Files
Bubberstation/code/game/objects/structures/tables_racks.dm
SkyratBot fe47d6ba35 [MIRROR] Refactors sheet crafting to better support directional construction [MDB IGNORE] (#20594)
* Refactors sheet crafting to better support directional construction (#74572)

## About The Pull Request

0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---

### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary:

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Refactors sheet crafting to better support directional construction

* fex

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/20636

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 02:14:10 +01:00

892 lines
30 KiB
Plaintext

/* Tables and Racks
* Contains:
* Tables
* Glass Tables
* Wooden Tables
* Reinforced Tables
* Racks
* Rack Parts
*/
/*
* Tables
*/
/obj/structure/table
name = "table"
desc = "A square piece of iron standing on four metal legs. It can not move."
icon = 'icons/obj/smooth_structures/table.dmi'
icon_state = "table-0"
base_icon_state = "table"
density = TRUE
anchored = TRUE
pass_flags_self = PASSTABLE | LETPASSTHROW
layer = TABLE_LAYER
obj_flags = CAN_BE_HIT | IGNORE_DENSITY
var/frame = /obj/structure/table_frame
var/framestack = /obj/item/stack/rods
var/glass_shard_type = /obj/item/shard
var/buildstack = /obj/item/stack/sheet/iron
var/busy = FALSE
var/buildstackamount = 1
var/framestackamount = 2
var/deconstruction_ready = 1
custom_materials = list(/datum/material/iron = 2000)
max_integrity = 100
integrity_failure = 0.33
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_TABLES
canSmoothWith = SMOOTH_GROUP_TABLES
/obj/structure/table/Initialize(mapload, _buildstack)
. = ..()
if(_buildstack)
buildstack = _buildstack
AddElement(/datum/element/climbable)
var/static/list/loc_connections = list(
COMSIG_CARBON_DISARM_COLLIDE = PROC_REF(table_carbon),
)
AddElement(/datum/element/connect_loc, loc_connections)
register_context()
/obj/structure/table/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
. = ..()
if(isnull(held_item))
return NONE
if(istype(held_item, /obj/item/toy/cards/deck))
var/obj/item/toy/cards/deck/dealer_deck = held_item
if(dealer_deck.wielded)
context[SCREENTIP_CONTEXT_LMB] = "Deal card"
context[SCREENTIP_CONTEXT_RMB] = "Deal card faceup"
. = CONTEXTUAL_SCREENTIP_SET
if(!(flags_1 & NODECONSTRUCT_1) && deconstruction_ready)
if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
context[SCREENTIP_CONTEXT_RMB] = "Disassemble"
. = CONTEXTUAL_SCREENTIP_SET
if(held_item.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
. = CONTEXTUAL_SCREENTIP_SET
return . || NONE
/obj/structure/table/examine(mob/user)
. = ..()
. += deconstruction_hints(user)
/obj/structure/table/proc/deconstruction_hints(mob/user)
return span_notice("The top is <b>screwed</b> on, but the main <b>bolts</b> are also visible.")
/obj/structure/table/update_icon(updates=ALL)
. = ..()
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/structure/table/narsie_act()
var/atom/A = loc
qdel(src)
new /obj/structure/table/wood(A)
/obj/structure/table/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/table/attack_hand(mob/living/user, list/modifiers)
if(Adjacent(user) && user.pulling)
if(isliving(user.pulling))
var/mob/living/pushed_mob = user.pulling
if(pushed_mob.buckled)
to_chat(user, span_warning("[pushed_mob] is buckled to [pushed_mob.buckled]!"))
return
if(user.combat_mode)
switch(user.grab_state)
if(GRAB_PASSIVE)
to_chat(user, span_warning("You need a better grip to do that!"))
return
if(GRAB_AGGRESSIVE)
tablepush(user, pushed_mob)
if(GRAB_NECK to GRAB_KILL)
tablelimbsmash(user, pushed_mob)
else
pushed_mob.visible_message(span_notice("[user] begins to place [pushed_mob] onto [src]..."), \
span_userdanger("[user] begins to place [pushed_mob] onto [src]..."))
if(do_after(user, 3.5 SECONDS, target = pushed_mob))
tableplace(user, pushed_mob)
else
return
user.stop_pulling()
else if(user.pulling.pass_flags & PASSTABLE)
user.Move_Pulled(src)
if (user.pulling.loc == loc)
user.visible_message(span_notice("[user] places [user.pulling] onto [src]."),
span_notice("You place [user.pulling] onto [src]."))
user.stop_pulling()
return ..()
/obj/structure/table/attack_tk(mob/user)
return
/obj/structure/table/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(.)
return
if(mover.throwing)
return TRUE
if(locate(/obj/structure/table) in get_turf(mover))
return TRUE
/obj/structure/table/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller, no_id = FALSE)
. = !density
if(caller)
. = . || (caller.pass_flags & PASSTABLE)
/obj/structure/table/proc/tableplace(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(loc)
pushed_mob.set_resting(TRUE, TRUE)
pushed_mob.visible_message(span_notice("[user] places [pushed_mob] onto [src]."), \
span_notice("[user] places [pushed_mob] onto [src]."))
log_combat(user, pushed_mob, "places", null, "onto [src]")
/obj/structure/table/proc/tablepush(mob/living/user, mob/living/pushed_mob)
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_danger("Throwing [pushed_mob] onto the table might hurt them!"))
return
var/added_passtable = FALSE
if(!(pushed_mob.pass_flags & PASSTABLE))
added_passtable = TRUE
pushed_mob.pass_flags |= PASSTABLE
for (var/obj/obj in user.loc.contents)
if(!obj.CanAllowThrough(pushed_mob))
return
pushed_mob.Move(src.loc)
if(added_passtable)
pushed_mob.pass_flags &= ~PASSTABLE
if(pushed_mob.loc != loc) //Something prevented the tabling
return
pushed_mob.Knockdown(30)
pushed_mob.apply_damage(10, BRUTE)
pushed_mob.apply_damage(40, STAMINA)
if(user.mind?.martial_art.smashes_tables && user.mind?.martial_art.can_use(user))
deconstruct(FALSE)
playsound(pushed_mob, 'sound/effects/tableslam.ogg', 90, TRUE)
pushed_mob.visible_message(span_danger("[user] slams [pushed_mob] onto \the [src]!"), \
span_userdanger("[user] slams you onto \the [src]!"))
log_combat(user, pushed_mob, "tabled", null, "onto [src]")
pushed_mob.add_mood_event("table", /datum/mood_event/table)
/obj/structure/table/proc/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
pushed_mob.Knockdown(30)
var/obj/item/bodypart/banged_limb = pushed_mob.get_bodypart(user.zone_selected) || pushed_mob.get_bodypart(BODY_ZONE_HEAD)
var/extra_wound = 0
if(HAS_TRAIT(user, TRAIT_HULK))
extra_wound = 20
banged_limb?.receive_damage(30, wound_bonus = extra_wound)
pushed_mob.apply_damage(60, STAMINA)
take_damage(50)
if(user.mind?.martial_art.smashes_tables && user.mind?.martial_art.can_use(user))
deconstruct(FALSE)
playsound(pushed_mob, 'sound/effects/bang.ogg', 90, TRUE)
pushed_mob.visible_message(span_danger("[user] smashes [pushed_mob]'s [banged_limb.plaintext_zone] against \the [src]!"),
span_userdanger("[user] smashes your [banged_limb.plaintext_zone] against \the [src]"))
log_combat(user, pushed_mob, "head slammed", null, "against [src]")
pushed_mob.add_mood_event("table", /datum/mood_event/table_limbsmash, banged_limb)
/obj/structure/table/screwdriver_act_secondary(mob/living/user, obj/item/tool)
if(flags_1 & NODECONSTRUCT_1 || !deconstruction_ready)
return FALSE
to_chat(user, span_notice("You start disassembling [src]..."))
if(tool.use_tool(src, user, 2 SECONDS, volume=50))
deconstruct(TRUE)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/table/wrench_act_secondary(mob/living/user, obj/item/tool)
if(flags_1 & NODECONSTRUCT_1 || !deconstruction_ready)
return FALSE
to_chat(user, span_notice("You start deconstructing [src]..."))
if(tool.use_tool(src, user, 4 SECONDS, volume=50))
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct(TRUE, 1)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/table/attackby(obj/item/I, mob/living/user, params)
var/list/modifiers = params2list(params)
if(istype(I, /obj/item/storage/bag/tray))
var/obj/item/storage/bag/tray/T = I
if(T.contents.len > 0) // If the tray isn't empty
for(var/x in T.contents)
var/obj/item/item = x
AfterPutItemOnTable(item, user)
I.atom_storage.remove_all(drop_location())
user.visible_message(span_notice("[user] empties [I] on [src]."))
return
// If the tray IS empty, continue on (tray will be placed on the table like other items)
if(istype(I, /obj/item/toy/cards/deck))
var/obj/item/toy/cards/deck/dealer_deck = I
if(dealer_deck.wielded) // deal a card facedown on the table
var/obj/item/toy/singlecard/card = dealer_deck.draw(user)
if(card)
attackby(card, user, params)
return
if(istype(I, /obj/item/riding_offhand))
var/obj/item/riding_offhand/riding_item = I
var/mob/living/carried_mob = riding_item.rider
if(carried_mob == user) //Piggyback user.
return
if(user.combat_mode)
user.unbuckle_mob(carried_mob)
tablelimbsmash(user, carried_mob)
else
var/tableplace_delay = 3.5 SECONDS
var/skills_space = ""
if(HAS_TRAIT(user, TRAIT_QUICKER_CARRY))
tableplace_delay = 2 SECONDS
skills_space = " expertly"
else if(HAS_TRAIT(user, TRAIT_QUICK_CARRY))
tableplace_delay = 2.75 SECONDS
skills_space = " quickly"
carried_mob.visible_message(span_notice("[user] begins to[skills_space] place [carried_mob] onto [src]..."),
span_userdanger("[user] begins to[skills_space] place [carried_mob] onto [src]..."))
if(do_after(user, tableplace_delay, target = carried_mob))
user.unbuckle_mob(carried_mob)
tableplace(user, carried_mob)
return TRUE
if(!user.combat_mode && !(I.item_flags & ABSTRACT))
if(user.transferItemToLoc(I, drop_location(), silent = FALSE))
//Center the icon where the user clicked.
if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
return
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
I.pixel_x = clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
I.pixel_y = clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
AfterPutItemOnTable(I, user)
return TRUE
else
return ..()
/obj/structure/table/attackby_secondary(obj/item/weapon, mob/user, params)
if(istype(weapon, /obj/item/toy/cards/deck))
var/obj/item/toy/cards/deck/dealer_deck = weapon
if(dealer_deck.wielded) // deal a card faceup on the table
var/obj/item/toy/singlecard/card = dealer_deck.draw(user)
if(card)
card.Flip()
attackby(card, user, params)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
..()
return SECONDARY_ATTACK_CONTINUE_CHAIN
/obj/structure/table/proc/AfterPutItemOnTable(obj/item/I, mob/living/user)
return
/obj/structure/table/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(!(flags_1 & NODECONSTRUCT_1))
var/turf/T = get_turf(src)
if(buildstack)
new buildstack(T, buildstackamount)
else
for(var/i in custom_materials)
var/datum/material/M = i
new M.sheet_type(T, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
if(!wrench_disassembly)
new frame(T)
else
new framestack(T, framestackamount)
qdel(src)
/obj/structure/table/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 24, "cost" = 16)
return FALSE
/obj/structure/table/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, span_notice("You deconstruct the table."))
qdel(src)
return TRUE
return FALSE
/obj/structure/table/proc/table_carbon(datum/source, mob/living/carbon/shover, mob/living/carbon/target, shove_blocked)
SIGNAL_HANDLER
if(!shove_blocked)
return
target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
target.visible_message(span_danger("[shover.name] shoves [target.name] onto \the [src]!"),
span_userdanger("You're shoved onto \the [src] by [shover.name]!"), span_hear("You hear aggressive shuffling followed by a loud thud!"), COMBAT_MESSAGE_RANGE, src)
to_chat(shover, span_danger("You shove [target.name] onto \the [src]!"))
target.throw_at(src, 1, 1, null, FALSE) //1 speed throws with no spin are basically just forcemoves with a hard collision check
log_combat(src, target, "shoved", "onto [src] (table)")
return COMSIG_CARBON_SHOVE_HANDLED
/obj/structure/table/greyscale
icon = 'icons/obj/smooth_structures/table_greyscale.dmi'
icon_state = "table_greyscale-0"
base_icon_state = "table_greyscale"
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
buildstack = null //No buildstack, so generate from mat datums
/obj/structure/table/greyscale/set_custom_materials(list/materials, multiplier)
. = ..()
var/list/materials_list = list()
for(var/custom_material in custom_materials)
var/datum/material/current_material = GET_MATERIAL_REF(custom_material)
materials_list += "[current_material.name]"
desc = "A square [(materials_list.len > 1) ? "amalgamation" : "piece"] of [english_list(materials_list)] on four legs. It can not move."
///Table on wheels
/obj/structure/table/rolling
name = "Rolling table"
desc = "An NT brand \"Rolly poly\" rolling table. It can and will move."
anchored = FALSE
smoothing_flags = NONE
smoothing_groups = null
canSmoothWith = null
icon = 'icons/obj/smooth_structures/rollingtable.dmi'
icon_state = "rollingtable"
var/list/attached_items = list()
/obj/structure/table/rolling/AfterPutItemOnTable(obj/item/I, mob/living/user)
. = ..()
attached_items += I
RegisterSignal(I, COMSIG_MOVABLE_MOVED, PROC_REF(RemoveItemFromTable)) //Listen for the pickup event, unregister on pick-up so we aren't moved
/obj/structure/table/rolling/proc/RemoveItemFromTable(datum/source, newloc, dir)
SIGNAL_HANDLER
if(newloc != loc) //Did we not move with the table? because that shit's ok
return FALSE
attached_items -= source
UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
/obj/structure/table/rolling/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
if(!loc)
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))
RemoveItemFromTable(attached_movable, attached_movable.loc)
/obj/structure/table/rolling/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
. = ..()
if(has_gravity())
playsound(src, 'sound/effects/roll.ogg', 100, TRUE)
/*
* 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 = 2000)
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(flags_1 & NODECONSTRUCT_1)
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 & FLYING))
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(!(flags_1 & NODECONSTRUCT_1))
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 = 2000)
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 = 0
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 = 2000, /datum/material/iron = 2000)
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 = 2000, /datum/material/iron = 2000)
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 = 2000)
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 = 2000)
buildstack = /obj/item/stack/sheet/plastitaniumglass
max_integrity = 300
/*
* Surgery Tables
*/
/obj/structure/table/optable//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE
name = "operating table"
desc = "Used for advanced medical procedures."
icon = 'icons/obj/medical/surgery_table.dmi'
icon_state = "surgery_table"
buildstack = /obj/item/stack/sheet/mineral/silver
smoothing_flags = NONE
smoothing_groups = null
canSmoothWith = null
can_buckle = 1
buckle_lying = 90 // SKYRAT EDIT old: NO_BUCKLE_LYING
buckle_requires_restraints = FALSE // SKYRAT EDIT old: TRUE
custom_materials = list(/datum/material/silver = 2000)
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/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]."))
/// 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/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 && !(flags_1&NODECONSTRUCT_1) && 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(!(flags_1&NODECONSTRUCT_1))
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"
flags_1 = CONDUCT_1
custom_materials = list(/datum/material/iron=2000)
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