Files
CHOMPStation2/code/modules/tables/tables.dm
2023-09-08 14:11:17 +02:00

477 lines
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var/list/table_icon_cache = list()
/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 = TRUE
anchored = TRUE
climbable = TRUE
layer = TABLE_LAYER
throwpass = 1
surgery_odds = 50 //VOREStation Edit
var/flipped = 0
var/maxhealth = 10
var/health = 10
// For racks.
var/can_reinforce = 1
var/can_plate = 1
var/manipulating = 0
var/datum/material/material = null
var/datum/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/carpeted_type = /obj/item/stack/tile/carpet
/obj/structure/table/examine_icon()
return icon(icon=initial(icon), icon_state=initial(icon_state)) //Basically the map preview version
/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/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("<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/table/blob_act()
take_damage(100)
/obj/structure/table/Initialize()
. = ..()
// 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
// reset color/alpha, since they're set for nice map previews
color = "#ffffff"
alpha = 255
update_connections(ticker && ticker.current_state == GAME_STATE_PLAYING)
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)
. += "<span class='warning'>It looks severely damaged!</span>"
if(0.25 to 0.5)
. += "<span class='warning'>It looks damaged!</span>"
if(0.5 to 1.0)
. += "<span class='notice'>It has a few scrapes and dents.</span>"
/obj/structure/table/attackby(obj/item/weapon/W, mob/user)
if(reinforced && W.is_screwdriver())
remove_reinforced(W, user)
if(!reinforced)
update_desc()
update_icon()
update_material()
return 1
if(carpeted && W.is_crowbar())
user.visible_message("<b>\The [user]</b> removes the carpet from \the [src].",
"<span class='notice'>You remove the carpet from \the [src].</span>")
new carpeted_type(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("<b>\The [user]</b> adds \the [C] to \the [src].",
"<span class='notice'>You add \the [C] to \the [src].</span>")
carpeted = 1
carpeted_type = W.type
update_icon()
return 1
else
to_chat(user, "<span class='warning'>You don't have enough carpet!</span>")
if(!reinforced && !carpeted && material && W.is_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 && W.is_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)
to_chat(user, "<span class='notice'>You begin reparing damage to \the [src].</span>")
playsound(src, F.usesound, 50, 1)
if(!do_after(user, 20 * F.toolspeed) || !F.remove_fuel(1, user))
return
user.visible_message("<b>\The [user]</b> repairs some damage to \the [src].",
"<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/table/attack_hand(mob/user as mob)
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/X = user
if(istype(X.species, /datum/species/xenos))
src.attack_alien(user)
return
..()
/obj/structure/table/attack_alien(mob/user as mob)
visible_message("<span class='danger'>\The [user] tears apart \the [src]!</span>")
src.break_to_parts()
/obj/structure/table/attack_generic(mob/user as mob, var/damage)
if(damage >= 10)
if(reinforced && prob(70))
visible_message("<span class='danger'>\The [user] smashes against \the [src]!</span>")
take_damage(damage/2)
user.do_attack_animation(src)
..()
else
visible_message("<span class='danger'>\The [user] tears apart \the [src]!</span>")
src.break_to_parts()
user.do_attack_animation(src)
return 1
visible_message("<b>\The [user]</b> scratches at \the [src]!")
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)
to_chat(user, "<span class='warning'>\The [src] is already reinforced!</span>")
return
if(!can_reinforce)
to_chat(user, "<span class='warning'>\The [src] cannot be reinforced!</span>")
return
if(!material)
to_chat(user, "<span class='warning'>Plate \the [src] before reinforcing it!</span>")
return
if(flipped)
to_chat(user, "<span class='warning'>Put \the [src] back in place before reinforcing it!</span>")
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/datum/material/M = S.get_material()
if(!istype(M))
to_chat(user, "<span class='warning'>You cannot [verb]e \the [src] with \the [S].</span>")
return null
if(manipulating) return M
manipulating = 1
to_chat(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 table to.
/obj/structure/table/proc/common_material_remove(mob/user, datum/material/M, delay, what, type_holding, sound)
if(!M.stack_type)
to_chat(user, "<span class='warning'>You are unable to remove the [what] from this [src]!</span>")
return M
if(manipulating) return M
manipulating = 1
user.visible_message("<b>\The [user]</b> begins removing the [type_holding] holding \the [src]'s [M.display_name] [what] in place.",
"<span class='notice'>You begin removing the [type_holding] holding \the [src]'s [M.display_name] [what] in place.</span>")
if(sound)
playsound(src, sound, 50, 1)
if(!do_after(user, delay))
manipulating = 0
return M
user.visible_message("<b>\The [user]</b> removes the [M.display_name] [what] from \the [src].",
"<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/table/proc/remove_reinforced(obj/item/weapon/S, mob/user)
reinforced = common_material_remove(user, reinforced, 40 * S.toolspeed, "reinforcements", "screws", S.usesound)
/obj/structure/table/proc/remove_material(obj/item/weapon/W, mob/user)
material = common_material_remove(user, material, 20 * W.toolspeed, "plating", "bolts", W.usesound)
/obj/structure/table/proc/dismantle(obj/item/W, mob/user)
if(manipulating) return
manipulating = 1
user.visible_message("<b>\The [user]</b> begins dismantling \the [src].",
"<span class='notice'>You begin dismantling \the [src].</span>")
playsound(src, W.usesound, 50, 1)
if(!do_after(user, 20 * W.toolspeed))
manipulating = 0
return
user.visible_message("<b>\The [user]</b> dismantles \the [src].",
"<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 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 carpeted_type(src.loc)
if(full_return || prob(20))
new /obj/item/stack/material/steel(src.loc)
else
var/datum/material/M = get_material_by_name(MAT_STEEL)
S = M.place_shard(loc)
if(S) shards += S
qdel(src)
return shards
/obj/structure/table/can_visually_connect_to(var/obj/structure/S)
if(istype(S,/obj/structure/table/bench) && !istype(src,/obj/structure/table/bench))
return FALSE
if(istype(src,/obj/structure/table/bench) && !istype(S,/obj/structure/table/bench))
return FALSE
if(istype(S,/obj/structure/table/rack) && !istype(src,/obj/structure/table/rack))
return FALSE
if(istype(src,/obj/structure/table/rack) && !istype(S,/obj/structure/table/rack))
return FALSE
if(istype(S,/obj/structure/table))
return TRUE
..()
/proc/get_table_image(var/icon/ticon,var/ticonstate,var/tdir,var/tcolor,var/talpha)
var/icon_cache_key = "\ref[ticon]-[ticonstate]-[tdir]-[tcolor]-[talpha]"
var/image/I = table_icon_cache[icon_cache_key]
if(!I)
I = image(icon = ticon, icon_state = ticonstate, dir = tdir)
if(tcolor)
I.color = tcolor
if(talpha)
I.alpha = talpha
table_icon_cache[icon_cache_key] = I
return I
/obj/structure/table/update_icon()
if(flipped != 1)
icon_state = "blank"
cut_overlays()
// Base frame shape. Mostly done for glass/diamond tables, where this is visible.
for(var/i = 1 to 4)
var/image/I = get_table_image(icon, connections?[i] || 0, 1<<(i-1))
add_overlay(I)
// Standard table image
if(material)
for(var/i = 1 to 4)
var/connect = connections?[i] || 0
var/image/I = get_table_image(icon, "[material.table_icon_base]_[connect]", 1<<(i-1), material.icon_colour, 255 * material.opacity)
add_overlay(I)
// Reinforcements
if(reinforced)
for(var/i = 1 to 4)
var/connect = connections?[i] || 0
var/image/I = get_table_image(icon, "[reinforced.icon_reinf]_[connect]", 1<<(i-1), reinforced.icon_colour, 255 * reinforced.opacity)
add_overlay(I)
if(carpeted)
for(var/i = 1 to 4)
var/connect = connections?[i] || 0
var/image/I = get_table_image(icon, "carpet_[connect]", 1<<(i-1))
add_overlay(I)
else
cut_overlays()
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.table_icon_base]_flip[type]")
I.color = material.icon_colour
I.alpha = 255 * material.opacity
add_overlay(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
add_overlay(I)
if(carpeted)
add_overlay("carpet_flip[type]")
/obj/structure/table/proc/get_all_connected_tables(var/list/connections)
if(!connections)
connections = list(src)
else
connections |= src
if(istype(src, /obj/structure/table/rack))
return connections
for(var/direction in cardinal)
var/turf/T = get_step(src, direction)
if(T)
var/obj/structure/table/nextT = locate(/obj/structure/table) in T
if(!nextT || !istype(nextT))
continue
if(istype(nextT, /obj/structure/table/rack) || (istype(nextT, /obj/structure/table/bench) && !istype(src, /obj/structure/table/bench)) || (!istype(nextT, /obj/structure/table/bench) && istype(src, /obj/structure/table/bench)))
continue
if(!(nextT in connections))
connections |= nextT.get_all_connected_tables(connections)
return connections
#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