehicle/var/key_type] variable because the vehicle objects still have a few special checks/functions of their own I'm not porting over to the riding component quite yet. Make sure if you define it on the vehicle, you define it here too. |
message_cooldown | For telling someone they can't drive |
override_allow_spacemove | We don't need roads where we're going if this is TRUE, allow normal movement in space tiles |
ride_check_flags | Ride check flags defined for the specific riding component types, so we know if we need arms, legs, or whatever. Takes additional flags from the ridable element and the buckle proc (buckle_mob_flags) for riding cyborgs/humans in case we need to reserve arms |
riding_offsets | position_of_user = list(dir = list(px, py)), or RIDING_OFFSET_ALL for a generic one. |
vehicle_move_cooldown | For telling someone they can't drive |
vehicle_move_delay | tick delay between movements, lower = faster, higher = slower |
Procs | |
handle_vehicle_layer | Some ridable atoms may want to only show on top of the rider in certain directions, like wheelchairs |
riding_can_z_move | Extra checks before buckled.can_z_move can be called in mob/living/can_z_move() |
Var Details
allowed_turf_typecache
allow typecache for only certain turfs, forbid to allow all but those. allow only certain turfs will take precedence.
can_force_unbuckle
can anyone other than the rider unbuckle the rider?
directional_vehicle_layers
["[DIRECTION]"] = layer. Don't set it for a direction for default, set a direction to null for no change.
directional_vehicle_offsets
same as above but instead of layer you have a list(px, py)
forbid_turf_typecache
allow typecache for only certain turfs, forbid to allow all but those. allow only certain turfs will take precedence.
keytype
If the driver needs a certain item in hand (or inserted, for vehicles) to drive this. For vehicles, this must be duplicated on the actual vehicle object in their [/obj/vehicle/var/key_type] variable because the vehicle objects still have a few special checks/functions of their own I'm not porting over to the riding component quite yet. Make sure if you define it on the vehicle, you define it here too.
message_cooldown
For telling someone they can't drive
override_allow_spacemove
We don't need roads where we're going if this is TRUE, allow normal movement in space tiles
ride_check_flags
Ride check flags defined for the specific riding component types, so we know if we need arms, legs, or whatever. Takes additional flags from the ridable element and the buckle proc (buckle_mob_flags) for riding cyborgs/humans in case we need to reserve arms
riding_offsets
position_of_user = list(dir = list(px, py)), or RIDING_OFFSET_ALL for a generic one.
vehicle_move_cooldown
For telling someone they can't drive
vehicle_move_delay
tick delay between movements, lower = faster, higher = slower
Proc Details
handle_vehicle_layer
Some ridable atoms may want to only show on top of the rider in certain directions, like wheelchairs
riding_can_z_move
Extra checks before buckled.can_z_move can be called in mob/living/can_z_move()