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Inspired partially by complaints about my changes to crates that made them hard to shoot open. This PR adds two main features which interact: Crates can now be slid under tables, making them easier to stow away. A crate only fits under a table while closed, and can't be opened while under there. Crates can now be hoisted up ontop of a table, this takes time depending on the mass of the crate. A crate ontop of a table works as normal, and it will also always block shots, making a table the ideal platform for firing an emitter at one. A table can have a crate both under and ontop of it, allowing two crates to be stored on one tile, at some cost of convenience and effort. The crates have their pixel offsets modified so that both of them can be seen at once.
462 lines
15 KiB
Plaintext
462 lines
15 KiB
Plaintext
/obj/structure/table
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name = "table frame"
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icon = 'icons/obj/tables.dmi'
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icon_state = "frame"
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desc = "It's a table, for putting things on. Or standing on, if you really want to."
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density = 1
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anchored = 1
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climbable = 1
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layer = LAYER_TABLE
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throwpass = 1
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var/flipped = 0
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var/maxhealth = 10
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var/health = 10
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// For racks.
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var/can_reinforce = 1
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var/can_plate = 1
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var/manipulating = 0
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var/material/material = null
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var/material/reinforced = null
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// Gambling tables. I'd prefer reinforced with carpet/felt/cloth/whatever, but AFAIK it's either harder or impossible to get /obj/item/stack/material of those.
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// Convert if/when you can easily get stacks of these.
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var/carpeted = 0
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var/list/connections = list("nw0", "ne0", "sw0", "se0")
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/obj/structure/table/proc/update_material()
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var/old_maxhealth = maxhealth
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if(!material)
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maxhealth = 10
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else
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maxhealth = material.integrity / 2
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if(reinforced)
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maxhealth += reinforced.integrity / 2
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health += maxhealth - old_maxhealth
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/obj/structure/table/proc/take_damage(amount)
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// If the table is made of a brittle material, and is *not* reinforced with a non-brittle material, damage is multiplied by TABLE_BRITTLE_MATERIAL_MULTIPLIER
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if(material && material.is_brittle())
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if(reinforced)
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if(reinforced.is_brittle())
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amount *= TABLE_BRITTLE_MATERIAL_MULTIPLIER
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else
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amount *= TABLE_BRITTLE_MATERIAL_MULTIPLIER
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health -= amount
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if(health <= 0)
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visible_message("<span class='warning'>\The [src] breaks down!</span>")
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return break_to_parts() // if we break and form shards, return them to the caller to do !FUN! things with
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/obj/structure/table/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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take_damage(rand(100,400))
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if(3.0)
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take_damage(rand(50,150))
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/obj/structure/table/initialize()
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..()
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// One table per turf.
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for(var/obj/structure/table/T in loc)
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if(T != src)
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// There's another table here that's not us, break to metal.
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// break_to_parts calls qdel(src)
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break_to_parts(full_return = 1)
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return
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// reset color/alpha, since they're set for nice map previews
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color = "#ffffff"
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alpha = 255
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update_connections(1)
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update_icon()
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update_desc()
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update_material()
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/obj/structure/table/Destroy()
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material = null
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reinforced = null
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update_connections(1) // Update tables around us to ignore us (material=null forces no connections)
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for(var/obj/structure/table/T in oview(src, 1))
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T.update_icon()
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..()
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/obj/structure/table/examine(mob/user)
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. = ..()
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if(health < maxhealth)
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switch(health / maxhealth)
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if(0.0 to 0.5)
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user << "<span class='warning'>It looks severely damaged!</span>"
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if(0.25 to 0.5)
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user << "<span class='warning'>It looks damaged!</span>"
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if(0.5 to 1.0)
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user << "<span class='notice'>It has a few scrapes and dents.</span>"
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/obj/structure/table/attackby(obj/item/weapon/W, mob/user)
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if(reinforced && istype(W, /obj/item/weapon/screwdriver))
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remove_reinforced(W, user)
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if(!reinforced)
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update_desc()
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update_icon()
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update_material()
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return 1
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if(carpeted && istype(W, /obj/item/weapon/crowbar))
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user.visible_message("<span class='notice'>\The [user] removes the carpet from \the [src].</span>",
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"<span class='notice'>You remove the carpet from \the [src].</span>")
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new /obj/item/stack/tile/carpet(loc)
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carpeted = 0
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update_icon()
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return 1
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if(!carpeted && material && istype(W, /obj/item/stack/tile/carpet))
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var/obj/item/stack/tile/carpet/C = W
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if(C.use(1))
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user.visible_message("<span class='notice'>\The [user] adds \the [C] to \the [src].</span>",
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"<span class='notice'>You add \the [C] to \the [src].</span>")
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carpeted = 1
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update_icon()
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return 1
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else
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user << "<span class='warning'>You don't have enough carpet!</span>"
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if(!reinforced && !carpeted && material && istype(W, /obj/item/weapon/wrench))
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remove_material(W, user)
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if(!material)
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update_connections(1)
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update_icon()
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for(var/obj/structure/table/T in oview(src, 1))
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T.update_icon()
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update_desc()
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update_material()
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return 1
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if(!carpeted && !reinforced && !material && istype(W, /obj/item/weapon/wrench))
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dismantle(W, user)
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return 1
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if(health < maxhealth && istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/F = W
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if(F.welding)
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user << "<span class='notice'>You begin reparing damage to \the [src].</span>"
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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if(!do_after(user, 20) || !F.remove_fuel(1, user))
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return
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user.visible_message("<span class='notice'>\The [user] repairs some damage to \the [src].</span>",
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"<span class='notice'>You repair some damage to \the [src].</span>")
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health = max(health+(maxhealth/5), maxhealth) // 20% repair per application
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return 1
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if(!material && can_plate && istype(W, /obj/item/stack/material))
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material = common_material_add(W, user, "plat")
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if(material)
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update_connections(1)
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update_icon()
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update_desc()
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update_material()
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return 1
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return ..()
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/obj/structure/table/MouseDrop_T(obj/item/stack/material/what)
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if(can_reinforce && isliving(usr) && (!usr.stat) && istype(what) && usr.get_active_hand() == what && Adjacent(usr))
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reinforce_table(what, usr)
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else
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return ..()
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/obj/structure/table/proc/reinforce_table(obj/item/stack/material/S, mob/user)
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if(reinforced)
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user << "<span class='warning'>\The [src] is already reinforced!</span>"
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return
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if(!can_reinforce)
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user << "<span class='warning'>\The [src] cannot be reinforced!</span>"
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return
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if(!material)
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user << "<span class='warning'>Plate \the [src] before reinforcing it!</span>"
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return
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if(flipped)
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user << "<span class='warning'>Put \the [src] back in place before reinforcing it!</span>"
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return
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reinforced = common_material_add(S, user, "reinforc")
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if(reinforced)
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update_desc()
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update_icon()
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update_material()
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/obj/structure/table/proc/update_desc()
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if(material)
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name = "[material.display_name] table"
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else
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name = "table frame"
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if(reinforced)
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name = "reinforced [name]"
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desc = "[initial(desc)] This one seems to be reinforced with [reinforced.display_name]."
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else
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desc = initial(desc)
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// Returns the material to set the table to.
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/obj/structure/table/proc/common_material_add(obj/item/stack/material/S, mob/user, verb) // Verb is actually verb without 'e' or 'ing', which is added. Works for 'plate'/'plating' and 'reinforce'/'reinforcing'.
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var/material/M = S.get_material()
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if(!istype(M))
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user << "<span class='warning'>You cannot [verb]e \the [src] with \the [S].</span>"
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return null
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if(manipulating) return M
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manipulating = 1
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user << "<span class='notice'>You begin [verb]ing \the [src] with [M.display_name].</span>"
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if(!do_after(user, 20) || !S.use(1))
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manipulating = 0
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return null
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user.visible_message("<span class='notice'>\The [user] [verb]es \the [src] with [M.display_name].</span>", "<span class='notice'>You finish [verb]ing \the [src].</span>")
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manipulating = 0
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return M
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// Returns the material to set the table to.
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/obj/structure/table/proc/common_material_remove(mob/user, material/M, delay, what, type_holding, sound)
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if(!M.stack_type)
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user << "<span class='warning'>You are unable to remove the [what] from this table!</span>"
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return M
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if(manipulating) return M
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manipulating = 1
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user.visible_message("<span class='notice'>\The [user] begins removing the [type_holding] holding \the [src]'s [M.display_name] [what] in place.</span>",
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"<span class='notice'>You begin removing the [type_holding] holding \the [src]'s [M.display_name] [what] in place.</span>")
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if(sound)
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playsound(src.loc, sound, 50, 1)
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if(!do_after(user, 40))
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manipulating = 0
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return M
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user.visible_message("<span class='notice'>\The [user] removes the [M.display_name] [what] from \the [src].</span>",
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"<span class='notice'>You remove the [M.display_name] [what] from \the [src].</span>")
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new M.stack_type(src.loc)
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manipulating = 0
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return null
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/obj/structure/table/proc/remove_reinforced(obj/item/weapon/screwdriver/S, mob/user)
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reinforced = common_material_remove(user, reinforced, 40, "reinforcements", "screws", 'sound/items/Screwdriver.ogg')
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/obj/structure/table/proc/remove_material(obj/item/weapon/wrench/W, mob/user)
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material = common_material_remove(user, material, 20, "plating", "bolts", 'sound/items/Ratchet.ogg')
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/obj/structure/table/proc/dismantle(obj/item/weapon/wrench/W, mob/user)
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if(manipulating) return
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manipulating = 1
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user.visible_message("<span class='notice'>\The [user] begins dismantling \the [src].</span>",
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"<span class='notice'>You begin dismantling \the [src].</span>")
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(!do_after(user, 20))
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manipulating = 0
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return
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user.visible_message("<span class='notice'>\The [user] dismantles \the [src].</span>",
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"<span class='notice'>You dismantle \the [src].</span>")
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new /obj/item/stack/material/steel(src.loc)
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qdel(src)
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return
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// Returns a list of /obj/item/weapon/material/shard objects that were created as a result of this table's breakage.
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// Used for !fun! things such as embedding shards in the faces of tableslammed people.
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// The repeated
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// S = [x].place_shard(loc)
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// if(S) shards += S
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// is to avoid filling the list with nulls, as place_shard won't place shards of certain materials (holo-wood, holo-steel)
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/obj/structure/table/proc/break_to_parts(full_return = 0)
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var/list/shards = list()
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var/obj/item/weapon/material/shard/S = null
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if(reinforced)
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if(reinforced.stack_type && (full_return || prob(20)))
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reinforced.place_sheet(loc)
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else
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S = reinforced.place_shard(loc)
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if(S) shards += S
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if(material)
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if(material.stack_type && (full_return || prob(20)))
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material.place_sheet(loc)
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else
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S = material.place_shard(loc)
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if(S) shards += S
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if(carpeted && (full_return || prob(50))) // Higher chance to get the carpet back intact, since there's no non-intact option
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new /obj/item/stack/tile/carpet(src.loc)
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if(full_return || prob(20))
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new /obj/item/stack/material/steel(src.loc)
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else
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var/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL)
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S = M.place_shard(loc)
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if(S) shards += S
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qdel(src)
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return shards
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/obj/structure/table/update_icon()
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if(flipped != 1)
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icon_state = "blank"
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overlays.Cut()
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var/image/I
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// Base frame shape. Mostly done for glass/diamond tables, where this is visible.
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for(var/i = 1 to 4)
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I = image(icon, dir = 1<<(i-1), icon_state = connections[i])
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overlays += I
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// Standard table image
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if(material)
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for(var/i = 1 to 4)
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I = image(icon, "[material.icon_base]_[connections[i]]", dir = 1<<(i-1))
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if(material.icon_colour) I.color = material.icon_colour
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I.alpha = 255 * material.opacity
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overlays += I
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// Reinforcements
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if(reinforced)
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for(var/i = 1 to 4)
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I = image(icon, "[reinforced.icon_reinf]_[connections[i]]", dir = 1<<(i-1))
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I.color = reinforced.icon_colour
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I.alpha = 255 * reinforced.opacity
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overlays += I
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if(carpeted)
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for(var/i = 1 to 4)
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I = image(icon, "carpet_[connections[i]]", dir = 1<<(i-1))
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overlays += I
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else
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overlays.Cut()
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var/type = 0
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var/tabledirs = 0
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for(var/direction in list(turn(dir,90), turn(dir,-90)) )
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var/obj/structure/table/T = locate(/obj/structure/table ,get_step(src,direction))
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if (T && T.flipped == 1 && T.dir == src.dir && material && T.material && T.material.name == material.name)
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type++
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tabledirs |= direction
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type = "[type]"
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if (type=="1")
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if (tabledirs & turn(dir,90))
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type += "-"
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if (tabledirs & turn(dir,-90))
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type += "+"
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icon_state = "flip[type]"
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if(material)
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var/image/I = image(icon, "[material.icon_base]_flip[type]")
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I.color = material.icon_colour
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I.alpha = 255 * material.opacity
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overlays += I
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name = "[material.display_name] table"
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else
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name = "table frame"
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if(reinforced)
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var/image/I = image(icon, "[reinforced.icon_reinf]_flip[type]")
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I.color = reinforced.icon_colour
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I.alpha = 255 * reinforced.opacity
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overlays += I
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if(carpeted)
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overlays += "carpet_flip[type]"
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// set propagate if you're updating a table that should update tables around it too, for example if it's a new table or something important has changed (like material).
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/obj/structure/table/proc/update_connections(propagate=0)
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if(!material)
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connections = list("0", "0", "0", "0")
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if(propagate)
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for(var/obj/structure/table/T in oview(src, 1))
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T.update_connections()
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return
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var/list/blocked_dirs = list()
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for(var/obj/structure/window/W in get_turf(src))
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if(W.is_fulltile())
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connections = list("0", "0", "0", "0")
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return
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blocked_dirs |= W.dir
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for(var/D in list(NORTH, SOUTH, EAST, WEST) - blocked_dirs)
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var/turf/T = get_step(src, D)
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for(var/obj/structure/window/W in T)
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if(W.is_fulltile() || W.dir == reverse_dir[D])
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blocked_dirs |= D
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break
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else
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if(W.dir != D) // it's off to the side
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blocked_dirs |= W.dir|D // blocks the diagonal
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for(var/D in list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST) - blocked_dirs)
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var/turf/T = get_step(src, D)
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for(var/obj/structure/window/W in T)
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if(W.is_fulltile() || W.dir & reverse_dir[D])
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blocked_dirs |= D
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break
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// Blocked cardinals block the adjacent diagonals too. Prevents weirdness with tables.
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for(var/x in list(NORTH, SOUTH))
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for(var/y in list(EAST, WEST))
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if((x in blocked_dirs) || (y in blocked_dirs))
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blocked_dirs |= x|y
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var/list/connection_dirs = list()
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for(var/obj/structure/table/T in orange(src, 1))
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var/T_dir = get_dir(src, T)
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if(T_dir in blocked_dirs) continue
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if(material && T.material && material.name == T.material.name && flipped == T.flipped)
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connection_dirs |= T_dir
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if(propagate)
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spawn(0)
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T.update_connections()
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T.update_icon()
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connections = dirs_to_corner_states(connection_dirs)
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#define CORNER_NONE 0
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#define CORNER_COUNTERCLOCKWISE 1
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#define CORNER_DIAGONAL 2
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#define CORNER_CLOCKWISE 4
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/*
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turn() is weird:
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turn(icon, angle) turns icon by angle degrees clockwise
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turn(matrix, angle) turns matrix by angle degrees clockwise
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turn(dir, angle) turns dir by angle degrees counter-clockwise
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*/
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/proc/dirs_to_corner_states(list/dirs)
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if(!istype(dirs)) return
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var/list/ret = list(NORTHWEST, SOUTHEAST, NORTHEAST, SOUTHWEST)
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for(var/i = 1 to ret.len)
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var/dir = ret[i]
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. = CORNER_NONE
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if(dir in dirs)
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. |= CORNER_DIAGONAL
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if(turn(dir,45) in dirs)
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. |= CORNER_COUNTERCLOCKWISE
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if(turn(dir,-45) in dirs)
|
|
. |= CORNER_CLOCKWISE
|
|
ret[i] = "[.]"
|
|
|
|
return ret
|
|
|
|
#undef CORNER_NONE
|
|
#undef CORNER_COUNTERCLOCKWISE
|
|
#undef CORNER_DIAGONAL
|
|
#undef CORNER_CLOCKWISE
|