Files
Bubberstation/code/game/objects/structures/fluff.dm
Jacquerel df54935215 You can cuff people to the tram rails (#90293)
## About The Pull Request


![dreamseeker_29qExNc2QS](https://github.com/user-attachments/assets/688e23ff-93df-4f51-990c-4bc475d344fb)

Handcuffed people can be buckled to the tram rails.
If the tram hits them then they will die badly.
If they're not shockproof and are buckled to a powered rail, it will zap
them repeatedly for a little bit of damage (but not a lot because you
probably want them to die from something else).
Unbuckling someone from a powered rail is also pretty dangerous.


While doing this I fucked around a bit with how the "is the tram deadly"
calculation worked because I didn't like how a deadly tram cuts your
head off but does literally no other damage. Now it pulverises _and_
beheads you.

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/5f1e4151-876f-467f-8d41-b7666129c7af)
Multiple people I spoke to believed this was already possible

## Changelog

🆑
add: Handcuffed people can now be tied to the tram rails
balance: tram rails will no longer electrocute you if they're not
powered
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-03 15:54:02 +02:00

367 lines
11 KiB
Plaintext

/**
* # Fluff structure
*
* Fluff structures serve no purpose and exist only for enriching the environment. By default, they can be deconstructed with a wrench.
*/
/obj/structure/fluff
name = "fluff structure"
desc = "Fluffier than a sheep. This shouldn't exist."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "minibar"
anchored = TRUE
density = FALSE
opacity = FALSE
///If true, the structure can be deconstructed into a metal sheet with a wrench.
var/deconstructible = TRUE
/obj/structure/fluff/attackby(obj/item/I, mob/living/user, params)
if(I.tool_behaviour == TOOL_WRENCH && deconstructible)
user.visible_message(span_notice("[user] starts disassembling [src]..."), span_notice("You start disassembling [src]..."))
I.play_tool_sound(src)
if(I.use_tool(src, user, 50))
user.visible_message(span_notice("[user] disassembles [src]!"), span_notice("You break down [src] into scrap metal."))
playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE)
new/obj/item/stack/sheet/iron(drop_location())
qdel(src)
return
..()
/**
* Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
*/
/obj/structure/fluff/empty_terrarium
name = "empty terrarium"
desc = "An ancient machine that seems to be used for storing plant matter. Its hatch is ajar."
icon = 'icons/obj/mining_zones/spawners.dmi'
icon_state = "terrarium_open"
density = TRUE
/**
* Empty sleepers are created by a good few ghost roles in lavaland.
*/
/obj/structure/fluff/empty_sleeper
name = "empty sleeper"
desc = "An open sleeper. It looks as though it would be awaiting another patient, were it not broken."
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper-open"
/obj/structure/fluff/empty_sleeper/nanotrasen
name = "broken hypersleep chamber"
desc = "A Nanotrasen hypersleep chamber - this one appears broken. \
There are exposed bolts for easy disassembly using a wrench."
icon_state = "sleeper-o"
/obj/structure/fluff/empty_sleeper/syndicate
icon_state = "sleeper_s-open"
/**
* Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated.
*/
/obj/structure/fluff/empty_cryostasis_sleeper
name = "empty cryostasis sleeper"
desc = "Although comfortable, this sleeper won't function as anything but a bed ever again."
icon = 'icons/obj/mining_zones/spawners.dmi'
icon_state = "cryostasis_sleeper_open"
/**
* Ash drake status spawn on either side of the necropolis gate in lavaland.
*/
/obj/structure/fluff/drake_statue
name = "drake statue"
desc = "A towering basalt sculpture of a proud and regal drake. Its eyes are six glowing gemstones."
icon = 'icons/effects/64x64.dmi'
icon_state = "drake_statue"
pixel_x = -16
maptext_height = 64
maptext_width = 64
density = TRUE
deconstructible = FALSE
layer = EDGED_TURF_LAYER
/**
* shower drain placed usually under showers just so it looks like something picks the water up.
*/
/obj/structure/fluff/shower_drain
name = "shower drain"
desc = "Ew, I think I see a hairball."
icon = 'icons/obj/mining_zones/survival_pod.dmi'
icon_state = "fan_tiny"
plane = FLOOR_PLANE
layer = BELOW_CATWALK_LAYER
/**
* A variety of statue in disrepair; parts are broken off and a gemstone is missing
*/
/obj/structure/fluff/drake_statue/falling
desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off."
icon_state = "drake_statue_falling"
/obj/structure/fluff/bus
name = "bus"
desc = "GO TO SCHOOL. READ A BOOK."
icon = 'icons/obj/fluff/bus.dmi'
icon_state = null
density = TRUE
anchored = TRUE
deconstructible = FALSE
/obj/structure/fluff/bus/dense
name = "bus"
icon_state = "backwall"
/obj/structure/fluff/bus/passable
name = "bus"
icon_state = "frontwalltop"
density = FALSE
layer = ABOVE_ALL_MOB_LAYER //except for the stairs tile, which should be set to OBJ_LAYER aka 3.
plane = ABOVE_GAME_PLANE
/obj/structure/fluff/bus/passable/seat
name = "seat"
desc = "Buckle up! ...What do you mean, there's no seatbelts?!"
icon_state = "backseat"
pixel_y = 17
layer = OBJ_LAYER
plane = GAME_PLANE
/obj/structure/fluff/bus/passable/seat/driver
name = "driver's seat"
desc = "Space Jesus is my copilot."
icon_state = "driverseat"
/obj/structure/fluff/bus/passable/seat/driver/attack_hand(mob/user, list/modifiers)
playsound(src, 'sound/items/carhorn.ogg', 50, TRUE)
. = ..()
/obj/structure/fluff/paper
name = "dense lining of papers"
desc = "A lining of paper scattered across the bottom of a wall."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "paper"
deconstructible = FALSE
/obj/structure/fluff/paper/corner
icon_state = "papercorner"
/obj/structure/fluff/paper/stack
name = "dense stack of papers"
desc = "A stack of various papers, childish scribbles scattered across each page."
icon_state = "paperstack"
/obj/structure/fluff/divine
name = "Miracle"
icon = 'icons/obj/service/hand_of_god_structures.dmi'
icon_state = "error"
anchored = TRUE
density = TRUE
/obj/structure/fluff/divine/nexus
name = "nexus"
desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
icon_state = "nexus"
/obj/structure/fluff/divine/conduit
name = "conduit"
desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
icon_state = "conduit"
/obj/structure/fluff/divine/convertaltar
name = "conversion altar"
desc = "An altar dedicated to a deity."
icon_state = "convertaltar"
density = FALSE
can_buckle = 1
/obj/structure/fluff/divine/powerpylon
name = "power pylon"
desc = "A pylon which increases the deity's rate it can influence the world."
icon_state = "powerpylon"
can_buckle = 1
/obj/structure/fluff/divine/defensepylon
name = "defense pylon"
desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
icon_state = "defensepylon"
/obj/structure/fluff/divine/shrine
name = "shrine"
desc = "A shrine dedicated to a deity."
icon_state = "shrine"
/obj/structure/fluff/fokoff_sign
name = "crude sign"
desc = "A crudely-made sign with the words 'fok of' written in some sort of red paint."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "fokof"
/obj/structure/fluff/big_chain
name = "giant chain"
desc = "A towering link of chains leading up to the ceiling."
icon = 'icons/effects/32x96.dmi'
icon_state = "chain"
anchored = TRUE
density = TRUE
deconstructible = FALSE
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
/obj/structure/fluff/beach_towel
name = "beach towel"
desc = "A towel decorated in various beach-themed designs."
icon = 'icons/obj/railings.dmi'
icon_state = "railing"
density = FALSE
anchored = TRUE
deconstructible = FALSE
/obj/structure/fluff/beach_umbrella
name = "beach umbrella"
desc = "A fancy umbrella designed to keep the sun off beach-goers."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "brella"
density = FALSE
anchored = TRUE
deconstructible = FALSE
/obj/structure/fluff/beach_umbrella/security
icon_state = "hos_brella"
/obj/structure/fluff/beach_umbrella/science
icon_state = "rd_brella"
/obj/structure/fluff/beach_umbrella/engine
icon_state = "ce_brella"
/obj/structure/fluff/beach_umbrella/cap
icon_state = "cap_brella"
/obj/structure/fluff/beach_umbrella/syndi
icon_state = "syndi_brella"
/obj/structure/fluff/clockwork
name = "Clockwork Fluff"
icon = 'icons/obj/fluff/general.dmi'
icon_state = "error"
deconstructible = FALSE
/obj/structure/fluff/clockwork/alloy_shards
name = "replicant alloy shards"
desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
icon_state = "alloy_shards"
/obj/structure/fluff/clockwork/alloy_shards/small
icon_state = "shard_small1"
/obj/structure/fluff/clockwork/alloy_shards/medium
icon_state = "shard_medium1"
/obj/structure/fluff/clockwork/alloy_shards/medium_gearbit
icon_state = "gear_bit1"
/obj/structure/fluff/clockwork/alloy_shards/large
icon_state = "shard_large1"
/obj/structure/fluff/clockwork/blind_eye
name = "blind eye"
desc = "A heavy brass eye, its red iris fallen dark."
icon_state = "blind_eye"
/obj/structure/fluff/clockwork/fallen_armor
name = "fallen armor"
desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
icon_state = "fallen_armor"
/obj/structure/fluff/clockwork/clockgolem_remains
name = "clockwork golem scrap"
desc = "A pile of scrap metal. It seems damaged beyond repair."
icon_state = "clockgolem_dead"
/obj/structure/fluff/tram_rail
name = "tram rail"
desc = "Great for trams, not so great for skating."
icon = 'icons/obj/tram/tram_rails.dmi'
icon_state = "rail"
layer = TRAM_RAIL_LAYER
plane = FLOOR_PLANE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
deconstructible = FALSE
can_buckle = TRUE
buckle_requires_restraints = TRUE
buckle_lying = 90
/obj/structure/fluff/tram_rail/post_buckle_mob(mob/living/target)
. = ..()
target.pixel_y += dir == SOUTH ? -3 : 14
RegisterSignal(target, COMSIG_LIVING_HIT_BY_TRAM, PROC_REF(on_buckled_tram_smashed))
/obj/structure/fluff/tram_rail/post_unbuckle_mob(mob/living/target)
. = ..()
target.pixel_y -= dir == SOUTH ? -3 : 14
UnregisterSignal(target, COMSIG_LIVING_HIT_BY_TRAM)
/// If someone gets hit by the tram while buckled to us (mission accomplished) unbuckle them so that they can fly away
/// Also we rip one of their arms off to "uncuff" them
/obj/structure/fluff/tram_rail/proc/on_buckled_tram_smashed(mob/living/smashed)
SIGNAL_HANDLER
unbuckle_mob(smashed, force = TRUE, can_fall = FALSE) // Make sure they don't fall down a z-level until they've been thrown
/obj/structure/fluff/tram_rail/floor
name = "tram rail protective cover"
icon_state = "rail_floor"
/obj/structure/fluff/tram_rail/end
icon_state = "railend"
/obj/structure/fluff/tram_rail/anchor
name = "tram rail anchor"
icon_state = "anchor"
/obj/structure/fluff/tram_rail/electric
desc = "Great for trams, not so great for skating. This one is a power rail."
/// What power channel from the APC do we check for power?
var/power_channel = AREA_USAGE_ENVIRON
/obj/structure/fluff/tram_rail/electric/anchor
name = "tram rail anchor"
icon_state = "anchor"
/obj/structure/fluff/tram_rail/electric/Initialize(mapload)
. = ..()
AddComponent(\
/datum/component/electrified_buckle,\
input_requirements = SHOCK_REQUIREMENT_AREA_POWER,\
shock_immediately = TRUE,\
print_message = FALSE,\
damage_on_shock = 5,\
loop_length = 8 SECONDS,\
area_power_channel = power_channel,\
shock_flags = SHOCK_NOSTUN\
)
/obj/structure/fluff/tram_rail/electric/attack_hand(mob/living/user, list/modifiers)
. = ..()
var/area/our_area = get_area(src)
if(our_area?.powered(power_channel) && user.electrocute_act(75, src))
do_sparks(5, TRUE, src)
/obj/structure/fluff/broken_canister_frame
name = "broken canister frame"
desc = "A torn apart canister. It looks like some metal can be salvaged with a wrench."
icon_state = "broken_canister"
anchored = FALSE
density = TRUE
deconstructible = TRUE
/obj/structure/fluff/wallsign
name = "direction sign"
desc = "Now, where to go?"
density = FALSE
icon = 'icons/obj/fluff/general.dmi'
icon_state = "wallsign"
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fluff/wallsign, 32)