Merge branch 'dev-freeze' into ofPuffsAndCleaner

Conflicts:
	code/game/objects/effects/chem/water.dm
This commit is contained in:
Kelenius
2015-06-05 14:36:15 +03:00
177 changed files with 3205 additions and 1742 deletions
+15 -12
View File
@@ -17,20 +17,23 @@
if(!target)
return
for(var/i = 1 to step_count)
if(!loc)
return
step_towards(src, target)
var/turf/T = get_turf(src)
reagents.touch_turf(T)
var/mob/M
for(var/atom/A in T)
if(!ismob(A)) // Mobs are handled differently
reagents.touch(A)
else if(!M)
M = A
if(M)
reagents.splash_mob(M, reagents.total_volume)
break
if(T == get_turf(target))
break
if(T && reagents)
reagents.touch_turf(T)
var/mob/M
for(var/atom/A in T)
if(!ismob(A)) // Mobs are handled differently
reagents.touch(A)
else if(!M)
M = A
if(M)
reagents.splash_mob(M, reagents.total_volume)
break
if(T == get_turf(target))
break
sleep(delay)
sleep(10)
qdel(src)
+3 -2
View File
@@ -18,6 +18,7 @@
user << "<b>ERROR ERROR ERROR</b>"
/obj/item/device/aicard/attack_self(mob/user)
ui_interact(user)
/obj/item/device/aicard/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/topic_state/state = inventory_state)
@@ -25,7 +26,8 @@
data["has_ai"] = carded_ai != null
if(carded_ai)
data["name"] = carded_ai.name
data["integrity"] = carded_ai.system_integrity()
data["hardware_integrity"] = carded_ai.hardware_integrity()
data["backup_capacitor"] = carded_ai.backup_capacitor()
data["radio"] = !carded_ai.aiRadio.disabledAi
data["wireless"] = !carded_ai.control_disabled
data["operational"] = carded_ai.stat != DEAD
@@ -73,7 +75,6 @@
carded_ai << "<span class='warning'>Your wireless interface has been [carded_ai.control_disabled ? "disabled" : "enabled"]!</span>"
user << "<span class='notice'>You [carded_ai.control_disabled ? "disable" : "enable"] the AI's wireless interface.</span>"
update_icon()
return 1
/obj/item/device/aicard/update_icon()
+1 -1
View File
@@ -25,7 +25,7 @@
/obj/item/device/debugger/is_used_on(obj/O, mob/user)
if(istype(O, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = O
if(A.emagged || A.malfhack)
if(A.emagged || A.hacker)
user << "\red There is a software error with the device."
else
user << "\blue The device's software appears to be fine."
+1 -1
View File
@@ -91,7 +91,7 @@ REAGENT SCANNER
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
user.visible_message("<span class='notice'> [user] has analyzed [M]'s vitals.","<span class='notice'> You have analyzed [M]'s vitals.")
user.visible_message("<span class='notice'> [user] has analyzed [M]'s vitals.</span>","<span class='notice'> You have analyzed [M]'s vitals.</span>")
if (!istype(M, /mob/living/carbon) || (ishuman(M) && (M:species.flags & IS_SYNTHETIC)))
//these sensors are designed for organic life
+27 -27
View File
@@ -5,56 +5,56 @@
icon = 'icons/obj/device.dmi'
icon_state = "suitcooler0"
slot_flags = SLOT_BACK //you can carry it on your back if you want, but it won't do anything unless attached to suit storage
//copied from tank.dm
flags = CONDUCT
force = 5.0
throwforce = 10.0
throw_speed = 1
throw_range = 4
origin_tech = "magnets=2;materials=2"
var/on = 0 //is it turned on?
var/cover_open = 0 //is the cover open?
var/obj/item/weapon/cell/cell
var/max_cooling = 12 //in degrees per second - probably don't need to mess with heat capacity here
var/charge_consumption = 16.6 //charge per second at max_cooling
var/thermostat = T20C
//TODO: make it heat up the surroundings when not in space
/obj/item/device/suit_cooling_unit/New()
processing_objects |= src
cell = new/obj/item/weapon/cell() //comes with the crappy default power cell - high-capacity ones shouldn't be hard to find
cell.loc = src
/obj/item/device/suit_cooling_unit/process()
if (!on || !cell)
if (!on || !cell)
return
if (!ismob(loc))
return
if (!attached_to_suit(loc)) //make sure they have a suit and we are attached to it
return
var/mob/living/carbon/human/H = loc
var/efficiency = 1 - H.get_pressure_weakness() //you need to have a good seal for effective cooling
var/env_temp = get_environment_temperature() //wont save you from a fire
var/temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling)
if (temp_adj < 0.5) //only cools, doesn't heat, also we don't need extreme precision
return
var/charge_usage = (temp_adj/max_cooling)*charge_consumption
H.bodytemperature -= temp_adj*efficiency
cell.use(charge_usage)
if(cell.charge <= 0)
turn_off()
@@ -70,22 +70,22 @@
var/turf/T = get_turf(src)
if(istype(T, /turf/space))
return 0 //space has no temperature, this just makes sure the cooling unit works in space
var/datum/gas_mixture/environment = T.return_air()
if (!environment)
return 0
return environment.temperature
/obj/item/device/suit_cooling_unit/proc/attached_to_suit(mob/M)
if (!ishuman(M))
if (!ishuman(M))
return 0
var/mob/living/carbon/human/H = M
if (!H.wear_suit || H.s_store != src)
return 0
return 1
/obj/item/device/suit_cooling_unit/proc/turn_on()
@@ -93,7 +93,7 @@
return
if(cell.charge <= 0)
return
on = 1
updateicon()
@@ -112,7 +112,7 @@
cell.loc = get_turf(loc)
cell.add_fingerprint(user)
cell.updateicon()
cell.update_icon()
user << "You remove the [src.cell]."
src.cell = null
@@ -149,7 +149,7 @@
user << "You insert the [cell]."
updateicon()
return
return ..()
/obj/item/device/suit_cooling_unit/proc/updateicon()
@@ -164,7 +164,7 @@
/obj/item/device/suit_cooling_unit/examine(mob/user)
if(!..(user, 1))
return
if (on)
if (attached_to_suit(src.loc))
user << "It's switched on and running."
@@ -172,13 +172,13 @@
user << "It's switched on, but not attached to anything."
else
user << "It is switched off."
if (cover_open)
if(cell)
user << "The panel is open, exposing the [cell]."
else
user << "The panel is open."
if (cell)
user << "The charge meter reads [round(cell.percent())]%."
else
+26 -12
View File
@@ -4,26 +4,40 @@
Cyborg Spec Items
***********************************************************************/
//Might want to move this into several files later but for now it works here
// Consider changing this to a child of the stun baton class. ~Z
/obj/item/borg/stun
name = "electrified arm"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
attack(mob/M as mob, mob/living/silicon/robot/user as mob)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) used the [src.name] to attack [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
/obj/item/borg/stun/attack(var/mob/living/M, var/mob/living/silicon/robot/user)
user.cell.charge -= 30
if(!istype(M))
return
M.Weaken(5)
if (M.stuttering < 5)
M.stuttering = 5
M.Stun(5)
// How the Hell.
if(!istype(user))
var/mob/living/temp = user
if(istype(temp))
temp.drop_from_inventory(src)
qdel(src)
return
for(var/mob/O in viewers(M, null))
if (O.client)
O.show_message("\red <B>[user] has prodded [M] with an electrically-charged arm!</B>", 1, "\red You hear someone fall", 2)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) used the [src.name] to attack [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
if(!user.cell || !user.cell.checked_use(1250)) //Slightly more than a baton.
user.visible_message("<span class='danger'>\The [user] has prodded \the [M] with its arm!</span>")
return
if (M.stuttering < 5)
M.stuttering = 5
M.stun_effect_act(0, 70, check_zone(user.zone_sel.selecting), src)
user.visible_message("<span class='danger'>\The [user] has prodded \the [M] with \a [src]!</span>")
if(ishuman(M))
var/mob/living/carbon/human/H = M
H.forcesay(hit_appends)
/obj/item/borg/overdrive
name = "overdrive"
+5 -6
View File
@@ -223,10 +223,10 @@
*/
//attempts to transfer amount to S, and returns the amount actually transferred
/obj/item/stack/proc/transfer_to(obj/item/stack/S, var/tamount=null)
/obj/item/stack/proc/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
if (!get_amount())
return 0
if (stacktype != S.stacktype)
if ((stacktype != S.stacktype) && !type_verified)
return 0
if (isnull(tamount))
tamount = src.get_amount()
@@ -240,7 +240,6 @@
transfer_fingerprints_to(S)
if(blood_DNA)
S.blood_DNA |= blood_DNA
//todo bloody overlay
return transfer
return 0
@@ -256,6 +255,7 @@
var/orig_amount = src.amount
if (transfer && src.use(transfer))
var/obj/item/stack/newstack = new src.type(loc, transfer)
newstack.color = color
if (prob(transfer/orig_amount * 100))
transfer_fingerprints_to(newstack)
if(blood_DNA)
@@ -314,10 +314,8 @@
return
/obj/item/stack/attackby(obj/item/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/stack))
var/obj/item/stack/S = W
if (user.get_inactive_hand()==src)
src.transfer_to(S, 1)
else
@@ -328,7 +326,8 @@
S.interact(usr)
if (src && usr.machine==src)
src.interact(usr)
else return ..()
else
return ..()
/*
* Recipe datum
@@ -76,32 +76,27 @@ var/global/list/ashtray_cache = list()
health = max(0,health - W.force)
user << "You hit [src] with [W]."
if (health < 1)
die()
shatter()
return
/obj/item/weapon/material/ashtray/throw_impact(atom/hit_atom)
if (health > 0)
health = max(0,health - 3)
if (health < 1)
die()
return
if (contents.len)
src.visible_message("<span class='danger'>\The [src] slams into [hit_atom], spilling its contents!</span>")
for (var/obj/item/clothing/mask/smokable/cigarette/O in contents)
O.loc = src.loc
if (health < 1)
shatter()
return
update_icon()
return ..()
/obj/item/weapon/material/ashtray/proc/die()
material.place_shard(get_turf(src))
qdel(src)
return
/obj/item/weapon/material/ashtray/plastic/New(var/newloc)
..(newloc, "plastic")
/obj/item/weapon/material/ashtray/bronze/New(var/newloc)
..(newloc, "gold") //placeholder
..(newloc, "bronze")
/obj/item/weapon/material/ashtray/glass/New(var/newloc)
..(newloc, "glass")
@@ -72,7 +72,7 @@
var/mob/living/M = loc
M.drop_from_inventory(src)
playsound(src, "shatter", 70, 1)
new material.shard_type(T)
material.place_shard(T)
qdel(src)
/obj/item/weapon/material/process()
@@ -82,18 +82,12 @@
L.apply_effect(round(material.radioactivity/3),IRRADIATE,0)
/obj/item/weapon/material/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > material.ignition_point)
TemperatureAct(exposed_temperature)
TemperatureAct(exposed_temperature)
// This might need adjustment. Will work that out later.
/obj/item/weapon/material/proc/TemperatureAct(temperature)
if(temperature > material.ignition_point)
for(var/turf/simulated/floor/target_tile in range(2,loc))
var/phoronToDeduce = temperature/30
target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
spawn (0) target_tile.hotspot_expose(temperature, 400)
health -= phoronToDeduce/100
check_health()
health -= material.combustion_effect(get_turf(src), temperature, 0.1)
check_health()
/obj/item/weapon/material/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/weldingtool))
@@ -24,7 +24,7 @@
desc = "It's just an ordinary box."
icon_state = "box"
item_state = "syringe_kit"
var/foldable = null // BubbleWrap - if set, can be folded (when empty) into a sheet of cardboard
var/foldable = /obj/item/stack/material/cardboard // BubbleWrap - if set, can be folded (when empty) into a sheet of cardboard
// BubbleWrap - A box can be folded up to make card
/obj/item/weapon/storage/box/attack_self(mob/user as mob)
@@ -56,7 +56,7 @@
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen( src )
/obj/item/weapon/storage/box/survival/vox/
/obj/item/weapon/storage/box/vox/
New()
..()
new /obj/item/clothing/mask/breath( src )
@@ -598,7 +598,6 @@
icon_state = "light"
desc = "This box is shaped on the inside so that only light tubes and bulbs fit."
item_state = "syringe_kit"
foldable = /obj/item/stack/material/cardboard //BubbleWrap
storage_slots=21
can_hold = list(/obj/item/weapon/light/tube, /obj/item/weapon/light/bulb)
max_storage_space = 42 //holds 21 items of w_class 2
@@ -10,40 +10,3 @@
w_class = 4
max_w_class = 3
max_storage_space = 16
/obj/item/weapon/storage/briefcase/New()
..()
/obj/item/weapon/storage/briefcase/attack(mob/living/M as mob, mob/living/user as mob)
//..()
if ((CLUMSY in user.mutations) && prob(50))
user << "\red The [src] slips out of your hand and hits your head."
user.take_organ_damage(10)
user.Paralyse(2)
return
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>)")
if (M.stat < 2 && M.health < 50 && prob(90))
var/mob/H = M
// ******* Check
if ((istype(H, /mob/living/carbon/human) && istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80)))
M << "\red The helmet protects you from being hit hard in the head!"
return
var/time = rand(2, 6)
if (prob(75))
M.Paralyse(time)
else
M.Stun(time)
if(M.stat != 2) M.stat = 1
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] has been knocked unconscious!</B>", M), 1, "\red You hear someone fall.", 2)
else
M << text("\red [] tried to knock you unconcious!",user)
M.eye_blurry += 3
return
@@ -11,7 +11,7 @@
if("stealth")
new /obj/item/weapon/gun/energy/crossbow(src)
new /obj/item/weapon/pen/paralysis(src)
new /obj/item/weapon/pen/reagent/paralysis(src)
new /obj/item/device/chameleon(src)
return
+1 -1
View File
@@ -73,7 +73,7 @@
else if(istype(W, /obj/item/weapon/screwdriver))
if(bcell)
bcell.updateicon()
bcell.update_icon()
bcell.loc = get_turf(src.loc)
bcell = null
user << "<span class='notice'>You remove the cell from the [src].</span>"
@@ -61,7 +61,7 @@
matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000)
flags = CONDUCT
force = 15.0
w_class = 2.0
w_class = 3
origin_tech = "materials=1;biotech=1"
attack_verb = list("drilled")
@@ -82,7 +82,7 @@
force = 10.0
sharp = 1
edge = 1
w_class = 2.0
w_class = 1
throwforce = 5.0
throw_speed = 3
throw_range = 5
@@ -136,7 +136,7 @@
hitsound = 'sound/weapons/circsawhit.ogg'
flags = CONDUCT
force = 15.0
w_class = 2.0
w_class = 3
throwforce = 9.0
throw_speed = 3
throw_range = 5
@@ -174,9 +174,9 @@
else if(istype(W, /obj/item/weapon/wrench) && state == 0)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
if(anchored)
user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from the floor.")
user.visible_message("[user] begins unsecuring the airlock assembly from the floor.", "You starts unsecuring the airlock assembly from the floor.")
else
user.visible_message("[user] secures the airlock assembly to the floor.", "You start to secure the airlock assembly to the floor.")
user.visible_message("[user] begins securing the airlock assembly to the floor.", "You starts securing the airlock assembly to the floor.")
if(do_after(user, 40))
if(!src) return
@@ -225,7 +225,7 @@
return
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove the electronics from the airlock assembly.")
user.visible_message("\The [user] starts removing the electronics from the airlock assembly.", "You start removing the electronics from the airlock assembly.")
if(do_after(user, 40))
if(!src) return
+19 -17
View File
@@ -21,7 +21,7 @@
if(notices < 5)
O.add_fingerprint(user)
add_fingerprint(user)
user.drop_item()
user.drop_from_inventory(O)
O.loc = src
notices++
icon_state = "nboard0[notices]" //update sprite
@@ -29,13 +29,22 @@
else
user << "<span class='notice'>You reach to pin your paper to the board but hesitate. You are certain your paper will not be seen among the many others already attached.</span>"
/obj/structure/noticeboard/attack_hand(user as mob)
var/dat = "<B>Noticeboard</B><BR>"
for(var/obj/item/weapon/paper/P in src)
dat += "<A href='?src=\ref[src];read=\ref[P]'>[P.name]</A> <A href='?src=\ref[src];write=\ref[P]'>Write</A> <A href='?src=\ref[src];remove=\ref[P]'>Remove</A><BR>"
user << browse("<HEAD><TITLE>Notices</TITLE></HEAD>[dat]","window=noticeboard")
onclose(user, "noticeboard")
/obj/structure/noticeboard/attack_hand(var/mob/user)
examine(user)
// Since Topic() never seems to interact with usr on more than a superficial
// level, it should be fine to let anyone mess with the board other than ghosts.
/obj/structure/noticeboard/examine(var/mob/user)
if(!user)
user = usr
if(user.Adjacent(src))
var/dat = "<B>Noticeboard</B><BR>"
for(var/obj/item/weapon/paper/P in src)
dat += "<A href='?src=\ref[src];read=\ref[P]'>[P.name]</A> <A href='?src=\ref[src];write=\ref[P]'>Write</A> <A href='?src=\ref[src];remove=\ref[P]'>Remove</A><BR>"
user << browse("<HEAD><TITLE>Notices</TITLE></HEAD>[dat]","window=noticeboard")
onclose(user, "noticeboard")
else
..()
/obj/structure/noticeboard/Topic(href, href_list)
..()
@@ -44,18 +53,16 @@
if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
return
var/obj/item/P = locate(href_list["remove"])
if((P && P.loc == src))
if(P && P.loc == src)
P.loc = get_turf(src) //dump paper on the floor because you're a clumsy fuck
P.add_fingerprint(usr)
add_fingerprint(usr)
notices--
icon_state = "nboard0[notices]"
if(href_list["write"])
if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
return
var/obj/item/P = locate(href_list["write"])
if((P && P.loc == src)) //ifthe paper's on the board
if(istype(usr.r_hand, /obj/item/weapon/pen)) //and you're holding a pen
add_fingerprint(usr)
@@ -66,14 +73,9 @@
P.attackby(usr.l_hand, usr)
else
usr << "<span class='notice'>You'll need something to write with!</span>"
if(href_list["read"])
var/obj/item/weapon/paper/P = locate(href_list["read"])
if((P && P.loc == src))
if(!( istype(usr, /mob/living/carbon/human) ))
usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY><TT>[stars(P.info)]</TT></BODY></HTML>", "window=[P.name]")
onclose(usr, "[P.name]")
else
usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY><TT>[P.info]</TT></BODY></HTML>", "window=[P.name]")
onclose(usr, "[P.name]")
usr << browse("<HTML><HEAD><TITLE>[P.name]</TITLE></HEAD><BODY><TT>[P.info]</TT></BODY></HTML>", "window=[P.name]")
onclose(usr, "[P.name]")
return
+3 -9
View File
@@ -13,17 +13,11 @@
var/oreAmount = 7
/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > material.ignition_point)
TemperatureAct(exposed_temperature)
TemperatureAct(exposed_temperature)
/obj/structure/simple_door/proc/TemperatureAct(temperature)
if(temperature > material.ignition_point)
for(var/turf/simulated/floor/target_tile in range(2,loc))
var/phoronToDeduce = temperature/10
target_tile.assume_gas("phoron", phoronToDeduce, 200+T0C)
spawn (0) target_tile.hotspot_expose(temperature, 400)
hardness -= phoronToDeduce/100
CheckHardness()
hardness -= material.combustion_effect(get_turf(src),temperature, 0.3)
CheckHardness()
/obj/structure/simple_door/New(var/newloc, var/material_name)
..()
@@ -8,6 +8,9 @@
icon_state = "nest"
var/health = 100
/obj/structure/bed/nest/update_icon()
return
/obj/structure/bed/nest/user_unbuckle_mob(mob/user as mob)
if(buckled_mob)
if(buckled_mob.buckled == src)
@@ -10,28 +10,56 @@
/obj/structure/bed
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon = 'icons/obj/objects.dmi'
icon = 'icons/obj/furniture.dmi'
icon_state = "bed"
pressure_resistance = 15
anchored = 1
can_buckle = 1
buckle_lying = 1
var/material/material
var/apply_cosmetics = 1
var/material/padding_material
var/base_icon = "bed"
/obj/structure/bed/New(var/newloc, var/new_material)
/obj/structure/bed/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
material = get_material_by_name(new_material)
if(!istype(material))
qdel(src)
return
if(apply_cosmetics)
color = material.icon_colour
if(new_padding_material)
padding_material = get_material_by_name(new_padding_material)
update_icon()
// Reuse the cache/code from stools, todo maybe unify.
/obj/structure/bed/update_icon()
// Prep icon.
icon_state = ""
overlays.Cut()
// Base icon.
var/cache_key = "[base_icon]-[material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image('icons/obj/furniture.dmi', base_icon)
I.color = material.icon_colour
stool_cache[cache_key] = I
overlays |= 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
overlays |= 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 = "[initial(desc)] It's made of [material.display_name]."
desc += " It's made of [material.use_name]."
/obj/structure/bed/ex_act(severity)
switch(severity)
@@ -55,8 +83,43 @@
/obj/structure/bed/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
material.place_sheet(get_turf(src))
dismantle()
qdel(src)
else if(istype(W,/obj/item/stack))
if(padding_material)
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 //This is awful but it needs to be like this until tiles are given a material var.
if(istype(W,/obj/item/stack/tile/carpet))
padding_type = "carpet"
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)
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)
user << "You add padding to \the [src]."
add_padding(padding_type)
return
else if (istype(W, /obj/item/weapon/wirecutters))
if(!padding_material)
user << "\The [src] has no padding to remove."
return
user << "You remove the padding from \the [src]."
playsound(src, 'sound/items/Wirecutter.ogg', 100, 1)
remove_padding()
else if(istype(W, /obj/item/weapon/grab))
user.visible_message("<span class='notice'>[user] attempts to buckle [W:affecting] into \the [src]!</span>")
if(do_after(user, 20))
@@ -69,21 +132,36 @@
else
..()
/obj/structure/bed/proc/remove_padding()
if(padding_material)
padding_material.place_sheet(get_turf(src))
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))
if(padding_material)
padding_material.place_sheet(get_turf(src))
/obj/structure/bed/psych
name = "psychiatrist's couch"
desc = "For prime comfort during psychiatric evaluations."
icon_state = "psychbed"
apply_cosmetics = 0
base_icon = "psychbed"
/obj/structure/bed/psych/New(var/newloc)
..(newloc,"leather")
..(newloc,"wood","leather")
/obj/structure/bed/padded/New(var/newloc)
..(newloc,"plastic","cotton")
/obj/structure/bed/alien
name = "resting contraption"
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
icon_state = "abed"
apply_cosmetics = 0
/obj/structure/bed/alien/New(var/newloc)
..(newloc,"resin")
@@ -96,10 +174,14 @@
icon = 'icons/obj/rollerbed.dmi'
icon_state = "down"
anchored = 0
apply_cosmetics = 0
/obj/structure/bed/roller/update_icon()
return // Doesn't care about material or anything else.
/obj/structure/bed/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/roller_holder))
if(istype(W, /obj/item/weapon/wrench) || istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
return
else if(istype(W,/obj/item/roller_holder))
if(buckled_mob)
user_unbuckle_mob(user)
else
@@ -1,22 +1,23 @@
/obj/structure/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
name = "chair"
desc = "You sit in this. Either by will or force."
icon_state = "chair"
icon_state = "chair_preview"
base_icon = "chair"
buckle_lying = 0 //force people to sit up in chairs when buckled
var/propelled = 0 // Check for fire-extinguisher-driven chairs
/obj/structure/bed/chair/New(var/newloc, var/material)
..(newloc, material) //Todo make metal/stone chairs display as thrones
/obj/structure/bed/chair/New()
..() //Todo make metal/stone chairs display as thrones
spawn(3) //sorry. i don't think there's a better way to do this.
update_layer()
return
/obj/structure/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/assembly/shock_kit))
if(!padding_material && istype(W, /obj/item/assembly/shock_kit))
var/obj/item/assembly/shock_kit/SK = W
if(!SK.status)
user << "<span class='notice'>[SK] is not ready to be attached!</span>"
user << "<span class='notice'>\The [SK] is not ready to be attached!</span>"
return
user.drop_item()
var/obj/structure/bed/chair/e_chair/E = new (src.loc, material.name)
@@ -34,6 +35,20 @@
rotate()
return
/obj/structure/bed/chair/post_buckle_mob()
update_icon()
/obj/structure/bed/chair/update_icon()
..()
if(buckled_mob && padding_material)
var/cache_key = "[base_icon]-armrest-[padding_material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, "[base_icon]_armrest")
I.layer = MOB_LAYER + 0.1
I.color = padding_material.icon_colour
stool_cache[cache_key] = I
overlays |= stool_cache[cache_key]
/obj/structure/bed/chair/proc/update_layer()
if(src.dir == NORTH)
src.layer = FLY_LAYER
@@ -65,70 +80,49 @@
src.set_dir(turn(src.dir, 90))
return
// Chair types
/obj/structure/bed/chair/wood
icon_state = "wooden_chair"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
apply_cosmetics = 0
/obj/structure/bed/chair/wood/New(var/newloc)
..(newloc, "wood")
/obj/structure/bed/chair/wood/wings
icon_state = "wooden_chair_wings"
// Leaving this in for the sake of compilation.
/obj/structure/bed/chair/comfy
name = "comfy chair"
desc = "It looks comfy."
icon_state = "comfychair"
color = rgb(255,255,255)
var/image/armrest = null
apply_cosmetics = 0
desc = "It's a chair. It looks comfy."
icon_state = "comfychair_preview"
/obj/structure/bed/chair/comfy/New()
armrest = image("icons/obj/objects.dmi", "comfychair_armrest")
armrest.layer = MOB_LAYER + 0.1
/obj/structure/bed/chair/comfy/brown/New(var/newloc,var/newmaterial)
..(newloc,"steel","leather")
return ..()
/obj/structure/bed/chair/comfy/red/New(var/newloc,var/newmaterial)
..(newloc,"steel","carpet")
/obj/structure/bed/chair/comfy/post_buckle_mob()
if(buckled_mob)
overlays += armrest
else
overlays -= armrest
/obj/structure/bed/chair/comfy/teal/New(var/newloc,var/newmaterial)
..(newloc,"steel","teal")
/obj/structure/bed/chair/comfy/brown
color = rgb(141,70,0)
/obj/structure/bed/chair/comfy/black/New(var/newloc,var/newmaterial)
..(newloc,"steel","black")
/obj/structure/bed/chair/comfy/red
color = rgb(218,2,10)
/obj/structure/bed/chair/comfy/green/New(var/newloc,var/newmaterial)
..(newloc,"steel","green")
/obj/structure/bed/chair/comfy/teal
color = rgb(0,234,250)
/obj/structure/bed/chair/comfy/purp/New(var/newloc,var/newmaterial)
..(newloc,"steel","purple")
/obj/structure/bed/chair/comfy/black
color = rgb(60,60,60)
/obj/structure/bed/chair/comfy/blue/New(var/newloc,var/newmaterial)
..(newloc,"steel","blue")
/obj/structure/bed/chair/comfy/green
color = rgb(1,196,8)
/obj/structure/bed/chair/comfy/beige/New(var/newloc,var/newmaterial)
..(newloc,"steel","beige")
/obj/structure/bed/chair/comfy/purp
color = rgb(112,2,176)
/obj/structure/bed/chair/comfy/blue
color = rgb(2,9,210)
/obj/structure/bed/chair/comfy/beige
color = rgb(255,253,195)
/obj/structure/bed/chair/comfy/lime/New(var/newloc,var/newmaterial)
..(newloc,"steel","lime")
/obj/structure/bed/chair/office
anchored = 0
buckle_movable = 1
apply_cosmetics = 0
/obj/structure/bed/chair/comfy/lime
color = rgb(255,251,0)
/obj/structure/bed/chair/office/update_icon()
return
/obj/structure/bed/chair/office/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
return
..()
/obj/structure/bed/chair/office/Move()
..()
@@ -175,3 +169,23 @@
/obj/structure/bed/chair/office/dark
icon_state = "officechair_dark"
// Chair types
/obj/structure/bed/chair/wood
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
icon_state = "wooden_chair"
/obj/structure/bed/chair/wood/update_icon()
return
/obj/structure/bed/chair/wood/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
return
..()
/obj/structure/bed/chair/wood/New(var/newloc)
..(newloc, "wood")
/obj/structure/bed/chair/wood/wings
icon_state = "wooden_chair_wings"
@@ -4,7 +4,7 @@ var/global/list/stool_cache = list() //haha stool
/obj/item/weapon/stool
name = "stool"
desc = "Apply butt."
icon = 'icons/obj/objects.dmi'
icon = 'icons/obj/furniture.dmi'
icon_state = "stool_preview" //set for the map
force = 10
throwforce = 10
@@ -30,17 +30,16 @@ var/global/list/stool_cache = list() //haha stool
update_icon()
/obj/item/weapon/stool/padded/New(var/newloc, var/new_material)
..(newloc, "steel", "leather")
..(newloc, "steel", "carpet")
/obj/item/weapon/stool/update_icon()
// Prep icon.
icon_state = "stool"
icon_state = ""
overlays.Cut()
// Base icon.
var/cache_key = "stool-[material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image('icons/obj/objects.dmi', base_icon)
color = material.icon_colour
var/image/I = image(icon, base_icon)
I.color = material.icon_colour
stool_cache[cache_key] = I
overlays |= stool_cache[cache_key]
@@ -48,17 +47,17 @@ var/global/list/stool_cache = list() //haha stool
if(padding_material)
var/padding_cache_key = "stool-padding-[padding_material.name]"
if(isnull(stool_cache[padding_cache_key]))
var/image/I = image('icons/obj/objects.dmi', "stool_padding")
var/image/I = image(icon, "stool_padding")
I.color = padding_material.icon_colour
stool_cache[padding_cache_key] = I
overlays |= 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.display_name] and covered with [padding_material.display_name]."
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.display_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)
@@ -127,7 +126,7 @@ var/global/list/stool_cache = list() //haha stool
padding_type = "carpet"
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/M = W
if(M.material && (M.material.name in list("leather", "cloth")))
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
if(!padding_type)
user << "You cannot pad \the [src] with that."
@@ -9,6 +9,8 @@
var/mob/living/pulling = null
var/bloodiness
/obj/structure/bed/chair/wheelchair/update_icon()
return
/obj/structure/bed/chair/wheelchair/set_dir()
..()
@@ -18,6 +20,11 @@
if(buckled_mob)
buckled_mob.set_dir(dir)
/obj/structure/bed/chair/wheelchair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) || istype(W,/obj/item/stack) || istype(W, /obj/item/weapon/wirecutters))
return
..()
/obj/structure/bed/chair/wheelchair/relaymove(mob/user, direction)
// Redundant check?
if(user.stat || user.stunned || user.weakened || user.paralysis || user.lying || user.restrained())