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* Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets. (#62813) * Double beds can now have two people buckled to them at a time. Also doubles the material costs to make them and their sheets. Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
251 lines
7.5 KiB
Plaintext
251 lines
7.5 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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* Roller beds
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*/
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/*
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* Beds
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*/
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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/objects.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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resistance_flags = FLAMMABLE
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max_integrity = 100
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integrity_failure = 0.35
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var/buildstacktype = /obj/item/stack/sheet/iron
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var/buildstackamount = 2
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var/bolts = TRUE
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/obj/structure/bed/examine(mob/user)
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. = ..()
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if(bolts)
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. += span_notice("It's held together by a couple of <b>bolts</b>.")
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/obj/structure/bed/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(buildstacktype)
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new buildstacktype(loc,buildstackamount)
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..()
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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/attackby(obj/item/W, mob/user, params)
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if(W.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
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W.play_tool_sound(src)
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deconstruct(TRUE)
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else
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return ..()
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/*
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* Roller beds
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*/
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/obj/structure/bed/roller
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name = "roller bed"
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icon = 'icons/obj/rollerbed.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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icon_state = "down"
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anchored = FALSE
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resistance_flags = NONE
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var/foldabletype = /obj/item/roller
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/obj/structure/bed/roller/examine(mob/user)
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. = ..()
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. += span_notice("You can fold it up by <b>dragging</b> it onto you.")
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/obj/structure/bed/roller/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/roller/robo))
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var/obj/item/roller/robo/R = W
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if(R.loaded)
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to_chat(user, span_warning("You already have a roller 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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R.loaded = src
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forceMove(R)
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user.visible_message(span_notice("[user] collects [src]."), span_notice("You collect [src]."))
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return 1
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else
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return ..()
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/obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location)
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. = ..()
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if(over_object == usr && Adjacent(usr))
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if(!ishuman(usr) || !usr.canUseTopic(src, BE_CLOSE))
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return FALSE
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if(has_buckled_mobs())
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return FALSE
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usr.visible_message(span_notice("[usr] collapses \the [src.name]."), span_notice("You collapse \the [src.name]."))
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var/obj/structure/bed/roller/B = new foldabletype(get_turf(src))
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usr.put_in_hands(B)
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qdel(src)
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/obj/structure/bed/roller/post_buckle_mob(mob/living/M)
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set_density(TRUE)
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icon_state = "up"
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//Push them up from the normal lying position
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M.pixel_y = M.base_pixel_y
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/obj/structure/bed/roller/Moved()
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. = ..()
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if(has_gravity())
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playsound(src, 'sound/effects/roll.ogg', 100, TRUE)
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/obj/structure/bed/roller/post_unbuckle_mob(mob/living/M)
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set_density(FALSE)
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icon_state = "down"
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//Set them back down to the normal lying position
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M.pixel_y = M.base_pixel_y + M.body_position_pixel_y_offset
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/obj/item/roller
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name = "roller bed"
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desc = "A collapsed roller bed that can be carried around."
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icon = 'icons/obj/rollerbed.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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icon_state = "folded"
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w_class = WEIGHT_CLASS_NORMAL // No more excuses, stop getting blood everywhere
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/obj/item/roller/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/roller/robo))
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var/obj/item/roller/robo/R = I
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if(R.loaded)
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to_chat(user, span_warning("[R] 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 [R]."))
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R.loaded = new/obj/structure/bed/roller(R)
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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/roller/attack_self(mob/user)
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deploy_roller(user, user.loc)
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/obj/item/roller/afterattack(obj/target, mob/user , proximity)
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. = ..()
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if(!proximity)
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return
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if(isopenturf(target))
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deploy_roller(user, target)
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/obj/item/roller/proc/deploy_roller(mob/user, atom/location)
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var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(location)
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R.add_fingerprint(user)
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qdel(src)
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/obj/item/roller/robo //ROLLER ROBO DA!
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name = "roller bed dock"
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desc = "A collapsed roller bed that can be ejected for emergency use. Must be collected or replaced after use."
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var/obj/structure/bed/roller/loaded = null
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/obj/item/roller/robo/Initialize(mapload)
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. = ..()
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loaded = new(src)
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/obj/item/roller/robo/examine(mob/user)
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. = ..()
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. += "The dock is [loaded ? "loaded" : "empty"]."
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/obj/item/roller/robo/deploy_roller(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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buildstacktype = /obj/item/stack/sheet/mineral/wood
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buildstackamount = 10
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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/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/M)
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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 = "[M]'s bed"
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desc = "[M]'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/M, force, check_loc)
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. = ..()
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update_owner(M)
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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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/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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buildstackamount = 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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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 = target.base_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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target.pixel_y = target.base_pixel_y + target.body_position_pixel_y_offset
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if(target == goldilocks)
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goldilocks = null
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