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## About The Pull Request This is mapped in a few places and I thought it would be better to have a subtype of rack to use rather than varediting the icon and state. ## Why It's Good For The Game The less varedited icons the better imo, it's way easier to ensure icons aren't fucked up this way and easier to fix too. ## Changelog No player-facing changes.
941 lines
33 KiB
Plaintext
941 lines
33 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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///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(!(obj_flags & NO_DECONSTRUCTION) && 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 & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
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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(obj_flags & NO_DECONSTRUCTION || !deconstruction_ready)
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return FALSE
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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(obj_flags & NO_DECONSTRUCTION || !deconstruction_ready)
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return FALSE
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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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deconstruct(TRUE, 1)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/table/attackby(obj/item/I, mob/living/user, params)
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var/list/modifiers = params2list(params)
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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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for(var/x in T.contents)
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var/obj/item/item = x
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AfterPutItemOnTable(item, user)
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I.atom_storage.remove_all(drop_location())
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user.visible_message(span_notice("[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(istype(I, /obj/item/toy/cards/deck))
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var/obj/item/toy/cards/deck/dealer_deck = I
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if(HAS_TRAIT(dealer_deck, TRAIT_WIELDED)) // deal a card facedown on the table
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var/obj/item/toy/singlecard/card = dealer_deck.draw(user)
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if(card)
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attackby(card, user, params)
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return
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if(istype(I, /obj/item/riding_offhand))
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var/obj/item/riding_offhand/riding_item = I
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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
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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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else
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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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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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user.unbuckle_mob(carried_mob)
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tableplace(user, carried_mob)
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return TRUE
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if(!user.combat_mode && !(I.item_flags & ABSTRACT))
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if(user.transferItemToLoc(I, drop_location(), silent = FALSE))
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//Center the icon where the user clicked.
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if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, 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(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
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I.pixel_y = clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
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AfterPutItemOnTable(I, user)
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return TRUE
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else
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return ..()
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/obj/structure/table/attackby_secondary(obj/item/weapon, mob/user, params)
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if(istype(weapon, /obj/item/toy/cards/deck))
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var/obj/item/toy/cards/deck/dealer_deck = weapon
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if(HAS_TRAIT(dealer_deck, TRAIT_WIELDED)) // deal a card faceup on the table
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var/obj/item/toy/singlecard/card = dealer_deck.draw(user)
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if(card)
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card.Flip()
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attackby(card, user, params)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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..()
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return SECONDARY_ATTACK_CONTINUE_CHAIN
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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/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
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if(!(obj_flags & NO_DECONSTRUCTION))
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var/turf/T = get_turf(src)
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if(buildstack)
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new buildstack(T, buildstackamount)
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else
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for(var/i in custom_materials)
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var/datum/material/M = i
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new M.sheet_type(T, FLOOR(custom_materials[M] / SHEET_MATERIAL_AMOUNT, 1))
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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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/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.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/set_custom_materials(list/materials, multiplier)
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. = ..()
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var/list/materials_list = list()
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for(var/custom_material in custom_materials)
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var/datum/material/current_material = GET_MATERIAL_REF(custom_material)
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materials_list += "[current_material.name]"
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desc = "A square [(materials_list.len > 1) ? "amalgamation" : "piece"] of [english_list(materials_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
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/obj/structure/table/rolling/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/noisy_movement)
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RegisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(on_our_moved))
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/obj/structure/table/rolling/Destroy()
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for(var/item in attached_items)
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clear_item_reference(item)
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LAZYNULL(attached_items) // safety
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return ..()
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/obj/structure/table/rolling/AfterPutItemOnTable(obj/item/thing, mob/living/user)
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. = ..()
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LAZYADD(attached_items, thing)
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RegisterSignal(thing, COMSIG_MOVABLE_MOVED, PROC_REF(on_item_moved))
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/// 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.
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/obj/structure/table/rolling/proc/on_item_moved(datum/source, atom/old_loc, dir, forced, list/old_locs, momentum_change)
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SIGNAL_HANDLER
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var/atom/thing = source // let it runtime if it doesn't work because that is mad wack
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if(thing.loc == loc) // if we move with the table, move on
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return
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clear_item_reference(thing)
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/// 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(obj_flags & NO_DECONSTRUCTION)
|
|
return
|
|
if(!isliving(AM))
|
|
return
|
|
// Don't break if they're just flying past
|
|
if(AM.throwing)
|
|
addtimer(CALLBACK(src, PROC_REF(throw_check), AM), 5)
|
|
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))
|
|
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/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
|
|
if(!(obj_flags & NO_DECONSTRUCTION))
|
|
if(disassembled)
|
|
..()
|
|
return
|
|
else
|
|
var/turf/T = get_turf(src)
|
|
playsound(T, SFX_SHATTER, 50, TRUE)
|
|
|
|
new frame(loc)
|
|
new glass_shard_type(loc)
|
|
|
|
qdel(src)
|
|
|
|
/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/attackby_secondary(obj/item/weapon, mob/user, params)
|
|
if(weapon.tool_behaviour == TOOL_WELDER)
|
|
if(weapon.tool_start_check(user, amount = 0))
|
|
if(deconstruction_ready)
|
|
to_chat(user, span_notice("You start strengthening the reinforced table..."))
|
|
if (weapon.use_tool(src, user, 50, volume = 50))
|
|
to_chat(user, span_notice("You strengthen the table."))
|
|
deconstruction_ready = FALSE
|
|
else
|
|
to_chat(user, span_notice("You start weakening the reinforced table..."))
|
|
if (weapon.use_tool(src, user, 50, volume = 50))
|
|
to_chat(user, span_notice("You weaken the table."))
|
|
deconstruction_ready = TRUE
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
else
|
|
. = ..()
|
|
|
|
/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/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
|
|
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
|
|
return
|
|
|
|
// 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 it's 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)
|
|
|
|
/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/MouseDrop_T(obj/O, mob/user)
|
|
. = ..()
|
|
if ((!( isitem(O) ) || 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/living/user, params)
|
|
var/list/modifiers = params2list(params)
|
|
if (W.tool_behaviour == TOOL_WRENCH && !(obj_flags & NO_DECONSTRUCTION) && LAZYACCESS(modifiers, RIGHT_CLICK))
|
|
W.play_tool_sound(src)
|
|
deconstruct(TRUE)
|
|
return
|
|
if(user.combat_mode)
|
|
return ..()
|
|
if(user.transferItemToLoc(W, drop_location()))
|
|
return 1
|
|
|
|
/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.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/weapons/tap.ogg', 50, TRUE)
|
|
if(BURN)
|
|
playsound(loc, 'sound/items/welder.ogg', 40, TRUE)
|
|
|
|
/*
|
|
* Rack destruction
|
|
*/
|
|
|
|
/obj/structure/rack/deconstruct(disassembled = TRUE)
|
|
if(!(obj_flags & NO_DECONSTRUCTION))
|
|
set_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/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/attackby(obj/item/W, mob/user, params)
|
|
if (W.tool_behaviour == TOOL_WRENCH)
|
|
new /obj/item/stack/sheet/iron(user.loc)
|
|
qdel(src)
|
|
else
|
|
. = ..()
|
|
|
|
/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, 50, 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 class='notice'>[user] assembles \a [R].\
|
|
</span>", span_notice("You assemble \a [R]."))
|
|
R.add_fingerprint(user)
|
|
qdel(src)
|
|
building = FALSE
|