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Converts a shitload of istypes to their more concise macros Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
117 lines
3.8 KiB
Plaintext
117 lines
3.8 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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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/wrench_act(mob/living/user, obj/item/I)
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to_chat(user, span_notice("You start disassembling [src]..."))
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I.play_tool_sound(src)
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if(!I.use_tool(src, user, 3 SECONDS))
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return TRUE
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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deconstruct(TRUE)
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return TRUE
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/obj/structure/table_frame/attackby(obj/item/I, mob/user, params)
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if(isstack(I))
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var/obj/item/stack/material = I
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if(material.tableVariant)
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if(material.get_amount() < 1)
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to_chat(user, span_warning("You need one [material.name] sheet to do this!"))
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return
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if(locate(/obj/structure/table) in loc)
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to_chat(user, span_warning("There's already a table built here!"))
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return
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to_chat(user, span_notice("You start adding [material] to [src]..."))
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if(!do_after(user, 2 SECONDS, target = src) || !material.use(1) || (locate(/obj/structure/table) in loc))
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return
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make_new_table(material.tableVariant)
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else if(istype(material, /obj/item/stack/sheet))
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if(material.get_amount() < 1)
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to_chat(user, span_warning("You need one sheet to do this!"))
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return
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if(locate(/obj/structure/table) in loc)
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to_chat(user, span_warning("There's already a table built here!"))
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return
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to_chat(user, span_notice("You start adding [material] to [src]..."))
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if(!do_after(user, 2 SECONDS, target = src) || !material.use(1) || (locate(/obj/structure/table) in loc))
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return
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var/list/material_list = list()
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if(material.material_type)
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material_list[material.material_type] = MINERAL_MATERIAL_AMOUNT
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make_new_table(/obj/structure/table/greyscale, material_list)
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return
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return ..()
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/obj/structure/table_frame/proc/make_new_table(table_type, custom_materials, carpet_type) //makes sure the new table made retains what we had as a frame
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var/obj/structure/table/T = new table_type(loc)
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T.frame = type
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T.framestack = framestack
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T.framestackamount = framestackamount
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if (carpet_type)
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T.buildstack = carpet_type
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if(custom_materials)
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T.set_custom_materials(custom_materials)
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qdel(src)
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/obj/structure/table_frame/deconstruct(disassembled = TRUE)
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new framestack(get_turf(src), framestackamount)
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qdel(src)
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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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/obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params)
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if (isstack(I))
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var/obj/item/stack/material = I
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var/toConstruct // stores the table variant
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var/carpet_type // stores the carpet type used for construction in case of poker tables
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if(istype(I, /obj/item/stack/sheet/mineral/wood))
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toConstruct = /obj/structure/table/wood
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else if(istype(I, /obj/item/stack/tile/carpet))
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toConstruct = /obj/structure/table/wood/poker
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carpet_type = I.type
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if (toConstruct)
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if(material.get_amount() < 1)
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to_chat(user, span_warning("You need one [material.name] sheet to do this!"))
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return
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to_chat(user, span_notice("You start adding [material] to [src]..."))
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if(do_after(user, 20, target = src) && material.use(1))
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make_new_table(toConstruct, null, carpet_type)
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else
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return ..()
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