Fully refactors Chairs, Stools & Beds. Adds a few fun bits

This commit is contained in:
Purpose
2018-09-14 18:40:42 +01:00
parent e340389c49
commit efbcd54cf2
107 changed files with 2210 additions and 2053 deletions

View File

@@ -71,13 +71,16 @@
buckled_mob.clear_alert("buckled")
buckled_mob = null
post_buckle_mob(.)
post_unbuckle_mob(.)
//Handle any extras after buckling/unbuckling
//Called on buckle_mob() and unbuckle_mob()
/atom/movable/proc/post_buckle_mob(mob/living/M)
return
//same but for unbuckle
/atom/movable/proc/post_unbuckle_mob(mob/living/M)
return
//Wrapper procs that handle sanity and user feedback
/atom/movable/proc/user_buckle_mob(mob/living/M, mob/user)

View File

@@ -94,7 +94,7 @@ var/global/list/datum/stack_recipe/tranquillite_recipes = list ( \
)
var/global/list/datum/stack_recipe/abductor_recipes = list ( \
new/datum/stack_recipe("alien bed", /obj/structure/stool/bed/abductor, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("alien bed", /obj/structure/bed/abductor, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("alien locker", /obj/structure/closet/abductor, 1, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("alien table frame", /obj/structure/table_frame/abductor, 1, time = 15, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("alien airlock assembly", /obj/structure/door_assembly/door_assembly_abductor, 4, time = 20, one_per_turf = 1, on_floor = 1), \

View File

@@ -14,32 +14,32 @@
* Metal
*/
var/global/list/datum/stack_recipe/metal_recipes = list(
new /datum/stack_recipe("stool", /obj/structure/stool, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("chair", /obj/structure/stool/bed/chair, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (middle)", /obj/structure/stool/bed/chair/sofa, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (left)", /obj/structure/stool/bed/chair/sofa/left, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (right)", /obj/structure/stool/bed/chair/sofa/right, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (corner)", /obj/structure/stool/bed/chair/sofa/corner, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("barber chair", /obj/structure/stool/bed/chair/barber, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("wheelchair", /obj/structure/stool/bed/chair/wheelchair, 15, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("bed", /obj/structure/stool/bed, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("psychiatrist bed", /obj/structure/stool/psychbed, 5, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("stool", /obj/structure/chair/stool, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("chair", /obj/structure/chair, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (middle)", /obj/structure/chair/sofa, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (left)", /obj/structure/chair/sofa/left, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (right)", /obj/structure/chair/sofa/right, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (corner)", /obj/structure/chair/sofa/corner, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("barber chair", /obj/structure/chair/barber, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("wheelchair", /obj/structure/chair/wheelchair, 15, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("bed", /obj/structure/bed, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("psychiatrist bed", /obj/structure/bed/psych, 5, one_per_turf = 1, on_floor = 1),
null,
new /datum/stack_recipe_list("office chairs",list(
new /datum/stack_recipe("dark office chair", /obj/structure/stool/bed/chair/office/dark, 5, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("light office chair", /obj/structure/stool/bed/chair/office/light, 5, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("dark office chair", /obj/structure/chair/office/dark, 5, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("light office chair", /obj/structure/chair/office/light, 5, one_per_turf = 1, on_floor = 1),
)),
new /datum/stack_recipe_list("comfy chairs", list(
new /datum/stack_recipe("beige comfy chair", /obj/structure/stool/bed/chair/comfy/beige, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("black comfy chair", /obj/structure/stool/bed/chair/comfy/black, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("brown comfy chair", /obj/structure/stool/bed/chair/comfy/brown, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("lime comfy chair", /obj/structure/stool/bed/chair/comfy/lime, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("teal comfy chair", /obj/structure/stool/bed/chair/comfy/teal, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("red comfy chair", /obj/structure/stool/bed/chair/comfy/red, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("blue comfy chair", /obj/structure/stool/bed/chair/comfy/blue, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("purple comfy chair", /obj/structure/stool/bed/chair/comfy/purp, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("green comfy chair", /obj/structure/stool/bed/chair/comfy/green, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("beige comfy chair", /obj/structure/chair/comfy/beige, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("black comfy chair", /obj/structure/chair/comfy/black, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("brown comfy chair", /obj/structure/chair/comfy/brown, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("lime comfy chair", /obj/structure/chair/comfy/lime, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("teal comfy chair", /obj/structure/chair/comfy/teal, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("red comfy chair", /obj/structure/chair/comfy/red, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("blue comfy chair", /obj/structure/chair/comfy/blue, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("purple comfy chair", /obj/structure/chair/comfy/purp, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("green comfy chair", /obj/structure/chair/comfy/green, 2, one_per_turf = 1, on_floor = 1),
)),
null,
@@ -161,12 +161,12 @@ var/global/list/datum/stack_recipe/wood_recipes = list(
new /datum/stack_recipe("wooden sandals", /obj/item/clothing/shoes/sandal, 1),
new /datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20),
new /datum/stack_recipe("wood table frame", /obj/structure/table_frame/wood, 2, time = 10), \
new /datum/stack_recipe("wooden chair", /obj/structure/stool/bed/chair/wood/normal, 3, time = 10, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("wooden chair", /obj/structure/chair/wood/normal, 3, time = 10, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("wooden barricade", /obj/structure/barricade/wooden, 5, time = 50, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("bookcase", /obj/structure/bookcase, 5, time = 50, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("dresser", /obj/structure/dresser, 30, time = 50, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("drying rack", /obj/machinery/smartfridge/drying_rack, 10, time = 15, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("dog bed", /obj/structure/stool/bed/dogbed, 10, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("dog bed", /obj/structure/bed/dogbed, 10, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40),
new /datum/stack_recipe("wooden door", /obj/structure/mineral_door/wood, 10, time = 20, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1),

View File

@@ -98,8 +98,8 @@
if(usr.buckled && isobj(usr.buckled) && !usr.buckled.anchored )
spawn(0)
var/obj/structure/stool/bed/chair/C = null
if(istype(usr.buckled, /obj/structure/stool/bed/chair))
var/obj/structure/chair/C = null
if(istype(usr.buckled, /obj/structure/chair))
C = usr.buckled
var/obj/B = usr.buckled
var/movementdirection = turn(direction,180)

View File

@@ -1,4 +1,4 @@
/obj/structure/stool/bed/chair/e_chair
/obj/structure/chair/e_chair
name = "electric chair"
desc = "Looks absolutely SHOCKING!"
icon_state = "echair0"
@@ -6,9 +6,9 @@
var/last_time = 1.0
var/delay_time = 50
/obj/structure/stool/bed/chair/e_chair/New()
/obj/structure/chair/e_chair/New()
..()
overlays += image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir)
overlays += image('icons/obj/chairs.dmi', src, "echair_over", MOB_LAYER + 1, dir)
spawn(2)
if(isnull(part)) //This e-chair was not custom built
part = new(src)
@@ -19,11 +19,10 @@
part2.master = part
part.part1 = part1
part.part2 = part2
return
/obj/structure/stool/bed/chair/e_chair/attackby(obj/item/W as obj, mob/user as mob, params)
/obj/structure/chair/e_chair/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/wrench))
var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(loc)
var/obj/structure/chair/C = new /obj/structure/chair(loc)
playsound(loc, W.usesound, 50, 1)
C.dir = dir
part.loc = loc
@@ -31,9 +30,8 @@
part = null
qdel(src)
return
return
/obj/structure/stool/bed/chair/e_chair/verb/activate_e_chair()
/obj/structure/chair/e_chair/verb/activate_e_chair()
set name = "Activate Electric Chair"
set category = "Object"
set src in oview(1)
@@ -44,15 +42,13 @@
return
to_chat(usr, "<span class='notice'>You activate \the [src].</span>")
shock()
return
/obj/structure/stool/bed/chair/e_chair/rotate()
/obj/structure/chair/e_chair/rotate()
..()
overlays.Cut()
overlays += image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir) //there's probably a better way of handling this, but eh. -Pete
return
overlays += image('icons/obj/chairs.dmi', src, "echair_over", MOB_LAYER + 1, dir) //there's probably a better way of handling this, but eh. -Pete
/obj/structure/stool/bed/chair/e_chair/proc/shock()
/obj/structure/chair/e_chair/proc/shock()
if(last_time + delay_time > world.time)
return
last_time = world.time

View File

@@ -1,6 +1,6 @@
//Alium nests. Essentially beds with an unbuckle delay that only aliums can buckle mobs to.
/obj/structure/stool/bed/nest
/obj/structure/bed/nest
name = "alien nest"
desc = "It's a gruesome pile of thick, sticky resin shaped like a nest."
icon = 'icons/mob/alien.dmi'
@@ -9,11 +9,11 @@
var/image/nest_overlay
comfort = 0
/obj/structure/stool/bed/nest/New()
/obj/structure/bed/nest/New()
nest_overlay = image('icons/mob/alien.dmi', "nestoverlay", layer=MOB_LAYER - 0.2)
return ..()
/obj/structure/stool/bed/nest/user_unbuckle_mob(mob/living/user)
/obj/structure/bed/nest/user_unbuckle_mob(mob/living/user)
if(buckled_mob && buckled_mob.buckled == src)
var/mob/living/M = buckled_mob
@@ -47,7 +47,7 @@
add_fingerprint(user)
/obj/structure/stool/bed/nest/user_buckle_mob(mob/living/M, mob/living/user)
/obj/structure/bed/nest/user_buckle_mob(mob/living/M, mob/living/user)
if( !ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.restrained() || usr.stat || M.buckled || istype(user, /mob/living/silicon/pai) )
return
@@ -65,7 +65,7 @@
"<span class='italics'>You hear squelching...</span>")
/obj/structure/stool/bed/nest/post_buckle_mob(mob/living/M)
/obj/structure/bed/nest/post_buckle_mob(mob/living/M)
if(M == buckled_mob)
M.pixel_y = 0
M.pixel_x = initial(M.pixel_x) + 2
@@ -77,7 +77,7 @@
M.layer = initial(M.layer)
overlays -= nest_overlay
/obj/structure/stool/bed/nest/attackby(obj/item/W as obj, mob/user as mob, params)
/obj/structure/bed/nest/attackby(obj/item/W as obj, mob/user as mob, params)
user.changeNext_move(CLICK_CD_MELEE)
var/aforce = W.force
health = max(0, health - aforce)
@@ -85,8 +85,7 @@
visible_message("<span class='warning'>[user] hits [src] with [W]!</span>", 1)
healthcheck()
/obj/structure/stool/bed/nest/proc/healthcheck()
if(health <=0)
density = 0
/obj/structure/bed/nest/proc/healthcheck()
if(health <= 0)
density = FALSE
qdel(src)
return

View File

@@ -2,59 +2,52 @@
* Contains:
* Beds
* Roller beds
* Dog Beds
*/
/*
* Beds
*/
/obj/structure/stool/bed
/obj/structure/bed
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon = 'icons/obj/objects.dmi'
icon_state = "bed"
can_buckle = 1
buckle_lying = 1
can_buckle = TRUE
anchored = TRUE
buckle_lying = TRUE
burn_state = FLAMMABLE
burntime = 30
buildstackamount = 2
var/movable = 0 // For mobility checks
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 2
buckle_offset = -6
var/comfort = 2 //defualt comfort
var/comfort = 2 // default comfort
/obj/structure/stool/bed/MouseDrop(atom/over_object)
..(over_object, skip_fucking_stool_shit = 1)
/obj/structure/stool/psychbed
/obj/structure/bed/psych
name = "psych bed"
desc = "For prime comfort during psychiatric evaluations."
icon_state = "psychbed"
buildstackamount = 5
can_buckle = 1
buckle_lying = 1
can_buckle = TRUE
buckle_lying = TRUE
/obj/structure/stool/bed/dogbed
name = "dog bed"
icon_state = "dogbed"
desc = "A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off."
anchored = 0
buildstackamount = 10
buildstacktype = /obj/item/stack/sheet/wood
buckle_offset = 0
comfort = 0.5
/obj/structure/stool/bed/dogbed/ian
name = "Ian's bed"
desc = "Ian's bed! Looks comfy."
anchored = 1
/obj/structure/stool/bed/alien
/obj/structure/bed/alien
name = "resting contraption"
desc = "This looks similar to contraptions from Earth. Could aliens be stealing our technology?"
icon_state = "abed"
comfort = 0.3
/obj/structure/stool/bed/proc/handle_rotation()
/obj/structure/bed/proc/handle_rotation()
return
/obj/structure/stool/bed/attack_animal(mob/living/simple_animal/user)
/obj/structure/bed/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/wrench))
playsound(loc, W.usesound, 50, 1)
new buildstacktype(loc, buildstackamount)
qdel(src)
/obj/structure/bed/attack_animal(mob/living/simple_animal/user)
if(user.environment_smash)
user.do_attack_animation(src)
visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
@@ -64,15 +57,16 @@
/*
* Roller beds
*/
/obj/structure/stool/bed/roller
/obj/structure/bed/roller
name = "roller bed"
icon = 'icons/obj/rollerbed.dmi'
icon_state = "down"
burn_state = FIRE_PROOF
anchored = 0
anchored = FALSE
comfort = 1
/obj/structure/stool/bed/roller/attackby(obj/item/W as obj, mob/user as mob, params)
/obj/structure/bed/roller/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/roller_holder))
if(buckled_mob)
user_unbuckle_mob(user)
@@ -80,15 +74,14 @@
user.visible_message("<span class='notice'>[user] collapses \the [name].</span>", "<span class='notice'>You collapse \the [name].</span>")
new/obj/item/roller(get_turf(src))
qdel(src)
return
/obj/structure/stool/bed/roller/post_buckle_mob(mob/living/M)
/obj/structure/bed/roller/post_buckle_mob(mob/living/M)
if(M == buckled_mob)
density = 1
density = TRUE
icon_state = "up"
M.pixel_y = initial(M.pixel_y)
else
density = 0
density = FALSE
icon_state = "down"
M.pixel_x = M.get_standard_pixel_x_offset(M.lying)
M.pixel_y = M.get_standard_pixel_y_offset(M.lying)
@@ -101,7 +94,7 @@
w_class = WEIGHT_CLASS_BULKY // Can't be put in backpacks.
/obj/item/roller/attack_self(mob/user)
var/obj/structure/stool/bed/roller/R = new /obj/structure/stool/bed/roller(user.loc)
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
R.add_fingerprint(user)
qdel(src)
@@ -113,7 +106,7 @@
forceMove(RH)
RH.held = src
/obj/structure/stool/bed/roller/MouseDrop(over_object, src_location, over_location)
/obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location)
..()
if(over_object == usr && Adjacent(usr) && (in_range(src, usr) || usr.contents.Find(src)))
if(!ishuman(usr))
@@ -123,7 +116,6 @@
usr.visible_message("<span class='notice'>[usr] collapses \the [name].</span>", "<span class='notice'>You collapse \the [name].</span>")
new/obj/item/roller(get_turf(src))
qdel(src)
return
/obj/item/roller_holder
name = "roller bed rack"
@@ -139,9 +131,37 @@
/obj/item/roller_holder/attack_self(mob/user as mob)
if(!held)
to_chat(user, "<span class='info'> The rack is empty.</span>")
return
to_chat(user, "<span class='notice'>You deploy the roller bed.</span>")
var/obj/structure/stool/bed/roller/R = new /obj/structure/stool/bed/roller(user.loc)
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
R.add_fingerprint(user)
QDEL_NULL(held)
/*
* Dog beds
*/
/obj/structure/bed/dogbed
name = "dog bed"
icon_state = "dogbed"
desc = "A comfy-looking dog bed. You can even strap your pet in, just in case the gravity turns off."
anchored = FALSE
buildstackamount = 10
buildstacktype = /obj/item/stack/sheet/wood
buckle_offset = 0
comfort = 0.5
/obj/structure/bed/dogbed/ian
name = "Ian's bed"
desc = "Ian's bed! Looks comfy."
anchored = TRUE
/obj/structure/bed/dogbed/renault
desc = "Renault's bed! Looks comfy. A foxy person needs a foxy pet."
name = "Renault's bed"
anchored = TRUE
/obj/structure/bed/dogbed/runtime
desc = "A comfy-looking cat bed. You can even strap your pet in, in case the gravity turns off."
name = "Runtime's bed"
anchored = TRUE

View File

@@ -1,62 +1,100 @@
/obj/structure/stool/bed/chair //YES, chairs are a type of bed, which are a type of stool. This works, believe me. -Pete
/obj/structure/chair // fuck you Pete
name = "chair"
desc = "You sit in this. Either by will or force."
icon = 'icons/obj/chairs.dmi'
icon_state = "chair"
buckle_lying = 0 //you sit in a chair, not lay
layer = OBJ_LAYER
can_buckle = TRUE
buckle_lying = FALSE // you sit in a chair, not lay
anchored = TRUE
burn_state = FIRE_PROOF
buildstackamount = 1
buckle_offset = 0
var/propelled = 0 // Check for fire-extinguisher-driven chairs
comfort = 0
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 1
var/item_chair = /obj/item/chair // if null it can't be picked up
var/movable = FALSE // For mobility checks
var/propelled = FALSE // Check for fire-extinguisher-driven chairs
var/comfort = 0
/obj/structure/stool/bed/chair/New()
/obj/structure/chair/New()
..()
spawn(3) //sorry. i don't think there's a better way to do this.
handle_rotation()
return
/obj/structure/stool/bed/chair/narsie_act()
/obj/structure/chair/narsie_act()
if(prob(20))
var/obj/structure/stool/bed/chair/wood/W = new/obj/structure/stool/bed/chair/wood(get_turf(src))
W.dir = dir
var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
W.setDir(dir)
qdel(src)
/obj/structure/stool/bed/chair/Move(atom/newloc, direct)
/obj/structure/chair/Move(atom/newloc, direct)
..()
handle_rotation()
/obj/structure/stool/bed/chair/attackby(obj/item/W as obj, mob/user as mob, params)
..()
/obj/structure/chair/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/assembly/shock_kit))
var/obj/item/assembly/shock_kit/SK = W
if(!SK.status)
to_chat(user, "<span class='notice'>[SK] is not ready to be attached!</span>")
return
user.drop_item()
var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
var/obj/structure/chair/e_chair/E = new /obj/structure/chair/e_chair(src.loc)
playsound(src.loc, W.usesound, 50, 1)
E.dir = dir
E.part = SK
SK.loc = E
SK.master = E
qdel(src)
if(istype(W, /obj/item/wrench))
playsound(loc, W.usesound, 50, 1)
new buildstacktype(loc, buildstackamount)
qdel(src)
/obj/structure/stool/bed/chair/attack_tk(mob/user as mob)
/obj/structure/chair/MouseDrop(over_object, src_location, over_location)
. = ..()
if(over_object == usr && Adjacent(usr))
if(!item_chair || has_buckled_mobs())
return
if(usr.incapacitated())
to_chat(usr, "<span class='warning'>You can't do that right now!</span>")
return
usr.visible_message("<span class='notice'>[usr] grabs \the [src.name].</span>", "<span class='notice'>You grab \the [src.name].</span>")
var/C = new item_chair(loc)
usr.put_in_hands(C)
qdel(src)
/obj/structure/chair/attack_tk(mob/user as mob)
if(buckled_mob)
..()
else
rotate()
return
/obj/structure/stool/bed/chair/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
if(src.dir == NORTH)
src.layer = FLY_LAYER
else
src.layer = OBJ_LAYER
/obj/structure/chair/proc/handle_rotation(direction) //making this into a seperate proc so office chairs can call it on Move()
handle_layer()
if(buckled_mob)
buckled_mob.dir = dir
/obj/structure/stool/bed/chair/verb/rotate()
/obj/structure/chair/proc/handle_layer()
if(buckled_mob && dir == NORTH)
layer = FLY_LAYER
else
layer = OBJ_LAYER
/obj/structure/chair/post_buckle_mob(mob/living/M)
. = ..()
handle_layer()
/obj/structure/chair/post_unbuckle_mob()
. = ..()
handle_layer()
/obj/structure/chair/setDir(newdir)
..()
handle_rotation(newdir)
/obj/structure/chair/verb/rotate()
set name = "Rotate Chair"
set category = "Object"
set src in oview(1)
@@ -72,7 +110,7 @@
setDir(turn(dir, 90))
handle_rotation()
/obj/structure/stool/bed/chair/AltClick(mob/user)
/obj/structure/chair/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
@@ -81,27 +119,27 @@
rotate()
// Chair types
/obj/structure/stool/bed/chair/wood
/obj/structure/chair/wood
burn_state = FLAMMABLE
burntime = 20
buildstackamount = 3
buildstacktype = /obj/item/stack/sheet/wood
// TODO: Special ash subtype that looks like charred chair legs
item_chair = /obj/item/chair/wood
/obj/structure/stool/bed/chair/wood/narsie_act()
/obj/structure/chair/wood/narsie_act()
return
/obj/structure/stool/bed/chair/wood/normal
/obj/structure/chair/wood/normal
icon_state = "wooden_chair"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
/obj/structure/stool/bed/chair/wood/wings
/obj/structure/chair/wood/wings
icon_state = "wooden_chair_wings"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
/obj/structure/stool/bed/chair/comfy
/obj/structure/chair/comfy
name = "comfy chair"
desc = "It looks comfy."
icon_state = "comfychair"
@@ -109,55 +147,69 @@
burn_state = FLAMMABLE
burntime = 30
buildstackamount = 2
item_chair = null
var/image/armrest = null
/obj/structure/stool/bed/chair/comfy/New()
armrest = image("icons/obj/objects.dmi", "comfychair_armrest")
armrest.layer = MOB_LAYER + 0.1
/obj/structure/chair/comfy/New()
armrest = image("icons/obj/chairs.dmi", "comfychair_armrest")
armrest.layer = ABOVE_MOB_LAYER
return ..()
/obj/structure/stool/bed/chair/comfy/post_buckle_mob(mob/living/M)
/obj/structure/chair/comfy/Destroy()
QDEL_NULL(armrest)
return ..()
/obj/structure/chair/comfy/post_buckle_mob(mob/living/M)
..()
if(buckled_mob)
overlays += armrest
else
overlays -= armrest
/obj/structure/stool/bed/chair/comfy/brown
/obj/structure/chair/comfy/post_unbuckle_mob(mob/living/M)
..()
if(buckled_mob)
overlays -= armrest
else
overlays += armrest
/obj/structure/chair/comfy/brown
color = rgb(141,70,0)
/obj/structure/stool/bed/chair/comfy/red
/obj/structure/chair/comfy/red
color = rgb(218,2,10)
/obj/structure/stool/bed/chair/comfy/teal
/obj/structure/chair/comfy/teal
color = rgb(0,234,250)
/obj/structure/stool/bed/chair/comfy/black
/obj/structure/chair/comfy/black
color = rgb(60,60,60)
/obj/structure/stool/bed/chair/comfy/green
/obj/structure/chair/comfy/green
color = rgb(1,196,8)
/obj/structure/stool/bed/chair/comfy/purp
/obj/structure/chair/comfy/purp
color = rgb(112,2,176)
/obj/structure/stool/bed/chair/comfy/blue
/obj/structure/chair/comfy/blue
color = rgb(2,9,210)
/obj/structure/stool/bed/chair/comfy/beige
/obj/structure/chair/comfy/beige
color = rgb(255,253,195)
/obj/structure/stool/bed/chair/comfy/lime
/obj/structure/chair/comfy/lime
color = rgb(255,251,0)
/obj/structure/stool/bed/chair/office
anchored = 0
movable = 1
/obj/structure/chair/office
anchored = FALSE
movable = TRUE
item_chair = null
buildstackamount = 5
/obj/structure/stool/bed/chair/office/Bump(atom/A)
/obj/structure/chair/office/Bump(atom/A)
..()
if(!buckled_mob) return
if(!buckled_mob)
return
if(propelled)
var/mob/living/occupant = buckled_mob
@@ -175,25 +227,190 @@
victim.take_organ_damage(10)
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
/obj/structure/stool/bed/chair/office/light
/obj/structure/chair/office/light
icon_state = "officechair_white"
/obj/structure/stool/bed/chair/office/dark
/obj/structure/chair/office/dark
icon_state = "officechair_dark"
/obj/structure/stool/bed/chair/barber
/obj/structure/chair/barber
icon_state = "barber_chair"
buildstackamount = 1
item_chair = null
/obj/structure/stool/bed/chair/sofa
// Sofas
/obj/structure/chair/sofa
name = "sofa"
icon_state = "sofamiddle"
anchored = 1
anchored = TRUE
item_chair = null
buildstackamount = 1
/obj/structure/stool/bed/chair/sofa/left
/obj/structure/chair/sofa/left
icon_state = "sofaend_left"
/obj/structure/stool/bed/chair/sofa/right
/obj/structure/chair/sofa/right
icon_state = "sofaend_right"
/obj/structure/stool/bed/chair/sofa/corner
/obj/structure/chair/sofa/corner
icon_state = "sofacorner"
/obj/structure/chair/stool
name = "stool"
desc = "Apply butt."
icon_state = "stool"
can_buckle = FALSE
item_chair = /obj/item/chair/stool
/obj/structure/chair/stool/bar
name = "bar stool"
desc = "It has some unsavory stains on it..."
icon_state = "bar"
item_chair = /obj/item/chair/stool/bar
/obj/structure/chair/stool/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if(prob(70))
new buildstacktype(loc, buildstackamount)
qdel(src)
return
if(3.0)
if(prob(50))
new buildstacktype(loc, buildstackamount)
qdel(src)
return
/obj/structure/chair/stool/blob_act()
if(prob(75))
new buildstacktype(loc, buildstackamount)
qdel(src)
/obj/item/chair
name = "chair"
desc = "Bar brawl essential."
icon = 'icons/obj/chairs.dmi'
icon_state = "chair_toppled"
item_state = "chair"
lefthand_file = 'icons/mob/inhands/chairs_lefthand.dmi'
righthand_file = 'icons/mob/inhands/chairs_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
force = 8
throwforce = 10
throw_range = 3
hitsound = 'sound/items/trayhit1.ogg'
hit_reaction_chance = 50
materials = list(MAT_METAL = 2000)
var/break_chance = 5 //Likely hood of smashing the chair.
var/obj/structure/chair/origin_type = /obj/structure/chair
/obj/item/chair/stool
name = "stool"
icon = 'icons/obj/chairs.dmi'
icon_state = "stool_toppled"
item_state = "stool"
force = 10
throwforce = 10
w_class = WEIGHT_CLASS_HUGE
origin_type = /obj/structure/chair/stool
break_chance = 0 //It's too sturdy.
var/obj/structure/chair/stool/origin = null
/obj/item/chair/stool/bar
name = "bar stool"
icon_state = "bar_toppled"
item_state = "stool_bar"
origin_type = /obj/structure/chair/stool/bar
/obj/item/chair/attack_self(mob/user)
plant(user)
/obj/item/chair/proc/plant(mob/user)
for(var/obj/A in get_turf(loc))
if(istype(A, /obj/structure/chair))
to_chat(user, "<span class='danger'>There is already a chair here.</span>")
return
user.visible_message("<span class='notice'>[user] rights \the [src.name].</span>", "<span class='notice'>You right \the [name].</span>")
var/obj/structure/chair/C = new origin_type(get_turf(loc))
C.setDir(dir)
qdel(src)
/obj/item/chair/proc/smash(mob/living/user)
var/stack_type = initial(origin_type.buildstacktype)
if(!stack_type)
return
var/remaining_mats = initial(origin_type.buildstackamount)
remaining_mats-- //Part of the chair was rendered completely unusable. It magically dissapears. Maybe make some dirt?
if(remaining_mats)
for(var/M=1 to remaining_mats)
new stack_type(get_turf(loc))
qdel(src)
/obj/item/chair/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
return 1
return 0
/obj/item/chair/afterattack(atom/target, mob/living/carbon/user, proximity)
..()
if(!proximity)
return
if(prob(break_chance))
user.visible_message("<span class='danger'>[user] smashes \the [src] to pieces against \the [target]</span>")
if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.health < C.maxHealth*0.5)
C.apply_effect(6, STUN, 0)
C.apply_effect(6, WEAKEN, 0)
C.apply_effect(6, STUTTER, 0)
playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
smash(user)
/obj/item/chair/stool/attack_self(mob/user as mob)
..()
origin.loc = get_turf(src)
user.unEquip(src)
user.visible_message("<span class='notice'>[user] puts [src] down.</span>", "<span class='notice'>You put [src] down.</span>")
qdel(src)
/obj/item/chair/stool/attack(mob/M as mob, mob/user as mob)
if(prob(5) && istype(M,/mob/living))
user.visible_message("<span class='danger'>[user] breaks [src] over [M]'s back!.</span>")
user.unEquip(src)
var/obj/item/stack/sheet/metal/m = new/obj/item/stack/sheet/metal
m.loc = get_turf(src)
qdel(src)
var/mob/living/T = M
T.Weaken(5)
return
..()
/obj/item/chair/wood
name = "wooden chair"
icon_state = "wooden_chair_toppled"
item_state = "woodenchair"
resistance_flags = FLAMMABLE
max_integrity = 70
hitsound = 'sound/weapons/genhit1.ogg'
origin_type = /obj/structure/chair/wood
materials = null
break_chance = 50
/obj/item/chair/wood/narsie_act()
return
/obj/item/chair/wood/wings
icon_state = "wooden_chair_wings_toppled"
origin_type = /obj/structure/chair/wood/wings
/obj/structure/chair/old
name = "strange chair"
desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
icon_state = "chairold"
item_chair = null

View File

@@ -1,77 +0,0 @@
/obj/structure/stool
name = "stool"
desc = "Apply butt."
icon = 'icons/obj/objects.dmi'
icon_state = "stool"
anchored = 1.0
var/buildstackamount = 1
var/buildstacktype = /obj/item/stack/sheet/metal
/obj/structure/stool/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if(prob(70))
new buildstacktype(loc, buildstackamount)
qdel(src)
return
if(3.0)
if(prob(50))
new buildstacktype(loc, buildstackamount)
qdel(src)
return
return
/obj/structure/stool/blob_act()
if(prob(75))
new buildstacktype(loc, buildstackamount)
qdel(src)
/obj/structure/stool/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/wrench))
playsound(loc, W.usesound, 50, 1)
new buildstacktype(loc, buildstackamount)
qdel(src)
/obj/structure/stool/MouseDrop(atom/over_object, src_location, over_location, src_control, over_control, params, skip_fucking_stool_shit = 0)
if(skip_fucking_stool_shit)
return ..(over_object)
if(istype(over_object, /mob/living/carbon/human))
var/mob/living/carbon/human/H = over_object
if(H==usr && !H.restrained() && !H.stat && in_range(src, over_object))
var/obj/item/stool/S = new/obj/item/stool()
S.origin = src
loc = S
H.put_in_hands(S)
H.visible_message("<span class='warning'>[H] grabs [src] from the floor!</span>", "<span class='warning'>You grab [src] from the floor!</span>")
/obj/item/stool
name = "stool"
desc = "Uh-hoh, bar is heating up."
icon = 'icons/obj/objects.dmi'
icon_state = "stool"
force = 10
throwforce = 10
w_class = WEIGHT_CLASS_HUGE
var/obj/structure/stool/origin = null
/obj/item/stool/attack_self(mob/user as mob)
..()
origin.loc = get_turf(src)
user.unEquip(src)
user.visible_message("<span class='notice'>[user] puts [src] down.</span>", "<span class='notice'>You put [src] down.</span>")
qdel(src)
/obj/item/stool/attack(mob/M as mob, mob/user as mob)
if(prob(5) && istype(M,/mob/living))
user.visible_message("<span class='danger'>[user] breaks [src] over [M]'s back!.</span>")
user.unEquip(src)
var/obj/item/stack/sheet/metal/m = new/obj/item/stack/sheet/metal
m.loc = get_turf(src)
qdel(src)
var/mob/living/T = M
T.Weaken(5)
return
..()

View File

@@ -1,21 +1,19 @@
/obj/structure/stool/bed/chair/wheelchair
/obj/structure/chair/wheelchair
name = "wheelchair"
desc = "You sit in this. Either by will or force."
icon = 'icons/obj/objects.dmi'
icon_state = "wheelchair"
anchored = 0
movable = 1
anchored = FALSE
movable = TRUE
var/move_delay = null
/obj/structure/stool/bed/chair/wheelchair/handle_rotation()
/obj/structure/chair/wheelchair/handle_rotation()
overlays = null
var/image/O = image(icon = icon, icon_state = "[icon_state]_overlay", layer = FLY_LAYER, dir = src.dir)
overlays += O
if(buckled_mob)
buckled_mob.dir = dir
/obj/structure/stool/bed/chair/wheelchair/relaymove(mob/user, direction)
/obj/structure/chair/wheelchair/relaymove(mob/user, direction)
if(propelled)
return 0
@@ -67,9 +65,11 @@
else
. = 1
/obj/structure/stool/bed/chair/wheelchair/Bump(atom/A)
/obj/structure/chair/wheelchair/Bump(atom/A)
..()
if(!buckled_mob) return
if(!buckled_mob)
return
if(istype(A, /obj/machinery/door))
A.Bumped(buckled_mob)
@@ -93,14 +93,14 @@
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
/obj/structure/stool/bed/chair/wheelchair/bike
/obj/structure/chair/wheelchair/bike
name = "bicycle"
desc = "Two wheels of FURY!"
//placeholder until i get a bike sprite
icon = 'icons/vehicles/motorcycle.dmi'
icon_state = "motorcycle_4dir"
/obj/structure/stool/bed/chair/wheelchair/bike/relaymove(mob/user, direction)
/obj/structure/chair/wheelchair/bike/relaymove(mob/user, direction)
if(propelled)
return 0