Table/rack refactor. Fixes #7509

This commit is contained in:
Zuhayr
2014-12-24 12:14:48 +10:30
parent c77b5b1825
commit 2ed0e433aa
3 changed files with 176 additions and 273 deletions

View File

@@ -206,14 +206,6 @@
name = "warning cone"
icon_state = "cone"
/obj/item/weapon/rack_parts
name = "rack parts"
desc = "Parts of a rack."
icon = 'icons/obj/items.dmi'
icon_state = "rack_parts"
flags = FPRINT | TABLEPASS| CONDUCT
matter = list("metal" = 3750)
/*/obj/item/weapon/syndicate_uplink
name = "station bounced radio"
desc = "Remain silent about this..."
@@ -292,36 +284,6 @@
w_class = 2.0
flags = FPRINT | TABLEPASS | NOSHIELD
/obj/item/weapon/table_parts
name = "table parts"
desc = "Parts of a table. Poor table."
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "table_parts"
matter = list("metal" = 3750)
flags = FPRINT | TABLEPASS| CONDUCT
attack_verb = list("slammed", "bashed", "battered", "bludgeoned", "thrashed", "whacked")
/obj/item/weapon/table_parts/reinforced
name = "reinforced table parts"
desc = "Hard table parts. Well...harder..."
icon = 'icons/obj/items.dmi'
icon_state = "reinf_tableparts"
matter = list("metal" = 7500)
flags = FPRINT | TABLEPASS| CONDUCT
/obj/item/weapon/table_parts/wood
name = "wooden table parts"
desc = "Keep away from fire."
icon_state = "wood_tableparts"
flags = null
/obj/item/weapon/table_parts/gambling
name = "gamble table parts"
desc = "Keep away from security."
icon_state = "gamble_tableparts"
flags = null
/obj/item/weapon/wire
desc = "This is just a simple piece of regular insulated wire."
name = "wire"

View File

@@ -1,124 +1,101 @@
/* Table parts and rack parts
* Contains:
* Table Parts
* Reinforced Table Parts
* Wooden Table Parts
* Rack Parts
*/
// Table parts and rack parts
/obj/item/weapon/table_parts
name = "table parts"
desc = "Parts of a table. Poor table."
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "table_parts"
matter = list("metal" = 3750)
flags = FPRINT | TABLEPASS| CONDUCT
attack_verb = list("slammed", "bashed", "battered", "bludgeoned", "thrashed", "whacked")
var/build_type = /obj/structure/table
var/alter_type = /obj/item/weapon/table_parts/reinforced
var/alter_with = /obj/item/stack/rods
var/alter_cost = 4
var/list/stack_types = list(/obj/item/stack/sheet/metal)
/*
* Table Parts
*/
/obj/item/weapon/table_parts/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/metal( user.loc )
//SN src = null
for(var/material_type in stack_types)
new material_type(get_turf(user))
del(src)
if (istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/R = W
if (R.use(4))
new /obj/item/weapon/table_parts/reinforced(get_turf(loc))
user << "<span class='notice'>You reinforce the [name].</span>"
return
else
if(alter_type && alter_with && istype(W,alter_with))
var/obj/item/stack/R = W
if (R.use(alter_cost))
var/obj/item/new_parts = new alter_type (get_turf(loc))
user << "<span class='notice'>You modify \the [name] into \a [new_parts].</span>"
del(src)
else
user << "<span class='warning'>You need at least four rods to reinforce the [name].</span>"
user << "<span class='warning'>You need at least [alter_cost] sheets to reinforce the [name].</span>"
return
..()
/obj/item/weapon/table_parts/attack_self(mob/user as mob)
if(locate(/obj/structure/table) in user.loc)
user << "<span class='warning'>There is already a table here.</span>"
return
new /obj/structure/table( user.loc )
new build_type( user.loc )
user.drop_item()
del(src)
return
/obj/item/weapon/table_parts/reinforced
name = "reinforced table parts"
desc = "Hard table parts. Well... harder."
icon = 'icons/obj/items.dmi'
icon_state = "reinf_tableparts"
matter = list("metal" = 7500)
flags = FPRINT | TABLEPASS| CONDUCT
/*
* Reinforced Table Parts
*/
/obj/item/weapon/table_parts/reinforced/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/metal( get_turf(loc) )
new /obj/item/stack/rods( get_turf(loc) )
del(src)
stack_types = list(/obj/item/stack/sheet/metal, /obj/item/stack/rods)
build_type = /obj/structure/table/reinforced
alter_type = null
alter_with = null
alter_cost = null
/obj/item/weapon/table_parts/reinforced/attack_self(mob/user as mob)
if(locate(/obj/structure/table/reinforced) in user.loc)
user << "<span class='warning'>There is already a table here.</span>"
return
/obj/item/weapon/table_parts/wood
name = "wooden table parts"
desc = "Keep away from fire."
icon_state = "wood_tableparts"
flags = null
new /obj/structure/table/reinforced( user.loc )
user.drop_item()
del(src)
return
stack_types = list(/obj/item/stack/sheet/wood)
build_type = /obj/structure/table/woodentable
alter_type = /obj/item/weapon/table_parts/gambling
alter_with = /obj/item/stack/tile/carpet
alter_cost = 1
/*
* Wooden Table Parts
*/
/obj/item/weapon/table_parts/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/wood( get_turf(loc) )
//SN src = null
del(src)
if (istype(W, /obj/item/stack/tile/carpet))
var/obj/item/stack/tile/carpet/C = W
if (C.use(1))
new /obj/item/weapon/table_parts/gambling(get_turf(loc))
user << "<span class='notice'>You put a layer of carpet on the table.</span>"
del(src)
/obj/item/weapon/table_parts/gambling
name = "gambling table parts"
desc = "Keep away from security."
icon_state = "gamble_tableparts"
flags = null
/obj/item/weapon/table_parts/wood/attack_self(mob/user as mob)
if(locate(/obj/structure/table/woodentable) in user.loc)
user << "<span class='warning'>There is already a table here.</span>"
return
stack_types = list(/obj/item/stack/tile/carpet,/obj/item/stack/sheet/wood)
build_type = /obj/structure/table/gamblingtable
alter_type = null
alter_with = null
alter_cost = null
new /obj/structure/table/woodentable( user.loc )
user.drop_item()
del(src)
return
/*
* Gambling Table Parts
*/
/obj/item/weapon/table_parts/gambling/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/wood( get_turf(loc) )
new /obj/item/stack/tile/carpet( get_turf(loc) )
del(src)
if (istype(W, /obj/item/weapon/crowbar))
new /obj/item/stack/tile/carpet( get_turf(loc) )
new /obj/item/weapon/table_parts/wood( get_turf(loc) )
user << "<span class='notice'>You pry the carpet out of the table.</span>"
del(src)
/obj/item/weapon/table_parts/gambling/attack_self(mob/user as mob)
new /obj/structure/table/gamblingtable( user.loc )
user.drop_item()
del(src)
return
/*
* Rack Parts
*/
/obj/item/weapon/rack_parts/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/metal( get_turf(loc) )
del(src)
return
return
/obj/item/weapon/rack_parts/attack_self(mob/user as mob)
if(locate(/obj/structure/rack) in user.loc)
user << "<span class='warning'>There is already a rack here.</span>"
return
var/obj/structure/rack/R = new /obj/structure/rack( user.loc )
R.add_fingerprint(user)
user.drop_item()
del(src)
return
/obj/item/weapon/table_parts/rack
name = "rack parts"
desc = "Parts of a rack."
icon_state = "rack_parts"
stack_types = list(/obj/item/stack/sheet/metal)
build_type = /obj/structure/table/rack
alter_type = null
alter_with = null
alter_cost = null

View File

@@ -1,24 +1,14 @@
/* Tables and Racks
* Contains:
* Tables
* Wooden tables
* Reinforced tables
* Racks
*/
// Tables and racks.
/*
* Tables
*/
/obj/structure/table
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'icons/obj/structures.dmi'
icon_state = "table"
density = 1
anchored = 1.0
anchored = 1
layer = 2.8
throwpass = 1 //You can throw objects over this, despite it's density.")
throwpass = 1
climbable = 1
breakable = 1
parts = /obj/item/weapon/table_parts
@@ -26,6 +16,39 @@
var/flipped = 0
var/health = 100
/obj/structure/table/woodentable
name = "wooden table"
desc = "Do not apply fire to this. Rumour says it burns easily."
icon_state = "wood_table"
parts = /obj/item/weapon/table_parts/wood
health = 50
/obj/structure/table/gamblingtable
name = "gambling table"
desc = "A curved wooden table with a thin carpet of green fabric."
icon_state = "gamble_table"
parts = /obj/item/weapon/table_parts/gambling
health = 50
/obj/structure/table/reinforced
icon_state = "reinf_table"
health = 200
parts = /obj/item/weapon/table_parts/reinforced
/obj/structure/table/rack
name = "rack"
desc = "Different from the Middle Ages version."
icon = 'icons/obj/objects.dmi'
icon_state = "rack"
health = 100
parts = /obj/item/weapon/table_parts/rack
flipped = -1 //Cannot flip.
/obj/structure/table/examine()
..()
if(health > 100)
usr << "This one looks like it has been reinforced."
/obj/structure/table/proc/update_adjacent()
for(var/direction in list(1,2,4,8,5,6,9,10))
if(locate(/obj/structure/table,get_step(src,direction)))
@@ -45,14 +68,18 @@
..()
/obj/structure/table/update_icon()
if(health > 100)
name = "reinforced [initial(name)]"
spawn(2) //So it properly updates when deleting
if(flipped)
if(flipped == 1)
var/type = 0
var/tabledirs = 0
for(var/direction in list(turn(dir,90), turn(dir,-90)) )
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
if (T && T.flipped && T.dir == src.dir)
if (T && T.flipped == 1 && T.dir == src.dir)
type++
tabledirs |= direction
var/base = "table"
@@ -100,7 +127,7 @@
continue
if(!skip_sum) //means there is a window between the two tiles in this direction
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
if(T && !T.flipped)
if(T && T.flipped == 0) // This should let us ignore racks for table icons/flipping. Should.
if(direction <5)
dir_sum += direction
else
@@ -265,7 +292,7 @@
return 1
if(locate(/obj/structure/table) in get_turf(mover))
return 1
if (flipped)
if (flipped == 1)
if (get_dir(loc, target) == dir)
return !density
else
@@ -274,7 +301,13 @@
//checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops.
/obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from)
var/turf/cover = flipped ? get_turf(src) : get_step(loc, get_dir(from, loc))
var/turf/cover
if(flipped==1)
cover = get_turf(src)
else if(flipped==0)
cover = get_step(loc, get_dir(from, loc))
if(!cover)
return 1
if (get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close
return 1
if (get_turf(P.original) == cover)
@@ -283,7 +316,7 @@
var/mob/M = P.original
if (M.lying)
chance += 20 //Lying down lets you catch less bullets
if(flipped)
if(flipped==1)
if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets
chance += 20
else
@@ -302,7 +335,7 @@
/obj/structure/table/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSTABLE))
return 1
if (flipped)
if (flipped==1)
if (get_dir(loc, target) == dir)
return !density
else
@@ -323,6 +356,8 @@
/obj/structure/table/attackby(obj/item/W as obj, mob/user as mob)
if (!W) return
// Handle harm intent grabbing/tabling.
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if (istype(G.affecting, /mob/living))
@@ -331,25 +366,56 @@
if(user.a_intent == "hurt")
if (prob(15)) M.Weaken(5)
M.apply_damage(8,def_zone = "head")
visible_message("\red [G.assailant] slams [G.affecting]'s face against \the [src]!")
visible_message("<span class='danger'>[G.assailant] slams [G.affecting]'s face against \the [src]!</span>")
playsound(src.loc, 'sound/weapons/tablehit1.ogg', 50, 1)
else
user << "\red You need a better grip to do that!"
user << "<span class='danger'>You need a better grip to do that!</span>"
return
else
G.affecting.loc = src.loc
G.affecting.Weaken(5)
visible_message("\red [G.assailant] puts [G.affecting] on \the [src].")
visible_message("<span class='danger'>[G.assailant] puts [G.affecting] on \the [src].</span>")
del(W)
return
// Handle dissembly.
if (istype(W, /obj/item/weapon/wrench))
user << "\blue Now disassembling table"
if(health > 100)
user << "<span class='danger'>\The [src] is too well constructed to be collapsed. Weaken it first.</span>"
return
user << "<span class='notice'>You locate the bolts and begin disassembling \the [src]...</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user,50))
destroy()
return
// Handle weakening.
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.isOn())
if(initial(health)>100)
if(WT.remove_fuel(0, user))
if(src.health>100)
user << "<span class='notice'>You start weakening \the [src]...</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(!do_after(user, 50) || !src || health<100 || !WT.isOn())
return
user << "<span class='notice'>You have weakened \the [src].</span>"
health -= 100
else if(src.health <= 100)
user << "<span class='notice'>You start strengthening \the [src]...</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(!do_after(user, 50) || !src || health > 100 || !WT.isOn())
return
user << "<span class='notice'>You have strengthened \the [src].</span>"
health += 100
update_icon()
else
user << "<span class='notice'>\The [src] is too flimsy to be reinforced or weakened.</span>"
return
// Handle dismantling or placing things on the table from here on.
if(isrobot(user))
return
@@ -362,8 +428,7 @@
spark_system.start()
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
for(var/mob/O in viewers(user, 4))
O.show_message("\blue The [src] was sliced apart by [user]!", 1, "\red You hear [src] coming apart.", 2)
user.visible_message("<span class='danger'>The [src] was sliced apart by [user]!</span>")
destroy()
user.drop_item(src)
@@ -373,14 +438,14 @@
var/obj/structure/table/T
for(var/angle in list(-90,90))
T = locate() in get_step(src.loc,turn(direction,angle))
if(T && !T.flipped)
if(T && T.flipped == 0)
return 0
T = locate() in get_step(src.loc,direction)
if (!T || T.flipped)
if (!T || T.flipped == 1)
return 1
if (istype(T,/obj/structure/table/reinforced/))
var/obj/structure/table/reinforced/R = T
if (R.status == 2)
if (R.health > 100)
return 0
return T.straight_table_check(direction)
@@ -393,7 +458,7 @@
if (!can_touch(usr) || ismouse(usr))
return
if(!flip(get_cardinal_dir(usr,src)))
if(flipped < 0 || !flip(get_cardinal_dir(usr,src)))
usr << "<span class='notice'>It won't budge.</span>"
return
@@ -417,7 +482,7 @@
for(var/new_dir in L)
var/obj/structure/table/T = locate() in get_step(src.loc,new_dir)
if(T)
if(T.flipped && T.dir == src.dir && !T.unflipping_check(new_dir))
if(T.flipped == 1 && T.dir == src.dir && !T.unflipping_check(new_dir))
return 0
return 1
@@ -456,7 +521,7 @@
flags |= ON_BORDER
for(var/D in list(turn(direction, 90), turn(direction, -90)))
var/obj/structure/table/T = locate() in get_step(src,D)
if(T && !T.flipped)
if(T && T.flipped == 0)
T.flip(direction)
update_icon()
update_adjacent()
@@ -473,120 +538,19 @@
flags &= ~ON_BORDER
for(var/D in list(turn(dir, 90), turn(dir, -90)))
var/obj/structure/table/T = locate() in get_step(src.loc,D)
if(T && T.flipped && T.dir == src.dir)
if(T && T.flipped == 1 && T.dir == src.dir)
T.unflip()
update_icon()
update_adjacent()
return 1
/*
* Wooden tables
*/
/obj/structure/table/woodentable
name = "wooden table"
desc = "Do not apply fire to this. Rumour says it burns easily."
icon_state = "wood_table"
parts = /obj/item/weapon/table_parts/wood
health = 50
/*
* Gambling tables
*/
/obj/structure/table/gamblingtable
name = "gambling table"
desc = "A curved wooden table with a thin carpet of green fabric."
icon_state = "gamble_table"
parts = /obj/item/weapon/table_parts/gambling
health = 50
/*
* Reinforced tables
*/
/obj/structure/table/reinforced
name = "reinforced table"
desc = "A version of the four legged table. It is stronger."
icon_state = "reinf_table"
health = 200
var/status = 2
parts = /obj/item/weapon/table_parts/reinforced
/obj/structure/table/reinforced/flip(var/direction)
if (status == 2)
return 0
else
return ..()
/obj/structure/table/reinforced/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
if(src.status == 2)
user << "\blue Now weakening the reinforced table"
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if (do_after(user, 50))
if(!src || !WT.isOn()) return
user << "\blue Table weakened"
src.status = 1
else
user << "\blue Now strengthening the reinforced table"
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if (do_after(user, 50))
if(!src || !WT.isOn()) return
user << "\blue Table strengthened"
src.status = 2
// No need to handle any of this, racks are not contiguous..
/obj/structure/table/rack/update_icon()
return
/obj/structure/table/rack/update_adjacent()
return
if (istype(W, /obj/item/weapon/wrench))
if(src.status == 2)
return
..()
/*
* Racks
*/
// Dummied out to stop compile errors.
/obj/structure/rack
name = "rack"
desc = "Different from the Middle Ages version."
icon = 'icons/obj/objects.dmi'
icon_state = "rack"
density = 1
flags = FPRINT
anchored = 1.0
throwpass = 1 //You can throw objects over this, despite it's density.
breakable = 1
climbable = 1
parts = /obj/item/weapon/rack_parts
/obj/structure/rack/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(src.density == 0) //Because broken racks -Agouri |TODO: SPRITE!|
return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
/obj/structure/rack/MouseDrop_T(obj/O as obj, mob/user as mob)
if ((!( istype(O, /obj/item/weapon) ) || user.get_active_hand() != O))
return
if(isrobot(user))
return
user.drop_item()
if (O.loc != src.loc)
step(O, get_dir(O, src))
return
/obj/structure/rack/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/weapon/rack_parts( src.loc )
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
del(src)
return
if(isrobot(user))
return
if(W.loc != user) // This should stop mounted modules ending up outside the module.
return
user.drop_item()
if(W && W.loc) W.loc = src.loc
return
/obj/item/weapon/rack_parts