Files
Bubberstation/code/game/objects/structures/tables_racks.dm
SyncIt21 66f726dfe3 General code maintenance for rcd devices and their DEFINE file (#78443)
## About The Pull Request
The changes made can be best summarized into points

**1. Cleans up `code/_DEFINES/construction.dm`**

Looking at the top comment of this file 

0fb8b8b218/code/__DEFINES/construction.dm (L1)

One would expect stuff related to materials, rcd, and other construction
related stuff. Well this file is anything but

Why is there stuff related to food & crafting over here then?

0fb8b8b218/code/__DEFINES/construction.dm (L91-L94)

It gets worse why are global lists declared here?

0fb8b8b218/code/__DEFINES/construction.dm (L115)
There is a dedicated folder to store global lists i.e.
`code/_globalvars/lists` for lists like these. These clearly don't
belong here

On top of that a lot of construction related defines has been just
dumped here making it too large for it's purposes. which is why this
file has been scraped and it's
1. crafting related stuff have been moved to its
`code/_DEFINES/crafting.dm`
2. global lists for crafting moved to
`code/_globalvars/lists/crafting.dm`
3. Finally remaining construction related defines split apart into 4
file types under the new `code/_DEFINES/construction` folder
- `code/_DEFINES/construction/actions.dm` -> for wrench act or other
construction related actions
- `code/_DEFINES/construction/material.dm` -> contains your sheet
defines and cable & stack related values. Also merged
`code/_DEFINES/material.dm` with this file so it belongs in one place
- `code/_DEFINES/construction/rcd.dm` -> dedicated file for everything
rcd related
- `code/_DEFINES/construction/structures.dm` -> contains the
construction states for various stuff like walls, girders, floodlight
etc

By splitting this file into multiple meaningful define file names will
help in reducing merge conflicts and will aid in faster navigation so
this is the 1st part of this PR

**2. Debloats the `RCD.dm` file(Part 1)**

This uses the same concepts as above. i.e. moving defines into their
appropriate files for e.g.

0fb8b8b218/code/game/objects/items/rcd/RCD.dm (L170)

1. Global vars belong in the `code/_globalvars` folder so these vars and
their related functions to initialize them are moved into the
`code/_globalvars/rcd.dm` file
2. See this proc

0fb8b8b218/code/game/objects/items/rcd/RCD.dm (L200)
This proc does not belong to the `obj/item/construction/rcd` type it's a
global "helper function" this is an effect proc as it creates rcd
holograms so it has been moved to the `code/game/objects/effects/rcd.dm`
file which is a global effect that can be used by anyone

And with that we have moved these vars & procs into their correct places
& reduced the size of this file . We can go even further

**3. Debloats the `RCD.dm` file(Part 2)**
This deals with the large list which contains all the designs supported
by the RCD

0fb8b8b218/code/game/objects/items/rcd/RCD.dm (L42)

This list contains a lot of local defines. We can scrape some of them
and reduce the overall bulkiness & memory requirements of this list and
so the following defines

```
#define WINDOW_TYPE "window_type"
#define COMPUTER_DIR "computer_dir"
#define WALLFRAME_TYPE "wallframe_type"
#define FURNISH_TYPE "furnish_type"
#define AIRLOCK_TYPE "airlock_type"
#define TITLE "title"
#define ICON "icon"
#define CATEGORY_ICON_STATE  "category_icon_state"
#define CATEGORY_ICON_SUFFIX "category_icon_suffix"
#define TITLE_ICON "ICON=TITLE"
```

Have all been removed making this list a lot more cleaner. Why? because
a lot of these are just semantic sugar, we can infer the value of a lot
of these defines if we just know the type path of the structure the rcd
is trying to build for e.g. take these 2 defines

0fb8b8b218/code/game/objects/items/rcd/RCD.dm (L13-L15)

These defines tell the rcd UI the name and the icon it should display.
Rather than specifying these manually in the design we can infer them
like this

```
var/obj/design = /obj/structure/window  //let's say the rcd is trying to build an window
var/name = initial(design.name)         //we have inferred the name of the design without requiring TITLE define
var/icon = initial(design.icon_state)   //we have inferred the icon of the design without requiring ICON define
```

And so by using similar logic to the remaining defines we can eliminate
a lot of these local defines and reduce the overall size of this list.

The same logic applies to the different modes of construction, the
following defines

0fb8b8b218/code/__DEFINES/construction.dm (L186-L192)
Have all been removed and replaced with a single value `RCD_STRUCTURE`

All these modes follow the same principle when building them
1. First check the turf if the structure exists. If it does early return
2. If not create a new structure there and that's it

So rather than creating a new construction mode every time you want to
add a new design we can use this mode to apply this general approach
every time

The design list has also now been made into a global list rather than a
private static list. The big advantage to this is that the rcd asset
cache can now access this list and load the correct icons from the list
directly. This means you no longer have to manually specify what icons
you want to load which is the case currently.

0fb8b8b218/code/modules/asset_cache/assets/rcd.dm (L8-L9)
This has lead to the UI icons breaking twice now in the past
- #74194
- #77217

Hopefully this should never repeat itself again

**4. Other RCD like device changes**
- Fixed the broken silo link icon when the radial menu of the RLD was
opened
- replaced a lot of vars inside RLD with defines to save memory
- Small changes to `ui_act` across RCD, Plumbing RCD and RTD
- Removed unused vars in RCD and snowflaked code
- Moved a large majority of `ui_data()` to `ui_static_data()` making the
experience much faster

Just some general clean up going on here

**5. The Large majority of other code changes**
These are actually small code changes spread across multiple files.
These effect the `rcd_act()` & the `rcd_vals()` procs across all items.
Basically it
- Removes a large majority of `to_chat()` & `visible_message()` calls.
This was done because we already have enough visual feedback of what's
going on. When we construct a wall we don't need a `to_chat()` to tell
us you have a built a wall, we can clearly see that
- replaces the static string `"mode"` with a predefined constant
`RCD_DESIGN_MODE` to bring some standard to use across all cases

Should reduce chat spam and improve readability of code. 

**6. Airlock & Window names**
The rcd asset cache relies on the design name to be unique. So i filled
in the missing names for some airlocks & windows which are subjective
and open to change but must have some value

**7 Removes Microwave PDA upgrade**
The RCD should not be allowed to build this microwave considering how
quickly it can spawn multiple structures and more importantly as it's a
special multipurpose machine so you should spend some effort in printing
it's parts and acquiring tools to complete it. This upgrade makes
obsolete the need to carry an
- A RPED to install the parts
- A screwdriver to complete the frame
- The circuit board for the microwave 

The most important point to note here is that whenever an RPED/circuit
board is printed at an lathe it charges you "Lathe Tax". The RCD with
this upgrade would essentially bypass the need to "Pay Taxes" at these
lathes as you are just creating a circuit board from thin air. This
causes economy imbalance(10 cr per print) which scales up the more of
these machines you make so to avoid this let's end the problem here

Not to mention people would not find the need to print the circuit board
for a regular microwave now if they have an RCD because they can just
make this microwave type making the need for a regular microwave
completely pointless.

Just build a machine frame with the RCD and complete the microwave from
there

## Changelog
🆑
code: moved global vars, lists and helper procs for construction related
stuff to their appropriate files
code: reduced overall code size & memory of rcd design list and removed
unused defines
refactor: removed a ton of chat alerts for rcd related actions to help
reduce chat spam
refactor: some airlock & window default names have changed
fix: broken icon in radial menu of rld silo link
remove: removes microwave pda upgrade from RCD. It's a special machine
so spend some time in building it rather than shitting them out for free
with the RCD. Use the RCD upgrade to spawn a machine frame instead & go
from there
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-12 19:46:41 +02:00

898 lines
31 KiB
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/* Tables and Racks
* Contains:
* Tables
* Glass Tables
* Wooden Tables
* Reinforced Tables
* Racks
* Rack Parts
*/
/*
* Tables
*/
/obj/structure/table
name = "table"
desc = "A square piece of iron standing on four metal legs. It can not move."
icon = 'icons/obj/smooth_structures/table.dmi'
icon_state = "table-0"
base_icon_state = "table"
density = TRUE
anchored = TRUE
pass_flags_self = PASSTABLE | LETPASSTHROW
layer = TABLE_LAYER
obj_flags = CAN_BE_HIT | IGNORE_DENSITY
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT)
max_integrity = 100
integrity_failure = 0.33
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_TABLES
canSmoothWith = SMOOTH_GROUP_TABLES
///TRUE if the table can be climbed on and have living mobs placed on it normally, FALSE otherwise
var/climbable = TRUE
var/frame = /obj/structure/table_frame
var/framestack = /obj/item/stack/rods
var/glass_shard_type = /obj/item/shard
var/buildstack = /obj/item/stack/sheet/iron
var/busy = FALSE
var/buildstackamount = 1
var/framestackamount = 2
var/deconstruction_ready = TRUE
/obj/structure/table/Initialize(mapload, _buildstack)
. = ..()
if(_buildstack)
buildstack = _buildstack
AddElement(/datum/element/footstep_override, priority = STEP_SOUND_TABLE_PRIORITY)
if (climbable)
AddElement(/datum/element/climbable)
var/static/list/loc_connections = list(
COMSIG_CARBON_DISARM_COLLIDE = PROC_REF(table_carbon),
)
AddElement(/datum/element/connect_loc, loc_connections)
var/static/list/give_turf_traits = list(TRAIT_TURF_IGNORE_SLOWDOWN, TRAIT_TURF_IGNORE_SLIPPERY, TRAIT_IMMERSE_STOPPED)
AddElement(/datum/element/give_turf_traits, give_turf_traits)
register_context()
/obj/structure/table/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
. = ..()
if(isnull(held_item))
return NONE
if(istype(held_item, /obj/item/toy/cards/deck))
var/obj/item/toy/cards/deck/dealer_deck = held_item
if(HAS_TRAIT(dealer_deck, TRAIT_WIELDED))
context[SCREENTIP_CONTEXT_LMB] = "Deal card"
context[SCREENTIP_CONTEXT_RMB] = "Deal card faceup"
. = CONTEXTUAL_SCREENTIP_SET
if(!(flags_1 & NODECONSTRUCT_1) && deconstruction_ready)
if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
context[SCREENTIP_CONTEXT_RMB] = "Disassemble"
. = CONTEXTUAL_SCREENTIP_SET
if(held_item.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
. = CONTEXTUAL_SCREENTIP_SET
return . || NONE
/obj/structure/table/examine(mob/user)
. = ..()
. += deconstruction_hints(user)
/obj/structure/table/proc/deconstruction_hints(mob/user)
return span_notice("The top is <b>screwed</b> on, but the main <b>bolts</b> are also visible.")
/obj/structure/table/update_icon(updates=ALL)
. = ..()
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/structure/table/narsie_act()
var/atom/A = loc
qdel(src)
new /obj/structure/table/wood(A)
/obj/structure/table/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/table/attack_hand(mob/living/user, list/modifiers)
if(Adjacent(user) && user.pulling)
if(isliving(user.pulling))
var/mob/living/pushed_mob = user.pulling
if(pushed_mob.buckled)
if(pushed_mob.buckled == src)
//Already buckled to the table, you probably meant to unbuckle them
return ..()
to_chat(user, span_warning("[pushed_mob] is buckled to [pushed_mob.buckled]!"))
return
if(user.combat_mode)
switch(user.grab_state)
if(GRAB_PASSIVE)
to_chat(user, span_warning("You need a better grip to do that!"))
return
if(GRAB_AGGRESSIVE)
tablepush(user, pushed_mob)
if(GRAB_NECK to GRAB_KILL)
tablelimbsmash(user, pushed_mob)
else
pushed_mob.visible_message(span_notice("[user] begins to place [pushed_mob] onto [src]..."), \
span_userdanger("[user] begins to place [pushed_mob] onto [src]..."))
if(do_after(user, 3.5 SECONDS, target = pushed_mob))
tableplace(user, pushed_mob)
else
return
user.stop_pulling()
else if(user.pulling.pass_flags & PASSTABLE)
user.Move_Pulled(src)
if (user.pulling.loc == loc)
user.visible_message(span_notice("[user] places [user.pulling] onto [src]."),
span_notice("You place [user.pulling] onto [src]."))
user.stop_pulling()
return ..()
/obj/structure/table/attack_tk(mob/user)
return
/obj/structure/table/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(.)
return
if(mover.throwing)
return TRUE
if(locate(/obj/structure/table) in get_turf(mover))
return TRUE
/obj/structure/table/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller, no_id = FALSE)
. = !density
if(caller)
. = . || (caller.pass_flags & PASSTABLE)
/obj/structure/table/proc/tableplace(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(loc)
pushed_mob.set_resting(TRUE, TRUE)
pushed_mob.visible_message(span_notice("[user] places [pushed_mob] onto [src]."), \
span_notice("[user] places [pushed_mob] onto [src]."))
log_combat(user, pushed_mob, "places", null, "onto [src]")
/obj/structure/table/proc/tablepush(mob/living/user, mob/living/pushed_mob)
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_danger("Throwing [pushed_mob] onto the table might hurt them!"))
return
var/passtable_key = REF(user)
passtable_on(pushed_mob, passtable_key)
for (var/obj/obj in user.loc.contents)
if(!obj.CanAllowThrough(pushed_mob))
return
pushed_mob.Move(src.loc)
passtable_off(pushed_mob, passtable_key)
if(pushed_mob.loc != loc) //Something prevented the tabling
return
pushed_mob.Knockdown(30)
pushed_mob.apply_damage(10, BRUTE)
pushed_mob.apply_damage(40, STAMINA)
if(user.mind?.martial_art.smashes_tables && user.mind?.martial_art.can_use(user))
deconstruct(FALSE)
playsound(pushed_mob, 'sound/effects/tableslam.ogg', 90, TRUE)
pushed_mob.visible_message(span_danger("[user] slams [pushed_mob] onto \the [src]!"), \
span_userdanger("[user] slams you onto \the [src]!"))
log_combat(user, pushed_mob, "tabled", null, "onto [src]")
pushed_mob.add_mood_event("table", /datum/mood_event/table)
/obj/structure/table/proc/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
pushed_mob.Knockdown(30)
var/obj/item/bodypart/banged_limb = pushed_mob.get_bodypart(user.zone_selected) || pushed_mob.get_bodypart(BODY_ZONE_HEAD)
var/extra_wound = 0
if(HAS_TRAIT(user, TRAIT_HULK))
extra_wound = 20
banged_limb?.receive_damage(30, wound_bonus = extra_wound)
pushed_mob.apply_damage(60, STAMINA)
take_damage(50)
if(user.mind?.martial_art.smashes_tables && user.mind?.martial_art.can_use(user))
deconstruct(FALSE)
playsound(pushed_mob, 'sound/effects/bang.ogg', 90, TRUE)
pushed_mob.visible_message(span_danger("[user] smashes [pushed_mob]'s [banged_limb.plaintext_zone] against \the [src]!"),
span_userdanger("[user] smashes your [banged_limb.plaintext_zone] against \the [src]"))
log_combat(user, pushed_mob, "head slammed", null, "against [src]")
pushed_mob.add_mood_event("table", /datum/mood_event/table_limbsmash, banged_limb)
/obj/structure/table/screwdriver_act_secondary(mob/living/user, obj/item/tool)
if(flags_1 & NODECONSTRUCT_1 || !deconstruction_ready)
return FALSE
to_chat(user, span_notice("You start disassembling [src]..."))
if(tool.use_tool(src, user, 2 SECONDS, volume=50))
deconstruct(TRUE)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/table/wrench_act_secondary(mob/living/user, obj/item/tool)
if(flags_1 & NODECONSTRUCT_1 || !deconstruction_ready)
return FALSE
to_chat(user, span_notice("You start deconstructing [src]..."))
if(tool.use_tool(src, user, 4 SECONDS, volume=50))
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct(TRUE, 1)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/table/attackby(obj/item/I, mob/living/user, params)
var/list/modifiers = params2list(params)
if(istype(I, /obj/item/storage/bag/tray))
var/obj/item/storage/bag/tray/T = I
if(T.contents.len > 0) // If the tray isn't empty
for(var/x in T.contents)
var/obj/item/item = x
AfterPutItemOnTable(item, user)
I.atom_storage.remove_all(drop_location())
user.visible_message(span_notice("[user] empties [I] on [src]."))
return
// If the tray IS empty, continue on (tray will be placed on the table like other items)
if(istype(I, /obj/item/toy/cards/deck))
var/obj/item/toy/cards/deck/dealer_deck = I
if(HAS_TRAIT(dealer_deck, TRAIT_WIELDED)) // deal a card facedown on the table
var/obj/item/toy/singlecard/card = dealer_deck.draw(user)
if(card)
attackby(card, user, params)
return
if(istype(I, /obj/item/riding_offhand))
var/obj/item/riding_offhand/riding_item = I
var/mob/living/carried_mob = riding_item.rider
if(carried_mob == user) //Piggyback user.
return
if(user.combat_mode)
user.unbuckle_mob(carried_mob)
tablelimbsmash(user, carried_mob)
else
var/tableplace_delay = 3.5 SECONDS
var/skills_space = ""
if(HAS_TRAIT(user, TRAIT_QUICKER_CARRY))
tableplace_delay = 2 SECONDS
skills_space = " expertly"
else if(HAS_TRAIT(user, TRAIT_QUICK_CARRY))
tableplace_delay = 2.75 SECONDS
skills_space = " quickly"
carried_mob.visible_message(span_notice("[user] begins to[skills_space] place [carried_mob] onto [src]..."),
span_userdanger("[user] begins to[skills_space] place [carried_mob] onto [src]..."))
if(do_after(user, tableplace_delay, target = carried_mob))
user.unbuckle_mob(carried_mob)
tableplace(user, carried_mob)
return TRUE
if(!user.combat_mode && !(I.item_flags & ABSTRACT))
if(user.transferItemToLoc(I, drop_location(), silent = FALSE))
//Center the icon where the user clicked.
if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
return
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
I.pixel_x = clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
I.pixel_y = clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
AfterPutItemOnTable(I, user)
return TRUE
else
return ..()
/obj/structure/table/attackby_secondary(obj/item/weapon, mob/user, params)
if(istype(weapon, /obj/item/toy/cards/deck))
var/obj/item/toy/cards/deck/dealer_deck = weapon
if(HAS_TRAIT(dealer_deck, TRAIT_WIELDED)) // deal a card faceup on the table
var/obj/item/toy/singlecard/card = dealer_deck.draw(user)
if(card)
card.Flip()
attackby(card, user, params)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
..()
return SECONDARY_ATTACK_CONTINUE_CHAIN
/obj/structure/table/proc/AfterPutItemOnTable(obj/item/I, mob/living/user)
return
/obj/structure/table/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(!(flags_1 & NODECONSTRUCT_1))
var/turf/T = get_turf(src)
if(buildstack)
new buildstack(T, buildstackamount)
else
for(var/i in custom_materials)
var/datum/material/M = i
new M.sheet_type(T, FLOOR(custom_materials[M] / SHEET_MATERIAL_AMOUNT, 1))
if(!wrench_disassembly)
new frame(T)
else
new framestack(T, framestackamount)
qdel(src)
/obj/structure/table/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(the_rcd.mode == RCD_DECONSTRUCT)
return list("delay" = 2.4 SECONDS, "cost" = 16)
return FALSE
/obj/structure/table/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
if(rcd_data["[RCD_DESIGN_MODE]"] == RCD_DECONSTRUCT)
qdel(src)
return TRUE
return FALSE
/obj/structure/table/proc/table_carbon(datum/source, mob/living/carbon/shover, mob/living/carbon/target, shove_blocked)
SIGNAL_HANDLER
if(!shove_blocked)
return
target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
target.visible_message(span_danger("[shover.name] shoves [target.name] onto \the [src]!"),
span_userdanger("You're shoved onto \the [src] by [shover.name]!"), span_hear("You hear aggressive shuffling followed by a loud thud!"), COMBAT_MESSAGE_RANGE, src)
to_chat(shover, span_danger("You shove [target.name] onto \the [src]!"))
target.throw_at(src, 1, 1, null, FALSE) //1 speed throws with no spin are basically just forcemoves with a hard collision check
log_combat(shover, target, "shoved", "onto [src] (table)")
return COMSIG_CARBON_SHOVE_HANDLED
/obj/structure/table/greyscale
icon = 'icons/obj/smooth_structures/table_greyscale.dmi'
icon_state = "table_greyscale-0"
base_icon_state = "table_greyscale"
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
buildstack = null //No buildstack, so generate from mat datums
/obj/structure/table/greyscale/set_custom_materials(list/materials, multiplier)
. = ..()
var/list/materials_list = list()
for(var/custom_material in custom_materials)
var/datum/material/current_material = GET_MATERIAL_REF(custom_material)
materials_list += "[current_material.name]"
desc = "A square [(materials_list.len > 1) ? "amalgamation" : "piece"] of [english_list(materials_list)] on four legs. It can not move."
///Table on wheels
/obj/structure/table/rolling
name = "Rolling table"
desc = "An NT brand \"Rolly poly\" rolling table. It can and will move."
anchored = FALSE
smoothing_flags = NONE
smoothing_groups = null
canSmoothWith = null
icon = 'icons/obj/smooth_structures/rollingtable.dmi'
icon_state = "rollingtable"
var/list/attached_items = list()
/obj/structure/table/rolling/Initialize(mapload)
. = ..()
AddElement(/datum/element/noisy_movement)
/obj/structure/table/rolling/AfterPutItemOnTable(obj/item/I, mob/living/user)
. = ..()
attached_items += I
RegisterSignal(I, COMSIG_MOVABLE_MOVED, PROC_REF(RemoveItemFromTable)) //Listen for the pickup event, unregister on pick-up so we aren't moved
/obj/structure/table/rolling/proc/RemoveItemFromTable(datum/source, newloc, dir)
SIGNAL_HANDLER
if(newloc != loc) //Did we not move with the table? because that shit's ok
return FALSE
attached_items -= source
UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
/obj/structure/table/rolling/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
if(!loc)
return
for(var/mob/living/living_mob in old_loc.contents)//Kidnap everyone on top
living_mob.forceMove(loc)
for(var/atom/movable/attached_movable as anything in attached_items)
if(!attached_movable.Move(loc))
RemoveItemFromTable(attached_movable, attached_movable.loc)
/*
* Glass tables
*/
/obj/structure/table/glass
name = "glass table"
desc = "What did I say about leaning on the glass tables? Now you need surgery."
icon = 'icons/obj/smooth_structures/glass_table.dmi'
icon_state = "glass_table-0"
base_icon_state = "glass_table"
custom_materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT)
buildstack = /obj/item/stack/sheet/glass
smoothing_groups = SMOOTH_GROUP_GLASS_TABLES
canSmoothWith = SMOOTH_GROUP_GLASS_TABLES
max_integrity = 70
resistance_flags = ACID_PROOF
armor_type = /datum/armor/table_glass
/datum/armor/table_glass
fire = 80
acid = 100
/obj/structure/table/glass/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/structure/table/glass/proc/on_entered(datum/source, atom/movable/AM)
SIGNAL_HANDLER
if(flags_1 & NODECONSTRUCT_1)
return
if(!isliving(AM))
return
// Don't break if they're just flying past
if(AM.throwing)
addtimer(CALLBACK(src, PROC_REF(throw_check), AM), 5)
else
check_break(AM)
/obj/structure/table/glass/proc/throw_check(mob/living/M)
if(M.loc == get_turf(src))
check_break(M)
/obj/structure/table/glass/proc/check_break(mob/living/M)
if(M.has_gravity() && M.mob_size > MOB_SIZE_SMALL && !(M.movement_type & FLYING))
table_shatter(M)
/obj/structure/table/glass/proc/table_shatter(mob/living/victim)
visible_message(span_warning("[src] breaks!"),
span_danger("You hear breaking glass."))
playsound(loc, SFX_SHATTER, 50, TRUE)
new frame(loc)
var/obj/item/shard/shard = new glass_shard_type(loc)
shard.throw_impact(victim)
victim.Paralyze(100)
qdel(src)
/obj/structure/table/glass/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
..()
return
else
var/turf/T = get_turf(src)
playsound(T, SFX_SHATTER, 50, TRUE)
new frame(loc)
new glass_shard_type(loc)
qdel(src)
/obj/structure/table/glass/narsie_act()
color = NARSIE_WINDOW_COLOUR
/obj/structure/table/glass/plasmaglass
name = "plasma glass table"
desc = "Someone thought this was a good idea."
icon = 'icons/obj/smooth_structures/plasmaglass_table.dmi'
icon_state = "plasmaglass_table-0"
base_icon_state = "plasmaglass_table"
custom_materials = list(/datum/material/alloy/plasmaglass =SHEET_MATERIAL_AMOUNT)
buildstack = /obj/item/stack/sheet/plasmaglass
glass_shard_type = /obj/item/shard/plasma
max_integrity = 100
/*
* Wooden tables
*/
/obj/structure/table/wood
name = "wooden table"
desc = "Do not apply fire to this. Rumour says it burns easily."
icon = 'icons/obj/smooth_structures/wood_table.dmi'
icon_state = "wood_table-0"
base_icon_state = "wood_table"
frame = /obj/structure/table_frame/wood
framestack = /obj/item/stack/sheet/mineral/wood
buildstack = /obj/item/stack/sheet/mineral/wood
resistance_flags = FLAMMABLE
max_integrity = 70
smoothing_groups = SMOOTH_GROUP_WOOD_TABLES //Don't smooth with SMOOTH_GROUP_TABLES
canSmoothWith = SMOOTH_GROUP_WOOD_TABLES
/obj/structure/table/wood/narsie_act(total_override = TRUE)
if(!total_override)
..()
/obj/structure/table/wood/poker //No specialties, Just a mapping object.
name = "gambling table"
desc = "A seedy table for seedy dealings in seedy places."
icon = 'icons/obj/smooth_structures/poker_table.dmi'
icon_state = "poker_table-0"
base_icon_state = "poker_table"
buildstack = /obj/item/stack/tile/carpet
/obj/structure/table/wood/poker/narsie_act()
..(FALSE)
/obj/structure/table/wood/fancy
name = "fancy table"
desc = "A standard metal table frame covered with an amazingly fancy, patterned cloth."
icon = 'icons/obj/structures.dmi'
icon_state = "fancy_table"
base_icon_state = "fancy_table"
frame = /obj/structure/table_frame
framestack = /obj/item/stack/rods
buildstack = /obj/item/stack/tile/carpet
smoothing_groups = SMOOTH_GROUP_FANCY_WOOD_TABLES //Don't smooth with SMOOTH_GROUP_TABLES or SMOOTH_GROUP_WOOD_TABLES
canSmoothWith = SMOOTH_GROUP_FANCY_WOOD_TABLES
var/smooth_icon = 'icons/obj/smooth_structures/fancy_table.dmi' // see Initialize()
/obj/structure/table/wood/fancy/Initialize(mapload)
. = ..()
// Needs to be set dynamically because table smooth sprites are 32x34,
// which the editor treats as a two-tile-tall object. The sprites are that
// size so that the north/south corners look nice - examine the detail on
// the sprites in the editor to see why.
icon = smooth_icon
/obj/structure/table/wood/fancy/black
icon_state = "fancy_table_black"
base_icon_state = "fancy_table_black"
buildstack = /obj/item/stack/tile/carpet/black
smooth_icon = 'icons/obj/smooth_structures/fancy_table_black.dmi'
/obj/structure/table/wood/fancy/blue
icon_state = "fancy_table_blue"
base_icon_state = "fancy_table_blue"
buildstack = /obj/item/stack/tile/carpet/blue
smooth_icon = 'icons/obj/smooth_structures/fancy_table_blue.dmi'
/obj/structure/table/wood/fancy/cyan
icon_state = "fancy_table_cyan"
base_icon_state = "fancy_table_cyan"
buildstack = /obj/item/stack/tile/carpet/cyan
smooth_icon = 'icons/obj/smooth_structures/fancy_table_cyan.dmi'
/obj/structure/table/wood/fancy/green
icon_state = "fancy_table_green"
base_icon_state = "fancy_table_green"
buildstack = /obj/item/stack/tile/carpet/green
smooth_icon = 'icons/obj/smooth_structures/fancy_table_green.dmi'
/obj/structure/table/wood/fancy/orange
icon_state = "fancy_table_orange"
base_icon_state = "fancy_table_orange"
buildstack = /obj/item/stack/tile/carpet/orange
smooth_icon = 'icons/obj/smooth_structures/fancy_table_orange.dmi'
/obj/structure/table/wood/fancy/purple
icon_state = "fancy_table_purple"
base_icon_state = "fancy_table_purple"
buildstack = /obj/item/stack/tile/carpet/purple
smooth_icon = 'icons/obj/smooth_structures/fancy_table_purple.dmi'
/obj/structure/table/wood/fancy/red
icon_state = "fancy_table_red"
base_icon_state = "fancy_table_red"
buildstack = /obj/item/stack/tile/carpet/red
smooth_icon = 'icons/obj/smooth_structures/fancy_table_red.dmi'
/obj/structure/table/wood/fancy/royalblack
icon_state = "fancy_table_royalblack"
base_icon_state = "fancy_table_royalblack"
buildstack = /obj/item/stack/tile/carpet/royalblack
smooth_icon = 'icons/obj/smooth_structures/fancy_table_royalblack.dmi'
/obj/structure/table/wood/fancy/royalblue
icon_state = "fancy_table_royalblue"
base_icon_state = "fancy_table_royalblue"
buildstack = /obj/item/stack/tile/carpet/royalblue
smooth_icon = 'icons/obj/smooth_structures/fancy_table_royalblue.dmi'
/*
* Reinforced tables
*/
/obj/structure/table/reinforced
name = "reinforced table"
desc = "A reinforced version of the four legged table."
icon = 'icons/obj/smooth_structures/reinforced_table.dmi'
icon_state = "reinforced_table-0"
base_icon_state = "reinforced_table"
deconstruction_ready = FALSE
buildstack = /obj/item/stack/sheet/plasteel
max_integrity = 200
integrity_failure = 0.25
armor_type = /datum/armor/table_reinforced
/datum/armor/table_reinforced
melee = 10
bullet = 30
laser = 30
energy = 100
bomb = 20
fire = 80
acid = 70
/obj/structure/table/reinforced/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
. = ..()
if(isnull(held_item))
return NONE
if(held_item.tool_behaviour == TOOL_WELDER)
context[SCREENTIP_CONTEXT_RMB] = deconstruction_ready ? "Strengthen" : "Weaken"
. = CONTEXTUAL_SCREENTIP_SET
return . || NONE
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
return span_notice("The top cover has been <i>welded</i> loose and the main frame's <b>bolts</b> are exposed.")
else
return span_notice("The top cover is firmly <b>welded</b> on.")
/obj/structure/table/reinforced/attackby_secondary(obj/item/weapon, mob/user, params)
if(weapon.tool_behaviour == TOOL_WELDER)
if(weapon.tool_start_check(user, amount = 0))
if(deconstruction_ready)
to_chat(user, span_notice("You start strengthening the reinforced table..."))
if (weapon.use_tool(src, user, 50, volume = 50))
to_chat(user, span_notice("You strengthen the table."))
deconstruction_ready = FALSE
else
to_chat(user, span_notice("You start weakening the reinforced table..."))
if (weapon.use_tool(src, user, 50, volume = 50))
to_chat(user, span_notice("You weaken the table."))
deconstruction_ready = TRUE
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
else
. = ..()
/obj/structure/table/bronze
name = "bronze table"
desc = "A solid table made out of bronze."
icon = 'icons/obj/smooth_structures/brass_table.dmi'
icon_state = "brass_table-0"
base_icon_state = "brass_table"
resistance_flags = FIRE_PROOF | ACID_PROOF
buildstack = /obj/item/stack/sheet/bronze
smoothing_groups = SMOOTH_GROUP_BRONZE_TABLES //Don't smooth with SMOOTH_GROUP_TABLES
canSmoothWith = SMOOTH_GROUP_BRONZE_TABLES
/obj/structure/table/bronze/tablepush(mob/living/user, mob/living/pushed_mob)
..()
playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
/obj/structure/table/reinforced/rglass
name = "reinforced glass table"
desc = "A reinforced version of the glass table."
icon = 'icons/obj/smooth_structures/rglass_table.dmi'
icon_state = "rglass_table-0"
base_icon_state = "rglass_table"
custom_materials = list(/datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/iron =SHEET_MATERIAL_AMOUNT)
buildstack = /obj/item/stack/sheet/rglass
max_integrity = 150
/obj/structure/table/reinforced/plasmarglass
name = "reinforced plasma glass table"
desc = "A reinforced version of the plasma glass table."
icon = 'icons/obj/smooth_structures/rplasmaglass_table.dmi'
icon_state = "rplasmaglass_table-0"
base_icon_state = "rplasmaglass_table"
custom_materials = list(/datum/material/alloy/plasmaglass =SHEET_MATERIAL_AMOUNT, /datum/material/iron =SHEET_MATERIAL_AMOUNT)
buildstack = /obj/item/stack/sheet/plasmarglass
/obj/structure/table/reinforced/titaniumglass
name = "titanium glass table"
desc = "A titanium reinforced glass table, with a fresh coat of NT white paint."
icon = 'icons/obj/smooth_structures/titaniumglass_table.dmi'
icon_state = "titaniumglass_table-0"
base_icon_state = "titaniumglass_table"
custom_materials = list(/datum/material/alloy/titaniumglass =SHEET_MATERIAL_AMOUNT)
buildstack = /obj/item/stack/sheet/titaniumglass
max_integrity = 250
/obj/structure/table/reinforced/plastitaniumglass
name = "plastitanium glass table"
desc = "A table made of titanium reinforced silica-plasma composite. About as durable as it sounds."
icon = 'icons/obj/smooth_structures/plastitaniumglass_table.dmi'
icon_state = "plastitaniumglass_table-0"
base_icon_state = "plastitaniumglass_table"
custom_materials = list(/datum/material/alloy/plastitaniumglass =SHEET_MATERIAL_AMOUNT)
buildstack = /obj/item/stack/sheet/plastitaniumglass
max_integrity = 300
/*
* Surgery Tables
*/
/obj/structure/table/optable
name = "operating table"
desc = "Used for advanced medical procedures."
icon = 'icons/obj/medical/surgery_table.dmi'
icon_state = "surgery_table"
buildstack = /obj/item/stack/sheet/mineral/silver
smoothing_flags = NONE
smoothing_groups = null
canSmoothWith = null
can_buckle = 1
buckle_lying = 90
climbable = FALSE
custom_materials = list(/datum/material/silver =SHEET_MATERIAL_AMOUNT)
var/mob/living/carbon/patient = null
var/obj/machinery/computer/operating/computer = null
/obj/structure/table/optable/Initialize(mapload)
. = ..()
for(var/direction in GLOB.alldirs)
computer = locate(/obj/machinery/computer/operating) in get_step(src, direction)
if(computer)
computer.table = src
break
RegisterSignal(loc, COMSIG_ATOM_ENTERED, PROC_REF(mark_patient))
RegisterSignal(loc, COMSIG_ATOM_EXITED, PROC_REF(unmark_patient))
/obj/structure/table/optable/Destroy()
if(computer && computer.table == src)
computer.table = null
patient = null
UnregisterSignal(loc, COMSIG_ATOM_ENTERED)
UnregisterSignal(loc, COMSIG_ATOM_EXITED)
return ..()
/obj/structure/table/optable/tablepush(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(loc)
pushed_mob.set_resting(TRUE, TRUE)
visible_message(span_notice("[user] lays [pushed_mob] on [src]."))
/// Any mob that enters our tile will be marked as a potential patient. They will be turned into a patient if they lie down.
/obj/structure/table/optable/proc/mark_patient(datum/source, mob/living/carbon/potential_patient)
SIGNAL_HANDLER
if(!istype(potential_patient))
return
RegisterSignal(potential_patient, COMSIG_LIVING_SET_BODY_POSITION, PROC_REF(recheck_patient))
recheck_patient(potential_patient) // In case the mob is already lying down before they entered.
potential_patient.pixel_y = potential_patient.base_pixel_y
/// Unmark the potential patient.
/obj/structure/table/optable/proc/unmark_patient(datum/source, mob/living/carbon/potential_patient)
SIGNAL_HANDLER
if(!istype(potential_patient))
return
if(potential_patient == patient)
recheck_patient(patient) // Can just set patient to null, but doing the recheck lets us find a replacement patient.
UnregisterSignal(potential_patient, COMSIG_LIVING_SET_BODY_POSITION)
potential_patient.pixel_y = potential_patient.base_pixel_y + potential_patient.body_position_pixel_y_offset
/// Someone on our tile just lied down, got up, moved in, or moved out.
/// potential_patient is the mob that had one of those four things change.
/// The check is a bit broad so we can find a replacement patient.
/obj/structure/table/optable/proc/recheck_patient(mob/living/carbon/potential_patient)
SIGNAL_HANDLER
if(patient && patient != potential_patient)
return
if(potential_patient.body_position == LYING_DOWN && potential_patient.loc == loc)
patient = potential_patient
return
// Find another lying mob as a replacement.
for (var/mob/living/carbon/replacement_patient in loc.contents)
if(replacement_patient.body_position == LYING_DOWN)
patient = replacement_patient
return
patient = null
/*
* Racks
*/
/obj/structure/rack
name = "rack"
desc = "Different from the Middle Ages version."
icon = 'icons/obj/structures.dmi'
icon_state = "rack"
layer = TABLE_LAYER
density = TRUE
anchored = TRUE
pass_flags_self = LETPASSTHROW //You can throw objects over this, despite it's density.
max_integrity = 20
/obj/structure/rack/examine(mob/user)
. = ..()
. += span_notice("It's held together by a couple of <b>bolts</b>.")
/obj/structure/rack/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(.)
return
if(istype(mover) && (mover.pass_flags & PASSTABLE))
return TRUE
/obj/structure/rack/MouseDrop_T(obj/O, mob/user)
. = ..()
if ((!( isitem(O) ) || user.get_active_held_item() != O))
return
if(!user.dropItemToGround(O))
return
if(O.loc != src.loc)
step(O, get_dir(O, src))
/obj/structure/rack/attackby(obj/item/W, mob/living/user, params)
var/list/modifiers = params2list(params)
if (W.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1) && LAZYACCESS(modifiers, RIGHT_CLICK))
W.play_tool_sound(src)
deconstruct(TRUE)
return
if(user.combat_mode)
return ..()
if(user.transferItemToLoc(W, drop_location()))
return 1
/obj/structure/rack/attack_paw(mob/living/user, list/modifiers)
attack_hand(user, modifiers)
/obj/structure/rack/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
if(user.body_position == LYING_DOWN || user.usable_legs < 2)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message(span_danger("[user] kicks [src]."), null, null, COMBAT_MESSAGE_RANGE)
take_damage(rand(4,8), BRUTE, MELEE, 1)
/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(loc, 'sound/items/dodgeball.ogg', 80, TRUE)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 40, TRUE)
/*
* Rack destruction
*/
/obj/structure/rack/deconstruct(disassembled = TRUE)
if(!(flags_1&NODECONSTRUCT_1))
set_density(FALSE)
var/obj/item/rack_parts/newparts = new(loc)
transfer_fingerprints_to(newparts)
qdel(src)
/*
* Rack Parts
*/
/obj/item/rack_parts
name = "rack parts"
desc = "Parts of a rack."
icon = 'icons/obj/structures.dmi'
icon_state = "rack_parts"
inhand_icon_state = "rack_parts"
flags_1 = CONDUCT_1
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
var/building = FALSE
/obj/item/rack_parts/attackby(obj/item/W, mob/user, params)
if (W.tool_behaviour == TOOL_WRENCH)
new /obj/item/stack/sheet/iron(user.loc)
qdel(src)
else
. = ..()
/obj/item/rack_parts/attack_self(mob/user)
if(building)
return
building = TRUE
to_chat(user, span_notice("You start constructing a rack..."))
if(do_after(user, 50, target = user, progress=TRUE))
if(!user.temporarilyRemoveItemFromInventory(src))
return
var/obj/structure/rack/R = new /obj/structure/rack(get_turf(src))
user.visible_message("<span class='notice'>[user] assembles \a [R].\
</span>", span_notice("You assemble \a [R]."))
R.add_fingerprint(user)
qdel(src)
building = FALSE