mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 16:12:17 +00:00
349 lines
10 KiB
Plaintext
349 lines
10 KiB
Plaintext
/* Beds... get your mind out of the gutter, they're for sleeping!
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* Contains:
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* Beds
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* Roller beds
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*/
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/*
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* Beds
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*/
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/obj/structure/bed
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name = "bed"
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desc = "This is used to lie in, sleep in or strap on."
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icon = 'icons/obj/furniture.dmi'
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icon_state = "bed"
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pressure_resistance = 15
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anchored = 1
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can_buckle = 1
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buckle_dir = SOUTH
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buckle_lying = 1
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var/material/material
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var/material/padding_material
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var/base_icon = "bed"
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var/applies_material_colour = 1
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/obj/structure/bed/New(var/newloc, var/new_material, var/new_padding_material)
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..(newloc)
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color = null
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if(!new_material)
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new_material = DEFAULT_WALL_MATERIAL
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material = get_material_by_name(new_material)
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if(!istype(material))
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qdel(src)
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return
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if(new_padding_material)
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padding_material = get_material_by_name(new_padding_material)
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update_icon()
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/obj/structure/bed/get_material()
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return material
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// Reuse the cache/code from stools, todo maybe unify.
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/obj/structure/bed/update_icon()
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// Prep icon.
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icon_state = ""
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cut_overlays()
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// Base icon.
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var/cache_key = "[base_icon]-[material.name]"
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if(isnull(stool_cache[cache_key]))
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var/image/I = image(icon, base_icon)
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if(applies_material_colour) //VOREStation Add - Goes with added var
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I.color = material.icon_colour
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stool_cache[cache_key] = I
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add_overlay(stool_cache[cache_key])
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// Padding overlay.
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if(padding_material)
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var/padding_cache_key = "[base_icon]-padding-[padding_material.name]"
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if(isnull(stool_cache[padding_cache_key]))
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var/image/I = image(icon, "[base_icon]_padding")
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I.color = padding_material.icon_colour
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stool_cache[padding_cache_key] = I
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add_overlay(stool_cache[padding_cache_key])
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// Strings.
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desc = initial(desc)
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if(padding_material)
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name = "[padding_material.display_name] [initial(name)]" //this is not perfect but it will do for now.
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desc += " It's made of [material.use_name] and covered with [padding_material.use_name]."
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else
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name = "[material.display_name] [initial(name)]"
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desc += " It's made of [material.use_name]."
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/obj/structure/bed/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return TRUE
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return ..()
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/obj/structure/bed/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if (prob(50))
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qdel(src)
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return
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if(3.0)
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if (prob(5))
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qdel(src)
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return
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/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(W.is_wrench())
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playsound(src, W.usesound, 50, 1)
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dismantle()
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qdel(src)
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else if(istype(W,/obj/item/stack))
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if(padding_material)
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to_chat(user, "\The [src] is already padded.")
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return
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var/obj/item/stack/C = W
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if(C.get_amount() < 1) // How??
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user.drop_from_inventory(C)
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qdel(C)
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return
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var/padding_type //This is awful but it needs to be like this until tiles are given a material var.
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if(istype(W,/obj/item/stack/tile/carpet))
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padding_type = "carpet"
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else if(istype(W,/obj/item/stack/material))
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var/obj/item/stack/material/M = W
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if(M.material && (M.material.flags & MATERIAL_PADDING))
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padding_type = "[M.material.name]"
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if(!padding_type)
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to_chat(user, "You cannot pad \the [src] with that.")
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return
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C.use(1)
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if(!istype(src.loc, /turf))
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user.drop_from_inventory(src)
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src.loc = get_turf(src)
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to_chat(user, "You add padding to \the [src].")
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add_padding(padding_type)
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return
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else if(W.is_wirecutter())
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if(!padding_material)
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to_chat(user, "\The [src] has no padding to remove.")
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return
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to_chat(user, "You remove the padding from \the [src].")
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playsound(src, W.usesound, 100, 1)
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remove_padding()
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else if(istype(W, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = W
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var/mob/living/affecting = G.affecting
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if(has_buckled_mobs()) //Handles trying to buckle someone else to a chair when someone else is on it
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to_chat(user, "<span class='notice'>\The [src] already has someone buckled to it.</span>")
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return
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user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
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if(do_after(user, 20, G.affecting))
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affecting.loc = loc
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spawn(0)
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if(buckle_mob(affecting))
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affecting.visible_message(\
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"<span class='danger'>[affecting.name] is buckled to [src] by [user.name]!</span>",\
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"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
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"<span class='notice'>You hear metal clanking.</span>")
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qdel(W)
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else
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..()
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/obj/structure/bed/proc/remove_padding()
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if(padding_material)
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padding_material.place_sheet(get_turf(src))
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padding_material = null
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update_icon()
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/obj/structure/bed/proc/add_padding(var/padding_type)
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padding_material = get_material_by_name(padding_type)
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update_icon()
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/obj/structure/bed/proc/dismantle()
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material.place_sheet(get_turf(src))
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if(padding_material)
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padding_material.place_sheet(get_turf(src))
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/obj/structure/bed/psych
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name = "psychiatrist's couch"
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desc = "For prime comfort during psychiatric evaluations."
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icon_state = "psychbed"
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base_icon = "psychbed"
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/obj/structure/bed/psych/New(var/newloc)
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..(newloc,"wood","leather")
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/obj/structure/bed/padded/New(var/newloc)
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..(newloc,"plastic","cotton")
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/obj/structure/bed/double
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name = "double bed"
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icon_state = "doublebed"
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base_icon = "doublebed"
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/obj/structure/bed/double/padded/New(var/newloc)
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..(newloc,"wood","cotton")
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/obj/structure/bed/double/post_buckle_mob(mob/living/M as mob)
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if(M.buckled == src)
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M.pixel_y = 13
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M.old_y = 13
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else
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M.pixel_y = 0
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M.old_y = 0
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/*
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* Roller beds
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*/
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/obj/structure/bed/roller
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name = "roller bed"
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desc = "A portable bed-on-wheels made for transporting medical patients."
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "rollerbed"
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anchored = 0
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surgery_odds = 75
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var/bedtype = /obj/structure/bed/roller
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var/rollertype = /obj/item/roller
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/obj/structure/bed/roller/adv
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name = "advanced roller bed"
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icon_state = "rollerbedadv"
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bedtype = /obj/structure/bed/roller/adv
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rollertype = /obj/item/roller/adv
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/obj/structure/bed/roller/update_icon()
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return
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/obj/structure/bed/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(W.is_wrench() || istype(W,/obj/item/stack) || W.is_wirecutter())
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return
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else if(istype(W,/obj/item/roller_holder))
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if(has_buckled_mobs())
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for(var/A in buckled_mobs)
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user_unbuckle_mob(A, user)
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else
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visible_message("[user] collapses \the [src.name].")
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new rollertype(get_turf(src))
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spawn(0)
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qdel(src)
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return
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..()
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/obj/item/roller
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name = "roller bed"
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desc = "A collapsed roller bed that can be carried around."
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "folded_rollerbed"
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center_of_mass = list("x" = 17,"y" = 7)
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slot_flags = SLOT_BACK
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w_class = ITEMSIZE_LARGE
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var/rollertype = /obj/item/roller
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var/bedtype = /obj/structure/bed/roller
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drop_sound = 'sound/items/drop/axe.ogg'
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pickup_sound = 'sound/items/pickup/axe.ogg'
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/obj/item/roller/attack_self(mob/user)
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var/obj/structure/bed/roller/R = new bedtype(user.loc)
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R.add_fingerprint(user)
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qdel(src)
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/obj/item/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/roller_holder))
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var/obj/item/roller_holder/RH = W
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if(!RH.held)
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to_chat(user, "<span class='notice'>You collect the roller bed.</span>")
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src.loc = RH
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RH.held = src
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return
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..()
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/obj/item/roller/adv
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name = "advanced roller bed"
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desc = "A high-tech, compact version of the regular roller bed."
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icon_state = "folded_rollerbedadv"
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w_class = ITEMSIZE_NORMAL
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rollertype = /obj/item/roller/adv
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bedtype = /obj/structure/bed/roller/adv
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/obj/item/roller_holder
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name = "roller bed rack"
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desc = "A rack for carrying a collapsed roller bed."
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "rollerbed"
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var/obj/item/roller/held
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/obj/item/roller_holder/New()
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..()
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held = new /obj/item/roller(src)
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/obj/item/roller_holder/attack_self(mob/user as mob)
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if(!held)
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to_chat(user, "<span class='notice'>The rack is empty.</span>")
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return
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to_chat(user, "<span class='notice'>You deploy the roller bed.</span>")
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var/obj/structure/bed/roller/R = new held.bedtype(user.loc)
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R.add_fingerprint(user)
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qdel(held)
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held = null
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/obj/structure/bed/roller/Moved(atom/old_loc, direction, forced = FALSE)
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. = ..()
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playsound(src, 'sound/effects/roll.ogg', 100, 1)
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/obj/structure/bed/roller/post_buckle_mob(mob/living/M as mob)
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if(M.buckled == src)
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M.pixel_y = 6
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M.old_y = 6
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density = 1
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icon_state = "[initial(icon_state)]_up"
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else
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M.pixel_y = 0
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M.old_y = 0
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density = 0
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icon_state = "[initial(icon_state)]"
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update_icon()
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return ..()
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/obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location)
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..()
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if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
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if(!ishuman(usr)) return
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if(has_buckled_mobs()) return 0
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visible_message("[usr] collapses \the [src.name].")
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new rollertype(get_turf(src))
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spawn(0)
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qdel(src)
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return
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/datum/category_item/catalogue/anomalous/precursor_a/alien_bed
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name = "Precursor Alpha Object - Resting Contraption"
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desc = "This appears to be a relatively long and flat object, with the top side being made of \
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an soft material, giving it very similar characteristics to an ordinary bed. If this object was \
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designed to act as a bed, this carries several implications for whatever species had built it, such as;\
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<br><br>\
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Being capable of experiencing comfort, or at least being able to suffer from some form of fatigue.<br>\
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Developing while under the influence of gravitational forces, to be able to 'lie' on the object.<br>\
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Being within a range of sizes in order for the object to function as a bed. Too small, and the species \
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would be unable to reach the top of the object. Too large, and they would have little room to contact \
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the top side of the object.<br>\
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<br><br>\
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As a note, the size of this object appears to be within the bounds for an average human to be able to \
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rest comfortably on top of it."
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value = CATALOGUER_REWARD_EASY
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/obj/structure/bed/alien
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name = "resting contraption"
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desc = "Whatever species designed this must've enjoyed relaxation as well. Looks vaguely comfy."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_bed)
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icon = 'icons/obj/abductor.dmi'
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icon_state = "bed"
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/obj/structure/bed/alien/update_icon()
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return // Doesn't care about material or anything else.
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/obj/structure/bed/alien/attackby(obj/item/weapon/W, mob/user)
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return // No deconning.
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