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Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)
add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states
What this PR is
This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:
Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
Hunger rate - You gain hunger slower if you are very happy.
553 lines
17 KiB
Plaintext
553 lines
17 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 metal 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"
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density = TRUE
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anchored = TRUE
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layer = TABLE_LAYER
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climbable = TRUE
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pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
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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/buildstack = /obj/item/stack/sheet/metal
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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 = 1
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max_integrity = 100
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integrity_failure = 30
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smooth = SMOOTH_TRUE
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canSmoothWith = list(/obj/structure/table, /obj/structure/table/reinforced)
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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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to_chat(user, "<span class='notice'>The top is <b>screwed</b> on, but the main <b>bolts</b> are also visible.</span>")
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/obj/structure/table/update_icon()
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if(smooth)
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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/ratvar_act()
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var/atom/A = loc
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qdel(src)
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new /obj/structure/table/reinforced/brass(A)
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/obj/structure/table/attack_paw(mob/user)
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attack_hand(user)
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/obj/structure/table/attack_hand(mob/living/user)
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if(user.a_intent == INTENT_GRAB && user.pulling && 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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to_chat(user, "<span class='warning'>[pushed_mob] is buckled to [pushed_mob.buckled]!</span>")
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return
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if(user.grab_state < GRAB_AGGRESSIVE)
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to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
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return
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tablepush(user, pushed_mob)
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user.stop_pulling()
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else
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..()
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/obj/structure/table/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && (mover.pass_flags & PASSTABLE))
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return 1
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if(mover.throwing)
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return 1
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if(locate(/obj/structure/table) in get_turf(mover))
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return 1
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else
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return !density
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/obj/structure/table/CanAStarPass(ID, dir, caller)
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. = !density
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if(ismovableatom(caller))
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var/atom/movable/mover = caller
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. = . || (mover.pass_flags & PASSTABLE)
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/obj/structure/table/proc/tablepush(mob/living/user, mob/living/pushed_mob)
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pushed_mob.forceMove(src.loc)
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pushed_mob.Knockdown(40)
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pushed_mob.visible_message("<span class='danger'>[user] pushes [pushed_mob] onto [src].</span>", \
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"<span class='userdanger'>[user] pushes [pushed_mob] onto [src].</span>")
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add_logs(user, pushed_mob, "pushed")
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if(!ishuman(pushed_mob))
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return
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var/mob/living/carbon/human/H = pushed_mob
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GET_COMPONENT_FROM(mood, /datum/component/mood, H)
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if(mood)
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if(iscatperson(H)) //Catpeople are a bit dumb and think its fun to be on a table
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mood.add_event("table", /datum/mood_event/happytable)
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H.startTailWag()
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addtimer(CALLBACK(H, /mob/living/carbon/human.proc/endTailWag), 30)
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else
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mood.add_event("table", /datum/mood_event/table)
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/obj/structure/table/attackby(obj/item/I, mob/user, params)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(istype(I, /obj/item/screwdriver) && deconstruction_ready)
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to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
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if(I.use_tool(src, user, 20, volume=50))
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deconstruct(TRUE)
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return
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if(istype(I, /obj/item/wrench) && deconstruction_ready)
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to_chat(user, "<span class='notice'>You start deconstructing [src]...</span>")
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if(I.use_tool(src, user, 40, volume=50))
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
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deconstruct(TRUE, 1)
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return
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if(istype(I, /obj/item/storage/bag/tray))
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var/obj/item/storage/bag/tray/T = I
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if(T.contents.len > 0) // If the tray isn't empty
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var/list/obj/item/oldContents = T.contents.Copy()
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T.quick_empty()
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for(var/obj/item/C in oldContents)
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C.forceMove(drop_location())
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user.visible_message("[user] empties [I] on [src].")
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return
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// If the tray IS empty, continue on (tray will be placed on the table like other items)
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if(user.a_intent != INTENT_HARM && !(I.flags_1 & ABSTRACT_1))
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if(user.transferItemToLoc(I, drop_location()))
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var/list/click_params = params2list(params)
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//Center the icon where the user clicked.
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if(!click_params || !click_params["icon-x"] || !click_params["icon-y"])
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return
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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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I.pixel_x = CLAMP(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
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I.pixel_y = CLAMP(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
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return 1
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else
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return ..()
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/obj/structure/table/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
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if(!(flags_1 & NODECONSTRUCT_1))
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var/turf/T = get_turf(src)
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new buildstack(T, buildstackamount)
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if(!wrench_disassembly)
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new frame(T)
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else
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new framestack(T, framestackamount)
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qdel(src)
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/*
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* Glass tables
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*/
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/obj/structure/table/glass
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name = "glass table"
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desc = "What did I say about leaning on the glass tables? Now you need surgery."
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icon = 'icons/obj/smooth_structures/glass_table.dmi'
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icon_state = "glass_table"
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buildstack = /obj/item/stack/sheet/glass
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canSmoothWith = null
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max_integrity = 70
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resistance_flags = ACID_PROOF
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
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var/list/debris = list()
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/obj/structure/table/glass/New()
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. = ..()
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debris += new frame
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debris += new /obj/item/shard
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/obj/structure/table/glass/Destroy()
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for(var/i in debris)
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qdel(i)
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. = ..()
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/obj/structure/table/glass/Crossed(atom/movable/AM)
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. = ..()
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if(flags_1 & NODECONSTRUCT_1)
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return
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if(!isliving(AM))
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return
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// Don't break if they're just flying past
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if(AM.throwing)
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addtimer(CALLBACK(src, .proc/throw_check, AM), 5)
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else
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check_break(AM)
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/obj/structure/table/glass/proc/throw_check(mob/living/M)
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if(M.loc == get_turf(src))
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check_break(M)
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/obj/structure/table/glass/proc/check_break(mob/living/M)
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if(M.has_gravity() && M.mob_size > MOB_SIZE_SMALL && !(M.movement_type & FLYING))
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table_shatter(M)
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/obj/structure/table/glass/proc/table_shatter(mob/living/L)
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visible_message("<span class='warning'>[src] breaks!</span>",
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"<span class='danger'>You hear breaking glass.</span>")
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var/turf/T = get_turf(src)
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playsound(T, "shatter", 50, 1)
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for(var/I in debris)
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var/atom/movable/AM = I
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AM.forceMove(T)
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debris -= AM
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if(istype(AM, /obj/item/shard))
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AM.throw_impact(L)
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L.Knockdown(100)
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qdel(src)
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/obj/structure/table/glass/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(disassembled)
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..()
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return
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else
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var/turf/T = get_turf(src)
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playsound(T, "shatter", 50, 1)
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for(var/X in debris)
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var/atom/movable/AM = X
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AM.forceMove(T)
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debris -= AM
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qdel(src)
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/obj/structure/table/glass/narsie_act()
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color = NARSIE_WINDOW_COLOUR
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for(var/obj/item/shard/S in debris)
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S.color = NARSIE_WINDOW_COLOUR
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/*
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* Wooden tables
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*/
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/obj/structure/table/wood
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name = "wooden table"
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desc = "Do not apply fire to this. Rumour says it burns easily."
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icon = 'icons/obj/smooth_structures/wood_table.dmi'
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icon_state = "wood_table"
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frame = /obj/structure/table_frame/wood
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framestack = /obj/item/stack/sheet/mineral/wood
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buildstack = /obj/item/stack/sheet/mineral/wood
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resistance_flags = FLAMMABLE
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max_integrity = 70
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canSmoothWith = list(/obj/structure/table/wood,
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/obj/structure/table/wood/poker,
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/obj/structure/table/wood/bar)
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/obj/structure/table/wood/narsie_act(total_override = TRUE)
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if(!total_override)
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..()
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/obj/structure/table/wood/poker //No specialties, Just a mapping object.
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name = "gambling table"
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desc = "A seedy table for seedy dealings in seedy places."
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icon = 'icons/obj/smooth_structures/poker_table.dmi'
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icon_state = "poker_table"
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buildstack = /obj/item/stack/tile/carpet
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/obj/structure/table/wood/poker/narsie_act()
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..(FALSE)
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/obj/structure/table/wood/fancy
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name = "fancy table"
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desc = "A standard metal table frame covered with an amazingly fancy, patterned cloth."
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icon = 'icons/obj/structures.dmi'
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icon_state = "fancy_table"
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frame = /obj/structure/table_frame
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framestack = /obj/item/stack/rods
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buildstack = /obj/item/stack/tile/carpet
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canSmoothWith = list(/obj/structure/table/wood/fancy, /obj/structure/table/wood/fancy/black)
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/obj/structure/table/wood/fancy/New()
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// New() is used so that the /black subtype can override `icon` easily and
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// the correct value will be used by the smoothing subsystem.
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. = ..()
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// Needs to be set dynamically because table smooth sprites are 32x34,
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// which the editor treats as a two-tile-tall object. The sprites are that
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// size so that the north/south corners look nice - examine the detail on
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// the sprites in the editor to see why.
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icon = 'icons/obj/smooth_structures/fancy_table.dmi'
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/obj/structure/table/wood/fancy/black
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icon_state = "fancy_table_black"
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buildstack = /obj/item/stack/tile/carpet/black
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/obj/structure/table/wood/fancy/black/New()
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. = ..()
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// Ditto above.
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icon = 'icons/obj/smooth_structures/fancy_table_black.dmi'
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/*
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* Reinforced tables
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*/
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/obj/structure/table/reinforced
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name = "reinforced table"
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desc = "A reinforced version of the four legged table."
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icon = 'icons/obj/smooth_structures/reinforced_table.dmi'
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icon_state = "r_table"
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deconstruction_ready = 0
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buildstack = /obj/item/stack/sheet/plasteel
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canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
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max_integrity = 200
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integrity_failure = 50
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armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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/obj/structure/table/reinforced/deconstruction_hints(mob/user)
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if(deconstruction_ready)
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to_chat(user, "<span class='notice'>The top cover has been <i>welded</i> loose and the main frame's <b>bolts</b> are exposed.</span>")
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else
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to_chat(user, "<span class='notice'>The top cover is firmly <b>welded</b> on.</span>")
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/obj/structure/table/reinforced/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weldingtool))
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if(!W.tool_start_check(user, amount=0))
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return
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if(deconstruction_ready)
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to_chat(user, "<span class='notice'>You start strengthening the reinforced table...</span>")
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if (W.use_tool(src, user, 50, volume=50))
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to_chat(user, "<span class='notice'>You strengthen the table.</span>")
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deconstruction_ready = 0
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else
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to_chat(user, "<span class='notice'>You start weakening the reinforced table...</span>")
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if (W.use_tool(src, user, 50, volume=50))
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to_chat(user, "<span class='notice'>You weaken the table.</span>")
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deconstruction_ready = 1
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else
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. = ..()
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/obj/structure/table/reinforced/brass
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name = "brass table"
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desc = "A solid, slightly beveled brass table."
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icon = 'icons/obj/smooth_structures/brass_table.dmi'
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icon_state = "brass_table"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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frame = /obj/structure/table_frame/brass
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framestack = /obj/item/stack/tile/brass
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buildstack = /obj/item/stack/tile/brass
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framestackamount = 1
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buildstackamount = 1
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canSmoothWith = list(/obj/structure/table/reinforced/brass, /obj/structure/table/bronze)
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/obj/structure/table/reinforced/brass/New()
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change_construction_value(2)
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..()
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/obj/structure/table/reinforced/brass/Destroy()
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change_construction_value(-2)
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return ..()
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/obj/structure/table/reinforced/brass/tablepush(mob/living/user, mob/living/pushed_mob)
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.= ..()
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playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
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/obj/structure/table/reinforced/brass/narsie_act()
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take_damage(rand(15, 45), BRUTE)
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if(src) //do we still exist?
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
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/obj/structure/table/reinforced/brass/ratvar_act()
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obj_integrity = max_integrity
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/obj/structure/table/bronze
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name = "brass table"
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desc = "A solid table made out of bronze."
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icon = 'icons/obj/smooth_structures/brass_table.dmi'
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icon_state = "brass_table"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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buildstack = /obj/item/stack/tile/bronze
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canSmoothWith = list(/obj/structure/table/reinforced/brass, /obj/structure/table/bronze)
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/obj/structure/table/bronze/tablepush(mob/living/user, mob/living/pushed_mob)
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..()
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playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
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/*
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* Surgery Tables
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*/
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/obj/structure/table/optable
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name = "operating table"
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desc = "Used for advanced medical procedures."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "optable"
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buildstack = /obj/item/stack/sheet/mineral/silver
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smooth = SMOOTH_FALSE
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can_buckle = 1
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buckle_lying = 1
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buckle_requires_restraints = 1
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var/mob/living/carbon/human/patient = null
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var/obj/machinery/computer/operating/computer = null
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/obj/structure/table/optable/New()
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..()
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for(var/direction in GLOB.cardinals)
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computer = locate(/obj/machinery/computer/operating, get_step(src, direction))
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if(computer)
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computer.table = src
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break
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/obj/structure/table/optable/tablepush(mob/living/user, mob/living/pushed_mob)
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pushed_mob.forceMove(src.loc)
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pushed_mob.resting = 1
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pushed_mob.update_canmove()
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visible_message("<span class='notice'>[user] has laid [pushed_mob] on [src].</span>")
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check_patient()
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/obj/structure/table/optable/proc/check_patient()
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var/mob/M = locate(/mob/living/carbon/human, loc)
|
|
if(M)
|
|
if(M.resting)
|
|
patient = M
|
|
return 1
|
|
else
|
|
patient = null
|
|
return 0
|
|
|
|
|
|
|
|
/*
|
|
* Racks
|
|
*/
|
|
/obj/structure/rack
|
|
name = "rack"
|
|
desc = "Different from the Middle Ages version."
|
|
icon = 'icons/obj/objects.dmi'
|
|
icon_state = "rack"
|
|
layer = TABLE_LAYER
|
|
density = TRUE
|
|
anchored = TRUE
|
|
pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.
|
|
max_integrity = 20
|
|
|
|
/obj/structure/rack/examine(mob/user)
|
|
..()
|
|
to_chat(user, "<span class='notice'>It's held together by a couple of <b>bolts</b>.</span>")
|
|
|
|
/obj/structure/rack/CanPass(atom/movable/mover, turf/target)
|
|
if(src.density == 0) //Because broken racks -Agouri |TODO: SPRITE!|
|
|
return 1
|
|
if(istype(mover) && (mover.pass_flags & PASSTABLE))
|
|
return 1
|
|
else
|
|
return 0
|
|
|
|
/obj/structure/rack/CanAStarPass(ID, dir, caller)
|
|
. = !density
|
|
if(ismovableatom(caller))
|
|
var/atom/movable/mover = caller
|
|
. = . || (mover.pass_flags & PASSTABLE)
|
|
|
|
/obj/structure/rack/MouseDrop_T(obj/O, mob/user)
|
|
if ((!( istype(O, /obj/item) ) || user.get_active_held_item() != O))
|
|
return
|
|
if(!user.dropItemToGround(O))
|
|
return
|
|
if(O.loc != src.loc)
|
|
step(O, get_dir(O, src))
|
|
|
|
|
|
/obj/structure/rack/attackby(obj/item/W, mob/user, params)
|
|
if (istype(W, /obj/item/wrench) && !(flags_1&NODECONSTRUCT_1))
|
|
W.play_tool_sound(src)
|
|
deconstruct(TRUE)
|
|
return
|
|
if(user.a_intent == INTENT_HARM)
|
|
return ..()
|
|
if(user.transferItemToLoc(W, drop_location()))
|
|
return 1
|
|
|
|
/obj/structure/rack/attack_paw(mob/living/user)
|
|
attack_hand(user)
|
|
|
|
/obj/structure/rack/attack_hand(mob/living/user)
|
|
if(user.IsKnockdown() || user.resting || user.lying || user.get_num_legs() < 2)
|
|
return
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
|
|
user.visible_message("<span class='danger'>[user] kicks [src].</span>", 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, 1)
|
|
else
|
|
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
|
|
if(BURN)
|
|
playsound(loc, 'sound/items/welder.ogg', 40, 1)
|
|
|
|
/*
|
|
* Rack destruction
|
|
*/
|
|
|
|
/obj/structure/rack/deconstruct(disassembled = TRUE)
|
|
if(!(flags_1&NODECONSTRUCT_1))
|
|
density = FALSE
|
|
var/obj/item/rack_parts/newparts = new(loc)
|
|
transfer_fingerprints_to(newparts)
|
|
qdel(src)
|
|
|
|
|
|
/*
|
|
* Rack Parts
|
|
*/
|
|
|
|
/obj/item/rack_parts
|
|
name = "rack parts"
|
|
desc = "Parts of a rack."
|
|
icon = 'icons/obj/items_and_weapons.dmi'
|
|
icon_state = "rack_parts"
|
|
flags_1 = CONDUCT_1
|
|
materials = list(MAT_METAL=2000)
|
|
var/building = FALSE
|
|
|
|
/obj/item/rack_parts/attackby(obj/item/W, mob/user, params)
|
|
if (istype(W, /obj/item/wrench))
|
|
new /obj/item/stack/sheet/metal(user.loc)
|
|
qdel(src)
|
|
else
|
|
. = ..()
|
|
|
|
/obj/item/rack_parts/attack_self(mob/user)
|
|
if(building)
|
|
return
|
|
building = TRUE
|
|
to_chat(user, "<span class='notice'>You start constructing a rack...</span>")
|
|
if(do_after(user, 50, target = user, progress=TRUE))
|
|
if(!user.temporarilyRemoveItemFromInventory(src))
|
|
return
|
|
var/obj/structure/rack/R = new /obj/structure/rack(user.loc)
|
|
user.visible_message("<span class='notice'>[user] assembles \a [R].\
|
|
</span>", "<span class='notice'>You assemble \a [R].</span>")
|
|
R.add_fingerprint(user)
|
|
qdel(src)
|
|
building = FALSE
|