Tooling updates and removal of corrupt maps [MDB IGNORE] (#7620)

This commit is contained in:
Drathek
2024-02-05 18:49:02 -05:00
committed by GitHub
parent 45ae48db29
commit aa7cd0f69f
715 changed files with 2772354 additions and 2505847 deletions
+423 -423
View File
@@ -1,423 +1,423 @@
/obj/structure/girder
name = "girder"
icon_state = "girder"
anchored = TRUE
density = TRUE
layer = TABLE_LAYER //CHOMPEdit - moved so that they render above catwalks.
w_class = ITEMSIZE_HUGE
var/state = 0
var/health = 200
var/max_health = 200
var/displaced_health = 50
var/current_damage = 0
var/cover = 50 //how much cover the girder provides against projectiles.
var/default_material = MAT_STEEL
var/datum/material/girder_material
var/datum/material/reinf_material
var/reinforcing = 0
var/applies_material_colour = 1
var/wall_type = /turf/simulated/wall
/obj/structure/girder/New(var/newloc, var/material_key)
..(newloc)
if(!material_key)
material_key = default_material
set_material(material_key)
update_icon()
/obj/structure/girder/Destroy()
if(girder_material.products_need_process())
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/structure/girder/process()
if(!radiate())
STOP_PROCESSING(SSobj, src)
return
/obj/structure/girder/proc/radiate()
var/total_radiation = girder_material.radioactivity + (reinf_material ? reinf_material.radioactivity / 2 : 0)
if(!total_radiation)
return
SSradiation.radiate(src, total_radiation)
return total_radiation
/obj/structure/girder/proc/set_material(var/new_material)
girder_material = get_material_by_name(new_material)
if(!girder_material)
qdel(src)
name = "[girder_material.display_name] [initial(name)]"
max_health = round(girder_material.integrity) //Should be 150 with default integrity (steel). Weaker than ye-olden Girders now.
health = max_health
displaced_health = round(max_health/4)
if(applies_material_colour)
color = girder_material.icon_colour
if(girder_material.products_need_process()) //Am I radioactive or some other? Process me!
START_PROCESSING(SSobj, src)
else if(datum_flags & DF_ISPROCESSING) //If I happened to be radioactive or s.o. previously, and am not now, stop processing.
STOP_PROCESSING(SSobj, src)
/obj/structure/girder/get_material()
return girder_material
/obj/structure/girder/update_icon()
if(anchored)
icon_state = initial(icon_state)
else
icon_state = "displaced"
/obj/structure/girder/displaced
icon_state = "displaced"
anchored = FALSE
health = 50
cover = 25
/obj/structure/girder/displaced/New(var/newloc, var/material_key)
..(newloc, material_key)
displace()
/obj/structure/girder/proc/displace()
name = "displaced [girder_material.display_name] [initial(name)]"
icon_state = "displaced"
anchored = FALSE
health = (displaced_health - round(current_damage / 4))
cover = 25
/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart")
if(damage < STRUCTURE_MIN_DAMAGE_THRESHOLD)
return 0
user.do_attack_animation(src)
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
spawn(1) dismantle()
return 1
/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
if(Proj.original != src && !prob(cover))
return PROJECTILE_CONTINUE //pass through
var/damage = Proj.get_structure_damage()
if(!damage)
return
if(!istype(Proj, /obj/item/projectile/beam))
damage *= 0.4 //non beams do reduced damage
else if(girder_material && girder_material.reflectivity >= 0.5) // Reflect lasers.
var/new_damage = damage * girder_material.reflectivity
var/outgoing_damage = damage - new_damage
damage = round(new_damage)
Proj.damage = outgoing_damage
visible_message("<span class='danger'>\The [src] reflects \the [Proj]!</span>")
// Find a turf near or on the original location to bounce to
var/new_x = Proj.starting.x + pick(0, 0, 0, -1, 1, -2, 2)
var/new_y = Proj.starting.y + pick(0, 0, 0, -1, 1, -2, 2)
//var/turf/curloc = get_turf(src)
var/turf/curloc = get_step(src, get_dir(src, Proj.starting))
Proj.penetrating += 1 // Needed for the beam to get out of the girder.
// redirect the projectile
Proj.redirect(new_x, new_y, curloc, null)
health -= damage
..()
if(health <= 0)
dismantle()
return
/obj/structure/girder/blob_act()
dismantle()
/obj/structure/girder/proc/reset_girder()
name = "[girder_material.display_name] [initial(name)]"
anchored = TRUE
cover = initial(cover)
health = min(max_health - current_damage,max_health)
state = 0
icon_state = initial(icon_state)
reinforcing = 0
if(reinf_material)
reinforce_girder()
/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH) && state == 0)
if(anchored && !reinf_material)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now disassembling the girder...</span>")
if(do_after(user,(35 + round(max_health/50)) * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You dissasembled the girder!</span>")
dismantle()
else if(!anchored)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now securing the girder...</span>")
if(do_after(user, 40 * W.toolspeed, src))
to_chat(user, "<span class='notice'>You secured the girder!</span>")
reset_girder()
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
to_chat(user, "<span class='notice'>Now slicing apart the girder...</span>")
if(do_after(user,30 * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You slice apart the girder!</span>")
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
to_chat(user, "<span class='notice'>You drill through the girder!</span>")
dismantle()
else if(W.has_tool_quality(TOOL_SCREWDRIVER))
if(state == 2)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now unsecuring support struts...</span>")
if(do_after(user,40 * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You unsecured the support struts!</span>")
state = 1
else if(anchored && !reinf_material)
playsound(src, W.usesound, 100, 1)
reinforcing = !reinforcing
to_chat(user, "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>")
else if(W.has_tool_quality(TOOL_WIRECUTTER) && state == 1)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now removing support struts...</span>")
if(do_after(user,40 * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You removed the support struts!</span>")
reinf_material.place_dismantled_product(get_turf(src))
reinf_material = null
reset_girder()
else if(W.has_tool_quality(TOOL_CROWBAR) && state == 0 && anchored)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now dislodging the girder...</span>")
if(do_after(user, 40 * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You dislodged the girder!</span>")
displace()
else if(istype(W, /obj/item/stack/material))
if(reinforcing && !reinf_material)
if(!reinforce_with_material(W, user))
return ..()
else
if(!construct_wall(W, user))
return ..()
else
return ..()
/obj/structure/girder/take_damage(var/damage)
health -= damage
if(health <= 0)
dismantle()
else
current_damage = current_damage + damage //Rather than calculate this every time we need to use it, just calculate it here and save it.
/obj/structure/girder/proc/construct_wall(obj/item/stack/material/S, mob/user)
var/amount_to_use = reinf_material ? 1 : 2
if(S.get_amount() < amount_to_use)
to_chat(user, "<span class='notice'>There isn't enough material here to construct a wall.</span>")
return 0
var/datum/material/M = name_to_material[S.default_type]
if(!istype(M))
return 0
var/wall_fake
add_hiddenprint(usr)
if(M.integrity < 50)
to_chat(user, "<span class='notice'>This material is too soft for use in wall construction.</span>")
return 0
to_chat(user, "<span class='notice'>You begin adding the plating...</span>")
if(!do_after(user,40) || !S.use(amount_to_use))
return 1 //once we've gotten this far don't call parent attackby()
if(anchored)
to_chat(user, "<span class='notice'>You added the plating!</span>")
else
to_chat(user, "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>")
wall_fake = 1
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(wall_type)
var/turf/simulated/wall/T = get_turf(src)
T.set_material(M, reinf_material, girder_material)
if(wall_fake)
T.can_open = 1
T.add_hiddenprint(usr)
qdel(src)
return 1
/obj/structure/girder/proc/reinforce_with_material(obj/item/stack/material/S, mob/user) //if the verb is removed this can be renamed.
if(reinf_material)
to_chat(user, "<span class='notice'>\The [src] is already reinforced.</span>")
return 0
if(S.get_amount() < 1)
to_chat(user, "<span class='notice'>There isn't enough material here to reinforce the girder.</span>")
return 0
var/datum/material/M = name_to_material[S.default_type]
if(!istype(M) || M.integrity < 50)
to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.")
return 0
to_chat(user, "<span class='notice'>Now reinforcing...</span>")
if (!do_after(user,40) || !S.use(1))
return 1 //don't call parent attackby() past this point
to_chat(user, "<span class='notice'>You added reinforcement!</span>")
reinf_material = M
reinforce_girder()
return 1
/obj/structure/girder/proc/reinforce_girder()
cover = reinf_material.hardness
health = health + round(reinf_material.integrity/2)
state = 2
icon_state = "reinforced"
reinforcing = 0
/obj/structure/girder/proc/dismantle()
girder_material.place_dismantled_product(get_turf(src), 2) // CHOMPEdit
qdel(src)
/obj/structure/girder/attack_hand(mob/user as mob)
if (HULK in user.mutations)
visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
dismantle()
return
return ..()
/obj/structure/girder/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(30))
dismantle()
return
if(3.0)
if (prob(5))
dismantle()
return
else
return
/obj/structure/girder/cult
name = "column"
icon= 'icons/obj/cult.dmi'
icon_state= "cultgirder"
max_health = 250
health = 250
cover = 70
girder_material = "cult"
applies_material_colour = 0
/obj/structure/girder/cult/update_icon()
if(anchored)
icon_state = "cultgirder"
else
icon_state = "displaced"
/obj/structure/girder/cult/dismantle()
new /obj/effect/decal/remains/human(get_turf(src))
qdel(src)
/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH))
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now disassembling the girder...</span>")
if(do_after(user,40 * W.toolspeed))
to_chat(user, "<span class='notice'>You dissasembled the girder!</span>")
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
to_chat(user, "<span class='notice'>Now slicing apart the girder...</span>")
if(do_after(user,30 * W.toolspeed))
to_chat(user, "<span class='notice'>You slice apart the girder!</span>")
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
to_chat(user, "<span class='notice'>You drill through the girder!</span>")
new /obj/effect/decal/remains/human(get_turf(src))
dismantle()
/obj/structure/girder/resin
name = "soft girder"
icon_state = "girder_resin"
max_health = 225
health = 225
cover = 60
girder_material = "resin"
/* CHOMPEdit - moved this block to modular_chomp\code\game\objects\items\weapons\rcd.dm
/obj/structure/girder/rcd_values(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode)
var/turf/simulated/T = get_turf(src)
if(!istype(T) || T.density)
return FALSE
switch(passed_mode)
if(RCD_FLOORWALL)
// Finishing a wall costs two sheets.
var/cost = RCD_SHEETS_PER_MATTER_UNIT * 2
// Rwalls cost three to finish.
if(the_rcd.make_rwalls)
cost += RCD_SHEETS_PER_MATTER_UNIT * 1
return list(
RCD_VALUE_MODE = RCD_FLOORWALL,
RCD_VALUE_DELAY = 2 SECONDS,
RCD_VALUE_COST = cost
)
if(RCD_DECONSTRUCT)
return list(
RCD_VALUE_MODE = RCD_DECONSTRUCT,
RCD_VALUE_DELAY = 2 SECONDS,
RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 5
)
return FALSE
/obj/structure/girder/rcd_act(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode)
var/turf/simulated/T = get_turf(src)
if(!istype(T) || T.density) // Should stop future bugs of people bringing girders to centcom and RCDing them, or somehow putting a girder on a durasteel wall and deconning it.
return FALSE
switch(passed_mode)
if(RCD_FLOORWALL)
to_chat(user, span("notice", "You finish a wall."))
// This is mostly the same as using on a floor. The girder's material is preserved, however.
T.ChangeTurf(wall_type)
var/turf/simulated/wall/new_T = get_turf(src) // Ref to the wall we just built.
// Apparently set_material(...) for walls requires refs to the material singletons and not strings.
// This is different from how other material objects with their own set_material(...) do it, but whatever.
var/datum/material/M = name_to_material[the_rcd.material_to_use]
new_T.set_material(M, the_rcd.make_rwalls ? M : null, girder_material)
new_T.add_hiddenprint(user)
qdel(src)
return TRUE
if(RCD_DECONSTRUCT)
to_chat(user, span("notice", "You deconstruct \the [src]."))
qdel(src)
return TRUE
*/
/obj/structure/girder/bay
wall_type = /turf/simulated/wall/bay
/obj/structure/girder/eris
wall_type = /turf/simulated/wall/eris
/obj/structure/girder
name = "girder"
icon_state = "girder"
anchored = TRUE
density = TRUE
layer = TABLE_LAYER //CHOMPEdit - moved so that they render above catwalks.
w_class = ITEMSIZE_HUGE
var/state = 0
var/health = 200
var/max_health = 200
var/displaced_health = 50
var/current_damage = 0
var/cover = 50 //how much cover the girder provides against projectiles.
var/default_material = MAT_STEEL
var/datum/material/girder_material
var/datum/material/reinf_material
var/reinforcing = 0
var/applies_material_colour = 1
var/wall_type = /turf/simulated/wall
/obj/structure/girder/New(var/newloc, var/material_key)
..(newloc)
if(!material_key)
material_key = default_material
set_material(material_key)
update_icon()
/obj/structure/girder/Destroy()
if(girder_material.products_need_process())
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/structure/girder/process()
if(!radiate())
STOP_PROCESSING(SSobj, src)
return
/obj/structure/girder/proc/radiate()
var/total_radiation = girder_material.radioactivity + (reinf_material ? reinf_material.radioactivity / 2 : 0)
if(!total_radiation)
return
SSradiation.radiate(src, total_radiation)
return total_radiation
/obj/structure/girder/proc/set_material(var/new_material)
girder_material = get_material_by_name(new_material)
if(!girder_material)
qdel(src)
name = "[girder_material.display_name] [initial(name)]"
max_health = round(girder_material.integrity) //Should be 150 with default integrity (steel). Weaker than ye-olden Girders now.
health = max_health
displaced_health = round(max_health/4)
if(applies_material_colour)
color = girder_material.icon_colour
if(girder_material.products_need_process()) //Am I radioactive or some other? Process me!
START_PROCESSING(SSobj, src)
else if(datum_flags & DF_ISPROCESSING) //If I happened to be radioactive or s.o. previously, and am not now, stop processing.
STOP_PROCESSING(SSobj, src)
/obj/structure/girder/get_material()
return girder_material
/obj/structure/girder/update_icon()
if(anchored)
icon_state = initial(icon_state)
else
icon_state = "displaced"
/obj/structure/girder/displaced
icon_state = "displaced"
anchored = FALSE
health = 50
cover = 25
/obj/structure/girder/displaced/New(var/newloc, var/material_key)
..(newloc, material_key)
displace()
/obj/structure/girder/proc/displace()
name = "displaced [girder_material.display_name] [initial(name)]"
icon_state = "displaced"
anchored = FALSE
health = (displaced_health - round(current_damage / 4))
cover = 25
/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart")
if(damage < STRUCTURE_MIN_DAMAGE_THRESHOLD)
return 0
user.do_attack_animation(src)
visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
spawn(1) dismantle()
return 1
/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
if(Proj.original != src && !prob(cover))
return PROJECTILE_CONTINUE //pass through
var/damage = Proj.get_structure_damage()
if(!damage)
return
if(!istype(Proj, /obj/item/projectile/beam))
damage *= 0.4 //non beams do reduced damage
else if(girder_material && girder_material.reflectivity >= 0.5) // Reflect lasers.
var/new_damage = damage * girder_material.reflectivity
var/outgoing_damage = damage - new_damage
damage = round(new_damage)
Proj.damage = outgoing_damage
visible_message("<span class='danger'>\The [src] reflects \the [Proj]!</span>")
// Find a turf near or on the original location to bounce to
var/new_x = Proj.starting.x + pick(0, 0, 0, -1, 1, -2, 2)
var/new_y = Proj.starting.y + pick(0, 0, 0, -1, 1, -2, 2)
//var/turf/curloc = get_turf(src)
var/turf/curloc = get_step(src, get_dir(src, Proj.starting))
Proj.penetrating += 1 // Needed for the beam to get out of the girder.
// redirect the projectile
Proj.redirect(new_x, new_y, curloc, null)
health -= damage
..()
if(health <= 0)
dismantle()
return
/obj/structure/girder/blob_act()
dismantle()
/obj/structure/girder/proc/reset_girder()
name = "[girder_material.display_name] [initial(name)]"
anchored = TRUE
cover = initial(cover)
health = min(max_health - current_damage,max_health)
state = 0
icon_state = initial(icon_state)
reinforcing = 0
if(reinf_material)
reinforce_girder()
/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH) && state == 0)
if(anchored && !reinf_material)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now disassembling the girder...</span>")
if(do_after(user,(35 + round(max_health/50)) * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You dissasembled the girder!</span>")
dismantle()
else if(!anchored)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now securing the girder...</span>")
if(do_after(user, 40 * W.toolspeed, src))
to_chat(user, "<span class='notice'>You secured the girder!</span>")
reset_girder()
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
to_chat(user, "<span class='notice'>Now slicing apart the girder...</span>")
if(do_after(user,30 * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You slice apart the girder!</span>")
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
to_chat(user, "<span class='notice'>You drill through the girder!</span>")
dismantle()
else if(W.has_tool_quality(TOOL_SCREWDRIVER))
if(state == 2)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now unsecuring support struts...</span>")
if(do_after(user,40 * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You unsecured the support struts!</span>")
state = 1
else if(anchored && !reinf_material)
playsound(src, W.usesound, 100, 1)
reinforcing = !reinforcing
to_chat(user, "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>")
else if(W.has_tool_quality(TOOL_WIRECUTTER) && state == 1)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now removing support struts...</span>")
if(do_after(user,40 * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You removed the support struts!</span>")
reinf_material.place_dismantled_product(get_turf(src))
reinf_material = null
reset_girder()
else if(W.has_tool_quality(TOOL_CROWBAR) && state == 0 && anchored)
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now dislodging the girder...</span>")
if(do_after(user, 40 * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You dislodged the girder!</span>")
displace()
else if(istype(W, /obj/item/stack/material))
if(reinforcing && !reinf_material)
if(!reinforce_with_material(W, user))
return ..()
else
if(!construct_wall(W, user))
return ..()
else
return ..()
/obj/structure/girder/take_damage(var/damage)
health -= damage
if(health <= 0)
dismantle()
else
current_damage = current_damage + damage //Rather than calculate this every time we need to use it, just calculate it here and save it.
/obj/structure/girder/proc/construct_wall(obj/item/stack/material/S, mob/user)
var/amount_to_use = reinf_material ? 1 : 2
if(S.get_amount() < amount_to_use)
to_chat(user, "<span class='notice'>There isn't enough material here to construct a wall.</span>")
return 0
var/datum/material/M = name_to_material[S.default_type]
if(!istype(M))
return 0
var/wall_fake
add_hiddenprint(usr)
if(M.integrity < 50)
to_chat(user, "<span class='notice'>This material is too soft for use in wall construction.</span>")
return 0
to_chat(user, "<span class='notice'>You begin adding the plating...</span>")
if(!do_after(user,40) || !S.use(amount_to_use))
return 1 //once we've gotten this far don't call parent attackby()
if(anchored)
to_chat(user, "<span class='notice'>You added the plating!</span>")
else
to_chat(user, "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>")
wall_fake = 1
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(wall_type)
var/turf/simulated/wall/T = get_turf(src)
T.set_material(M, reinf_material, girder_material)
if(wall_fake)
T.can_open = 1
T.add_hiddenprint(usr)
qdel(src)
return 1
/obj/structure/girder/proc/reinforce_with_material(obj/item/stack/material/S, mob/user) //if the verb is removed this can be renamed.
if(reinf_material)
to_chat(user, "<span class='notice'>\The [src] is already reinforced.</span>")
return 0
if(S.get_amount() < 1)
to_chat(user, "<span class='notice'>There isn't enough material here to reinforce the girder.</span>")
return 0
var/datum/material/M = name_to_material[S.default_type]
if(!istype(M) || M.integrity < 50)
to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.")
return 0
to_chat(user, "<span class='notice'>Now reinforcing...</span>")
if (!do_after(user,40) || !S.use(1))
return 1 //don't call parent attackby() past this point
to_chat(user, "<span class='notice'>You added reinforcement!</span>")
reinf_material = M
reinforce_girder()
return 1
/obj/structure/girder/proc/reinforce_girder()
cover = reinf_material.hardness
health = health + round(reinf_material.integrity/2)
state = 2
icon_state = "reinforced"
reinforcing = 0
/obj/structure/girder/proc/dismantle()
girder_material.place_dismantled_product(get_turf(src), 2) // CHOMPEdit
qdel(src)
/obj/structure/girder/attack_hand(mob/user as mob)
if (HULK in user.mutations)
visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
dismantle()
return
return ..()
/obj/structure/girder/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(30))
dismantle()
return
if(3.0)
if (prob(5))
dismantle()
return
else
return
/obj/structure/girder/cult
name = "column"
icon= 'icons/obj/cult.dmi'
icon_state= "cultgirder"
max_health = 250
health = 250
cover = 70
girder_material = "cult"
applies_material_colour = 0
/obj/structure/girder/cult/update_icon()
if(anchored)
icon_state = "cultgirder"
else
icon_state = "displaced"
/obj/structure/girder/cult/dismantle()
new /obj/effect/decal/remains/human(get_turf(src))
qdel(src)
/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH))
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now disassembling the girder...</span>")
if(do_after(user,40 * W.toolspeed))
to_chat(user, "<span class='notice'>You dissasembled the girder!</span>")
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
to_chat(user, "<span class='notice'>Now slicing apart the girder...</span>")
if(do_after(user,30 * W.toolspeed))
to_chat(user, "<span class='notice'>You slice apart the girder!</span>")
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
to_chat(user, "<span class='notice'>You drill through the girder!</span>")
new /obj/effect/decal/remains/human(get_turf(src))
dismantle()
/obj/structure/girder/resin
name = "soft girder"
icon_state = "girder_resin"
max_health = 225
health = 225
cover = 60
girder_material = "resin"
/* CHOMPEdit - moved this block to modular_chomp\code\game\objects\items\weapons\rcd.dm
/obj/structure/girder/rcd_values(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode)
var/turf/simulated/T = get_turf(src)
if(!istype(T) || T.density)
return FALSE
switch(passed_mode)
if(RCD_FLOORWALL)
// Finishing a wall costs two sheets.
var/cost = RCD_SHEETS_PER_MATTER_UNIT * 2
// Rwalls cost three to finish.
if(the_rcd.make_rwalls)
cost += RCD_SHEETS_PER_MATTER_UNIT * 1
return list(
RCD_VALUE_MODE = RCD_FLOORWALL,
RCD_VALUE_DELAY = 2 SECONDS,
RCD_VALUE_COST = cost
)
if(RCD_DECONSTRUCT)
return list(
RCD_VALUE_MODE = RCD_DECONSTRUCT,
RCD_VALUE_DELAY = 2 SECONDS,
RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 5
)
return FALSE
/obj/structure/girder/rcd_act(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode)
var/turf/simulated/T = get_turf(src)
if(!istype(T) || T.density) // Should stop future bugs of people bringing girders to centcom and RCDing them, or somehow putting a girder on a durasteel wall and deconning it.
return FALSE
switch(passed_mode)
if(RCD_FLOORWALL)
to_chat(user, span("notice", "You finish a wall."))
// This is mostly the same as using on a floor. The girder's material is preserved, however.
T.ChangeTurf(wall_type)
var/turf/simulated/wall/new_T = get_turf(src) // Ref to the wall we just built.
// Apparently set_material(...) for walls requires refs to the material singletons and not strings.
// This is different from how other material objects with their own set_material(...) do it, but whatever.
var/datum/material/M = name_to_material[the_rcd.material_to_use]
new_T.set_material(M, the_rcd.make_rwalls ? M : null, girder_material)
new_T.add_hiddenprint(user)
qdel(src)
return TRUE
if(RCD_DECONSTRUCT)
to_chat(user, span("notice", "You deconstruct \the [src]."))
qdel(src)
return TRUE
*/
/obj/structure/girder/bay
wall_type = /turf/simulated/wall/bay
/obj/structure/girder/eris
wall_type = /turf/simulated/wall/eris
@@ -1,391 +1,391 @@
/* Beds... get your mind out of the gutter, they're for sleeping!
* Contains:
* Beds
* Roller beds
*/
/*
* Beds
*/
/obj/structure/bed
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon = 'icons/obj/furniture.dmi'
icon_state = "bed"
pressure_resistance = 15
anchored = TRUE
can_buckle = TRUE
buckle_dir = SOUTH
buckle_lying = 1
var/datum/material/material
var/datum/material/padding_material
var/base_icon = "bed"
var/applies_material_colour = 1
/obj/structure/bed/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
color = null
if(!new_material)
new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)
return
if(new_padding_material)
padding_material = get_material_by_name(new_padding_material)
update_icon()
/obj/structure/bed/get_material()
return material
// Reuse the cache/code from stools, todo maybe unify.
/obj/structure/bed/update_icon()
// Prep icon.
icon_state = ""
cut_overlays()
// Base icon.
var/cache_key = "[base_icon]-[material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, base_icon)
if(applies_material_colour) //VOREStation Add - Goes with added var
I.color = material.icon_colour
stool_cache[cache_key] = I
add_overlay(stool_cache[cache_key])
// Padding overlay.
if(padding_material)
var/padding_cache_key = "[base_icon]-padding-[padding_material.name]"
if(isnull(stool_cache[padding_cache_key]))
var/image/I = image(icon, "[base_icon]_padding")
I.color = padding_material.icon_colour
stool_cache[padding_cache_key] = I
add_overlay(stool_cache[padding_cache_key])
// Strings.
desc = initial(desc)
if(padding_material)
name = "[padding_material.display_name] [initial(name)]" //this is not perfect but it will do for now.
desc += " It's made of [material.use_name] and covered with [padding_material.use_name]."
else
name = "[material.display_name] [initial(name)]"
desc += " It's made of [material.use_name]."
/obj/structure/bed/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
return TRUE
return ..()
/obj/structure/bed/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(5))
qdel(src)
return
/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH))
playsound(src, W.usesound, 50, 1)
dismantle()
qdel(src)
else if(istype(W,/obj/item/stack))
if(padding_material)
to_chat(user, "\The [src] is already padded.")
return
var/obj/item/stack/C = W
if(C.get_amount() < 1) // How??
user.drop_from_inventory(C)
qdel(C)
return
var/padding_type
//CHOMPEDIT START: making carpets different and not just the boring basic red no matter carpet type, consider merging material variables at stack level in future - Jack
if(istype(W,/obj/item/stack/tile/carpet))
var/obj/item/stack/tile/carpet/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
//CHOMPEDIT END
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
if(!padding_type)
to_chat(user, "You cannot pad \the [src] with that.")
return
C.use(1)
if(!istype(src.loc, /turf))
user.drop_from_inventory(src)
src.loc = get_turf(src)
to_chat(user, "You add padding to \the [src].")
add_padding(padding_type)
return
else if(W.has_tool_quality(TOOL_WIRECUTTER))
if(!padding_material)
to_chat(user, "\The [src] has no padding to remove.")
return
to_chat(user, "You remove the padding from \the [src].")
playsound(src, W.usesound, 100, 1)
remove_padding()
else if(istype(W, /obj/item/weapon/disk) || (istype(W, /obj/item/toy/plushie)))
user.drop_from_inventory(W, get_turf(src))
W.pixel_x = 10 //make sure they reach the pillow
W.pixel_y = -6
if(istype(W, /obj/item/weapon/disk))
user.visible_message("<span class='notice'>[src] sleeps soundly. Sleep tight, disky.</span>")
else if(istype(W, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = W
var/mob/living/affecting = G.affecting
if(has_buckled_mobs()) //Handles trying to buckle someone else to a chair when someone else is on it
to_chat(user, "<span class='notice'>\The [src] already has someone buckled to it.</span>")
return
user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
if(do_after(user, 20, G.affecting))
affecting.loc = loc
spawn(0)
if(buckle_mob(affecting))
affecting.visible_message(\
"<span class='danger'>[affecting.name] is buckled to [src] by [user.name]!</span>",\
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
"<span class='notice'>You hear metal clanking.</span>")
qdel(W)
else
..()
/obj/structure/bed/proc/remove_padding()
if(padding_material)
padding_material.place_sheet(get_turf(src), 1)
padding_material = null
update_icon()
/obj/structure/bed/proc/add_padding(var/padding_type)
padding_material = get_material_by_name(padding_type)
update_icon()
/obj/structure/bed/proc/dismantle()
material.place_sheet(get_turf(src), 1)
if(padding_material)
padding_material.place_sheet(get_turf(src), 1)
/obj/structure/bed/psych
name = "psychiatrist's couch"
desc = "For prime comfort during psychiatric evaluations."
icon_state = "psychbed"
base_icon = "psychbed"
/obj/structure/bed/psych/New(var/newloc)
..(newloc,"wood","leather")
/obj/structure/bed/padded/New(var/newloc)
..(newloc,"plastic","cotton")
/obj/structure/bed/double
name = "double bed"
icon_state = "doublebed"
base_icon = "doublebed"
/obj/structure/bed/double/padded/New(var/newloc)
..(newloc,"wood","cotton")
/obj/structure/bed/double/post_buckle_mob(mob/living/M as mob)
if(M.buckled == src)
M.pixel_y = 13
M.old_y = 13
else
M.pixel_y = 0
M.old_y = 0
/*
* Roller beds
*/
/obj/structure/bed/roller
name = "roller bed"
desc = "A portable bed-on-wheels made for transporting medical patients."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "rollerbed"
anchored = FALSE
surgery_odds = 50 //VOREStation Edit
var/bedtype = /obj/structure/bed/roller
var/rollertype = /obj/item/roller
/obj/structure/bed/roller/adv
name = "advanced roller bed"
icon_state = "rollerbedadv"
bedtype = /obj/structure/bed/roller/adv
rollertype = /obj/item/roller/adv
/obj/structure/bed/roller/update_icon()
return
/obj/structure/bed/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH) || istype(W,/obj/item/stack) || W.has_tool_quality(TOOL_WIRECUTTER))
return
else if(istype(W,/obj/item/roller_holder))
if(has_buckled_mobs())
for(var/A in buckled_mobs)
user_unbuckle_mob(A, user)
else
visible_message("[user] collapses \the [src.name].")
new rollertype(get_turf(src))
spawn(0)
qdel(src)
return
..()
/obj/item/roller
name = "roller bed"
desc = "A collapsed roller bed that can be carried around."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "folded_rollerbed"
center_of_mass = list("x" = 17,"y" = 7)
slot_flags = SLOT_BACK
w_class = ITEMSIZE_LARGE
var/rollertype = /obj/item/roller
var/bedtype = /obj/structure/bed/roller
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
/obj/item/roller/attack_self(mob/user)
var/obj/structure/bed/roller/R = new bedtype(user.loc)
R.add_fingerprint(user)
qdel(src)
/obj/item/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/roller_holder))
var/obj/item/roller_holder/RH = W
if(!RH.held)
to_chat(user, "<span class='notice'>You collect the roller bed.</span>")
src.loc = RH
RH.held = src
return
..()
/obj/item/roller/adv
name = "advanced roller bed"
desc = "A high-tech, compact version of the regular roller bed."
icon_state = "folded_rollerbedadv"
w_class = ITEMSIZE_NORMAL
rollertype = /obj/item/roller/adv
bedtype = /obj/structure/bed/roller/adv
/obj/item/roller_holder
name = "roller bed rack"
desc = "A rack for carrying a collapsed roller bed."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "rollerbed"
var/obj/item/roller/held
/obj/item/roller_holder/New()
..()
held = new /obj/item/roller(src)
/obj/item/roller_holder/attack_self(mob/user as mob)
if(!held)
to_chat(user, "<span class='notice'>The rack is empty.</span>")
return
to_chat(user, "<span class='notice'>You deploy the roller bed.</span>")
var/obj/structure/bed/roller/R = new held.bedtype(user.loc)
R.add_fingerprint(user)
qdel(held)
held = null
/obj/structure/bed/roller/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
playsound(src, 'sound/effects/roll.ogg', 100, 1)
/obj/structure/bed/roller/post_buckle_mob(mob/living/M as mob)
if(M.buckled == src)
M.pixel_y = 6
M.old_y = 6
density = TRUE
icon_state = "[initial(icon_state)]_up"
else
M.pixel_y = 0
M.old_y = 0
density = FALSE
icon_state = "[initial(icon_state)]"
update_icon()
return ..()
/obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location)
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
if(has_buckled_mobs()) return 0
visible_message("[usr] collapses \the [src.name].")
new rollertype(get_turf(src))
spawn(0)
qdel(src)
return
/datum/category_item/catalogue/anomalous/precursor_a/alien_bed
name = "Precursor Alpha Object - Resting Contraption"
desc = "This appears to be a relatively long and flat object, with the top side being made of \
an soft material, giving it very similar characteristics to an ordinary bed. If this object was \
designed to act as a bed, this carries several implications for whatever species had built it, such as;\
<br><br>\
Being capable of experiencing comfort, or at least being able to suffer from some form of fatigue.<br>\
Developing while under the influence of gravitational forces, to be able to 'lie' on the object.<br>\
Being within a range of sizes in order for the object to function as a bed. Too small, and the species \
would be unable to reach the top of the object. Too large, and they would have little room to contact \
the top side of the object.<br>\
<br><br>\
As a note, the size of this object appears to be within the bounds for an average human to be able to \
rest comfortably on top of it."
value = CATALOGUER_REWARD_EASY
/obj/structure/bed/alien
name = "resting contraption"
desc = "Whatever species designed this must've enjoyed relaxation as well. Looks vaguely comfy."
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_bed)
icon = 'icons/obj/abductor.dmi'
icon_state = "bed"
/obj/structure/bed/alien/update_icon()
return // Doesn't care about material or anything else.
/obj/structure/bed/alien/attackby(obj/item/weapon/W, mob/user)
return // No deconning.
/*
* Dirty Mattress
*/
/obj/structure/dirtybed
name = "dirty mattress"
desc = "A stained matress. Guess it's better than sleeping on the floor."
icon = 'icons/obj/furniture.dmi'
icon_state = "dirtybed"
pressure_resistance = 15
anchored = TRUE
can_buckle = TRUE
buckle_dir = SOUTH
buckle_lying = 1
/obj/structure/dirtybed/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH))
playsound(src, W.usesound, 100, 1)
if(anchored)
user.visible_message("[user] begins unsecuring \the [src] from the floor.", "You start unsecuring \the [src] from the floor.")
else
user.visible_message("[user] begins securing \the [src] to the floor.", "You start securing \the [src] to the floor.")
if(do_after(user, 20 * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You [anchored? "un" : ""]secured \the [src]!</span>")
anchored = !anchored
return
if(!anchored)
to_chat(user,"<span class='notice'> The bed isn't secured.</span>")
return
/* Beds... get your mind out of the gutter, they're for sleeping!
* Contains:
* Beds
* Roller beds
*/
/*
* Beds
*/
/obj/structure/bed
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon = 'icons/obj/furniture.dmi'
icon_state = "bed"
pressure_resistance = 15
anchored = TRUE
can_buckle = TRUE
buckle_dir = SOUTH
buckle_lying = 1
var/datum/material/material
var/datum/material/padding_material
var/base_icon = "bed"
var/applies_material_colour = 1
/obj/structure/bed/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
color = null
if(!new_material)
new_material = MAT_STEEL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)
return
if(new_padding_material)
padding_material = get_material_by_name(new_padding_material)
update_icon()
/obj/structure/bed/get_material()
return material
// Reuse the cache/code from stools, todo maybe unify.
/obj/structure/bed/update_icon()
// Prep icon.
icon_state = ""
cut_overlays()
// Base icon.
var/cache_key = "[base_icon]-[material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, base_icon)
if(applies_material_colour) //VOREStation Add - Goes with added var
I.color = material.icon_colour
stool_cache[cache_key] = I
add_overlay(stool_cache[cache_key])
// Padding overlay.
if(padding_material)
var/padding_cache_key = "[base_icon]-padding-[padding_material.name]"
if(isnull(stool_cache[padding_cache_key]))
var/image/I = image(icon, "[base_icon]_padding")
I.color = padding_material.icon_colour
stool_cache[padding_cache_key] = I
add_overlay(stool_cache[padding_cache_key])
// Strings.
desc = initial(desc)
if(padding_material)
name = "[padding_material.display_name] [initial(name)]" //this is not perfect but it will do for now.
desc += " It's made of [material.use_name] and covered with [padding_material.use_name]."
else
name = "[material.display_name] [initial(name)]"
desc += " It's made of [material.use_name]."
/obj/structure/bed/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
return TRUE
return ..()
/obj/structure/bed/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(5))
qdel(src)
return
/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH))
playsound(src, W.usesound, 50, 1)
dismantle()
qdel(src)
else if(istype(W,/obj/item/stack))
if(padding_material)
to_chat(user, "\The [src] is already padded.")
return
var/obj/item/stack/C = W
if(C.get_amount() < 1) // How??
user.drop_from_inventory(C)
qdel(C)
return
var/padding_type
//CHOMPEDIT START: making carpets different and not just the boring basic red no matter carpet type, consider merging material variables at stack level in future - Jack
if(istype(W,/obj/item/stack/tile/carpet))
var/obj/item/stack/tile/carpet/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
//CHOMPEDIT END
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
if(!padding_type)
to_chat(user, "You cannot pad \the [src] with that.")
return
C.use(1)
if(!istype(src.loc, /turf))
user.drop_from_inventory(src)
src.loc = get_turf(src)
to_chat(user, "You add padding to \the [src].")
add_padding(padding_type)
return
else if(W.has_tool_quality(TOOL_WIRECUTTER))
if(!padding_material)
to_chat(user, "\The [src] has no padding to remove.")
return
to_chat(user, "You remove the padding from \the [src].")
playsound(src, W.usesound, 100, 1)
remove_padding()
else if(istype(W, /obj/item/weapon/disk) || (istype(W, /obj/item/toy/plushie)))
user.drop_from_inventory(W, get_turf(src))
W.pixel_x = 10 //make sure they reach the pillow
W.pixel_y = -6
if(istype(W, /obj/item/weapon/disk))
user.visible_message("<span class='notice'>[src] sleeps soundly. Sleep tight, disky.</span>")
else if(istype(W, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = W
var/mob/living/affecting = G.affecting
if(has_buckled_mobs()) //Handles trying to buckle someone else to a chair when someone else is on it
to_chat(user, "<span class='notice'>\The [src] already has someone buckled to it.</span>")
return
user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
if(do_after(user, 20, G.affecting))
affecting.loc = loc
spawn(0)
if(buckle_mob(affecting))
affecting.visible_message(\
"<span class='danger'>[affecting.name] is buckled to [src] by [user.name]!</span>",\
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
"<span class='notice'>You hear metal clanking.</span>")
qdel(W)
else
..()
/obj/structure/bed/proc/remove_padding()
if(padding_material)
padding_material.place_sheet(get_turf(src), 1)
padding_material = null
update_icon()
/obj/structure/bed/proc/add_padding(var/padding_type)
padding_material = get_material_by_name(padding_type)
update_icon()
/obj/structure/bed/proc/dismantle()
material.place_sheet(get_turf(src), 1)
if(padding_material)
padding_material.place_sheet(get_turf(src), 1)
/obj/structure/bed/psych
name = "psychiatrist's couch"
desc = "For prime comfort during psychiatric evaluations."
icon_state = "psychbed"
base_icon = "psychbed"
/obj/structure/bed/psych/New(var/newloc)
..(newloc,"wood","leather")
/obj/structure/bed/padded/New(var/newloc)
..(newloc,"plastic","cotton")
/obj/structure/bed/double
name = "double bed"
icon_state = "doublebed"
base_icon = "doublebed"
/obj/structure/bed/double/padded/New(var/newloc)
..(newloc,"wood","cotton")
/obj/structure/bed/double/post_buckle_mob(mob/living/M as mob)
if(M.buckled == src)
M.pixel_y = 13
M.old_y = 13
else
M.pixel_y = 0
M.old_y = 0
/*
* Roller beds
*/
/obj/structure/bed/roller
name = "roller bed"
desc = "A portable bed-on-wheels made for transporting medical patients."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "rollerbed"
anchored = FALSE
surgery_odds = 50 //VOREStation Edit
var/bedtype = /obj/structure/bed/roller
var/rollertype = /obj/item/roller
/obj/structure/bed/roller/adv
name = "advanced roller bed"
icon_state = "rollerbedadv"
bedtype = /obj/structure/bed/roller/adv
rollertype = /obj/item/roller/adv
/obj/structure/bed/roller/update_icon()
return
/obj/structure/bed/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH) || istype(W,/obj/item/stack) || W.has_tool_quality(TOOL_WIRECUTTER))
return
else if(istype(W,/obj/item/roller_holder))
if(has_buckled_mobs())
for(var/A in buckled_mobs)
user_unbuckle_mob(A, user)
else
visible_message("[user] collapses \the [src.name].")
new rollertype(get_turf(src))
spawn(0)
qdel(src)
return
..()
/obj/item/roller
name = "roller bed"
desc = "A collapsed roller bed that can be carried around."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "folded_rollerbed"
center_of_mass = list("x" = 17,"y" = 7)
slot_flags = SLOT_BACK
w_class = ITEMSIZE_LARGE
var/rollertype = /obj/item/roller
var/bedtype = /obj/structure/bed/roller
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
/obj/item/roller/attack_self(mob/user)
var/obj/structure/bed/roller/R = new bedtype(user.loc)
R.add_fingerprint(user)
qdel(src)
/obj/item/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/roller_holder))
var/obj/item/roller_holder/RH = W
if(!RH.held)
to_chat(user, "<span class='notice'>You collect the roller bed.</span>")
src.loc = RH
RH.held = src
return
..()
/obj/item/roller/adv
name = "advanced roller bed"
desc = "A high-tech, compact version of the regular roller bed."
icon_state = "folded_rollerbedadv"
w_class = ITEMSIZE_NORMAL
rollertype = /obj/item/roller/adv
bedtype = /obj/structure/bed/roller/adv
/obj/item/roller_holder
name = "roller bed rack"
desc = "A rack for carrying a collapsed roller bed."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "rollerbed"
var/obj/item/roller/held
/obj/item/roller_holder/New()
..()
held = new /obj/item/roller(src)
/obj/item/roller_holder/attack_self(mob/user as mob)
if(!held)
to_chat(user, "<span class='notice'>The rack is empty.</span>")
return
to_chat(user, "<span class='notice'>You deploy the roller bed.</span>")
var/obj/structure/bed/roller/R = new held.bedtype(user.loc)
R.add_fingerprint(user)
qdel(held)
held = null
/obj/structure/bed/roller/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
playsound(src, 'sound/effects/roll.ogg', 100, 1)
/obj/structure/bed/roller/post_buckle_mob(mob/living/M as mob)
if(M.buckled == src)
M.pixel_y = 6
M.old_y = 6
density = TRUE
icon_state = "[initial(icon_state)]_up"
else
M.pixel_y = 0
M.old_y = 0
density = FALSE
icon_state = "[initial(icon_state)]"
update_icon()
return ..()
/obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location)
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
if(has_buckled_mobs()) return 0
visible_message("[usr] collapses \the [src.name].")
new rollertype(get_turf(src))
spawn(0)
qdel(src)
return
/datum/category_item/catalogue/anomalous/precursor_a/alien_bed
name = "Precursor Alpha Object - Resting Contraption"
desc = "This appears to be a relatively long and flat object, with the top side being made of \
an soft material, giving it very similar characteristics to an ordinary bed. If this object was \
designed to act as a bed, this carries several implications for whatever species had built it, such as;\
<br><br>\
Being capable of experiencing comfort, or at least being able to suffer from some form of fatigue.<br>\
Developing while under the influence of gravitational forces, to be able to 'lie' on the object.<br>\
Being within a range of sizes in order for the object to function as a bed. Too small, and the species \
would be unable to reach the top of the object. Too large, and they would have little room to contact \
the top side of the object.<br>\
<br><br>\
As a note, the size of this object appears to be within the bounds for an average human to be able to \
rest comfortably on top of it."
value = CATALOGUER_REWARD_EASY
/obj/structure/bed/alien
name = "resting contraption"
desc = "Whatever species designed this must've enjoyed relaxation as well. Looks vaguely comfy."
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_bed)
icon = 'icons/obj/abductor.dmi'
icon_state = "bed"
/obj/structure/bed/alien/update_icon()
return // Doesn't care about material or anything else.
/obj/structure/bed/alien/attackby(obj/item/weapon/W, mob/user)
return // No deconning.
/*
* Dirty Mattress
*/
/obj/structure/dirtybed
name = "dirty mattress"
desc = "A stained matress. Guess it's better than sleeping on the floor."
icon = 'icons/obj/furniture.dmi'
icon_state = "dirtybed"
pressure_resistance = 15
anchored = TRUE
can_buckle = TRUE
buckle_dir = SOUTH
buckle_lying = 1
/obj/structure/dirtybed/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH))
playsound(src, W.usesound, 100, 1)
if(anchored)
user.visible_message("[user] begins unsecuring \the [src] from the floor.", "You start unsecuring \the [src] from the floor.")
else
user.visible_message("[user] begins securing \the [src] to the floor.", "You start securing \the [src] to the floor.")
if(do_after(user, 20 * W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You [anchored? "un" : ""]secured \the [src]!</span>")
anchored = !anchored
return
if(!anchored)
to_chat(user,"<span class='notice'> The bed isn't secured.</span>")
return
@@ -1,155 +1,155 @@
//Todo: add leather and cloth for arbitrary coloured stools.
var/global/list/stool_cache = list() //haha stool
/obj/item/weapon/stool
name = "stool"
desc = "Apply butt."
icon = 'icons/obj/furniture_vr.dmi' //VOREStation Edit - new Icons
icon_state = "stool_preview" //set for the map
randpixel = 0
center_of_mass = null
force = 10
throwforce = 10
w_class = ITEMSIZE_HUGE
var/base_icon = "stool_base"
var/datum/material/material
var/datum/material/padding_material
/obj/item/weapon/stool/padded
icon_state = "stool_padded_preview" //set for the map
/obj/item/weapon/stool/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
if(!new_material)
new_material = MAT_STEEL
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
force = round(material.get_blunt_damage()*0.4)
update_icon()
/obj/item/weapon/stool/padded/New(var/newloc, var/new_material)
..(newloc,"steel",MAT_CARPET) //CHOMPstation edit: New tile material system
/obj/item/weapon/stool/update_icon()
// Prep icon.
icon_state = ""
cut_overlays()
// Base icon.
var/cache_key = "[base_icon]-[material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, base_icon)
I.color = material.icon_colour
stool_cache[cache_key] = I
add_overlay(stool_cache[cache_key])
// Padding overlay.
if(padding_material)
var/padding_cache_key = "[base_icon]-padding-[padding_material.name]"
if(isnull(stool_cache[padding_cache_key]))
var/image/I = image(icon, "[base_icon]_padding") //VOREStation Edit
I.color = padding_material.icon_colour
stool_cache[padding_cache_key] = I
add_overlay(stool_cache[padding_cache_key])
// Strings.
if(padding_material)
name = "[padding_material.display_name] [initial(name)]" //this is not perfect but it will do for now.
desc = "A padded stool. Apply butt. It's made of [material.use_name] and covered with [padding_material.use_name]."
else
name = "[material.display_name] [initial(name)]"
desc = "A stool. Apply butt with care. It's made of [material.use_name]."
/obj/item/weapon/stool/proc/add_padding(var/padding_type)
padding_material = get_material_by_name(padding_type)
update_icon()
/obj/item/weapon/stool/proc/remove_padding()
if(padding_material)
padding_material.place_sheet(get_turf(src), 1)
padding_material = null
update_icon()
/obj/item/weapon/stool/attack(mob/M as mob, mob/user as mob)
if (prob(5) && istype(M,/mob/living))
user.visible_message("<span class='danger'>[user] breaks [src] over [M]'s back!</span>")
user.setClickCooldown(user.get_attack_speed())
user.do_attack_animation(M)
user.drop_from_inventory(src)
user.remove_from_mob(src)
dismantle()
qdel(src)
var/mob/living/T = M
T.Weaken(10)
T.apply_damage(20)
return
..()
/obj/item/weapon/stool/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(5))
qdel(src)
return
/obj/item/weapon/stool/proc/dismantle()
if(material)
material.place_sheet(get_turf(src), 1)
if(padding_material)
padding_material.place_sheet(get_turf(src), 1)
qdel(src)
/obj/item/weapon/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH))
playsound(src, W.usesound, 50, 1)
dismantle()
qdel(src)
else if(istype(W,/obj/item/stack))
if(padding_material)
to_chat(user, "\The [src] is already padded.")
return
var/obj/item/stack/C = W
if(C.get_amount() < 1) // How??
user.drop_from_inventory(C)
qdel(C)
return
var/padding_type
//CHOMPstation Start: making carpets different and not just the boring basic red no matter carpet type, consider merging material variables at stack level in future - Jack
if(istype(W,/obj/item/stack/tile/carpet))
var/obj/item/stack/tile/carpet/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
//CHOMPstation END
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
if(!padding_type)
to_chat(user, "You cannot pad \the [src] with that.")
return
C.use(1)
if(!istype(src.loc, /turf))
user.drop_from_inventory(src)
src.loc = get_turf(src)
to_chat(user, "You add padding to \the [src].")
add_padding(padding_type)
return
else if (W.has_tool_quality(TOOL_WIRECUTTER))
if(!padding_material)
to_chat(user, "\The [src] has no padding to remove.")
return
to_chat(user, "You remove the padding from \the [src].")
playsound(src, W.usesound, 50, 1)
remove_padding()
else
..()
//Todo: add leather and cloth for arbitrary coloured stools.
var/global/list/stool_cache = list() //haha stool
/obj/item/weapon/stool
name = "stool"
desc = "Apply butt."
icon = 'icons/obj/furniture_vr.dmi' //VOREStation Edit - new Icons
icon_state = "stool_preview" //set for the map
randpixel = 0
center_of_mass = null
force = 10
throwforce = 10
w_class = ITEMSIZE_HUGE
var/base_icon = "stool_base"
var/datum/material/material
var/datum/material/padding_material
/obj/item/weapon/stool/padded
icon_state = "stool_padded_preview" //set for the map
/obj/item/weapon/stool/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
if(!new_material)
new_material = MAT_STEEL
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
force = round(material.get_blunt_damage()*0.4)
update_icon()
/obj/item/weapon/stool/padded/New(var/newloc, var/new_material)
..(newloc,"steel",MAT_CARPET) //CHOMPstation edit: New tile material system
/obj/item/weapon/stool/update_icon()
// Prep icon.
icon_state = ""
cut_overlays()
// Base icon.
var/cache_key = "[base_icon]-[material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, base_icon)
I.color = material.icon_colour
stool_cache[cache_key] = I
add_overlay(stool_cache[cache_key])
// Padding overlay.
if(padding_material)
var/padding_cache_key = "[base_icon]-padding-[padding_material.name]"
if(isnull(stool_cache[padding_cache_key]))
var/image/I = image(icon, "[base_icon]_padding") //VOREStation Edit
I.color = padding_material.icon_colour
stool_cache[padding_cache_key] = I
add_overlay(stool_cache[padding_cache_key])
// Strings.
if(padding_material)
name = "[padding_material.display_name] [initial(name)]" //this is not perfect but it will do for now.
desc = "A padded stool. Apply butt. It's made of [material.use_name] and covered with [padding_material.use_name]."
else
name = "[material.display_name] [initial(name)]"
desc = "A stool. Apply butt with care. It's made of [material.use_name]."
/obj/item/weapon/stool/proc/add_padding(var/padding_type)
padding_material = get_material_by_name(padding_type)
update_icon()
/obj/item/weapon/stool/proc/remove_padding()
if(padding_material)
padding_material.place_sheet(get_turf(src), 1)
padding_material = null
update_icon()
/obj/item/weapon/stool/attack(mob/M as mob, mob/user as mob)
if (prob(5) && istype(M,/mob/living))
user.visible_message("<span class='danger'>[user] breaks [src] over [M]'s back!</span>")
user.setClickCooldown(user.get_attack_speed())
user.do_attack_animation(M)
user.drop_from_inventory(src)
user.remove_from_mob(src)
dismantle()
qdel(src)
var/mob/living/T = M
T.Weaken(10)
T.apply_damage(20)
return
..()
/obj/item/weapon/stool/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(5))
qdel(src)
return
/obj/item/weapon/stool/proc/dismantle()
if(material)
material.place_sheet(get_turf(src), 1)
if(padding_material)
padding_material.place_sheet(get_turf(src), 1)
qdel(src)
/obj/item/weapon/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.has_tool_quality(TOOL_WRENCH))
playsound(src, W.usesound, 50, 1)
dismantle()
qdel(src)
else if(istype(W,/obj/item/stack))
if(padding_material)
to_chat(user, "\The [src] is already padded.")
return
var/obj/item/stack/C = W
if(C.get_amount() < 1) // How??
user.drop_from_inventory(C)
qdel(C)
return
var/padding_type
//CHOMPstation Start: making carpets different and not just the boring basic red no matter carpet type, consider merging material variables at stack level in future - Jack
if(istype(W,/obj/item/stack/tile/carpet))
var/obj/item/stack/tile/carpet/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
//CHOMPstation END
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
if(!padding_type)
to_chat(user, "You cannot pad \the [src] with that.")
return
C.use(1)
if(!istype(src.loc, /turf))
user.drop_from_inventory(src)
src.loc = get_turf(src)
to_chat(user, "You add padding to \the [src].")
add_padding(padding_type)
return
else if (W.has_tool_quality(TOOL_WIRECUTTER))
if(!padding_material)
to_chat(user, "\The [src] has no padding to remove.")
return
to_chat(user, "You remove the padding from \the [src].")
playsound(src, W.usesound, 50, 1)
remove_padding()
else
..()