Files
Bubberstation/code/game/objects/structures/tables_racks.dm
silicons 160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00

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/* Tables and Racks
* Contains:
* Tables
* Glass Tables
* Wooden Tables
* Reinforced Tables
* Racks
* Rack Parts
*/
/*
* Tables
*/
/obj/structure/table
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'icons/obj/smooth_structures/table.dmi'
icon_state = "table-0"
base_icon_state = "table"
density = TRUE
anchored = TRUE
pass_flags_self = PASSTABLE | LETPASSTHROW
layer = TABLE_LAYER
climbable = TRUE
var/frame = /obj/structure/table_frame
var/framestack = /obj/item/stack/rods
var/buildstack = /obj/item/stack/sheet/metal
var/busy = FALSE
var/buildstackamount = 1
var/framestackamount = 2
var/deconstruction_ready = 1
custom_materials = list(/datum/material/iron = 2000)
max_integrity = 100
integrity_failure = 0.33
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_TABLES)
canSmoothWith = list(SMOOTH_GROUP_TABLES)
/obj/structure/table/Initialize(mapload, _buildstack)
. = ..()
if(_buildstack)
buildstack = _buildstack
/obj/structure/table/examine(mob/user)
. = ..()
. += deconstruction_hints(user)
/obj/structure/table/proc/deconstruction_hints(mob/user)
return "<span class='notice'>The top is <b>screwed</b> on, but the main <b>bolts</b> are also visible.</span>"
/obj/structure/table/update_icon()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/structure/table/narsie_act()
var/atom/A = loc
qdel(src)
new /obj/structure/table/wood(A)
/obj/structure/table/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/table/attack_hand(mob/living/user)
if(Adjacent(user) && user.pulling)
if(isliving(user.pulling))
var/mob/living/pushed_mob = user.pulling
if(pushed_mob.buckled)
to_chat(user, "<span class='warning'>[pushed_mob] is buckled to [pushed_mob.buckled]!</span>")
return
if(user.a_intent == INTENT_GRAB)
if(user.grab_state < GRAB_AGGRESSIVE)
to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
return
if(user.grab_state >= GRAB_NECK)
tablelimbsmash(user, pushed_mob)
else
tablepush(user, pushed_mob)
if(user.a_intent == INTENT_HELP)
pushed_mob.visible_message("<span class='notice'>[user] begins to place [pushed_mob] onto [src]...</span>", \
"<span class='userdanger'>[user] begins to place [pushed_mob] onto [src]...</span>")
if(do_after(user, 35, target = pushed_mob))
tableplace(user, pushed_mob)
else
return
user.stop_pulling()
else if(user.pulling.pass_flags & PASSTABLE)
user.Move_Pulled(src)
if (user.pulling.loc == loc)
user.visible_message("<span class='notice'>[user] places [user.pulling] onto [src].</span>",
"<span class='notice'>You place [user.pulling] onto [src].</span>")
user.stop_pulling()
return ..()
/obj/structure/table/attack_tk(mob/user)
return
/obj/structure/table/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(.)
return
if(mover.throwing)
return TRUE
if(locate(/obj/structure/table) in get_turf(mover))
return TRUE
/obj/structure/table/CanAStarPass(ID, dir, caller)
. = !density
if(ismovable(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSTABLE)
/obj/structure/table/proc/tableplace(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(loc)
pushed_mob.set_resting(TRUE, TRUE)
pushed_mob.visible_message("<span class='notice'>[user] places [pushed_mob] onto [src].</span>", \
"<span class='notice'>[user] places [pushed_mob] onto [src].</span>")
log_combat(user, pushed_mob, "places", null, "onto [src]")
/obj/structure/table/proc/tablepush(mob/living/user, mob/living/pushed_mob)
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='danger'>Throwing [pushed_mob] onto the table might hurt them!</span>")
return
var/added_passtable = FALSE
if(!pushed_mob.pass_flags & PASSTABLE)
added_passtable = TRUE
pushed_mob.pass_flags |= PASSTABLE
pushed_mob.Move(src.loc)
if(added_passtable)
pushed_mob.pass_flags &= ~PASSTABLE
if(pushed_mob.loc != loc) //Something prevented the tabling
return
pushed_mob.Knockdown(30)
pushed_mob.apply_damage(10, BRUTE)
pushed_mob.apply_damage(40, STAMINA)
if(user.mind?.martial_art.smashes_tables && user.mind?.martial_art.can_use(user))
deconstruct(FALSE)
playsound(pushed_mob, 'sound/effects/tableslam.ogg', 90, TRUE)
pushed_mob.visible_message("<span class='danger'>[user] slams [pushed_mob] onto \the [src]!</span>", \
"<span class='userdanger'>[user] slams you onto \the [src]!</span>")
log_combat(user, pushed_mob, "tabled", null, "onto [src]")
SEND_SIGNAL(pushed_mob, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table)
/obj/structure/table/proc/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
pushed_mob.Knockdown(30)
var/obj/item/bodypart/banged_limb = pushed_mob.get_bodypart(user.zone_selected) || pushed_mob.get_bodypart(BODY_ZONE_HEAD)
var/extra_wound = 0
if(HAS_TRAIT(user, TRAIT_HULK))
extra_wound = 20
banged_limb.receive_damage(30, wound_bonus = extra_wound)
pushed_mob.apply_damage(60, STAMINA)
take_damage(50)
if(user.mind?.martial_art.smashes_tables && user.mind?.martial_art.can_use(user))
deconstruct(FALSE)
playsound(pushed_mob, 'sound/effects/bang.ogg', 90, TRUE)
pushed_mob.visible_message("<span class='danger'>[user] smashes [pushed_mob]'s [banged_limb.name] against \the [src]!</span>",
"<span class='userdanger'>[user] smashes your [banged_limb.name] against \the [src]</span>")
log_combat(user, pushed_mob, "head slammed", null, "against [src]")
SEND_SIGNAL(pushed_mob, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table_limbsmash, banged_limb)
/obj/structure/table/attackby(obj/item/I, mob/user, params)
if(!(flags_1 & NODECONSTRUCT_1) && user.a_intent != INTENT_HELP)
if(I.tool_behaviour == TOOL_SCREWDRIVER && deconstruction_ready)
to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
if(I.use_tool(src, user, 20, volume=50))
deconstruct(TRUE)
return
if(I.tool_behaviour == TOOL_WRENCH && deconstruction_ready)
to_chat(user, "<span class='notice'>You start deconstructing [src]...</span>")
if(I.use_tool(src, user, 40, volume=50))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct(TRUE, 1)
return
if(istype(I, /obj/item/storage/bag/tray))
var/obj/item/storage/bag/tray/T = I
if(T.contents.len > 0) // If the tray isn't empty
for(var/x in T.contents)
var/obj/item/item = x
AfterPutItemOnTable(item, user)
SEND_SIGNAL(I, COMSIG_TRY_STORAGE_QUICK_EMPTY, drop_location())
user.visible_message("<span class='notice'>[user] empties [I] on [src].</span>")
return
// If the tray IS empty, continue on (tray will be placed on the table like other items)
if(istype(I, /obj/item/riding_offhand))
var/obj/item/riding_offhand/riding_item = I
var/mob/living/carried_mob = riding_item.rider
if(carried_mob == user) //Piggyback user.
return
switch(user.a_intent)
if(INTENT_HARM)
user.unbuckle_mob(carried_mob)
tablelimbsmash(user, carried_mob)
if(INTENT_HELP)
var/tableplace_delay = 3.5 SECONDS
var/skills_space = ""
if(HAS_TRAIT(user, TRAIT_QUICKER_CARRY))
tableplace_delay = 2 SECONDS
skills_space = " expertly"
else if(HAS_TRAIT(user, TRAIT_QUICK_CARRY))
tableplace_delay = 2.75 SECONDS
skills_space = " quickly"
carried_mob.visible_message("<span class='notice'>[user] begins to[skills_space] place [carried_mob] onto [src]...</span>",
"<span class='userdanger'>[user] begins to[skills_space] place [carried_mob] onto [src]...</span>")
if(do_after(user, tableplace_delay, target = carried_mob))
user.unbuckle_mob(carried_mob)
tableplace(user, carried_mob)
else
user.unbuckle_mob(carried_mob)
tablepush(user, carried_mob)
return TRUE
if(user.a_intent != INTENT_HARM && !(I.item_flags & ABSTRACT))
if(user.transferItemToLoc(I, drop_location(), silent = FALSE))
var/list/click_params = params2list(params)
//Center the icon where the user clicked.
if(!click_params || !click_params["icon-x"] || !click_params["icon-y"])
return
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
I.pixel_x = clamp(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
I.pixel_y = clamp(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
AfterPutItemOnTable(I, user)
return TRUE
else
return ..()
/obj/structure/table/proc/AfterPutItemOnTable(obj/item/I, mob/living/user)
return
/obj/structure/table/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(!(flags_1 & NODECONSTRUCT_1))
var/turf/T = get_turf(src)
if(buildstack)
new buildstack(T, buildstackamount)
else
for(var/i in custom_materials)
var/datum/material/M = i
new M.sheet_type(T, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
if(!wrench_disassembly)
new frame(T)
else
new framestack(T, framestackamount)
qdel(src)
/obj/structure/table/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 24, "cost" = 16)
return FALSE
/obj/structure/table/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, "<span class='notice'>You deconstruct the table.</span>")
qdel(src)
return TRUE
return FALSE
/obj/structure/table/greyscale
icon = 'icons/obj/smooth_structures/table_greyscale.dmi'
icon_state = "table_greyscale-0"
base_icon_state = "table_greyscale"
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
buildstack = null //No buildstack, so generate from mat datums
///Table on wheels
/obj/structure/table/rolling
name = "Rolling table"
desc = "An NT brand \"Rolly poly\" rolling table. It can and will move."
anchored = FALSE
smoothing_flags = NONE
smoothing_groups = null
canSmoothWith = null
icon = 'icons/obj/smooth_structures/rollingtable.dmi'
icon_state = "rollingtable"
var/list/attached_items = list()
/obj/structure/table/rolling/AfterPutItemOnTable(obj/item/I, mob/living/user)
. = ..()
attached_items += I
RegisterSignal(I, COMSIG_MOVABLE_MOVED, .proc/RemoveItemFromTable) //Listen for the pickup event, unregister on pick-up so we aren't moved
/obj/structure/table/rolling/proc/RemoveItemFromTable(datum/source, newloc, dir)
SIGNAL_HANDLER
if(newloc != loc) //Did we not move with the table? because that shit's ok
return FALSE
attached_items -= source
UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
/obj/structure/table/rolling/Moved(atom/OldLoc, Dir)
. = ..()
for(var/mob/M in OldLoc.contents)//Kidnap everyone on top
M.forceMove(loc)
for(var/x in attached_items)
var/atom/movable/AM = x
if(!AM.Move(loc))
RemoveItemFromTable(AM, AM.loc)
/*
* Glass tables
*/
/obj/structure/table/glass
name = "glass table"
desc = "What did I say about leaning on the glass tables? Now you need surgery."
icon = 'icons/obj/smooth_structures/glass_table.dmi'
icon_state = "glass_table-0"
base_icon_state = "glass_table"
buildstack = /obj/item/stack/sheet/glass
smoothing_groups = list(SMOOTH_GROUP_GLASS_TABLES)
canSmoothWith = list(SMOOTH_GROUP_GLASS_TABLES)
max_integrity = 70
resistance_flags = ACID_PROOF
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
var/list/debris = list()
/obj/structure/table/glass/Initialize()
. = ..()
debris += new frame
debris += new /obj/item/shard
/obj/structure/table/glass/Destroy()
QDEL_LIST(debris)
. = ..()
/obj/structure/table/glass/Crossed(atom/movable/AM)
. = ..()
if(flags_1 & NODECONSTRUCT_1)
return
if(!isliving(AM))
return
// Don't break if they're just flying past
if(AM.throwing)
addtimer(CALLBACK(src, .proc/throw_check, AM), 5)
else
check_break(AM)
/obj/structure/table/glass/proc/throw_check(mob/living/M)
if(M.loc == get_turf(src))
check_break(M)
/obj/structure/table/glass/proc/check_break(mob/living/M)
if(M.has_gravity() && M.mob_size > MOB_SIZE_SMALL && !(M.movement_type & FLYING))
table_shatter(M)
/obj/structure/table/glass/proc/table_shatter(mob/living/L)
visible_message("<span class='warning'>[src] breaks!</span>",
"<span class='danger'>You hear breaking glass.</span>")
var/turf/T = get_turf(src)
playsound(T, "shatter", 50, TRUE)
for(var/I in debris)
var/atom/movable/AM = I
AM.forceMove(T)
debris -= AM
if(istype(AM, /obj/item/shard))
AM.throw_impact(L)
L.Paralyze(100)
qdel(src)
/obj/structure/table/glass/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
..()
return
else
var/turf/T = get_turf(src)
playsound(T, "shatter", 50, TRUE)
for(var/X in debris)
var/atom/movable/AM = X
AM.forceMove(T)
debris -= AM
qdel(src)
/obj/structure/table/glass/narsie_act()
color = NARSIE_WINDOW_COLOUR
for(var/obj/item/shard/S in debris)
S.color = NARSIE_WINDOW_COLOUR
/*
* Wooden tables
*/
/obj/structure/table/wood
name = "wooden table"
desc = "Do not apply fire to this. Rumour says it burns easily."
icon = 'icons/obj/smooth_structures/wood_table.dmi'
icon_state = "wood_table-0"
base_icon_state = "wood_table"
frame = /obj/structure/table_frame/wood
framestack = /obj/item/stack/sheet/mineral/wood
buildstack = /obj/item/stack/sheet/mineral/wood
resistance_flags = FLAMMABLE
max_integrity = 70
smoothing_groups = list(SMOOTH_GROUP_WOOD_TABLES) //Don't smooth with SMOOTH_GROUP_TABLES
canSmoothWith = list(SMOOTH_GROUP_WOOD_TABLES)
/obj/structure/table/wood/narsie_act(total_override = TRUE)
if(!total_override)
..()
/obj/structure/table/wood/poker //No specialties, Just a mapping object.
name = "gambling table"
desc = "A seedy table for seedy dealings in seedy places."
icon = 'icons/obj/smooth_structures/poker_table.dmi'
icon_state = "poker_table-0"
base_icon_state = "poker_table"
buildstack = /obj/item/stack/tile/carpet
/obj/structure/table/wood/poker/narsie_act()
..(FALSE)
/obj/structure/table/wood/fancy
name = "fancy table"
desc = "A standard metal table frame covered with an amazingly fancy, patterned cloth."
icon = 'icons/obj/structures.dmi'
icon_state = "fancy_table"
base_icon_state = "fancy_table"
frame = /obj/structure/table_frame
framestack = /obj/item/stack/rods
buildstack = /obj/item/stack/tile/carpet
smoothing_groups = list(SMOOTH_GROUP_FANCY_WOOD_TABLES) //Don't smooth with SMOOTH_GROUP_TABLES or SMOOTH_GROUP_WOOD_TABLES
canSmoothWith = list(SMOOTH_GROUP_FANCY_WOOD_TABLES)
var/smooth_icon = 'icons/obj/smooth_structures/fancy_table.dmi' // see Initialize()
/obj/structure/table/wood/fancy/Initialize()
. = ..()
// Needs to be set dynamically because table smooth sprites are 32x34,
// which the editor treats as a two-tile-tall object. The sprites are that
// size so that the north/south corners look nice - examine the detail on
// the sprites in the editor to see why.
icon = smooth_icon
/obj/structure/table/wood/fancy/black
icon_state = "fancy_table_black"
base_icon_state = "fancy_table_black"
buildstack = /obj/item/stack/tile/carpet/black
smooth_icon = 'icons/obj/smooth_structures/fancy_table_black.dmi'
/obj/structure/table/wood/fancy/blue
icon_state = "fancy_table_blue"
base_icon_state = "fancy_table_blue"
buildstack = /obj/item/stack/tile/carpet/blue
smooth_icon = 'icons/obj/smooth_structures/fancy_table_blue.dmi'
/obj/structure/table/wood/fancy/cyan
icon_state = "fancy_table_cyan"
base_icon_state = "fancy_table_cyan"
buildstack = /obj/item/stack/tile/carpet/cyan
smooth_icon = 'icons/obj/smooth_structures/fancy_table_cyan.dmi'
/obj/structure/table/wood/fancy/green
icon_state = "fancy_table_green"
base_icon_state = "fancy_table_green"
buildstack = /obj/item/stack/tile/carpet/green
smooth_icon = 'icons/obj/smooth_structures/fancy_table_green.dmi'
/obj/structure/table/wood/fancy/orange
icon_state = "fancy_table_orange"
base_icon_state = "fancy_table_orange"
buildstack = /obj/item/stack/tile/carpet/orange
smooth_icon = 'icons/obj/smooth_structures/fancy_table_orange.dmi'
/obj/structure/table/wood/fancy/purple
icon_state = "fancy_table_purple"
base_icon_state = "fancy_table_purple"
buildstack = /obj/item/stack/tile/carpet/purple
smooth_icon = 'icons/obj/smooth_structures/fancy_table_purple.dmi'
/obj/structure/table/wood/fancy/red
icon_state = "fancy_table_red"
base_icon_state = "fancy_table_red"
buildstack = /obj/item/stack/tile/carpet/red
smooth_icon = 'icons/obj/smooth_structures/fancy_table_red.dmi'
/obj/structure/table/wood/fancy/royalblack
icon_state = "fancy_table_royalblack"
base_icon_state = "fancy_table_royalblack"
buildstack = /obj/item/stack/tile/carpet/royalblack
smooth_icon = 'icons/obj/smooth_structures/fancy_table_royalblack.dmi'
/obj/structure/table/wood/fancy/royalblue
icon_state = "fancy_table_royalblue"
base_icon_state = "fancy_table_royalblue"
buildstack = /obj/item/stack/tile/carpet/royalblue
smooth_icon = 'icons/obj/smooth_structures/fancy_table_royalblue.dmi'
/*
* Reinforced tables
*/
/obj/structure/table/reinforced
name = "reinforced table"
desc = "A reinforced version of the four legged table."
icon = 'icons/obj/smooth_structures/reinforced_table.dmi'
icon_state = "reinforced_table-0"
base_icon_state = "reinforced_table"
deconstruction_ready = 0
buildstack = /obj/item/stack/sheet/plasteel
max_integrity = 200
integrity_failure = 0.25
armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
return "<span class='notice'>The top cover has been <i>welded</i> loose and the main frame's <b>bolts</b> are exposed.</span>"
else
return "<span class='notice'>The top cover is firmly <b>welded</b> on.</span>"
/obj/structure/table/reinforced/attackby(obj/item/W, mob/user, params)
if(W.tool_behaviour == TOOL_WELDER && user.a_intent != INTENT_HELP)
if(!W.tool_start_check(user, amount=0))
return
if(deconstruction_ready)
to_chat(user, "<span class='notice'>You start strengthening the reinforced table...</span>")
if (W.use_tool(src, user, 50, volume=50))
to_chat(user, "<span class='notice'>You strengthen the table.</span>")
deconstruction_ready = 0
else
to_chat(user, "<span class='notice'>You start weakening the reinforced table...</span>")
if (W.use_tool(src, user, 50, volume=50))
to_chat(user, "<span class='notice'>You weaken the table.</span>")
deconstruction_ready = 1
else
. = ..()
/obj/structure/table/bronze
name = "bronze table"
desc = "A solid table made out of bronze."
icon = 'icons/obj/smooth_structures/brass_table.dmi'
icon_state = "brass_table-0"
base_icon_state = "brass_table"
resistance_flags = FIRE_PROOF | ACID_PROOF
buildstack = /obj/item/stack/tile/bronze
smoothing_groups = list(SMOOTH_GROUP_BRONZE_TABLES) //Don't smooth with SMOOTH_GROUP_TABLES
canSmoothWith = list(SMOOTH_GROUP_BRONZE_TABLES)
/obj/structure/table/bronze/tablepush(mob/living/user, mob/living/pushed_mob)
..()
playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
/*
* Surgery Tables
*/
/obj/structure/table/optable
name = "operating table"
desc = "Used for advanced medical procedures."
icon = 'icons/obj/surgery.dmi'
icon_state = "optable"
buildstack = /obj/item/stack/sheet/mineral/silver
smoothing_flags = NONE
smoothing_groups = null
canSmoothWith = null
can_buckle = 1
buckle_lying = NO_BUCKLE_LYING
buckle_requires_restraints = TRUE
var/mob/living/carbon/human/patient = null
var/obj/machinery/computer/operating/computer = null
/obj/structure/table/optable/Initialize()
. = ..()
for(var/direction in GLOB.alldirs)
computer = locate(/obj/machinery/computer/operating) in get_step(src, direction)
if(computer)
computer.table = src
break
/obj/structure/table/optable/Destroy()
. = ..()
if(computer && computer.table == src)
computer.table = null
/obj/structure/table/optable/tablepush(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(loc)
pushed_mob.set_resting(TRUE, TRUE)
visible_message("<span class='notice'>[user] lays [pushed_mob] on [src].</span>")
get_patient()
/obj/structure/table/optable/proc/get_patient()
var/mob/living/carbon/M = locate(/mob/living/carbon) in loc
if(M)
if(M.resting)
patient = M
else
patient = null
/obj/structure/table/optable/proc/check_eligible_patient()
get_patient()
if(!patient)
return FALSE
if(ishuman(patient) || ismonkey(patient))
return TRUE
return FALSE
/*
* Racks
*/
/obj/structure/rack
name = "rack"
desc = "Different from the Middle Ages version."
icon = 'icons/obj/objects.dmi'
icon_state = "rack"
layer = TABLE_LAYER
density = TRUE
anchored = TRUE
pass_flags_self = LETPASSTHROW //You can throw objects over this, despite it's density.
max_integrity = 20
/obj/structure/rack/examine(mob/user)
. = ..()
. += "<span class='notice'>It's held together by a couple of <b>bolts</b>.</span>"
/obj/structure/rack/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(.)
return
if(istype(mover) && (mover.pass_flags & PASSTABLE))
return TRUE
/obj/structure/rack/MouseDrop_T(obj/O, mob/user)
. = ..()
if ((!( istype(O, /obj/item) ) || user.get_active_held_item() != O))
return
if(!user.dropItemToGround(O))
return
if(O.loc != src.loc)
step(O, get_dir(O, src))
/obj/structure/rack/attackby(obj/item/W, mob/user, params)
if (W.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1) && user.a_intent != INTENT_HELP)
W.play_tool_sound(src)
deconstruct(TRUE)
return
if(user.a_intent == INTENT_HARM)
return ..()
if(user.transferItemToLoc(W, drop_location()))
return 1
/obj/structure/rack/attack_paw(mob/living/user)
attack_hand(user)
/obj/structure/rack/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(user.body_position == LYING_DOWN || user.usable_legs < 2)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("<span class='danger'>[user] kicks [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
take_damage(rand(4,8), BRUTE, MELEE, 1)
/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(loc, 'sound/items/dodgeball.ogg', 80, TRUE)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 40, TRUE)
/*
* Rack destruction
*/
/obj/structure/rack/deconstruct(disassembled = TRUE)
if(!(flags_1&NODECONSTRUCT_1))
density = FALSE
var/obj/item/rack_parts/newparts = new(loc)
transfer_fingerprints_to(newparts)
qdel(src)
/*
* Rack Parts
*/
/obj/item/rack_parts
name = "rack parts"
desc = "Parts of a rack."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "rack_parts"
flags_1 = CONDUCT_1
custom_materials = list(/datum/material/iron=2000)
var/building = FALSE
/obj/item/rack_parts/attackby(obj/item/W, mob/user, params)
if (W.tool_behaviour == TOOL_WRENCH)
new /obj/item/stack/sheet/metal(user.loc)
qdel(src)
else
. = ..()
/obj/item/rack_parts/attack_self(mob/user)
if(building)
return
building = TRUE
to_chat(user, "<span class='notice'>You start constructing a rack...</span>")
if(do_after(user, 50, target = user, progress=TRUE))
if(!user.temporarilyRemoveItemFromInventory(src))
return
var/obj/structure/rack/R = new /obj/structure/rack(user.loc)
user.visible_message("<span class='notice'>[user] assembles \a [R].\
</span>", "<span class='notice'>You assemble \a [R].</span>")
R.add_fingerprint(user)
qdel(src)
building = FALSE