/* Table Frames * Contains: * Frames * Wooden Frames */ /* * Normal Frames */ /obj/structure/table_frame name = "table frame" desc = "Four metal legs with four framing rods for a table. You could easily pass through this." icon_state = "table_frame" layer = PROJECTILE_HIT_THRESHHOLD_LAYER max_integrity = 100 ///The resource dropped when the table frame is destroyed or deconstructed var/framestack = /obj/item/stack/rods ///How many of framestack resource are dropped var/framestackamount = 2 ///How long the table takes to make var/construction_time = 5 SECONDS ///What stacks can be used to make the table, and if it will result in a unique table var/list/restrict_table_types = list() //ex: list(/obj/item/stack/tile/carpet = /obj/structure/table/wood/poker, /obj/item/stack/sheet/wood = /obj/item/stack/sheet/wood::table_type), carpet will make poker table, wood will result in standard table_type. If the list is empty, any material can be used for its default table_type. /obj/structure/table_frame/item_interaction(mob/living/user, obj/item/I, list/modifiers) if(try_make_table(I, user)) return ITEM_INTERACT_COMPLETE return ..() ///Try to make a table with the item used to attack. FALSE if you can't make a table and should attack. TRUE does not necessarily mean a table was made. /obj/structure/table_frame/proc/try_make_table(obj/item/stack/stack, mob/user) if(!istype(stack)) return FALSE var/obj/structure/table/new_table_type = stack.table_type if(length(restrict_table_types)) var/valid_stack_type = FALSE for(var/obj/item/stack/current_stack as anything in restrict_table_types) if(istype(stack, current_stack)) new_table_type = restrict_table_types[current_stack] valid_stack_type = TRUE break if(!valid_stack_type) return FALSE if(!new_table_type) return FALSE if(stack.get_amount() < 1) to_chat(user, "You need at least one sheet of [stack] to do this!") return TRUE to_chat(user, "You start adding [stack] to [src]...") if(!do_after(user, construction_time, target = src)) return TRUE if(!stack.use(1)) to_chat(user, "You need at least one sheet of [stack] to do this!") return TRUE var/obj/structure/table/table_already_there = locate(/obj/structure/table) in get_turf(src) if(table_already_there) //check again after to make sure one wasnt added since to_chat(user, "There is already [table_already_there] here.") return TRUE if(!istype(new_table_type, /obj/structure/table)) //if its something unique, skip the table parts new new_table_type(loc) qdel(src) return TRUE make_new_table(new_table_type) return TRUE /obj/structure/table_frame/wrench_act(mob/user, obj/item/I) . = TRUE if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return TOOL_ATTEMPT_DISMANTLE_MESSAGE if(I.use_tool(src, user, 30, volume = I.tool_volume)) TOOL_DISMANTLE_SUCCESS_MESSAGE for(var/i = 1, i <= framestackamount, i++) new framestack(get_turf(src)) qdel(src) /obj/structure/table_frame/proc/make_new_table(table_type) //makes sure the new table made retains what we had as a frame var/obj/structure/table/T = new table_type(loc) T.frame = type T.framestack = framestack T.framestackamount = framestackamount qdel(src) /obj/structure/table_frame/deconstruct(disassembled = TRUE) new framestack(get_turf(src), framestackamount) qdel(src) /obj/structure/table_frame/narsie_act() new /obj/structure/table_frame/wood(loc) qdel(src) /* * Wooden Frames */ /obj/structure/table_frame/wood name = "wooden table frame" desc = "Four wooden legs with four framing wooden rods for a wooden table. You could easily pass through this." icon_state = "wood_frame" framestack = /obj/item/stack/sheet/wood resistance_flags = FLAMMABLE restrict_table_types = list(/obj/item/stack/tile/carpet = /obj/structure/table/wood/poker, /obj/item/stack/sheet/wood = /obj/item/stack/sheet/wood::table_type) /obj/structure/table_frame/brass name = "brass table frame" desc = "Four pieces of brass arranged in a square. It's slightly warm to the touch." icon_state = "brass_frame" resistance_flags = FIRE_PROOF | ACID_PROOF density = TRUE anchored = TRUE framestack = /obj/item/stack/tile/brass framestackamount = 1 construction_time = 2 SECONDS restrict_table_types = list(/obj/item/stack/tile/brass = /obj/item/stack/tile/brass::table_type) /obj/structure/table_frame/brass/narsie_act() ..() if(src) //do we still exist? var/previouscolor = color color = "#960000" animate(src, color = previouscolor, time = 8)