mirror of
https://github.com/Aurorastation/Aurora.3.git
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* Refactored do_after to use a flag-based system for options * More flags * Ditto * Use the HAS_FLAG macro * do_after pass * Fix burning paper code * Resolve issues from Fluffy's code reviews * .
318 lines
11 KiB
Plaintext
318 lines
11 KiB
Plaintext
/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover,/obj/item/projectile))
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return (check_cover(mover,target))
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if (flipped == 1)
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if (get_dir(loc, target) == dir)
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return !density
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else
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return 1
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if(istype(mover, /obj/structure/closet/crate))
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return TRUE
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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if(locate(/obj/structure/table) in get_turf(mover))
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return 1
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return 0
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//checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops.
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/obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from)
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var/turf/cover
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if(flipped==1)
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cover = get_turf(src)
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else if(flipped==0)
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cover = get_step(loc, get_dir(from, loc))
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if(!cover)
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return 1
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if (get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close
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return 1
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if (get_turf(P.original) == cover)
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var/chance = 20
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if (ismob(P.original))
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var/mob/M = P.original
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if (M.lying)
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chance += 20 //Lying down lets you catch less bullets
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if(flipped==1)
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if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets
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chance += 20
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else
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return 1 //But only from one side
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if(prob(chance))
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health -= P.damage/2
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if (health > 0)
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visible_message("<span class='warning'>[P] hits \the [src]!</span>")
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return 0
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else
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visible_message(SPAN_WARNING("[src] breaks down!"))
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break_to_parts()
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return 1
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return 1
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/obj/structure/table/CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O) && O.checkpass(PASSTABLE))
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return 1
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if (flipped==1)
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if (get_dir(loc, target) == dir)
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return !density
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else
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return 1
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return 1
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/obj/structure/table/Crossed(var/atom/movable/am as mob|obj)
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..()
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if(ishuman(am))
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var/mob/living/carbon/human/H = am
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if(H.a_intent != I_HELP || H.m_intent == M_RUN)
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throw_things(H)
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else if(H.is_diona() || H.species.get_bodytype() == BODYTYPE_IPC_INDUSTRIAL)
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throw_things(H)
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else if((isliving(am) && !issmall(am)) || isslime(am))
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throw_things(am)
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/obj/structure/table/proc/throw_things(var/mob/living/user)
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var/list/targets = list(get_step(src,dir),get_step(src,turn(dir, 45)),get_step(src,turn(dir, -45)))
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var/turf/T = get_turf(src)
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var/anything_moved = FALSE
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for (var/obj/item/I in T)
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if (I.simulated && !I.anchored)
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INVOKE_ASYNC(I, TYPE_PROC_REF(/atom/movable, throw_at), pick(targets), 1, 1)
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anything_moved = TRUE
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CHECK_TICK
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if (user && anything_moved)
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user.visible_message(
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"<span class='notice'>[user] kicks everything off [src].</span>",
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"<span class='notice'>You kick everything off [src].</span>"
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)
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/obj/structure/table/structure_shaken()
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..()
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throw_things()
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/obj/structure/table/do_climb(var/mob/living/user)
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if (!can_climb(user))
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return
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user.visible_message(
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"<span class='warning'>[user] starts climbing onto \the [src]!</span>",
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"<span class='warning'>You start climbing onto \the [src]!</span>"
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)
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LAZYADD(climbers, user)
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if(!do_after(user, 2.5 SECONDS))
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LAZYREMOVE(climbers, user)
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return
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if (!can_climb(user, post_climb_check=1))
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LAZYREMOVE(climbers, user)
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return
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user.forceMove(get_turf(src))
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if (get_turf(user) == get_turf(src))
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user.visible_message(
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"<span class='warning'>[user] climbs onto \the [src]!</span>",
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"<span class='warning'>You climb onto \the [src]!</span>"
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)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.a_intent != I_HELP || H.m_intent == M_RUN)
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throw_things(H)
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else if(H.is_diona() || H.species.get_bodytype() == BODYTYPE_IPC_INDUSTRIAL)
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throw_things(H)
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else if(!issmall(user) || isslime(user))
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throw_things(user)
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LAZYREMOVE(climbers, user)
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/obj/structure/table/MouseDrop_T(obj/O, mob/user, src_location, over_location, src_control, over_control, params)
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if(ismob(O.loc)) //If placing an item
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if(!isitem(O) || user.get_active_hand() != O)
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return ..()
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if(isrobot(user))
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return
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user.drop_item()
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if(O.loc != src.loc)
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step(O, get_dir(O, src))
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else if(isturf(O.loc) && isitem(O)) //If pushing an item on the tabletop
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var/obj/item/I = O
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if(I.anchored)
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return
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if(!use_check_and_message(user))
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if(O.w_class <= user.can_pull_size)
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O.forceMove(loc)
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auto_align(I, params, TRUE)
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else
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to_chat(user, SPAN_WARNING("\The [I] is too big for you to move!"))
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return
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return ..()
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/obj/structure/table/attack_hand(mob/user)
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. = ..()
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if(ishuman(user))
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if(!use_check_and_message(user))
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var/mob/living/carbon/human/H = user
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if((H.zone_sel.selecting in list(BP_R_HAND, BP_L_HAND)))
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if(H.last_special + 1 SECOND < world.time)
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H.last_special = world.time
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switch(H.a_intent)
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if(I_GRAB)
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H.visible_message(SPAN_NOTICE("[H] knocks on the table!"))
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playsound(src, 'sound/effects/table_knock.ogg')
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if(I_HURT)
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H.do_attack_animation(src)
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H.visible_message(SPAN_WARNING("[H] slams [H.get_pronoun("his")] hand on the table!"))
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playsound(src, 'sound/effects/table_slam.ogg')
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if(material.hardness > 15) //15 wood, 60 steel
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var/obj/item/organ/external/hand/hand = H.zone_sel.selecting
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if(!BP_IS_ROBOTIC(hand))
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H.apply_damage(5, DAMAGE_BRUTE, H.zone_sel.selecting, armor_pen = 10)
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to_chat(H, SPAN_WARNING("Ow! That hurt..."))
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else
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for(var/obj/item/O in get_turf(src))
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if(!O.anchored && O.w_class < ITEMSIZE_HUGE)
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animate(O, pixel_y = 3, time = 2, loop = 1, easing = BOUNCE_EASING)
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addtimer(CALLBACK(O, TYPE_PROC_REF(/obj/item, reset_table_position), 2))
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/obj/item/proc/reset_table_position()
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animate(src, pixel_y = 0, time = 2, loop = 1, easing = BOUNCE_EASING)
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/obj/structure/table/attackby(obj/item/W, mob/user, var/click_parameters)
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if (!W)
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return
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// Handle harm intent grabbing/tabling.
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if(istype(W, /obj/item/grab) && get_dist(src,user)<2)
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var/obj/item/grab/G = W
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if(istype(G.affecting, /mob/living))
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var/mob/living/M = G.affecting
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var/obj/occupied = turf_is_crowded()
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if(occupied)
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to_chat(user, "<span class='danger'>There's \a [occupied] in the way.</span>")
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return
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if(!user.Adjacent(M))
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return
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if(G.state > GRAB_AGGRESSIVE && world.time >= G.last_action + UPGRADE_COOLDOWN)
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if(user.a_intent == I_HURT)
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var/blocked = M.get_blocked_ratio(BP_HEAD, DAMAGE_BRUTE, damage = 8)
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if (prob(30 * (1 - blocked)))
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M.Weaken(5)
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M.apply_damage(8, DAMAGE_BRUTE, BP_HEAD)
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visible_message("<span class='danger'>[G.assailant] slams [G.affecting]'s face against \the [src]!</span>")
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if(material)
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playsound(loc, material.tableslam_noise, 50, 1)
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else
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playsound(loc, 'sound/weapons/tablehit1.ogg', 50, 1)
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// Shards. Extra damage, plus potentially the fact YOU LITERALLY HAVE A PIECE OF GLASS/METAL/WHATEVER IN YOUR FACE
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var/sanity_counter = 0
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for(var/obj/item/material/shard/S in get_turf(src))
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if(prob(50))
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M.visible_message("<span class='danger'>\The [S] slices [M]'s face messily!</span>",
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"<span class='danger'>\The [S] slices your face messily!</span>")
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M.apply_damage(10, DAMAGE_BRUTE, BP_HEAD)
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sanity_counter++
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if(sanity_counter >= 3)
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break
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G.last_action = world.time
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else
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G.affecting.forceMove(src.loc)
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G.affecting.Weaken(rand(2,4))
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visible_message("<span class='danger'>[G.assailant] puts [G.affecting] on \the [src].</span>")
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qdel(W)
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return
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else
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to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
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return
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if(!W.dropsafety())
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return
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if(istype(W, /obj/item/melee/energy/blade))
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var/obj/item/melee/energy/blade/blade = W
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blade.spark_system.queue()
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playsound(src.loc, 'sound/weapons/blade.ogg', 50, 1)
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playsound(src.loc, /singleton/sound_category/spark_sound, 50, 1)
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user.visible_message("<span class='danger'>\The [src] was sliced apart by [user]!</span>")
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break_to_parts()
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return
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if(can_plate && !material)
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to_chat(user, "<span class='warning'>There's nothing to put \the [W] on! Try adding plating to \the [src] first.</span>")
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return
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if(W.ishammer() && user.a_intent != I_HURT)
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var/obj/item/I = usr.get_inactive_hand()
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if(I && istype(I, /obj/item/stack))
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var/obj/item/stack/D = I
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if(D.get_material_name() != material.name)
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return ..()
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if(health < maxhealth)
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if(D.get_amount() < 1)
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to_chat(user, SPAN_WARNING("You need one sheet of [material.display_name] to repair \the [src]."))
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return
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user.visible_message("<b>[user]</b> begins to repair \the [src].", SPAN_NOTICE("You begin to repair \the [src]."))
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if(do_after(user, 2 SECONDS) && health < maxhealth)
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if(D.use(1))
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health = maxhealth
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visible_message("<b>[user]</b> repairs \the [src].", SPAN_NOTICE("You repair \the [src]."))
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// Placing stuff on tables
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if(user.unEquip(W, 0, loc)) //Loc is intentional here so we don't forceMove() items into oblivion
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user.make_item_drop_sound(W)
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auto_align(W, click_parameters)
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return
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#define CELLS 8 //Amount of cells per row/column in grid
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#define CELLSIZE (world.icon_size/CELLS) //Size of a cell in pixels
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/*
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Automatic alignment of items to an invisible grid, defined by CELLS and CELLSIZE.
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Since the grid will be shifted to own a cell that is perfectly centered on the turf, we end up with two 'cell halves'
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on edges of each row/column.
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Each item defines a center_of_mass, which is the pixel of a sprite where its projected center of mass toward a turf
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surface can be assumed. For a piece of paper, this will be in its center. For a bottle, it will be (near) the bottom
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of the sprite.
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auto_align() will then place the sprite so the defined center_of_mass is at the bottom left corner of the grid cell
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closest to where the cursor has clicked on.
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Note: This proc can be overwritten to allow for different types of auto-alignment.
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*/
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/obj/item/var/list/center_of_mass = list("x" = 16,"y" = 16)
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/obj/structure/table/proc/auto_align(obj/item/W, click_parameters, var/animate = FALSE)
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if(!W.center_of_mass)
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W.randpixel_xy()
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W.layer = initial(W.layer) + ((32 - W.pixel_y) / 1000)
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return
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if(!click_parameters)
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return
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var/list/mouse_control = mouse_safe_xy(click_parameters)
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var/mouse_x = mouse_control["icon-x"]
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var/mouse_y = mouse_control["icon-y"]
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if(isnum(mouse_x) && isnum(mouse_y))
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var/cell_x = max(0, min(CELLS-1, round(mouse_x/CELLSIZE)))
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var/cell_y = max(0, min(CELLS-1, round(mouse_y/CELLSIZE)))
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var/target_x = (CELLSIZE * (cell_x + 0.5)) - W.center_of_mass["x"]
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var/target_y = (CELLSIZE * (cell_y + 0.5)) - W.center_of_mass["y"]
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if(animate)
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var/dist_x = abs(W.pixel_x - target_x)
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var/dist_y = abs(W.pixel_y - target_y)
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var/dist = sqrt((dist_x*dist_x)+(dist_y*dist_y))
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animate(W, pixel_x=target_x, pixel_y=target_y,time=dist*0.5)
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else
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W.pixel_x = target_x
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W.pixel_y = target_y
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W.layer = initial(W.layer) + ((32 - W.pixel_y) / 1000)
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#undef CELLS
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#undef CELLSIZE
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/obj/structure/table/do_simple_ranged_interaction(var/mob/user)
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return
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