Files
Bubberstation/code/game/objects/structures/tables_racks.dm
Ghom 2531d69ff4 refactoring how materials effects are added to atoms (#86901)
## 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>
2024-11-11 00:43:40 -08:00

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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
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)
make_climbable()
var/static/list/loc_connections = list(
COMSIG_LIVING_DISARM_COLLIDE = PROC_REF(table_living),
)
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()
ADD_TRAIT(src, TRAIT_COMBAT_MODE_SKIP_INTERACTION, INNATE_TRAIT)
///Adds the element used to make the object climbable, and also the one that shift the mob buckled to it up.
/obj/structure/table/proc/make_climbable()
AddElement(/datum/element/climbable)
AddElement(/datum/element/elevation, pixel_shift = 12)
/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(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 & USES_SMOOTHING))
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(to_dir, datum/can_pass_info/pass_info)
if(!density)
return TRUE
if(pass_info.pass_flags & PASSTABLE)
return TRUE
return FALSE
/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(!deconstruction_ready)
return NONE
to_chat(user, span_notice("You start disassembling [src]..."))
if(tool.use_tool(src, user, 2 SECONDS, volume=50))
deconstruct(TRUE)
return ITEM_INTERACT_SUCCESS
/obj/structure/table/wrench_act_secondary(mob/living/user, obj/item/tool)
if(!deconstruction_ready)
return NONE
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)
frame = null
deconstruct(TRUE)
return ITEM_INTERACT_SUCCESS
// This extends base item interaction because tables default to blocking 99% of interactions
/obj/structure/table/base_item_interaction(mob/living/user, obj/item/tool, list/modifiers)
. = ..()
if(.)
return .
if(istype(tool, /obj/item/toy/cards/deck))
. = deck_act(user, tool, modifiers, !!LAZYACCESS(modifiers, RIGHT_CLICK))
if(istype(tool, /obj/item/storage/bag/tray))
. = tray_act(user, tool)
else if(istype(tool, /obj/item/riding_offhand))
. = riding_offhand_act(user, tool)
// Continue to placing if we don't do anything else
if(.)
return .
if(!user.combat_mode || (tool.item_flags & NOBLUDGEON))
return table_place_act(user, tool, modifiers)
return NONE
/obj/structure/table/proc/tray_act(mob/living/user, obj/item/storage/bag/tray/used_tray)
if(used_tray.contents.len <= 0)
return NONE // If the tray IS empty, continue on (tray will be placed on the table like other items)
for(var/obj/item/thing in used_tray.contents)
AfterPutItemOnTable(thing, user)
used_tray.atom_storage.remove_all(drop_location())
user.visible_message(span_notice("[user] empties [used_tray] on [src]."))
return ITEM_INTERACT_SUCCESS
/obj/structure/table/proc/deck_act(mob/living/user, obj/item/toy/cards/deck/dealer_deck, list/modifiers, flip)
if(!HAS_TRAIT(dealer_deck, TRAIT_WIELDED))
return NONE
var/obj/item/toy/singlecard/card = dealer_deck.draw(user)
if(isnull(card))
return ITEM_INTERACT_BLOCKING
if(flip)
card.Flip()
return table_place_act(user, card, modifiers)
/obj/structure/table/proc/riding_offhand_act(mob/living/user, obj/item/riding_offhand/riding_item)
var/mob/living/carried_mob = riding_item.rider
if(carried_mob == user) //Piggyback user.
return NONE
if(user.combat_mode)
user.unbuckle_mob(carried_mob)
tablelimbsmash(user, carried_mob)
return ITEM_INTERACT_SUCCESS
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"
var/obj/item/organ/internal/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
if(istype(potential_spine))
tableplace_delay *= potential_spine.athletics_boost_multiplier
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))
return ITEM_INTERACT_BLOCKING
user.unbuckle_mob(carried_mob)
tableplace(user, carried_mob)
return ITEM_INTERACT_SUCCESS
// Where putting things on tables is handled.
/obj/structure/table/proc/table_place_act(mob/living/user, obj/item/tool, list/modifiers)
if(tool.item_flags & ABSTRACT)
return NONE
if(!user.transferItemToLoc(tool, drop_location(), silent = FALSE))
return ITEM_INTERACT_BLOCKING
// Items are centered by default, but we move them if click ICON_X and ICON_Y are available
if(LAZYACCESS(modifiers, ICON_X) && LAZYACCESS(modifiers, ICON_Y))
// Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
tool.pixel_x = clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(ICON_SIZE_X*0.5), ICON_SIZE_X*0.5)
tool.pixel_y = clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(ICON_SIZE_Y*0.5), ICON_SIZE_Y*0.5)
AfterPutItemOnTable(tool, user)
return ITEM_INTERACT_SUCCESS
/obj/structure/table/proc/AfterPutItemOnTable(obj/item/thing, mob/living/user)
return
/obj/structure/table/atom_deconstruct(disassembled = TRUE)
var/turf/target_turf = get_turf(src)
if(buildstack)
new buildstack(target_turf, buildstackamount)
else
for(var/datum/material/mat in custom_materials)
new mat.sheet_type(target_turf, FLOOR(custom_materials[mat] / SHEET_MATERIAL_AMOUNT, 1))
if(frame)
new frame(target_turf)
else
new framestack(get_turf(src), framestackamount)
/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_living(datum/source, mob/living/shover, mob/living/target, shove_flags, obj/item/weapon)
SIGNAL_HANDLER
if((shove_flags & SHOVE_KNOCKDOWN_BLOCKED) || !(shove_flags & SHOVE_BLOCKED))
return
target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
target.apply_status_effect(/datum/status_effect/next_shove_stuns)
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, shover)
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)[weapon ? " with [weapon]" : ""]")
return COMSIG_LIVING_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/finalize_material_effects(list/materials)
. = ..()
var/english_list = get_material_english_list(materials)
desc = "A square [(length(materials) > 1) ? "amalgamation" : "piece"] of [english_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"
/// Lazylist of the items that we have on our surface.
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