Files
Bubberstation/code/game/objects/items/bodybag.dm
FlufflesTheDog 8e88f7da46 Wheelchair qol (#82968)
## About The Pull Request
Lets you pick up wheelchairs while resting, and lets you place
wheelchairs on adjacent tiles, much like medical roller beds.
## Why It's Good For The Game
Makes life just a little bit easier. Barely being able to move is
already enough of a downside. I think allowing the little bit of extra
independence being able to pick up your own chair (without just finding
or making a basic chair first) offers is justifiable.
And being able to place the chair a tile away just saves needing to
pixel hunt or shuffle around to buckle yourself.
## Changelog
🆑 Fluffles
qol: you can pick up wheelchairs while on the ground
qol: you can place wheelchairs a tile away from you, like roller beds
/🆑
2024-05-01 17:57:02 +00:00

139 lines
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/obj/item/bodybag
name = "body bag"
desc = "A folded bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/medical/bodybag.dmi'
icon_state = "bodybag_folded"
w_class = WEIGHT_CLASS_SMALL
///Stored path we use for spawning a new body bag entity when unfolded.
var/unfoldedbag_path = /obj/structure/closet/body_bag
/obj/item/bodybag/attack_self(mob/user)
if(user.is_holding(src))
deploy_bodybag(user, get_turf(user))
else
deploy_bodybag(user, get_turf(src))
/obj/item/bodybag/interact_with_atom(atom/interacting_with, mob/living/user, flags)
if(isopenturf(interacting_with))
deploy_bodybag(user, interacting_with)
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/bodybag/attempt_pickup(mob/user)
// can't pick ourselves up if we are inside of the bodybag, else very weird things may happen
if(contains(user))
return TRUE
return ..()
/**
* Creates a new body bag item when unfolded, at the provided location, replacing the body bag item.
* * mob/user: User opening the body bag.
* * atom/location: the place/entity/mob where the body bag is being deployed from.
*/
/obj/item/bodybag/proc/deploy_bodybag(mob/user, atom/location)
var/obj/structure/closet/body_bag/item_bag = new unfoldedbag_path(location)
item_bag.open(user)
item_bag.add_fingerprint(user)
item_bag.foldedbag_instance = src
moveToNullspace()
return item_bag
/obj/item/bodybag/suicide_act(mob/living/user)
if(isopenturf(user.loc))
user.visible_message(span_suicide("[user] is crawling into [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
var/obj/structure/closet/body_bag/R = new unfoldedbag_path(user.loc)
R.add_fingerprint(user)
qdel(src)
user.forceMove(R)
playsound(src, 'sound/items/zip.ogg', 15, TRUE, -3)
return OXYLOSS
// Bluespace bodybag
/obj/item/bodybag/bluespace
name = "bluespace body bag"
desc = "A folded bluespace body bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/medical/bodybag.dmi'
icon_state = "bluebodybag_folded"
unfoldedbag_path = /obj/structure/closet/body_bag/bluespace
w_class = WEIGHT_CLASS_SMALL
item_flags = NO_MAT_REDEMPTION
/obj/item/bodybag/bluespace/examine(mob/user)
. = ..()
if(contents.len)
var/s = contents.len == 1 ? "" : "s"
. += span_notice("You can make out the shape[s] of [contents.len] object[s] through the fabric.")
/obj/item/bodybag/bluespace/Destroy()
for(var/atom/movable/A in contents)
A.forceMove(get_turf(src))
if(isliving(A))
to_chat(A, span_notice("You suddenly feel the space around you torn apart! You're free!"))
return ..()
/obj/item/bodybag/bluespace/deploy_bodybag(mob/user, atom/location)
var/obj/structure/closet/body_bag/item_bag = new unfoldedbag_path(location)
for(var/atom/movable/inside in contents)
inside.forceMove(item_bag)
if(isliving(inside))
to_chat(inside, span_notice("You suddenly feel air around you! You're free!"))
item_bag.open(user)
item_bag.add_fingerprint(user)
item_bag.foldedbag_instance = src
moveToNullspace()
return item_bag
/obj/item/bodybag/bluespace/container_resist_act(mob/living/user)
if(user.incapacitated())
to_chat(user, span_warning("You can't get out while you're restrained like this!"))
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, span_notice("You claw at the fabric of [src], trying to tear it open..."))
to_chat(loc, span_warning("Someone starts trying to break free of [src]!"))
if(!do_after(user, 12 SECONDS, src, timed_action_flags = (IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM)))
return
// you are still in the bag? time to go unless you KO'd, honey!
// if they escape during this time and you rebag them the timer is still clocking down and does NOT reset so they can very easily get out.
if(user.incapacitated())
to_chat(loc, span_warning("The pressure subsides. It seems that they've stopped resisting..."))
return
loc.visible_message(span_warning("[user] suddenly appears in front of [loc]!"), span_userdanger("[user] breaks free of [src]!"))
qdel(src)
/obj/item/bodybag/environmental
name = "environmental protection bag"
desc = "A folded, reinforced bag designed to protect against exoplanetary environmental storms."
icon = 'icons/obj/medical/bodybag.dmi'
icon_state = "envirobag_folded"
unfoldedbag_path = /obj/structure/closet/body_bag/environmental
w_class = WEIGHT_CLASS_NORMAL //It's reinforced and insulated, like a beefed-up sleeping bag, so it has a higher bulkiness than regular bodybag
resistance_flags = ACID_PROOF | FIRE_PROOF | FREEZE_PROOF
/obj/item/bodybag/environmental/nanotrasen
name = "elite environmental protection bag"
desc = "A folded, heavily reinforced, and insulated bag, capable of fully isolating its contents from external factors."
icon_state = "ntenvirobag_folded"
unfoldedbag_path = /obj/structure/closet/body_bag/environmental/nanotrasen
resistance_flags = ACID_PROOF | FIRE_PROOF | FREEZE_PROOF | LAVA_PROOF
/obj/item/bodybag/environmental/prisoner
name = "prisoner transport bag"
desc = "Intended for transport of prisoners through hazardous environments, this folded environmental protection bag comes with straps to keep an occupant secure."
icon = 'icons/obj/medical/bodybag.dmi'
icon_state = "prisonerenvirobag_folded"
unfoldedbag_path = /obj/structure/closet/body_bag/environmental/prisoner
/obj/item/bodybag/environmental/prisoner/pressurized
name = "pressurized prisoner transport bag"
unfoldedbag_path = /obj/structure/closet/body_bag/environmental/prisoner/pressurized
/obj/item/bodybag/environmental/prisoner/syndicate
name = "syndicate prisoner transport bag"
desc = "An alteration of Nanotrasen's environmental protection bag which has been used in several high-profile kidnappings. Designed to keep a victim unconscious, alive, and secured until they are transported to a required location."
icon = 'icons/obj/medical/bodybag.dmi'
icon_state = "syndieenvirobag_folded"
unfoldedbag_path = /obj/structure/closet/body_bag/environmental/prisoner/pressurized/syndicate
resistance_flags = ACID_PROOF | FIRE_PROOF | FREEZE_PROOF | LAVA_PROOF