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CHOMPStation2/code/game/objects/structures/bedsheet_bin.dm
2020-09-20 06:57:07 -04:00

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/*
CONTAINS:
BEDSHEETS
LINEN BINS
*/
/obj/item/weapon/bedsheet
name = "bedsheet"
desc = "A surprisingly soft linen bedsheet."
icon = 'icons/obj/items.dmi'
icon_state = "sheet"
slot_flags = SLOT_BACK
plane = MOB_PLANE
layer = BELOW_MOB_LAYER
throwforce = 1
throw_speed = 1
throw_range = 2
w_class = ITEMSIZE_SMALL
drop_sound = 'sound/items/drop/clothing.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'
/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
user.drop_item()
if(layer == initial(layer))
layer = ABOVE_MOB_LAYER
else
reset_plane_and_layer()
add_fingerprint(user)
return
/obj/item/weapon/bedsheet/attackby(obj/item/I, mob/user)
if(is_sharp(I))
user.visible_message("<span class='notice'>\The [user] begins cutting up [src] with [I].</span>", "<span class='notice'>You begin cutting up [src] with [I].</span>")
if(do_after(user, 50))
to_chat(user, "<span class='notice'>You cut [src] into pieces!</span>")
for(var/i in 1 to rand(2,5))
new /obj/item/weapon/reagent_containers/glass/rag(drop_location())
qdel(src)
return
..()
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"
/obj/item/weapon/bedsheet/green
icon_state = "sheetgreen"
/obj/item/weapon/bedsheet/orange
icon_state = "sheetorange"
/obj/item/weapon/bedsheet/purple
icon_state = "sheetpurple"
/obj/item/weapon/bedsheet/rainbow
icon_state = "sheetrainbow"
/obj/item/weapon/bedsheet/red
icon_state = "sheetred"
/obj/item/weapon/bedsheet/yellow
icon_state = "sheetyellow"
/obj/item/weapon/bedsheet/mime
icon_state = "sheetmime"
/obj/item/weapon/bedsheet/clown
icon_state = "sheetclown"
item_state = "sheetrainbow"
/obj/item/weapon/bedsheet/captain
icon_state = "sheetcaptain"
/obj/item/weapon/bedsheet/rd
icon_state = "sheetrd"
/obj/item/weapon/bedsheet/medical
icon_state = "sheetmedical"
/obj/item/weapon/bedsheet/hos
icon_state = "sheethos"
/obj/item/weapon/bedsheet/hop
icon_state = "sheethop"
/obj/item/weapon/bedsheet/ce
icon_state = "sheetce"
/obj/item/weapon/bedsheet/brown
icon_state = "sheetbrown"
/obj/item/weapon/bedsheet/ian
icon_state = "sheetian"
/obj/item/weapon/bedsheet/double
icon_state = "doublesheet"
item_state = "sheet"
/obj/item/weapon/bedsheet/bluedouble
icon_state = "doublesheetblue"
item_state = "sheetblue"
/obj/item/weapon/bedsheet/greendouble
icon_state = "doublesheetgreen"
item_state = "sheetgreen"
/obj/item/weapon/bedsheet/orangedouble
icon_state = "doublesheetorange"
item_state = "sheetorange"
/obj/item/weapon/bedsheet/purpledouble
icon_state = "doublesheetpurple"
item_state = "sheetpurple"
/obj/item/weapon/bedsheet/rainbowdouble //all the way across the sky.
icon_state = "doublesheetrainbow"
item_state = "sheetrainbow"
/obj/item/weapon/bedsheet/reddouble
icon_state = "doublesheetred"
item_state = "sheetred"
/obj/item/weapon/bedsheet/yellowdouble
icon_state = "doublesheetyellow"
item_state = "sheetyellow"
/obj/item/weapon/bedsheet/mimedouble
icon_state = "doublesheetmime"
item_state = "sheetmime"
/obj/item/weapon/bedsheet/clowndouble
icon_state = "doublesheetclown"
item_state = "sheetrainbow"
/obj/item/weapon/bedsheet/captaindouble
icon_state = "doublesheetcaptain"
item_state = "sheetcaptain"
/obj/item/weapon/bedsheet/rddouble
icon_state = "doublesheetrd"
item_state = "sheetrd"
/obj/item/weapon/bedsheet/hosdouble
icon_state = "doublesheethos"
item_state = "sheethos"
/obj/item/weapon/bedsheet/hopdouble
icon_state = "doublesheethop"
item_state = "sheethop"
/obj/item/weapon/bedsheet/cedouble
icon_state = "doublesheetce"
item_state = "sheetce"
/obj/item/weapon/bedsheet/browndouble
icon_state = "doublesheetbrown"
item_state = "sheetbrown"
/obj/item/weapon/bedsheet/iandouble
icon_state = "doublesheetian"
item_state = "sheetian"
/obj/structure/bedsheetbin
name = "linen bin"
desc = "A linen bin. It looks rather cosy."
icon = 'icons/obj/structures.dmi'
icon_state = "linenbin-full"
anchored = 1
var/amount = 20
var/list/sheets = list()
var/obj/item/hidden = null
/obj/structure/bedsheetbin/examine(mob/user)
. = ..()
if(amount < 1)
. += "There are no bed sheets in the bin."
else if(amount == 1)
. += "There is one bed sheet in the bin."
else
. += "There are [amount] bed sheets in the bin."
/obj/structure/bedsheetbin/update_icon()
switch(amount)
if(0) icon_state = "linenbin-empty"
if(1 to amount / 2) icon_state = "linenbin-half"
else icon_state = "linenbin-full"
/obj/structure/bedsheetbin/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/bedsheet))
user.drop_item()
I.loc = src
sheets.Add(I)
amount++
to_chat(user, "<span class='notice'>You put [I] in [src].</span>")
else if(amount && !hidden && I.w_class < ITEMSIZE_LARGE) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
user.drop_item()
I.loc = src
hidden = I
to_chat(user, "<span class='notice'>You hide [I] among the sheets.</span>")
/obj/structure/bedsheetbin/attack_hand(mob/user as mob)
if(amount >= 1)
amount--
var/obj/item/weapon/bedsheet/B
if(sheets.len > 0)
B = sheets[sheets.len]
sheets.Remove(B)
else
B = new /obj/item/weapon/bedsheet(loc)
B.loc = user.loc
user.put_in_hands(B)
to_chat(user, "<span class='notice'>You take [B] out of [src].</span>")
if(hidden)
hidden.loc = user.loc
to_chat(user, "<span class='notice'>[hidden] falls out of [B]!</span>")
hidden = null
add_fingerprint(user)
/obj/structure/bedsheetbin/attack_tk(mob/user as mob)
if(amount >= 1)
amount--
var/obj/item/weapon/bedsheet/B
if(sheets.len > 0)
B = sheets[sheets.len]
sheets.Remove(B)
else
B = new /obj/item/weapon/bedsheet(loc)
B.loc = loc
to_chat(user, "<span class='notice'>You telekinetically remove [B] from [src].</span>")
update_icon()
if(hidden)
hidden.loc = loc
hidden = null
add_fingerprint(user)