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## 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.  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)   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.  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>
398 lines
13 KiB
Plaintext
398 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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/// 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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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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/// 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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