/obj/structure/table name = "table frame" icon = 'icons/obj/tables.dmi' icon_state = "frame" desc = "It's a table, for putting things on. Or standing on, if you really want to." density = 1 anchored = 1 climbable = 1 layer = 2.8 throwpass = 1 var/flipped = 0 var/maxhealth = 10 var/health = 10 // For racks. var/can_reinforce = 1 var/can_plate = 1 var/manipulating = 0 var/material/material = null var/material/reinforced = null // Gambling tables. 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") /obj/structure/table/proc/update_material() var/old_maxhealth = maxhealth if(!material) maxhealth = 10 else maxhealth = material.integrity / 2 if(reinforced) maxhealth += reinforced.integrity / 2 health += maxhealth - old_maxhealth /obj/structure/table/proc/take_damage(amount) // If the table 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()) if(reinforced) if(reinforced.is_brittle()) amount *= TABLE_BRITTLE_MATERIAL_MULTIPLIER else amount *= TABLE_BRITTLE_MATERIAL_MULTIPLIER health -= amount if(health <= 0) visible_message("\The [src] breaks down!") return break_to_parts() // if we break and form shards, return them to the caller to do !FUN! things with /obj/structure/table/New() ..() // One table per turf. for(var/obj/structure/table/T in loc) if(T != src) // There's another table here that's not us, break to metal. // break_to_parts calls qdel(src) break_to_parts(full_return = 1) return /obj/structure/table/initialize() ..() // 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/table/Destroy() material = null reinforced = null update_connections(1) // Update tables around us to ignore us (material=null forces no connections) for(var/obj/structure/table/T in oview(src, 1)) T.update_icon() ..() /obj/structure/table/examine(mob/user) . = ..() if(health < maxhealth) switch(health / maxhealth) if(0.0 to 0.5) user << "It looks severely damaged!" if(0.25 to 0.5) user << "It looks damaged!" if(0.5 to 1.0) user << "It has a few scrapes and dents." /obj/structure/table/attackby(obj/item/weapon/W, mob/user) if(reinforced && istype(W, /obj/item/weapon/screwdriver)) remove_reinforced(W, user) if(!reinforced) update_desc() update_icon() update_material() return 1 if(carpeted && istype(W, /obj/item/weapon/crowbar)) user.visible_message("\The [user] removes the carpet from \the [src].", "You remove the carpet from \the [src].") 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("\The [user] adds \the [C] to \the [src].", "You add \the [C] to \the [src].") carpeted = 1 update_icon() return 1 else user << "You don't have enough carpet!" if(!reinforced && !carpeted && material && istype(W, /obj/item/weapon/wrench)) remove_material(W, user) if(!material) update_connections(1) update_icon() for(var/obj/structure/table/T in oview(src, 1)) T.update_icon() update_desc() update_material() return 1 if(!carpeted && !reinforced && !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 << "You begin reparing damage to \the [src]." playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) if(!do_after(user, 20) || !F.remove_fuel(1, user)) return user.visible_message("\The [user] repairs some damage to \the [src].", "You repair some damage to \the [src].") 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/table/MouseDrop_T(obj/item/stack/material/what) if(can_reinforce && isliving(usr) && (!usr.stat) && istype(what) && usr.get_active_hand() == what && Adjacent(usr)) reinforce_table(what, usr) else return ..() /obj/structure/table/proc/reinforce_table(obj/item/stack/material/S, mob/user) if(reinforced) user << "\The [src] is already reinforced!" return if(!can_reinforce) user << "\The [src] cannot be reinforced!" return if(!material) user << "Plate \the [src] before reinforcing it!" return if(flipped) user << "Put \the [src] back in place before reinforcing it!" return reinforced = common_material_add(S, user, "reinforc") if(reinforced) update_desc() update_icon() update_material() /obj/structure/table/proc/update_desc() if(material) name = "[material.display_name] table" else name = "table frame" if(reinforced) name = "reinforced [name]" desc = "[initial(desc)] This one seems to be reinforced with [reinforced.display_name]." else desc = initial(desc) // Returns the material to set the table to. /obj/structure/table/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 << "You cannot [verb]e \the [src] with \the [S]." return null if(manipulating) return M manipulating = 1 user << "You begin [verb]ing \the [src] with [M.display_name]." if(!do_after(user, 20) || !S.use(1)) manipulating = 0 return null user.visible_message("\The [user] [verb]es \the [src] with [M.display_name].", "You finish [verb]ing \the [src].") manipulating = 0 return M // 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 << "You are unable to remove the [what] from this table!" return M if(manipulating) return M manipulating = 1 user.visible_message("\The [user] begins removing the [type_holding] holding \the [src]'s [M.display_name] [what] in place.", "You begin removing the [type_holding] holding \the [src]'s [M.display_name] [what] in place.") if(sound) playsound(src.loc, sound, 50, 1) if(!do_after(user, 40)) manipulating = 0 return M user.visible_message("\The [user] removes the [M.display_name] [what] from \the [src].", "You remove the [M.display_name] [what] from \the [src].") new M.stack_type(src.loc) manipulating = 0 return null /obj/structure/table/proc/remove_reinforced(obj/item/weapon/screwdriver/S, mob/user) reinforced = common_material_remove(user, reinforced, 40, "reinforcements", "screws", 'sound/items/Screwdriver.ogg') /obj/structure/table/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/table/proc/dismantle(obj/item/weapon/wrench/W, mob/user) if(manipulating) return manipulating = 1 user.visible_message("\The [user] begins dismantling \the [src].", "You begin dismantling \the [src].") playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) if(!do_after(user, 20)) manipulating = 0 return user.visible_message("\The [user] dismantles \the [src].", "You dismantle \the [src].") 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 table'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/table/proc/break_to_parts(full_return = 0) var/list/shards = list() var/obj/item/weapon/material/shard/S = null if(reinforced) if(reinforced.stack_type && (full_return || prob(20))) reinforced.place_sheet(loc) else S = reinforced.place_shard(loc) if(S) shards += S 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/table/update_icon() if(flipped != 1) icon_state = "blank" overlays.Cut() var/image/I // Base frame shape. Mostly done for glass/diamond tables, where this is visible. for(var/i = 1 to 4) I = image(icon, dir = 1<<(i-1), icon_state = connections[i]) overlays += I // Standard table 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 // Reinforcements if(reinforced) for(var/i = 1 to 4) I = image(icon, "[reinforced.icon_reinf]_[connections[i]]", dir = 1<<(i-1)) I.color = reinforced.icon_colour I.alpha = 255 * reinforced.opacity overlays += I if(carpeted) for(var/i = 1 to 4) I = image(icon, "carpet_[connections[i]]", dir = 1<<(i-1)) overlays += I else overlays.Cut() 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 == 1 && T.dir == src.dir && material && T.material && T.material.name == material.name) type++ tabledirs |= direction type = "[type]" if (type=="1") if (tabledirs & turn(dir,90)) type += "-" if (tabledirs & turn(dir,-90)) type += "+" icon_state = "flip[type]" if(material) var/image/I = image(icon, "[material.icon_base]_flip[type]") I.color = material.icon_colour I.alpha = 255 * material.opacity overlays += I name = "[material.display_name] table" else name = "table frame" if(reinforced) var/image/I = image(icon, "[reinforced.icon_reinf]_flip[type]") I.color = reinforced.icon_colour I.alpha = 255 * reinforced.opacity overlays += I if(carpeted) overlays += "carpet_flip[type]" // set propagate if you're updating a table that should update tables around it too, for example if it's a new table or something important has changed (like material). /obj/structure/table/proc/update_connections(propagate=0) if(!material) connections = list("0", "0", "0", "0") if(propagate) for(var/obj/structure/table/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 tables. 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/table/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 && flipped == T.flipped) connection_dirs |= T_dir if(propagate) spawn(0) T.update_connections() T.update_icon() connections = dirs_to_corner_states(connection_dirs) #define CORNER_NONE 0 #define CORNER_COUNTERCLOCKWISE 1 #define CORNER_DIAGONAL 2 #define CORNER_CLOCKWISE 4 /* turn() is weird: turn(icon, angle) turns icon by angle degrees clockwise turn(matrix, angle) turns matrix by angle degrees clockwise turn(dir, angle) turns dir by angle degrees counter-clockwise */ /proc/dirs_to_corner_states(list/dirs) if(!istype(dirs)) return var/list/ret = list(NORTHWEST, SOUTHEAST, NORTHEAST, SOUTHWEST) for(var/i = 1 to ret.len) var/dir = ret[i] . = CORNER_NONE if(dir in dirs) . |= CORNER_DIAGONAL if(turn(dir,45) in dirs) . |= CORNER_COUNTERCLOCKWISE if(turn(dir,-45) in dirs) . |= CORNER_CLOCKWISE ret[i] = "[.]" return ret #undef CORNER_NONE #undef CORNER_COUNTERCLOCKWISE #undef CORNER_DIAGONAL #undef CORNER_CLOCKWISE