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Bubberstation/code/datums/elements/bed_tucking.dm
T
_0StevenandGitHub 74936ad639 Allow beds to define what side their headrest is on, fixing medical/roller bed buckling and bed_tuckable directions (#86556)
## About The Pull Request

So previously I put out a pr that made beds alternate their
`buckle_lying` angle based on their current direction, such that you
would always use the headrest as a headrest.
However, the medical/roller beds have their sprites flipped, and so
these would instead always use the headrest as a footrest.
This wasn't obvious before as both regular and medical/roller beds would
use the headrest on half their directions, just different halves.

While we could have fixed this by flipping the sprites on the
medical/roller beds, I think it's better to flip their buckling angles
instead so that the medical/roller beds maintain how they look while
being pulled, so my first thought was to override the
`update_buckle_vars(...)` proc with the other directions.

However, during testing I realized that these flipped sprites would also
affect the `bed_tuckable` element interactions with the code, used to
work out how to place certain items onto beds.
So instead of just overriding the proc, we add a new var
`left_headrest_dirs` that defines the directions for which the headrest
faces left, change its value for medical/roller beds, and use this for
the `update_buckle_vars(...)` proc and `bed_tuckle` element.

This fixes our issues.
As a side-effect, this also fixes an issue where `bed_tuckable` would
consider north-facing regular beds as if their headrest was on the right
rather than on the left.

<details>
  <summary>Images</summary>
  

![image](https://github.com/user-attachments/assets/450a3cd5-eed9-4fd1-9d19-ab155d47efaa)

![image](https://github.com/user-attachments/assets/864b28a7-b073-4291-8c21-fcf49c012894)


![image](https://github.com/user-attachments/assets/27016b04-2daa-4cb6-b9c9-5b0557a50a45)

![image](https://github.com/user-attachments/assets/e8af12ce-ad89-4844-b331-478dc0f4ba0d)
</details>

## Why It's Good For The Game

Fixes part of #86521.
Good to not use the headrest as a footrest all the time.
## Changelog
🆑
fix: Fixed being buckled to medical/roller beds making you always use
the headrest as a footrest.
fix: Fixed bedsheets/diskies/plushies/etc put on medical/roller beds
facing the wrong direction.
fix: Fixed bedsheets/diskies/plushies/etc put on any bed facing the
wrong direction on some beds.
/🆑
2024-09-10 17:06:09 +02:00

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/// Tucking element, for things that can be tucked into bed.
/datum/element/bed_tuckable
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 3
/// our pixel_x offset - how much the item moves x when in bed (+x is closer to the pillow)
var/x_offset = 0
/// our pixel_y offset - how much the item move y when in bed (-y is closer to the middle)
var/y_offset = 0
/// our rotation degree - how many degrees we need to turn the item to get to the left/right side
var/rotation_degree = 0
/// our starting angle for the item
var/starting_angle = 0
/datum/element/bed_tuckable/Attach(obj/target, mapload = FALSE, x = 0, y = 0, rotation = 0)
. = ..()
if(!isitem(target))
return ELEMENT_INCOMPATIBLE
x_offset = x
y_offset = y
starting_angle = rotation
RegisterSignal(target, COMSIG_ITEM_ATTACK_ATOM, PROC_REF(tuck_into_bed))
if(!mapload)
return
var/turf/our_home = get_turf(target)
var/obj/structure/bed/eepy = locate(/obj/structure/bed) in our_home
if(isnull(eepy))
return
tuck(target, eepy)
/datum/element/bed_tuckable/Detach(obj/target)
. = ..()
UnregisterSignal(target, list(COMSIG_ITEM_ATTACK_ATOM, COMSIG_ITEM_PICKUP))
/**
* Tuck our object into bed.
*
* tucked - the object being tucked
* target_bed - the bed we're tucking them into
* tucker - the guy doing the tucking
*/
/datum/element/bed_tuckable/proc/tuck_into_bed(obj/item/tucked, obj/structure/bed/target_bed, mob/living/tucker)
SIGNAL_HANDLER
if(!istype(target_bed))
return
if(!tucker.transferItemToLoc(tucked, target_bed.drop_location()))
return
to_chat(tucker, span_notice("You lay [tucked] out on [target_bed]."))
tuck(tucked, target_bed)
return COMPONENT_NO_AFTERATTACK
/datum/element/bed_tuckable/proc/tuck(obj/item/tucked, obj/structure/bed/target_bed)
tucked.dir = target_bed.dir & target_bed.left_headrest_dirs ? EAST : WEST
tucked.pixel_x = target_bed.dir & target_bed.left_headrest_dirs ? -x_offset : x_offset
tucked.pixel_y = y_offset
if(starting_angle)
rotation_degree = target_bed.dir & target_bed.left_headrest_dirs ? starting_angle + 180 : starting_angle
tucked.transform = turn(tucked.transform, rotation_degree)
RegisterSignal(tucked, COMSIG_ITEM_PICKUP, PROC_REF(untuck))
/**
* If we rotate our object, then we need to un-rotate it when it's picked up
*
* tucked - the object that is tucked
*/
/datum/element/bed_tuckable/proc/untuck(obj/item/tucked)
SIGNAL_HANDLER
tucked.transform = turn(tucked.transform, -rotation_degree)
UnregisterSignal(tucked, COMSIG_ITEM_PICKUP)