Files
Bubberstation/code/game/objects/structures/beds_chairs/bed.dm
MrMelbert 0343a41b42 Handrails, visual shuttle buckles, and buckling feedback changes (#91504)
## About The Pull Request

1. Adds Handrails, currently mapper only. [Sprite ported from
Baystation](https://github.com/Baystation12/Baystation12/blob/dev/icons/obj/structures/handrail.dmi).
This is just a small fluff object designed to be put onto shuttles.
Players can click on it (or mouse drop) to buckle to it (grab it),
keeping them from being thrown around on shuttle launch.


![image](https://github.com/user-attachments/assets/b5bba651-d6ad-4e12-bb13-988ad5bc64ca)

2. Adds Shuttle chair restraints. [Sprite ported from
Aurora](https://github.com/Aurorastation/Aurora.3/blob/master/icons/obj/structure/chairs.dmi),
though altered a decent amount. They flip up with no one seated and flip
down when someone buckles, but they have no gameplay effects (ie, they
don't require a do-after, they don't block hands, etc etc)


![image](https://github.com/user-attachments/assets/4118a174-2443-4da2-8126-649dccfdcb65)


![image](https://github.com/user-attachments/assets/d40fb7b4-f7d2-4052-8f6c-41dfda62cf95)

3. Some objects now have unique feedback messages for buckling - you sit
on chairs, or lay down on beds. This message will change depending on if
the mob is restrained, so it's a bit more obvious when someone is tied
to a chair vs just sitting down.


![image](https://github.com/user-attachments/assets/9ea1da9f-ae25-4008-8ca4-8202f7508290)

4. If you're buckled on a shuttle which has "knockdown" force, you won't
be paralyzed - instead, just knocked down and immobilized for a short
period (so you can still use your hands / act).

## Why It's Good For The Game

1. Gives mappers some additional fluff for shuttles, especially if their
shuttle has knockdown force.

2. Adds muh immersion to shuttle rides. Just a flavor thing.

3. Adds muh immersion to sitting down at the bar. Again just a flavor
thing.

4. I did this to make handrails work, but I can find an alternate
workaround if so desired.

## Changelog

🆑 Melbert, sprites from Baystation / Aurorastation
add: Adds grabbable handrails (mapper only for now)
image: Adds a visual effect to buckling to shuttle seats
qol: Different objects have different chat messages for buckling. 
qol: If you're buckled in on a violent shuttle ride, you will be knocked
down and immobilized, but not fully stunned (ie: can still use hands).
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-06-09 17:40:48 +00:00

398 lines
13 KiB
Plaintext

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