Files
Bubberstation/code/game/objects/structures/table_frames.dm
Mothblocks 0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00

117 lines
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/* Table Frames
* Contains:
* Frames
* Wooden Frames
*/
/*
* Normal Frames
*/
/obj/structure/table_frame
name = "table frame"
desc = "Four metal legs with four framing rods for a table. You could easily pass through this."
icon = 'icons/obj/structures.dmi'
icon_state = "nu_table_frame"
density = FALSE
anchored = FALSE
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
max_integrity = 100
var/framestack = /obj/item/stack/rods
var/framestackamount = 2
/obj/structure/table_frame/wrench_act(mob/living/user, obj/item/I)
to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
I.play_tool_sound(src)
if(!I.use_tool(src, user, 3 SECONDS))
return TRUE
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct(TRUE)
return TRUE
/obj/structure/table_frame/attackby(obj/item/I, mob/user, params)
if(isstack(I))
var/obj/item/stack/material = I
if(material.tableVariant)
if(material.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one [material.name] sheet to do this!</span>")
return
if(locate(/obj/structure/table) in loc)
to_chat(user, "<span class='warning'>There's already a table built here!</span>")
return
to_chat(user, "<span class='notice'>You start adding [material] to [src]...</span>")
if(!do_after(user, 2 SECONDS, target = src) || !material.use(1) || (locate(/obj/structure/table) in loc))
return
make_new_table(material.tableVariant)
else if(istype(material, /obj/item/stack/sheet))
if(material.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one sheet to do this!</span>")
return
if(locate(/obj/structure/table) in loc)
to_chat(user, "<span class='warning'>There's already a table built here!</span>")
return
to_chat(user, "<span class='notice'>You start adding [material] to [src]...</span>")
if(!do_after(user, 2 SECONDS, target = src) || !material.use(1) || (locate(/obj/structure/table) in loc))
return
var/list/material_list = list()
if(material.material_type)
material_list[material.material_type] = MINERAL_MATERIAL_AMOUNT
make_new_table(/obj/structure/table/greyscale, material_list)
return
return ..()
/obj/structure/table_frame/proc/make_new_table(table_type, custom_materials, carpet_type) //makes sure the new table made retains what we had as a frame
var/obj/structure/table/T = new table_type(loc)
T.frame = type
T.framestack = framestack
T.framestackamount = framestackamount
if (carpet_type)
T.buildstack = carpet_type
if(custom_materials)
T.set_custom_materials(custom_materials)
qdel(src)
/obj/structure/table_frame/deconstruct(disassembled = TRUE)
new framestack(get_turf(src), framestackamount)
qdel(src)
/obj/structure/table_frame/narsie_act()
new /obj/structure/table_frame/wood(src.loc)
qdel(src)
/*
* Wooden Frames
*/
/obj/structure/table_frame/wood
name = "wooden table frame"
desc = "Four wooden legs with four framing wooden rods for a wooden table. You could easily pass through this."
icon_state = "nu_wood_frame"
framestack = /obj/item/stack/sheet/mineral/wood
framestackamount = 2
resistance_flags = FLAMMABLE
/obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params)
if (istype(I, /obj/item/stack))
var/obj/item/stack/material = I
var/toConstruct // stores the table variant
var/carpet_type // stores the carpet type used for construction in case of poker tables
if(istype(I, /obj/item/stack/sheet/mineral/wood))
toConstruct = /obj/structure/table/wood
else if(istype(I, /obj/item/stack/tile/carpet))
toConstruct = /obj/structure/table/wood/poker
carpet_type = I.type
if (toConstruct)
if(material.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one [material.name] sheet to do this!</span>")
return
to_chat(user, "<span class='notice'>You start adding [material] to [src]...</span>")
if(do_after(user, 20, target = src) && material.use(1))
make_new_table(toConstruct, null, carpet_type)
else
return ..()