Curtains fixes and tweaks and refactors (#28594)

* Update curtains.dm

* Update curtains.dm

* extra shit

* more\

---------

Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
This commit is contained in:
1080pCat
2025-03-26 10:19:32 +00:00
committed by GitHub
co-authored by warriorstar-orion
parent 464684ffe9
commit 8ffdf1aa81
2 changed files with 77 additions and 88 deletions
+77 -88
View File
@@ -4,59 +4,42 @@
/obj/structure/curtain
icon = 'icons/obj/curtain.dmi'
name = "curtain"
icon_state = "closed"
icon_state = "curtain_rod"
face_while_pulling = FALSE
layer = SHOWER_CLOSED_LAYER
opacity = TRUE
density = FALSE
var/image/overlay = null
new_attack_chain = TRUE
var/assembled = FALSE
var/assembled = TRUE
var/overlay_color = "#ffffff"
var/overlay_alpha = 255
/obj/structure/curtain/Initialize(mapload)
/obj/structure/curtain/Initialize(mapload, assembled_ = TRUE)
. = ..()
if(opacity)
icon_state = "closed"
overlay = image("closed_overlay")
overlay.color = overlay_color
overlay.alpha = overlay_alpha
add_overlay(overlay)
layer = SHOWER_CLOSED_LAYER
else
icon_state = "open"
overlay = image("open_overlay")
overlay.color = overlay_color
overlay.alpha = overlay_alpha
add_overlay(overlay)
layer = SHOWER_OPEN_LAYER
assembled = assembled_
update_appearance()
/obj/structure/curtain/open
icon_state = "open"
layer = SHOWER_OPEN_LAYER
opacity = FALSE
/obj/item/mounted/curtain/curtain_fixture
icon_state = "handheld"
icon = 'icons/obj/curtain.dmi'
name = "\improper curtain rod assembly"
new_attack_chain = TRUE
name = "curtain rod assembly"
/obj/item/mounted/curtain/curtain_fixture/interact_with_atom(atom/target, mob/living/user, list/modifiers)
. = ..()
if(!istype(target ,/obj/structure/window) && !istype(target, /turf/simulated/wall/))
if(!istype(target, /obj/structure/window) && !istype(target, /turf/simulated/wall))
return
var/on_wall = get_turf(target)
to_chat(user, "<span class='notice'>You begin attaching [src] to [on_wall].</span>")
playsound(get_turf(src), 'sound/machines/click.ogg', 75, TRUE)
if(!do_after(user, 3 SECONDS, target = on_wall))
return
var/obj/structure/curtain/assembly/new_curtain = new /obj/structure/curtain/assembly(on_wall)
new_curtain.fingerprints = src.fingerprints
new_curtain.fingerprintshidden = src.fingerprintshidden
new_curtain.fingerprintslast = src.fingerprintslast
var/obj/structure/curtain/curtain = new(on_wall, FALSE)
curtain.fingerprints = src.fingerprints
curtain.fingerprintshidden = src.fingerprintshidden
curtain.fingerprintslast = src.fingerprintslast
user.visible_message("<span class='notice'>[user] attaches the [src] to [on_wall].</span>", \
"<span class='notice'>You attach the [src] to [on_wall].</span>")
@@ -68,63 +51,66 @@
playsound(get_turf(src), 'sound/machines/click.ogg', 75, TRUE)
if(!do_after(user, 3 SECONDS, target = get_turf(user)))
return
var/obj/structure/curtain/assembly/new_curtain = new /obj/structure/curtain/assembly(get_turf(user))
new_curtain.fingerprints = src.fingerprints
new_curtain.fingerprintshidden = src.fingerprintshidden
new_curtain.fingerprintslast = src.fingerprintslast
var/obj/structure/curtain/curtain = new(get_turf(user), FALSE)
curtain.fingerprints = src.fingerprints
curtain.fingerprintshidden = src.fingerprintshidden
curtain.fingerprintslast = src.fingerprintslast
user.visible_message("<span class='notice'>[user] attaches the [src] to the ceiling.</span>", \
"<span class='notice'>You attach the [src] to the ceiling.</span>")
qdel(src)
/obj/structure/curtain/assembly
icon_state = "assembly0"
name = "Curtain Rod"
opacity = FALSE
density = FALSE
desc = "A curtain assembly! It needs a <b>material</b>."
/obj/structure/curtain/assembly/examine(mob/user)
/obj/structure/curtain/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-Click to take it down.</span>"
/obj/structure/curtain/assembly/AltClick(mob/user)
if(!assembled)
. += "<span class='notice'>Alt-Click to take it down.</span>"
/obj/structure/curtain/AltClick(mob/user)
if(assembled)
return
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!Adjacent(user))
return
// TODO: turn back into assembly item
new /obj/item/mounted/curtain/curtain_fixture(get_turf(user))
playsound(loc, 'sound/effects/salute.ogg' , 75, TRUE)
var/obj/item/mounted/curtain/curtain_fixture/fixture = new /obj/item/mounted/curtain/curtain_fixture(get_turf(user))
user.put_in_hands(fixture)
playsound(loc, 'sound/effects/salute.ogg', 75, TRUE)
qdel(src)
/obj/structure/curtain/assembly/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/stack/sheet/cloth)) // Are we putting the cloth onto the assembly on the wall?
/obj/structure/curtain/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(assembled && istype(used, /obj/item/toy/crayon))
color = tgui_input_color(user,"Please choose a color.", "Curtain Color")
return ITEM_INTERACT_COMPLETE
if(!assembled && istype(used, /obj/item/stack/sheet/cloth)) // Are we putting the cloth onto the assembly on the wall?
var/obj/item/stack/sheet/cloth/cloth_used = used
if(!cloth_used.use(2))
to_chat(user, "<span class='warning'> You need two sheets of cloth to hang the curtains.</span>")
return ITEM_INTERACT_COMPLETE
var/obj/structure/curtain/new_curtain = new /obj/structure/curtain/(loc, 1)
new_curtain.assembled = TRUE
assembled = TRUE
update_appearance()
playsound(loc, used.drop_sound, 75, TRUE) // Play a generic cloth sound.
qdel(src)
return ITEM_INTERACT_COMPLETE
/obj/structure/curtain/attack_hand(mob/user)
playsound(get_turf(loc), "rustle", 15, TRUE, -5)
update_icon(UPDATE_OVERLAYS)
..()
. = ..()
toggle_curtain()
/obj/structure/curtain/attack_robot(mob/living/user)
. = ..()
playsound(get_turf(loc), "rustle", 15, TRUE, -5)
update_icon(UPDATE_OVERLAYS)
..()
if(Adjacent(user))
toggle_curtain()
/obj/structure/curtain/proc/toggle_curtain()
if(assembled)
playsound(get_turf(loc), "rustle", 15, TRUE, -5)
set_opacity(!opacity)
update_appearance()
/obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
@@ -136,50 +122,58 @@
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 80, TRUE)
/obj/structure/curtain/update_name(updates)
. = ..()
name = assembled ? "curtain" : "curtain rod"
/obj/structure/curtain/update_desc()
. = ..()
if(assembled)
desc = "A curtain."
else
desc = "A curtain assembly! It still lacks drapes however, some cloth would serve as some nicely."
/obj/structure/curtain/update_overlays()
. = ..()
set_opacity(!opacity)
cut_overlays()
if(!assembled)
opacity = FALSE
return
if(opacity)
icon_state = "closed"
overlay = image("closed_overlay")
var/image/overlay = image("closed_overlay")
overlay.color = overlay_color
overlay.alpha = overlay_alpha
add_overlay(overlay)
. += overlay
layer = SHOWER_CLOSED_LAYER
else
icon_state = "open"
overlay = image("open_overlay")
var/image/overlay = image("open_overlay")
overlay.color = overlay_color
overlay.alpha = overlay_alpha
add_overlay(overlay)
. += overlay
layer = SHOWER_OPEN_LAYER
/obj/structure/curtain/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/toy/crayon))
color = tgui_input_color(user,"Please choose a color.", "Curtain Color")
return ITEM_INTERACT_COMPLETE
/obj/structure/curtain/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!assembled)
to_chat(user, "<span class='notice'>You should probably add some drapes to [src] before anchoring it in place...</span>")
return
if(!I.tool_start_check(src, user, 0))
return
if(anchored)
user.visible_message("<span class='warning'>[user] unscrews [src] from the floor.</span>", "<span class='notice'>You start to unscrew [src] from the floor...</span>", "You hear rustling noises.")
if(I.use_tool(src, user, 50, volume = I.tool_volume) && anchored)
user.visible_message("<span class='notice'>[user] unscrews [src] from the floor.</span>", "<span class='notice'>You start to unscrew [src] from the floor...</span>", "You hear rustling noises.")
if(I.use_tool(src, user, 5 SECONDS, volume = I.tool_volume) && anchored)
anchored = FALSE
to_chat(user, "<span class='notice'>You unscrew [src] from the floor.</span>")
else
user.visible_message("<span class='warning'>[user] screws [src] to the floor.</span>", "<span class='notice'>You start to screw [src] to the floor...</span>", "You hear rustling noises.")
if(I.use_tool(src, user, 50, volume = I.tool_volume) && !anchored)
user.visible_message("<span class='notice'>[user] screws [src] to the floor.</span>", "<span class='notice'>You start to screw [src] to the floor...</span>", "You hear rustling noises.")
if(I.use_tool(src, user, 5 SECONDS, volume = I.tool_volume) && !anchored)
anchored = TRUE
to_chat(user, "<span class='notice'>You screw [src] to the floor.</span>")
/obj/structure/curtain/wirecutter_act(mob/user, obj/item/I)
if(anchored)
return
to_chat(user, "<span class='warning'>You will need to undo the <b>screws</b> anchoring [src] before removing the drapes.</span>")
return TRUE
. = TRUE
if(!I.tool_start_check(src, user, 0))
return
@@ -187,21 +181,16 @@
WIRECUTTER_ATTEMPT_DISMANTLE_MESSAGE
if(I.use_tool(src,user, 5 SECONDS, volume = I.tool_volume))
WIRECUTTER_DISMANTLE_SUCCESS_MESSAGE
var/obj/structure/curtain/assembly/new_assembly = new /obj/structure/curtain/assembly(loc, 1)
new_assembly.assembled = TRUE
assembled = FALSE
update_appearance()
new /obj/item/stack/sheet/cloth(loc, 2)
qdel(src)
return
return
WIRECUTTER_ATTEMPT_DISMANTLE_MESSAGE
if(I.use_tool(src, user, 5 SECONDS, volume = I.tool_volume))
WIRECUTTER_DISMANTLE_SUCCESS_MESSAGE
deconstruct()
/obj/structure/curtain/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/cloth(loc, 2)
new /obj/item/stack/rods(loc, 1)
if(assembled)
new /obj/item/stack/sheet/cloth(loc, 2)
new /obj/item/stack/rods(loc, 2)
qdel(src)
/obj/structure/curtain/black