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## About The Pull Request I'm "cooking" the materials system a bit, specifically the code responsible for applying and removing effects. My goal is to move most of the code to the objects-side, split it in smaller procs that can be more easily overriden or called for object-specific modifiers and effects, while also revamping things all around to better support items made from multiple materials (the cleric mace will most likely be one in this PR, with the handle and tip made of different materials). PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO MATERIALS. ## Why It's Good For The Game One of the nastiest flaws with the materials system is that it's just unfeasable to have items made of multiple mats (with effects enabled) right now, as they easily tend to override each other, where some of the modifiers and effects should only be applied the main material. Beside, the system's starting to show signs of its time, from the several type checks used to apply different effects, the one letter variables to the the material flags that are still being passed down as arguments when you can access them from the atom/source arg anyway. It would be disonhest of me if I went ahead and coded material fishing rods or whatever fish fuckery with materials without ensuring it won't further the technical debt the feature currently has. ## Changelog 🆑 refactor: Refactored materials code. report any issue. add: Cleric maces (The autolathe-printable weapon design from outer space) can now be made of two different materials. balance: Buffed cleric maces a little. fix: toolboxes' stats are now affected by materials again. /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
1021 lines
36 KiB
Plaintext
1021 lines
36 KiB
Plaintext
/* Tables and Racks
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* Contains:
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* Tables
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* Glass Tables
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* Wooden Tables
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* Reinforced Tables
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* Racks
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* Rack Parts
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*/
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/*
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* Tables
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*/
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/obj/structure/table
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name = "table"
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desc = "A square piece of iron standing on four metal legs. It can not move."
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icon = 'icons/obj/smooth_structures/table.dmi'
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icon_state = "table-0"
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base_icon_state = "table"
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density = TRUE
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anchored = TRUE
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pass_flags_self = PASSTABLE | LETPASSTHROW
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layer = TABLE_LAYER
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obj_flags = CAN_BE_HIT | IGNORE_DENSITY
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custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT)
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max_integrity = 100
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integrity_failure = 0.33
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_TABLES
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canSmoothWith = SMOOTH_GROUP_TABLES
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var/frame = /obj/structure/table_frame
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var/framestack = /obj/item/stack/rods
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var/glass_shard_type = /obj/item/shard
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var/buildstack = /obj/item/stack/sheet/iron
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var/busy = FALSE
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var/buildstackamount = 1
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var/framestackamount = 2
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var/deconstruction_ready = TRUE
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/obj/structure/table/Initialize(mapload, _buildstack)
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. = ..()
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if(_buildstack)
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buildstack = _buildstack
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AddElement(/datum/element/footstep_override, priority = STEP_SOUND_TABLE_PRIORITY)
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make_climbable()
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var/static/list/loc_connections = list(
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COMSIG_LIVING_DISARM_COLLIDE = PROC_REF(table_living),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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var/static/list/give_turf_traits = list(TRAIT_TURF_IGNORE_SLOWDOWN, TRAIT_TURF_IGNORE_SLIPPERY, TRAIT_IMMERSE_STOPPED)
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AddElement(/datum/element/give_turf_traits, give_turf_traits)
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register_context()
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ADD_TRAIT(src, TRAIT_COMBAT_MODE_SKIP_INTERACTION, INNATE_TRAIT)
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///Adds the element used to make the object climbable, and also the one that shift the mob buckled to it up.
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/obj/structure/table/proc/make_climbable()
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AddElement(/datum/element/climbable)
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AddElement(/datum/element/elevation, pixel_shift = 12)
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/obj/structure/table/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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. = ..()
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if(isnull(held_item))
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return NONE
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if(istype(held_item, /obj/item/toy/cards/deck))
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var/obj/item/toy/cards/deck/dealer_deck = held_item
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if(HAS_TRAIT(dealer_deck, TRAIT_WIELDED))
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context[SCREENTIP_CONTEXT_LMB] = "Deal card"
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context[SCREENTIP_CONTEXT_RMB] = "Deal card faceup"
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. = CONTEXTUAL_SCREENTIP_SET
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if(deconstruction_ready)
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if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
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context[SCREENTIP_CONTEXT_RMB] = "Disassemble"
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. = CONTEXTUAL_SCREENTIP_SET
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if(held_item.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
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. = CONTEXTUAL_SCREENTIP_SET
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return . || NONE
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/obj/structure/table/examine(mob/user)
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. = ..()
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. += deconstruction_hints(user)
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/obj/structure/table/proc/deconstruction_hints(mob/user)
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return span_notice("The top is <b>screwed</b> on, but the main <b>bolts</b> are also visible.")
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/obj/structure/table/update_icon(updates=ALL)
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. = ..()
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if((updates & UPDATE_SMOOTHING) && (smoothing_flags & USES_SMOOTHING))
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QUEUE_SMOOTH(src)
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QUEUE_SMOOTH_NEIGHBORS(src)
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/obj/structure/table/narsie_act()
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var/atom/A = loc
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qdel(src)
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new /obj/structure/table/wood(A)
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/obj/structure/table/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/table/attack_hand(mob/living/user, list/modifiers)
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if(Adjacent(user) && user.pulling)
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if(isliving(user.pulling))
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var/mob/living/pushed_mob = user.pulling
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if(pushed_mob.buckled)
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if(pushed_mob.buckled == src)
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//Already buckled to the table, you probably meant to unbuckle them
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return ..()
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to_chat(user, span_warning("[pushed_mob] is buckled to [pushed_mob.buckled]!"))
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return
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if(user.combat_mode)
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switch(user.grab_state)
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if(GRAB_PASSIVE)
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to_chat(user, span_warning("You need a better grip to do that!"))
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return
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if(GRAB_AGGRESSIVE)
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tablepush(user, pushed_mob)
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if(GRAB_NECK to GRAB_KILL)
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tablelimbsmash(user, pushed_mob)
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else
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pushed_mob.visible_message(span_notice("[user] begins to place [pushed_mob] onto [src]..."), \
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span_userdanger("[user] begins to place [pushed_mob] onto [src]..."))
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if(do_after(user, 3.5 SECONDS, target = pushed_mob))
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tableplace(user, pushed_mob)
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else
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return
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user.stop_pulling()
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else if(user.pulling.pass_flags & PASSTABLE)
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user.Move_Pulled(src)
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if (user.pulling.loc == loc)
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user.visible_message(span_notice("[user] places [user.pulling] onto [src]."),
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span_notice("You place [user.pulling] onto [src]."))
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user.stop_pulling()
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return ..()
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/obj/structure/table/attack_tk(mob/user)
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return
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/obj/structure/table/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(.)
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return
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if(mover.throwing)
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return TRUE
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if(locate(/obj/structure/table) in get_turf(mover))
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return TRUE
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/obj/structure/table/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
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if(!density)
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return TRUE
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if(pass_info.pass_flags & PASSTABLE)
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return TRUE
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return FALSE
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/obj/structure/table/proc/tableplace(mob/living/user, mob/living/pushed_mob)
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pushed_mob.forceMove(loc)
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pushed_mob.set_resting(TRUE, TRUE)
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pushed_mob.visible_message(span_notice("[user] places [pushed_mob] onto [src]."), \
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span_notice("[user] places [pushed_mob] onto [src]."))
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log_combat(user, pushed_mob, "places", null, "onto [src]")
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/obj/structure/table/proc/tablepush(mob/living/user, mob/living/pushed_mob)
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, span_danger("Throwing [pushed_mob] onto the table might hurt them!"))
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return
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var/passtable_key = REF(user)
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passtable_on(pushed_mob, passtable_key)
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for (var/obj/obj in user.loc.contents)
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if(!obj.CanAllowThrough(pushed_mob))
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return
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pushed_mob.Move(src.loc)
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passtable_off(pushed_mob, passtable_key)
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if(pushed_mob.loc != loc) //Something prevented the tabling
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return
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pushed_mob.Knockdown(30)
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pushed_mob.apply_damage(10, BRUTE)
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pushed_mob.apply_damage(40, STAMINA)
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if(user.mind?.martial_art?.smashes_tables && user.mind?.martial_art.can_use(user))
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deconstruct(FALSE)
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playsound(pushed_mob, 'sound/effects/tableslam.ogg', 90, TRUE)
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pushed_mob.visible_message(span_danger("[user] slams [pushed_mob] onto \the [src]!"), \
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span_userdanger("[user] slams you onto \the [src]!"))
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log_combat(user, pushed_mob, "tabled", null, "onto [src]")
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pushed_mob.add_mood_event("table", /datum/mood_event/table)
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/obj/structure/table/proc/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
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pushed_mob.Knockdown(30)
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var/obj/item/bodypart/banged_limb = pushed_mob.get_bodypart(user.zone_selected) || pushed_mob.get_bodypart(BODY_ZONE_HEAD)
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var/extra_wound = 0
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if(HAS_TRAIT(user, TRAIT_HULK))
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extra_wound = 20
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banged_limb?.receive_damage(30, wound_bonus = extra_wound)
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pushed_mob.apply_damage(60, STAMINA)
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take_damage(50)
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if(user.mind?.martial_art?.smashes_tables && user.mind?.martial_art.can_use(user))
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deconstruct(FALSE)
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playsound(pushed_mob, 'sound/effects/bang.ogg', 90, TRUE)
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pushed_mob.visible_message(span_danger("[user] smashes [pushed_mob]'s [banged_limb.plaintext_zone] against \the [src]!"),
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span_userdanger("[user] smashes your [banged_limb.plaintext_zone] against \the [src]"))
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log_combat(user, pushed_mob, "head slammed", null, "against [src]")
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pushed_mob.add_mood_event("table", /datum/mood_event/table_limbsmash, banged_limb)
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/obj/structure/table/screwdriver_act_secondary(mob/living/user, obj/item/tool)
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if(!deconstruction_ready)
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return NONE
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to_chat(user, span_notice("You start disassembling [src]..."))
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if(tool.use_tool(src, user, 2 SECONDS, volume=50))
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deconstruct(TRUE)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/table/wrench_act_secondary(mob/living/user, obj/item/tool)
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if(!deconstruction_ready)
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return NONE
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to_chat(user, span_notice("You start deconstructing [src]..."))
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if(tool.use_tool(src, user, 4 SECONDS, volume=50))
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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frame = null
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deconstruct(TRUE)
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return ITEM_INTERACT_SUCCESS
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// This extends base item interaction because tables default to blocking 99% of interactions
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/obj/structure/table/base_item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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. = ..()
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if(.)
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return .
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if(istype(tool, /obj/item/toy/cards/deck))
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. = deck_act(user, tool, modifiers, !!LAZYACCESS(modifiers, RIGHT_CLICK))
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if(istype(tool, /obj/item/storage/bag/tray))
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. = tray_act(user, tool)
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else if(istype(tool, /obj/item/riding_offhand))
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. = riding_offhand_act(user, tool)
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// Continue to placing if we don't do anything else
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if(.)
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return .
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if(!user.combat_mode || (tool.item_flags & NOBLUDGEON))
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return table_place_act(user, tool, modifiers)
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return NONE
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/obj/structure/table/proc/tray_act(mob/living/user, obj/item/storage/bag/tray/used_tray)
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if(used_tray.contents.len <= 0)
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return NONE // If the tray IS empty, continue on (tray will be placed on the table like other items)
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for(var/obj/item/thing in used_tray.contents)
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AfterPutItemOnTable(thing, user)
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used_tray.atom_storage.remove_all(drop_location())
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user.visible_message(span_notice("[user] empties [used_tray] on [src]."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/table/proc/deck_act(mob/living/user, obj/item/toy/cards/deck/dealer_deck, list/modifiers, flip)
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if(!HAS_TRAIT(dealer_deck, TRAIT_WIELDED))
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return NONE
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var/obj/item/toy/singlecard/card = dealer_deck.draw(user)
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if(isnull(card))
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return ITEM_INTERACT_BLOCKING
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if(flip)
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card.Flip()
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return table_place_act(user, card, modifiers)
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/obj/structure/table/proc/riding_offhand_act(mob/living/user, obj/item/riding_offhand/riding_item)
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var/mob/living/carried_mob = riding_item.rider
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if(carried_mob == user) //Piggyback user.
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return NONE
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if(user.combat_mode)
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user.unbuckle_mob(carried_mob)
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tablelimbsmash(user, carried_mob)
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return ITEM_INTERACT_SUCCESS
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var/tableplace_delay = 3.5 SECONDS
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var/skills_space = ""
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if(HAS_TRAIT(user, TRAIT_QUICKER_CARRY))
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tableplace_delay = 2 SECONDS
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skills_space = " expertly"
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else if(HAS_TRAIT(user, TRAIT_QUICK_CARRY))
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tableplace_delay = 2.75 SECONDS
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skills_space = " quickly"
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var/obj/item/organ/internal/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
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if(istype(potential_spine))
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tableplace_delay *= potential_spine.athletics_boost_multiplier
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carried_mob.visible_message(span_notice("[user] begins to[skills_space] place [carried_mob] onto [src]..."),
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span_userdanger("[user] begins to[skills_space] place [carried_mob] onto [src]..."))
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if(!do_after(user, tableplace_delay, target = carried_mob))
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return ITEM_INTERACT_BLOCKING
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user.unbuckle_mob(carried_mob)
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tableplace(user, carried_mob)
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return ITEM_INTERACT_SUCCESS
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// Where putting things on tables is handled.
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/obj/structure/table/proc/table_place_act(mob/living/user, obj/item/tool, list/modifiers)
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if(tool.item_flags & ABSTRACT)
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return NONE
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if(!user.transferItemToLoc(tool, drop_location(), silent = FALSE))
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return ITEM_INTERACT_BLOCKING
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// Items are centered by default, but we move them if click ICON_X and ICON_Y are available
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if(LAZYACCESS(modifiers, ICON_X) && LAZYACCESS(modifiers, ICON_Y))
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// Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
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tool.pixel_x = clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(ICON_SIZE_X*0.5), ICON_SIZE_X*0.5)
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tool.pixel_y = clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(ICON_SIZE_Y*0.5), ICON_SIZE_Y*0.5)
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AfterPutItemOnTable(tool, user)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/table/proc/AfterPutItemOnTable(obj/item/thing, mob/living/user)
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return
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/obj/structure/table/atom_deconstruct(disassembled = TRUE)
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var/turf/target_turf = get_turf(src)
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if(buildstack)
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new buildstack(target_turf, buildstackamount)
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else
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for(var/datum/material/mat in custom_materials)
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new mat.sheet_type(target_turf, FLOOR(custom_materials[mat] / SHEET_MATERIAL_AMOUNT, 1))
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if(frame)
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new frame(target_turf)
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else
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new framestack(get_turf(src), framestackamount)
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/obj/structure/table/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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if(the_rcd.mode == RCD_DECONSTRUCT)
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return list("delay" = 2.4 SECONDS, "cost" = 16)
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return FALSE
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/obj/structure/table/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
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if(rcd_data["[RCD_DESIGN_MODE]"] == RCD_DECONSTRUCT)
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qdel(src)
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return TRUE
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return FALSE
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/obj/structure/table/proc/table_living(datum/source, mob/living/shover, mob/living/target, shove_flags, obj/item/weapon)
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SIGNAL_HANDLER
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if((shove_flags & SHOVE_KNOCKDOWN_BLOCKED) || !(shove_flags & SHOVE_BLOCKED))
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return
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target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
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target.apply_status_effect(/datum/status_effect/next_shove_stuns)
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target.visible_message(span_danger("[shover.name] shoves [target.name] onto \the [src]!"),
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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, shover)
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to_chat(shover, span_danger("You shove [target.name] onto \the [src]!"))
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target.throw_at(src, 1, 1, null, FALSE) //1 speed throws with no spin are basically just forcemoves with a hard collision check
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log_combat(shover, target, "shoved", "onto [src] (table)[weapon ? " with [weapon]" : ""]")
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return COMSIG_LIVING_SHOVE_HANDLED
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/obj/structure/table/greyscale
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icon = 'icons/obj/smooth_structures/table_greyscale.dmi'
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icon_state = "table_greyscale-0"
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base_icon_state = "table_greyscale"
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material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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buildstack = null //No buildstack, so generate from mat datums
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/obj/structure/table/greyscale/finalize_material_effects(list/materials)
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. = ..()
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var/english_list = get_material_english_list(materials)
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desc = "A square [(length(materials) > 1) ? "amalgamation" : "piece"] of [english_list] on four legs. It can not move."
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///Table on wheels
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/obj/structure/table/rolling
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name = "Rolling table"
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desc = "An NT brand \"Rolly poly\" rolling table. It can and will move."
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anchored = FALSE
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smoothing_flags = NONE
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smoothing_groups = null
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canSmoothWith = null
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icon = 'icons/obj/smooth_structures/rollingtable.dmi'
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icon_state = "rollingtable"
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/// Lazylist of the items that we have on our surface.
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|
var/list/attached_items = null
|
|
|
|
/obj/structure/table/rolling/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/noisy_movement)
|
|
RegisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(on_our_moved))
|
|
|
|
/obj/structure/table/rolling/Destroy()
|
|
for(var/item in attached_items)
|
|
clear_item_reference(item)
|
|
LAZYNULL(attached_items) // safety
|
|
return ..()
|
|
|
|
/obj/structure/table/rolling/AfterPutItemOnTable(obj/item/thing, mob/living/user)
|
|
. = ..()
|
|
LAZYADD(attached_items, thing)
|
|
RegisterSignal(thing, COMSIG_MOVABLE_MOVED, PROC_REF(on_item_moved))
|
|
|
|
/// Handles cases where any attached item moves, with or without the table. If we get picked up or anything, unregister the signal so we don't move with the table after removal from the surface.
|
|
/obj/structure/table/rolling/proc/on_item_moved(datum/source, atom/old_loc, dir, forced, list/old_locs, momentum_change)
|
|
SIGNAL_HANDLER
|
|
|
|
var/atom/thing = source // let it runtime if it doesn't work because that is mad wack
|
|
if(thing.loc == loc) // if we move with the table, move on
|
|
return
|
|
|
|
clear_item_reference(thing)
|
|
|
|
/// Handles movement of the table itself, as well as moving along any atoms we have on our surface.
|
|
/obj/structure/table/rolling/proc/on_our_moved(datum/source, atom/old_loc, dir, forced, list/old_locs, momentum_change)
|
|
SIGNAL_HANDLER
|
|
if(isnull(loc)) // aw hell naw
|
|
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)) // weird
|
|
clear_item_reference(attached_movable) // we check again in on_item_moved() just in case something's wacky tobaccy
|
|
|
|
/// Removes the signal and the entrance from the list.
|
|
/obj/structure/table/rolling/proc/clear_item_reference(obj/item/thing)
|
|
UnregisterSignal(thing, COMSIG_MOVABLE_MOVED)
|
|
LAZYREMOVE(attached_items, thing)
|
|
|
|
/*
|
|
* 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(!isliving(AM))
|
|
return
|
|
// Don't break if they're just flying past
|
|
if(AM.throwing)
|
|
addtimer(CALLBACK(src, PROC_REF(throw_check), AM), 0.5 SECONDS)
|
|
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 & MOVETYPES_NOT_TOUCHING_GROUND) && (!isteshari(M))) //SKYRAT EDIT ADDITION - Allows Teshari to climb on glassies safely. - This should be a component
|
|
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/atom_deconstruct(disassembled = TRUE)
|
|
if(disassembled)
|
|
..()
|
|
return
|
|
else
|
|
var/turf/T = get_turf(src)
|
|
playsound(T, SFX_SHATTER, 50, TRUE)
|
|
|
|
new frame(loc)
|
|
new glass_shard_type(loc)
|
|
|
|
/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/welder_act_secondary(mob/living/user, obj/item/tool)
|
|
if(tool.tool_start_check(user, amount = 0))
|
|
if(attempt_electrocution(user))
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
if(deconstruction_ready)
|
|
to_chat(user, span_notice("You start strengthening the reinforced table..."))
|
|
if (tool.use_tool(src, user, 50, volume = 50))
|
|
to_chat(user, span_notice("You strengthen the table."))
|
|
deconstruction_ready = FALSE
|
|
return ITEM_INTERACT_SUCCESS
|
|
else
|
|
to_chat(user, span_notice("You start weakening the reinforced table..."))
|
|
if (tool.use_tool(src, user, 50, volume = 50))
|
|
to_chat(user, span_notice("You weaken the table."))
|
|
deconstruction_ready = TRUE
|
|
return ITEM_INTERACT_SUCCESS
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
/obj/structure/table/reinforced/item_interaction_secondary(mob/living/user, obj/item/tool, list/modifiers)
|
|
if(tool.tool_behaviour == TOOL_WELDER)
|
|
return NONE
|
|
|
|
return ..()
|
|
|
|
/obj/structure/table/reinforced/screwdriver_act_secondary(mob/living/user, obj/item/tool)
|
|
if(deconstruction_ready && attempt_electrocution(user))
|
|
return ITEM_INTERACT_BLOCKING
|
|
return ..()
|
|
|
|
/obj/structure/table/reinforced/wrench_act_secondary(mob/living/user, obj/item/tool)
|
|
if(deconstruction_ready && attempt_electrocution(user))
|
|
return ITEM_INTERACT_BLOCKING
|
|
return ..()
|
|
|
|
/// Attempts to shock the user, given the table is hooked up and they're within range.
|
|
/// Returns TRUE on successful electrocution, FALSE otherwise.
|
|
/obj/structure/table/reinforced/proc/attempt_electrocution(mob/user)
|
|
if(!anchored) // If for whatever reason it's not anchored, it can't be shocked either.
|
|
return FALSE
|
|
if(!in_range(src, user)) // To prevent TK and mech users from getting shocked.
|
|
return FALSE
|
|
|
|
var/turf/our_turf = get_turf(src)
|
|
if(our_turf.overfloor_placed) // Can't have a floor in the way.
|
|
return FALSE
|
|
|
|
var/obj/structure/cable/cable_node = our_turf.get_cable_node()
|
|
if(isnull(cable_node))
|
|
return FALSE
|
|
if(!electrocute_mob(user, cable_node, src, 1, TRUE))
|
|
return FALSE
|
|
|
|
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
|
|
sparks.set_up(3, TRUE, src)
|
|
sparks.start()
|
|
|
|
return TRUE
|
|
|
|
/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/effects/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//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE
|
|
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 = TRUE
|
|
buckle_lying = 90
|
|
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/make_climbable()
|
|
AddElement(/datum/element/elevation, pixel_shift = 12)
|
|
|
|
/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]."))
|
|
|
|
///Align the mob with the table when buckled.
|
|
/obj/structure/table/optable/post_buckle_mob(mob/living/buckled)
|
|
. = ..()
|
|
buckled.pixel_y += 6
|
|
|
|
///Disalign the mob with the table when unbuckled.
|
|
/obj/structure/table/optable/post_unbuckle_mob(mob/living/buckled)
|
|
. = ..()
|
|
buckled.pixel_y -= 6
|
|
|
|
/// 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.
|
|
|
|
/// 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)
|
|
|
|
/// 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
|
|
chill_out(patient) // SKYRAT EDIT - Operation Table Numbing
|
|
return
|
|
|
|
if(!isnull(patient)) // SKYRAT EDIT - Operation Table Numbing
|
|
thaw_them(patient) // SKYRAT EDIT - Operation Table Numbing
|
|
|
|
// 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 its density.
|
|
max_integrity = 20
|
|
|
|
/obj/structure/rack/skeletal
|
|
name = "skeletal minibar"
|
|
desc = "Rattle me boozes!"
|
|
icon = 'icons/obj/fluff/general.dmi'
|
|
icon_state = "minibar"
|
|
|
|
/obj/structure/rack/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/climbable)
|
|
AddElement(/datum/element/elevation, pixel_shift = 12)
|
|
register_context()
|
|
ADD_TRAIT(src, TRAIT_COMBAT_MODE_SKIP_INTERACTION, INNATE_TRAIT)
|
|
|
|
/obj/structure/rack/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_WRENCH)
|
|
context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
|
|
return CONTEXTUAL_SCREENTIP_SET
|
|
|
|
return NONE
|
|
|
|
/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/wrench_act_secondary(mob/living/user, obj/item/tool)
|
|
tool.play_tool_sound(src)
|
|
deconstruct(TRUE)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/structure/rack/base_item_interaction(mob/living/user, obj/item/tool, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return .
|
|
if((tool.item_flags & ABSTRACT) || (user.combat_mode && !(tool.item_flags & NOBLUDGEON)))
|
|
return NONE
|
|
if(user.transferItemToLoc(tool, drop_location(), silent = FALSE))
|
|
return ITEM_INTERACT_SUCCESS
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
/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.combat_mode || 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/items/weapons/tap.ogg', 50, TRUE)
|
|
if(BURN)
|
|
playsound(loc, 'sound/items/tools/welder.ogg', 40, TRUE)
|
|
|
|
/*
|
|
* Rack destruction
|
|
*/
|
|
|
|
/obj/structure/rack/atom_deconstruct(disassembled = TRUE)
|
|
set_density(FALSE)
|
|
var/obj/item/rack_parts/newparts = new(loc)
|
|
transfer_fingerprints_to(newparts)
|
|
|
|
|
|
/*
|
|
* 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"
|
|
obj_flags = CONDUCTS_ELECTRICITY
|
|
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
|
|
var/building = FALSE
|
|
|
|
/obj/item/rack_parts/Initialize(mapload)
|
|
. = ..()
|
|
register_context()
|
|
|
|
/obj/item/rack_parts/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
|
|
if(isnull(held_item))
|
|
return NONE
|
|
|
|
if(held_item == src)
|
|
context[SCREENTIP_CONTEXT_LMB] = "Construct Rack"
|
|
return CONTEXTUAL_SCREENTIP_SET
|
|
|
|
if(held_item.tool_behaviour == TOOL_WRENCH)
|
|
context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
|
|
return CONTEXTUAL_SCREENTIP_SET
|
|
|
|
return NONE
|
|
|
|
/obj/item/rack_parts/wrench_act(mob/living/user, obj/item/tool)
|
|
tool.play_tool_sound(src)
|
|
deconstruct(TRUE)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/item/rack_parts/atom_deconstruct(disassembled = TRUE)
|
|
new /obj/item/stack/sheet/iron(drop_location())
|
|
|
|
/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, 5 SECONDS, 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_notice("[user] assembles \a [R]."), span_notice("You assemble \a [R]."))
|
|
R.add_fingerprint(user)
|
|
qdel(src)
|
|
building = FALSE
|