makes benches a subtype of tables

This commit is contained in:
SinTwo
2016-06-29 17:52:27 -04:00
parent c7db22b985
commit a7aa2a7f33
7 changed files with 26 additions and 351 deletions

View File

@@ -1,338 +0,0 @@
/obj/structure/bench
name = "bench frame"
icon = 'icons/obj/bench.dmi'
icon_state = "frame"
desc = "It's a bench, for putting things on. Or standing on, if you really want to."
anchored = 1
layer = 2.8
throwpass = 1
var/maxhealth = 10
var/health = 10
// For racks.
var/can_plate = 1
var/manipulating = 0
var/material/material = null
// I'd prefer reinforced with carpet/felt/cloth/whatever, but AFAIK it's either harder or impossible to get /obj/item/stack/material of those.
// Convert if/when you can easily get stacks of these.
var/carpeted = 0
var/list/connections = list("nw0", "ne0", "sw0", "se0")
standard
icon_state = "plain_preview"
color = "#EEEEEE"
New()
material = get_material_by_name(DEFAULT_TABLE_MATERIAL)
..()
padded
icon_state = "padded_preview"
New()
material = get_material_by_name(DEFAULT_TABLE_MATERIAL)
carpeted = 1
..()
/*
/obj/structure/bench/padded
icon_state = "bench_padded_preview" //set for the map
/obj/structure/bench/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
material = get_material_by_name(new_material)
if(new_padding_material)
padding_material = get_material_by_name(new_padding_material)
if(!istype(material))
qdel(src)
return
update_icon()
/obj/structure/bench/padded/New(var/newloc, var/new_material)
..(newloc, "steel", "carpet")*/
/obj/structure/bench/proc/update_material()
var/old_maxhealth = maxhealth
if(!material)
maxhealth = 10
else
maxhealth = material.integrity / 2
health += maxhealth - old_maxhealth
/obj/structure/bench/proc/take_damage(amount)
// If the bench is made of a brittle material, and is *not* reinforced with a non-brittle material, damage is multiplied by TABLE_BRITTLE_MATERIAL_MULTIPLIER
if(material && material.is_brittle())
amount *= TABLE_BRITTLE_MATERIAL_MULTIPLIER
health -= amount
if(health <= 0)
visible_message("<span class='warning'>\The [src] breaks down!</span>")
return break_to_parts() // if we break and form shards, return them to the caller to do !FUN! things with
/obj/structure/bench/initialize()
..()
// One bench per turf.
for(var/obj/structure/bench/T in loc)
if(T != src)
// There's another bench here that's not us, break to metal.
// break_to_parts calls qdel(src)
break_to_parts(full_return = 1)
return
// reset color/alpha, since they're set for nice map previews
color = "#ffffff"
alpha = 255
update_connections(1)
update_icon()
update_desc()
update_material()
/obj/structure/bench/Destroy()
material = null
update_connections(1) // Update benchs around us to ignore us (material=null forces no connections)
for(var/obj/structure/bench/T in oview(src, 1))
T.update_icon()
..()
/obj/structure/bench/examine(mob/user)
. = ..()
if(health < maxhealth)
switch(health / maxhealth)
if(0.0 to 0.5)
user << "<span class='warning'>It looks severely damaged!</span>"
if(0.25 to 0.5)
user << "<span class='warning'>It looks damaged!</span>"
if(0.5 to 1.0)
user << "<span class='notice'>It has a few scrapes and dents.</span>"
/obj/structure/bench/attackby(obj/item/weapon/W, mob/user)
if(carpeted && istype(W, /obj/item/weapon/crowbar))
user.visible_message("<span class='notice'>\The [user] removes the carpet from \the [src].</span>",
"<span class='notice'>You remove the carpet from \the [src].</span>")
new /obj/item/stack/tile/carpet(loc)
carpeted = 0
update_icon()
return 1
if(!carpeted && material && istype(W, /obj/item/stack/tile/carpet))
var/obj/item/stack/tile/carpet/C = W
if(C.use(1))
user.visible_message("<span class='notice'>\The [user] adds \the [C] to \the [src].</span>",
"<span class='notice'>You add \the [C] to \the [src].</span>")
carpeted = 1
update_icon()
return 1
else
user << "<span class='warning'>You don't have enough carpet!</span>"
if(!carpeted && material && istype(W, /obj/item/weapon/wrench))
remove_material(W, user)
if(!material)
update_connections(1)
update_icon()
for(var/obj/structure/bench/T in oview(src, 1))
T.update_icon()
update_desc()
update_material()
return 1
if(!carpeted && !material && istype(W, /obj/item/weapon/wrench))
dismantle(W, user)
return 1
if(health < maxhealth && istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/F = W
if(F.welding)
user << "<span class='notice'>You begin reparing damage to \the [src].</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(!do_after(user, 20) || !F.remove_fuel(1, user))
return
user.visible_message("<span class='notice'>\The [user] repairs some damage to \the [src].</span>",
"<span class='notice'>You repair some damage to \the [src].</span>")
health = max(health+(maxhealth/5), maxhealth) // 20% repair per application
return 1
if(!material && can_plate && istype(W, /obj/item/stack/material))
material = common_material_add(W, user, "plat")
if(material)
update_connections(1)
update_icon()
update_desc()
update_material()
return 1
return ..()
/obj/structure/bench/proc/update_desc()
if(material)
name = "[material.display_name] bench"
else
name = "bench frame"
// Returns the material to set the bench to.
/obj/structure/bench/proc/common_material_add(obj/item/stack/material/S, mob/user, verb) // Verb is actually verb without 'e' or 'ing', which is added. Works for 'plate'/'plating' and 'reinforce'/'reinforcing'.
var/material/M = S.get_material()
if(!istype(M))
user << "<span class='warning'>You cannot [verb]e \the [src] with \the [S].</span>"
return null
if(manipulating) return M
manipulating = 1
user << "<span class='notice'>You begin [verb]ing \the [src] with [M.display_name].</span>"
if(!do_after(user, 20) || !S.use(1))
manipulating = 0
return null
user.visible_message("<span class='notice'>\The [user] [verb]es \the [src] with [M.display_name].</span>", "<span class='notice'>You finish [verb]ing \the [src].</span>")
manipulating = 0
return M
// Returns the material to set the bench to.
/obj/structure/bench/proc/common_material_remove(mob/user, material/M, delay, what, type_holding, sound)
if(!M.stack_type)
user << "<span class='warning'>You are unable to remove the [what] from this bench!</span>"
return M
if(manipulating) return M
manipulating = 1
user.visible_message("<span class='notice'>\The [user] begins removing the [type_holding] holding \the [src]'s [M.display_name] [what] in place.</span>",
"<span class='notice'>You begin removing the [type_holding] holding \the [src]'s [M.display_name] [what] in place.</span>")
if(sound)
playsound(src.loc, sound, 50, 1)
if(!do_after(user, 40))
manipulating = 0
return M
user.visible_message("<span class='notice'>\The [user] removes the [M.display_name] [what] from \the [src].</span>",
"<span class='notice'>You remove the [M.display_name] [what] from \the [src].</span>")
new M.stack_type(src.loc)
manipulating = 0
return null
/obj/structure/bench/proc/remove_material(obj/item/weapon/wrench/W, mob/user)
material = common_material_remove(user, material, 20, "plating", "bolts", 'sound/items/Ratchet.ogg')
/obj/structure/bench/proc/dismantle(obj/item/weapon/wrench/W, mob/user)
if(manipulating) return
manipulating = 1
user.visible_message("<span class='notice'>\The [user] begins dismantling \the [src].</span>",
"<span class='notice'>You begin dismantling \the [src].</span>")
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(!do_after(user, 20))
manipulating = 0
return
user.visible_message("<span class='notice'>\The [user] dismantles \the [src].</span>",
"<span class='notice'>You dismantle \the [src].</span>")
new /obj/item/stack/material/steel(src.loc)
qdel(src)
return
// Returns a list of /obj/item/weapon/material/shard objects that were created as a result of this bench's breakage.
// Used for !fun! things such as embedding shards in the faces of tableslammed people.
// The repeated
// S = [x].place_shard(loc)
// if(S) shards += S
// is to avoid filling the list with nulls, as place_shard won't place shards of certain materials (holo-wood, holo-steel)
/obj/structure/bench/proc/break_to_parts(full_return = 0)
var/list/shards = list()
var/obj/item/weapon/material/shard/S = null
if(material)
if(material.stack_type && (full_return || prob(20)))
material.place_sheet(loc)
else
S = material.place_shard(loc)
if(S) shards += S
if(carpeted && (full_return || prob(50))) // Higher chance to get the carpet back intact, since there's no non-intact option
new /obj/item/stack/tile/carpet(src.loc)
if(full_return || prob(20))
new /obj/item/stack/material/steel(src.loc)
else
var/material/M = get_material_by_name(DEFAULT_WALL_MATERIAL)
S = M.place_shard(loc)
if(S) shards += S
qdel(src)
return shards
/obj/structure/bench/update_icon()
icon_state = "blank"
overlays.Cut()
var/image/I
// Base frame shape. Mostly done for glass/diamond benchs, where this is visible.
for(var/i = 1 to 4)
I = image(icon, dir = 1<<(i-1), icon_state = connections[i])
overlays += I
// Standard bench image
if(material)
for(var/i = 1 to 4)
I = image(icon, "[material.icon_base]_[connections[i]]", dir = 1<<(i-1))
if(material.icon_colour) I.color = material.icon_colour
I.alpha = 255 * material.opacity
overlays += I
if(carpeted)
for(var/i = 1 to 4)
I = image(icon, "carpet_[connections[i]]", dir = 1<<(i-1))
overlays += I
// set propagate if you're updating a bench that should update benches around it too, for example if it's a new bench or something important has changed (like material).
/obj/structure/bench/proc/update_connections(propagate=0)
if(!material)
connections = list("0", "0", "0", "0")
if(propagate)
for(var/obj/structure/bench/T in oview(src, 1))
T.update_connections()
return
var/list/blocked_dirs = list()
for(var/obj/structure/window/W in get_turf(src))
if(W.is_fulltile())
connections = list("0", "0", "0", "0")
return
blocked_dirs |= W.dir
for(var/D in list(NORTH, SOUTH, EAST, WEST) - blocked_dirs)
var/turf/T = get_step(src, D)
for(var/obj/structure/window/W in T)
if(W.is_fulltile() || W.dir == reverse_dir[D])
blocked_dirs |= D
break
else
if(W.dir != D) // it's off to the side
blocked_dirs |= W.dir|D // blocks the diagonal
for(var/D in list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST) - blocked_dirs)
var/turf/T = get_step(src, D)
for(var/obj/structure/window/W in T)
if(W.is_fulltile() || W.dir & reverse_dir[D])
blocked_dirs |= D
break
// Blocked cardinals block the adjacent diagonals too. Prevents weirdness with benchs.
for(var/x in list(NORTH, SOUTH))
for(var/y in list(EAST, WEST))
if((x in blocked_dirs) || (y in blocked_dirs))
blocked_dirs |= x|y
var/list/connection_dirs = list()
for(var/obj/structure/bench/T in orange(src, 1))
var/T_dir = get_dir(src, T)
if(T_dir in blocked_dirs) continue
if(material && T.material && material.name == T.material.name)
connection_dirs |= T_dir
if(propagate)
spawn(0)
T.update_connections()
T.update_icon()
connections = dirs_to_corner_states(connection_dirs)

View File

@@ -42,7 +42,7 @@
new/datum/stack_recipe("green comfy chair", /obj/structure/bed/chair/comfy/green, 2, one_per_turf = 1, on_floor = 1), \
))
recipes += new/datum/stack_recipe("table frame", /obj/structure/table, 1, time = 10, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("bench frame", /obj/structure/bench, 1, time = 10, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("bench frame", /obj/structure/table/bench, 1, time = 10, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("rack", /obj/structure/table/rack, 1, time = 5, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("closet", /obj/structure/closet, 2, time = 15, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("canister", /obj/machinery/portable_atmospherics/canister, 10, time = 15, one_per_turf = 1, on_floor = 1)

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@@ -0,0 +1,17 @@
/obj/structure/table/bench
name = "bench frame"
icon = 'icons/obj/bench.dmi'
icon_state = "frame"
desc = "It's a bench, for putting things on. Or standing on, if you really want to."
can_reinforce = 0
flipped = -1
density = 0
/obj/structure/table/bench/update_desc()
if(material)
name = "[material.display_name] bench"
else
name = "bench frame"
/obj/structure/table/bench/CanPass(atom/movable/mover)
return 1

View File

@@ -10,6 +10,8 @@
return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
if(locate(/obj/structure/table/bench) in get_turf(mover))
return 0
if(locate(/obj/structure/table) in get_turf(mover))
return 1
return 0
@@ -136,7 +138,8 @@
user << "<span class='warning'>There's nothing to put \the [W] on! Try adding plating to \the [src] first.</span>"
return
user.drop_item(src.loc)
if(item_place)
user.drop_item(src.loc)
return
/obj/structure/table/attack_tk() // no telehulk sorry

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@@ -26,6 +26,8 @@
var/list/connections = list("nw0", "ne0", "sw0", "se0")
var/item_place = 1 //allows items to be placed on the table, but not on benches.
/obj/structure/table/proc/update_material()
var/old_maxhealth = maxhealth
if(!material)
@@ -217,7 +219,7 @@
// Returns the material to set the table to.
/obj/structure/table/proc/common_material_remove(mob/user, material/M, delay, what, type_holding, sound)
if(!M.stack_type)
user << "<span class='warning'>You are unable to remove the [what] from this table!</span>"
user << "<span class='warning'>You are unable to remove the [what] from this [src]!</span>"
return M
if(manipulating) return M

View File

@@ -3,9 +3,6 @@
for(var/obj/structure/table/T in view(src, 1))
T.update_connections()
T.update_icon()
for(var/obj/structure/bench/T in view(src, 1))
T.update_connections()
T.update_icon()
/obj/structure/window/Destroy()
var/oldloc = loc
@@ -13,9 +10,6 @@
for(var/obj/structure/table/T in view(oldloc, 1))
T.update_connections()
T.update_icon()
for(var/obj/structure/bench/T in view(oldloc, 1))
T.update_connections()
T.update_icon()
loc=oldloc
..()
@@ -24,8 +18,5 @@
. = ..()
if(loc != oldloc)
for(var/obj/structure/table/T in view(oldloc, 1) | view(loc, 1))
T.update_connections()
T.update_icon()
for(var/obj/structure/bench/T in view(oldloc, 1) | view(loc, 1))
T.update_connections()
T.update_icon()

View File

@@ -876,7 +876,6 @@
#include "code\game\objects\structures\crates_lockers\closets\secure\secure_closets.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\security.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\bed.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\bench.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\chairs.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\stools.dm"
#include "code\game\objects\structures\stool_bed_chair_nest\wheelchair.dm"
@@ -1918,6 +1917,7 @@
#include "code\modules\surgery\slimes.dm"
#include "code\modules\surgery\surgery.dm"
#include "code\modules\surgery\~defines.dm"
#include "code\modules\tables\bench.dm"
#include "code\modules\tables\flipping.dm"
#include "code\modules\tables\interactions.dm"
#include "code\modules\tables\presets.dm"