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https://github.com/Bubberstation/Bubberstation.git
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779b7c2590
## About The Pull Request being able to build cool table computer setups is pretty neat and /tg/ removed it 4 no reason ## Why It's Good For The Game being able to build cool table computer setups is pretty neat and /tg/ removed it 4 no reason ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="315" height="280" alt="image" src="https://github.com/user-attachments/assets/34599eb3-0499-416f-8def-6cad0f7fd89d" /> </details> ## Changelog 🆑 add: You can make computers on tables again /🆑
122 lines
3.9 KiB
Plaintext
122 lines
3.9 KiB
Plaintext
/* Table Frames
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* Contains:
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* Frames
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* Wooden Frames
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*/
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/*
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* Normal Frames
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*/
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/obj/structure/table_frame
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name = "table frame"
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desc = "Four metal legs with four framing rods for a table. You could easily pass through this."
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icon = 'icons/obj/structures.dmi'
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icon_state = "table_frame"
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density = FALSE
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anchored = FALSE
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layer = PROJECTILE_HIT_THRESHHOLD_LAYER
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
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max_integrity = 100
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var/framestack = /obj/item/stack/rods
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var/framestackamount = 2
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/obj/structure/table_frame/Initialize(mapload)
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. = ..()
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register_context()
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/obj/structure/table_frame/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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if(isnull(held_item))
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return NONE
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if(held_item.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
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context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
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return CONTEXTUAL_SCREENTIP_SET
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if(isstack(held_item) && get_table_type(held_item))
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context[SCREENTIP_CONTEXT_LMB] = "Construct table"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/table_frame/wrench_act(mob/living/user, obj/item/tool)
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balloon_alert(user, "deconstructing...")
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tool.play_tool_sound(src)
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if(!tool.use_tool(src, user, 3 SECONDS))
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return ITEM_INTERACT_BLOCKING
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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deconstruct(TRUE)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/table_frame/wrench_act_secondary(mob/living/user, obj/item/tool)
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return wrench_act(user, tool)
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/obj/structure/table_frame/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(!isstack(tool))
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return NONE
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var/obj/item/stack/our_stack = tool
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var/table_type = get_table_type(our_stack)
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if(isnull(table_type))
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return NONE
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if(our_stack.get_amount() < 1)
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balloon_alert(user, "need more material!")
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return ITEM_INTERACT_BLOCKING
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// Check if the turf is blocked by dense objects or objects that block construction
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// for(var/obj/object in loc)
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// if(object.pass_flags & PASSTABLE)
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// continue
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// if((object.density && !(object.obj_flags & IGNORE_DENSITY)) || object.obj_flags & BLOCKS_CONSTRUCTION) // BUBBER EDIT, ALLOWS MACHINE ON TABLE CONSTRUCTION AGAIN
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// balloon_alert(user, "[object.name] is in the way!")
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// return ITEM_INTERACT_BLOCKING
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balloon_alert(user, "constructing table...")
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if(!do_after(user, 2 SECONDS, target = src))
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return ITEM_INTERACT_BLOCKING
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// // Check again after the delay in case something was placed during construction
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// for(var/obj/object in loc)
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// if(object.pass_flags & PASSTABLE)
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// continue
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// if((object.density && !(object.obj_flags & IGNORE_DENSITY)) || object.obj_flags & BLOCKS_CONSTRUCTION) // BUBBER EDIT, ALLOWS MACHINE ON TABLE CONSTRUCTION AGAIN
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// balloon_alert(user, "[object.name] is in the way!")
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// return ITEM_INTERACT_BLOCKING
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if(!our_stack.use(1))
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return ITEM_INTERACT_BLOCKING
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new table_type(loc, src, our_stack)
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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/// Gets the table type we make with our given stack.
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/obj/structure/table_frame/proc/get_table_type(obj/item/stack/our_stack)
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return our_stack.get_table_type()
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/obj/structure/table_frame/atom_deconstruct(disassembled = TRUE)
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new framestack(get_turf(src), framestackamount)
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/obj/structure/table_frame/narsie_act()
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new /obj/structure/table_frame/wood(src.loc)
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qdel(src)
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/*
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* Wooden Frames
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*/
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/obj/structure/table_frame/wood
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name = "wooden table frame"
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desc = "Four wooden legs with four framing wooden rods for a wooden table. You could easily pass through this."
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icon_state = "wood_frame"
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framestack = /obj/item/stack/sheet/mineral/wood
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framestackamount = 2
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resistance_flags = FLAMMABLE
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 2)
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/obj/structure/table_frame/wood/get_table_type(obj/item/stack/our_stack)
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if(istype(our_stack, /obj/item/stack/sheet/mineral/wood))
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return /obj/structure/table/wood
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if(istype(our_stack, /obj/item/stack/tile/carpet))
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return /obj/structure/table/wood/poker
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