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0b0c5ea91e
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑
401 lines
13 KiB
Plaintext
401 lines
13 KiB
Plaintext
/* Beds... get your mind out of the gutter, they're for sleeping!
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* Contains:
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* Beds
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* Medical beds
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* Roller beds
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* Pet beds
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*/
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/// Beds
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/obj/structure/bed
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name = "bed"
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desc = "This is used to lie in, sleep in or strap on."
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icon_state = "bed"
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icon = 'icons/obj/bed.dmi'
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anchored = TRUE
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can_buckle = TRUE
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buckle_lying = 90
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buckle_dir = SOUTH
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resistance_flags = FLAMMABLE
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max_integrity = 100
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integrity_failure = 0.35
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
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/// What material this bed is made of
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var/build_stack_type = /obj/item/stack/sheet/iron
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/// How many mats to drop when deconstructed
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var/build_stack_amount = 2
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/// Mobs standing on it are nudged up by this amount. Also used to align the person back when buckled to it after init.
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var/elevation = 8
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/// If this bed can be deconstructed using a wrench
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var/can_deconstruct = TRUE
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/// Directions in which the bed has its headrest on the left side.
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var/left_headrest_dirs = NORTHEAST
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/obj/structure/bed/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/soft_landing)
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if(elevation)
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AddElement(/datum/element/elevation, pixel_shift = elevation)
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update_buckle_vars(dir)
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register_context()
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/obj/structure/bed/buckle_feedback(mob/living/being_buckled, mob/buckler)
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if(HAS_TRAIT(being_buckled, TRAIT_RESTRAINED))
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return ..()
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if(being_buckled == buckler)
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being_buckled.visible_message(
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span_notice("[buckler] lays down on [src]."),
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span_notice("You lay down on [src]."),
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visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
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)
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else
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being_buckled.visible_message(
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span_notice("[buckler] lays [being_buckled] down on [src]."),
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span_notice("[buckler] lays you down on [src]."),
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visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
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)
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/obj/structure/bed/unbuckle_feedback(mob/living/being_unbuckled, mob/unbuckler)
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if(HAS_TRAIT(being_unbuckled, TRAIT_RESTRAINED))
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return ..()
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if(being_unbuckled == unbuckler)
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being_unbuckled.visible_message(
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span_notice("[unbuckler] gets up from [src]."),
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span_notice("You get up from [src]."),
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visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
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)
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else
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being_unbuckled.visible_message(
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span_notice("[unbuckler] pulls [being_unbuckled] up from [src]."),
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span_notice("[unbuckler] pulls you up from [src]."),
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visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
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)
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/obj/structure/bed/examine(mob/user)
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. = ..()
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if (can_deconstruct)
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. += span_notice("It's held together by a couple of <b>bolts</b>.")
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/obj/structure/bed/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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if(held_item)
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if(held_item.tool_behaviour != TOOL_WRENCH)
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return
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context[SCREENTIP_CONTEXT_RMB] = "Dismantle"
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return CONTEXTUAL_SCREENTIP_SET
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else if(has_buckled_mobs())
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context[SCREENTIP_CONTEXT_LMB] = "Unbuckle"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/bed/setDir(newdir)
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. = ..()
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update_buckle_vars(newdir)
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/obj/structure/bed/proc/update_buckle_vars(newdir)
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buckle_lying = newdir & left_headrest_dirs ? 270 : 90
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/obj/structure/bed/atom_deconstruct(disassembled = TRUE)
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if(build_stack_type)
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new build_stack_type(loc, build_stack_amount)
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/obj/structure/bed/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/bed/wrench_act_secondary(mob/living/user, obj/item/weapon)
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if (!can_deconstruct)
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return NONE
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..()
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weapon.play_tool_sound(src)
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deconstruct(disassembled = TRUE)
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return TRUE
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/// Medical beds
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/obj/structure/bed/medical
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name = "medical bed"
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icon = 'icons/obj/medical/medical_bed.dmi'
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desc = "A medical bed with wheels for assisted patient movement or medbay racing tournaments."
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icon_state = "med_down"
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base_icon_state = "med"
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anchored = FALSE
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left_headrest_dirs = SOUTHWEST
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buckle_lying = 270
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resistance_flags = NONE
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build_stack_type = /obj/item/stack/sheet/mineral/titanium
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build_stack_amount = 1
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elevation = 0
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buckle_sound = SFX_SEATBELT_BUCKLE
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unbuckle_sound = SFX_SEATBELT_UNBUCKLE
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/// The item it spawns when it's folded up.
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var/foldable_type
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/obj/structure/bed/medical/anchored
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anchored = TRUE
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/obj/structure/bed/medical/emergency
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name = "emergency medical bed"
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desc = "A compact medical bed. This emergency version can be folded and carried for quick transport."
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icon_state = "emerg_down"
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base_icon_state = "emerg"
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foldable_type = /obj/item/emergency_bed
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/obj/structure/bed/medical/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/noisy_movement)
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if(anchored)
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update_appearance()
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/obj/structure/bed/medical/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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. = ..()
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context[SCREENTIP_CONTEXT_ALT_LMB] = "[anchored ? "Release brakes" : "Apply brakes"]"
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if(!isnull(foldable_type) && !has_buckled_mobs())
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context[SCREENTIP_CONTEXT_RMB] = "Fold up"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/bed/medical/examine(mob/user)
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. = ..()
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if(anchored)
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. += span_notice("The brakes are applied. They can be released with an Alt-click.")
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else
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. += span_notice("The brakes can be applied with an Alt-click.")
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if(!isnull(foldable_type))
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. += span_notice("You can fold it up with a Right-click.")
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/obj/structure/bed/medical/click_alt(mob/user)
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if(has_buckled_mobs() && (user in buckled_mobs))
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return CLICK_ACTION_BLOCKING
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anchored = !anchored
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balloon_alert(user, "brakes [anchored ? "applied" : "released"]")
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update_appearance()
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return CLICK_ACTION_SUCCESS
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/obj/structure/bed/medical/post_buckle_mob(mob/living/buckled)
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. = ..()
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set_density(TRUE)
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update_appearance()
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/obj/structure/bed/medical/post_unbuckle_mob(mob/living/buckled)
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. = ..()
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set_density(FALSE)
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update_appearance()
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/obj/structure/bed/medical/update_icon_state()
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. = ..()
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if(has_buckled_mobs())
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icon_state = "[base_icon_state]_up"
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// Push them up from the normal lying position
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if(buckled_mobs.len > 1)
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for(var/mob/living/patient as anything in buckled_mobs)
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patient.pixel_y = patient.base_pixel_y
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else
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buckled_mobs[1].pixel_y = buckled_mobs[1].base_pixel_y
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else
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icon_state = "[base_icon_state]_down"
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/obj/structure/bed/medical/update_overlays()
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. = ..()
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if(!anchored)
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return
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if(has_buckled_mobs())
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. += mutable_appearance(icon, "brakes_up")
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. += emissive_appearance(icon, "brakes_up", src, alpha = src.alpha)
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else
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. += mutable_appearance(icon, "brakes_down")
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. += emissive_appearance(icon, "brakes_down", src, alpha = src.alpha)
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/obj/structure/bed/medical/emergency/attackby(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
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if(istype(item, /obj/item/emergency_bed/silicon))
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var/obj/item/emergency_bed/silicon/silicon_bed = item
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if(silicon_bed.loaded)
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to_chat(user, span_warning("You already have a medical bed docked!"))
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return
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if(has_buckled_mobs())
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if(buckled_mobs.len > 1)
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unbuckle_all_mobs()
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user.visible_message(span_notice("[user] unbuckles all creatures from [src]."))
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else
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user_unbuckle_mob(buckled_mobs[1],user)
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else
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silicon_bed.loaded = src
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forceMove(silicon_bed)
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user.visible_message(span_notice("[user] collects [src]."), span_notice("You collect [src]."))
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return TRUE
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else
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return ..()
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/obj/structure/bed/medical/emergency/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(!ishuman(user) || !user.can_perform_action(src))
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(has_buckled_mobs())
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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user.visible_message(span_notice("[user] collapses [src]."), span_notice("You collapse [src]."))
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var/obj/structure/bed/medical/emergency/folding_bed = new foldable_type(get_turf(src))
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user.put_in_hands(folding_bed)
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qdel(src)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/emergency_bed
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name = "roller bed"
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desc = "A collapsed medical bed that can be carried around."
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icon = 'icons/obj/medical/medical_bed.dmi'
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icon_state = "emerg_folded"
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inhand_icon_state = "emergencybed"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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w_class = WEIGHT_CLASS_NORMAL // No more excuses, stop getting blood everywhere
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/obj/item/emergency_bed/attackby(obj/item/item, mob/living/user, list/modifiers, list/attack_modifiers)
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if(istype(item, /obj/item/emergency_bed/silicon))
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var/obj/item/emergency_bed/silicon/silicon_bed = item
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if(silicon_bed.loaded)
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to_chat(user, span_warning("[silicon_bed] already has a roller bed loaded!"))
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return
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user.visible_message(span_notice("[user] loads [src]."), span_notice("You load [src] into [silicon_bed]."))
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silicon_bed.loaded = new/obj/structure/bed/medical/emergency(silicon_bed)
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qdel(src) //"Load"
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return
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else
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return ..()
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/obj/item/emergency_bed/attack_self(mob/user)
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deploy_bed(user, user.loc)
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/obj/item/emergency_bed/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(isopenturf(interacting_with))
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deploy_bed(user, interacting_with)
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return ITEM_INTERACT_SUCCESS
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return NONE
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/obj/item/emergency_bed/proc/deploy_bed(mob/user, atom/location)
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var/obj/structure/bed/medical/emergency/deployed = new /obj/structure/bed/medical/emergency(location)
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deployed.add_fingerprint(user)
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qdel(src)
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/obj/item/emergency_bed/silicon // ROLLER ROBO DA!
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name = "emergency bed dock"
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desc = "A collapsed medical bed that can be ejected for emergency use. Must be collected or replaced after use."
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var/obj/structure/bed/medical/emergency/loaded = null
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/obj/item/emergency_bed/silicon/Initialize(mapload)
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. = ..()
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loaded = new(src)
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/obj/item/emergency_bed/silicon/examine(mob/user)
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. = ..()
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. += "The dock is [loaded ? "loaded" : "empty"]."
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/obj/item/emergency_bed/silicon/deploy_bed(mob/user, atom/location)
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if(loaded)
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loaded.forceMove(location)
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user.visible_message(span_notice("[user] deploys [loaded]."), span_notice("You deploy [loaded]."))
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loaded = null
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else
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to_chat(user, span_warning("The dock is empty!"))
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/// Dog bed
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/obj/structure/bed/dogbed
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name = "dog bed"
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icon_state = "dogbed"
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desc = "A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off."
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anchored = FALSE
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build_stack_type = /obj/item/stack/sheet/mineral/wood
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build_stack_amount = 10
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elevation = 0
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 10)
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var/owned = FALSE
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/obj/structure/bed/dogbed/ian
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desc = "Ian's bed! Looks comfy."
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name = "Ian's bed"
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anchored = TRUE
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/obj/structure/bed/dogbed/cayenne
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desc = "Seems kind of... fishy."
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name = "Cayenne's bed"
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anchored = TRUE
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/obj/structure/bed/dogbed/misha
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desc = "There is fur all over it, and some blood..."
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name = "Misha's bed"
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anchored = TRUE
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/obj/structure/bed/dogbed/lia
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desc = "Seems kind of... fishy."
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name = "Lia's bed"
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anchored = TRUE
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/obj/structure/bed/dogbed/renault
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desc = "Renault's bed! Looks comfy. A foxy person needs a foxy pet."
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name = "Renault's bed"
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anchored = TRUE
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/obj/structure/bed/dogbed/mcgriff
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desc = "McGriff's bed, because even crimefighters sometimes need a nap."
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name = "McGriff's bed"
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/obj/structure/bed/dogbed/runtime
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desc = "A comfy-looking cat bed. You can even strap your pet in, in case the gravity turns off."
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name = "Runtime's bed"
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anchored = TRUE
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///Used to set the owner of a dogbed, returns FALSE if called on an owned bed or an invalid one, TRUE if the possesion succeeds
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/obj/structure/bed/dogbed/proc/update_owner(mob/living/furball)
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if(owned || type != /obj/structure/bed/dogbed) //Only marked beds work, this is hacky but I'm a hacky man
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return FALSE //Failed
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owned = TRUE
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name = "[furball]'s bed"
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desc = "[furball]'s bed! Looks comfy."
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return TRUE // Let any callers know that this bed is ours now
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/obj/structure/bed/dogbed/buckle_mob(mob/living/furball, force, check_loc)
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. = ..()
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update_owner(furball)
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/obj/structure/bed/maint
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name = "dirty mattress"
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desc = "An old grubby mattress. You try to not think about what could be the cause of those stains."
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icon_state = "dirty_mattress"
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elevation = 7
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/obj/structure/bed/maint/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOLD, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 25)
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// Double Beds, for luxurious sleeping, i.e. the captain and maybe heads- if people use this for ERP, send them to skyrat
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/obj/structure/bed/double
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name = "double bed"
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desc = "A luxurious double bed, for those too important for small dreams."
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icon_state = "bed_double"
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build_stack_amount = 4
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max_buckled_mobs = 2
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 4)
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/// The mob who buckled to this bed second, to avoid other mobs getting pixel-shifted before he unbuckles.
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var/mob/living/goldilocks
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/obj/structure/bed/double/post_buckle_mob(mob/living/target)
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. = ..()
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if(buckled_mobs.len > 1 && !goldilocks) // Push the second buckled mob a bit higher from the normal lying position
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target.pixel_y += 6
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goldilocks = target
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/obj/structure/bed/double/post_unbuckle_mob(mob/living/target)
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. = ..()
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if(target == goldilocks)
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target.pixel_y -= 6
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goldilocks = null
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