mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-16 03:56:20 +00:00
About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
715 lines
23 KiB
Plaintext
715 lines
23 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-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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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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custom_materials = list(/datum/material/iron = 2000)
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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 = list(SMOOTH_GROUP_TABLES)
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canSmoothWith = list(SMOOTH_GROUP_TABLES)
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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/climbable)
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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 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(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)
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return attack_hand(user)
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/obj/structure/table/attack_hand(mob/living/user)
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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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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.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 class='warning'>You need a better grip to do that!</span>")
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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 class='notice'>[user] begins to place [pushed_mob] onto [src]...</span>", \
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"<span class='userdanger'>[user] begins to place [pushed_mob] onto [src]...</span>")
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if(do_after(user, 35, 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 class='notice'>[user] places [user.pulling] onto [src].</span>",
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"<span class='notice'>You place [user.pulling] onto [src].</span>")
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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, turf/target)
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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(ID, dir, caller)
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. = !density
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if(ismovable(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/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 class='notice'>[user] places [pushed_mob] onto [src].</span>", \
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"<span class='notice'>[user] places [pushed_mob] onto [src].</span>")
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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 class='danger'>Throwing [pushed_mob] onto the table might hurt them!</span>")
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return
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var/added_passtable = FALSE
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if(!pushed_mob.pass_flags & PASSTABLE)
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added_passtable = TRUE
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pushed_mob.pass_flags |= PASSTABLE
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pushed_mob.Move(src.loc)
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if(added_passtable)
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pushed_mob.pass_flags &= ~PASSTABLE
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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 class='danger'>[user] slams [pushed_mob] onto \the [src]!</span>", \
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"<span class='userdanger'>[user] slams you onto \the [src]!</span>")
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log_combat(user, pushed_mob, "tabled", null, "onto [src]")
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SEND_SIGNAL(pushed_mob, COMSIG_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 class='danger'>[user] smashes [pushed_mob]'s [banged_limb.name] against \the [src]!</span>",
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"<span class='userdanger'>[user] smashes your [banged_limb.name] against \the [src]</span>")
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log_combat(user, pushed_mob, "head slammed", null, "against [src]")
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SEND_SIGNAL(pushed_mob, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table_limbsmash, banged_limb)
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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(!(flags_1 & NODECONSTRUCT_1) && modifiers && modifiers["right"])
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if(I.tool_behaviour == TOOL_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(I.tool_behaviour == TOOL_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, TRUE)
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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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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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SEND_SIGNAL(I, COMSIG_TRY_STORAGE_QUICK_EMPTY, drop_location())
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user.visible_message("<span class='notice'>[user] empties [I] on [src].</span>")
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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/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 class='notice'>[user] begins to[skills_space] place [carried_mob] onto [src]...</span>",
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"<span class='userdanger'>[user] begins to[skills_space] place [carried_mob] onto [src]...</span>")
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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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tablepush(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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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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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/proc/AfterPutItemOnTable(obj/item/I, 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(!(flags_1 & NODECONSTRUCT_1))
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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] / MINERAL_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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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 24, "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, passed_mode)
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switch(passed_mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, "<span class='notice'>You deconstruct the table.</span>")
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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/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_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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buildstack = null //No buildstack, so generate from mat datums
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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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var/list/attached_items = list()
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/obj/structure/table/rolling/AfterPutItemOnTable(obj/item/I, mob/living/user)
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. = ..()
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attached_items += I
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RegisterSignal(I, COMSIG_MOVABLE_MOVED, .proc/RemoveItemFromTable) //Listen for the pickup event, unregister on pick-up so we aren't moved
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/obj/structure/table/rolling/proc/RemoveItemFromTable(datum/source, newloc, dir)
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SIGNAL_HANDLER
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if(newloc != loc) //Did we not move with the table? because that shit's ok
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return FALSE
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attached_items -= source
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UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
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/obj/structure/table/rolling/Moved(atom/OldLoc, Dir)
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. = ..()
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for(var/mob/M in OldLoc.contents)//Kidnap everyone on top
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M.forceMove(loc)
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for(var/x in attached_items)
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var/atom/movable/AM = x
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if(!AM.Move(loc))
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RemoveItemFromTable(AM, AM.loc)
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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-0"
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base_icon_state = "glass_table"
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buildstack = /obj/item/stack/sheet/glass
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smoothing_groups = list(SMOOTH_GROUP_GLASS_TABLES)
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canSmoothWith = list(SMOOTH_GROUP_GLASS_TABLES)
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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/Initialize()
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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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QDEL_LIST(debris)
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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, TRUE)
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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.Paralyze(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, TRUE)
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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-0"
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base_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
|
|
smoothing_groups = list(SMOOTH_GROUP_WOOD_TABLES) //Don't smooth with SMOOTH_GROUP_TABLES
|
|
canSmoothWith = list(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 = list(SMOOTH_GROUP_FANCY_WOOD_TABLES) //Don't smooth with SMOOTH_GROUP_TABLES or SMOOTH_GROUP_WOOD_TABLES
|
|
canSmoothWith = list(SMOOTH_GROUP_FANCY_WOOD_TABLES)
|
|
var/smooth_icon = 'icons/obj/smooth_structures/fancy_table.dmi' // see Initialize()
|
|
|
|
/obj/structure/table/wood/fancy/Initialize()
|
|
. = ..()
|
|
// 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 = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
|
|
|
|
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
|
|
if(deconstruction_ready)
|
|
return "<span class='notice'>The top cover has been <i>welded</i> loose and the main frame's <b>bolts</b> are exposed.</span>"
|
|
else
|
|
return "<span class='notice'>The top cover is firmly <b>welded</b> on.</span>"
|
|
|
|
/obj/structure/table/reinforced/attackby(obj/item/W, mob/living/user, params)
|
|
var/list/modifiers = params2list(params)
|
|
if(W.tool_behaviour == TOOL_WELDER && modifiers && modifiers["right"])
|
|
if(!W.tool_start_check(user, amount=0))
|
|
return
|
|
|
|
if(deconstruction_ready)
|
|
to_chat(user, "<span class='notice'>You start strengthening the reinforced table...</span>")
|
|
if (W.use_tool(src, user, 50, volume=50))
|
|
to_chat(user, "<span class='notice'>You strengthen the table.</span>")
|
|
deconstruction_ready = 0
|
|
else
|
|
to_chat(user, "<span class='notice'>You start weakening the reinforced table...</span>")
|
|
if (W.use_tool(src, user, 50, volume=50))
|
|
to_chat(user, "<span class='notice'>You weaken the table.</span>")
|
|
deconstruction_ready = 1
|
|
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/tile/bronze
|
|
smoothing_groups = list(SMOOTH_GROUP_BRONZE_TABLES) //Don't smooth with SMOOTH_GROUP_TABLES
|
|
canSmoothWith = list(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)
|
|
|
|
/*
|
|
* Surgery Tables
|
|
*/
|
|
|
|
/obj/structure/table/optable
|
|
name = "operating table"
|
|
desc = "Used for advanced medical procedures."
|
|
icon = 'icons/obj/surgery.dmi'
|
|
icon_state = "optable"
|
|
buildstack = /obj/item/stack/sheet/mineral/silver
|
|
smoothing_flags = NONE
|
|
smoothing_groups = null
|
|
canSmoothWith = null
|
|
can_buckle = 1
|
|
buckle_lying = NO_BUCKLE_LYING
|
|
buckle_requires_restraints = TRUE
|
|
var/mob/living/carbon/human/patient = null
|
|
var/obj/machinery/computer/operating/computer = null
|
|
|
|
/obj/structure/table/optable/Initialize()
|
|
. = ..()
|
|
for(var/direction in GLOB.alldirs)
|
|
computer = locate(/obj/machinery/computer/operating) in get_step(src, direction)
|
|
if(computer)
|
|
computer.table = src
|
|
break
|
|
|
|
/obj/structure/table/optable/Destroy()
|
|
. = ..()
|
|
if(computer && computer.table == src)
|
|
computer.table = null
|
|
|
|
/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 class='notice'>[user] lays [pushed_mob] on [src].</span>")
|
|
get_patient()
|
|
|
|
/obj/structure/table/optable/proc/get_patient()
|
|
var/mob/living/carbon/M = locate(/mob/living/carbon) in loc
|
|
if(M)
|
|
if(M.resting)
|
|
patient = M
|
|
else
|
|
patient = null
|
|
|
|
/obj/structure/table/optable/proc/check_eligible_patient()
|
|
get_patient()
|
|
if(!patient)
|
|
return FALSE
|
|
if(ishuman(patient))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/*
|
|
* 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_self = LETPASSTHROW //You can throw objects over this, despite it's density.
|
|
max_integrity = 20
|
|
|
|
/obj/structure/rack/examine(mob/user)
|
|
. = ..()
|
|
. += "<span class='notice'>It's held together by a couple of <b>bolts</b>.</span>"
|
|
|
|
/obj/structure/rack/CanAllowThrough(atom/movable/mover, turf/target)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(istype(mover) && (mover.pass_flags & PASSTABLE))
|
|
return TRUE
|
|
|
|
/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/living/user, params)
|
|
var/list/modifiers = params2list(params)
|
|
if (W.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1) && modifiers && modifiers["right"])
|
|
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)
|
|
attack_hand(user)
|
|
|
|
/obj/structure/rack/attack_hand(mob/living/user)
|
|
. = ..()
|
|
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 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, 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))
|
|
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
|
|
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/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
|