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Paradise/code/game/objects/structures/tables_racks.dm
2018-05-19 02:32:34 -04:00

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/* Tables and Racks
* Contains:
* Tables
* Glass Tables
* Wooden Tables
* Reinforced Tables
* Racks
* Rack Parts
*/
/*
* Tables
*/
/obj/structure/table
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'icons/obj/smooth_structures/table.dmi'
icon_state = "table"
density = TRUE
anchored = TRUE
layer = TABLE_LAYER
pass_flags = LETPASSTHROW
climbable = TRUE
max_integrity = 100
integrity_failure = 30
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/table, /obj/structure/table/reinforced)
var/frame = /obj/structure/table_frame
var/framestack = /obj/item/stack/rods
var/buildstack = /obj/item/stack/sheet/metal
var/busy = FALSE
var/buildstackamount = 1
var/framestackamount = 2
var/deconstruction_ready = TRUE
var/flipped = 0
/obj/structure/table/New()
..()
if(flipped)
update_icon()
/obj/structure/table/examine(mob/user)
..()
deconstruction_hints(user)
/obj/structure/table/proc/deconstruction_hints(mob/user)
to_chat(user, "<span class='notice'>The top is <b>screwed</b> on, but the main <b>bolts</b> are also visible.</span>")
/obj/structure/table/update_icon()
if(smooth && !flipped)
icon_state = ""
smooth_icon(src)
smooth_icon_neighbors(src)
if(flipped)
clear_smooth_overlays()
var/type = 0
var/subtype = null
for(var/direction in list(turn(dir,90), turn(dir,-90)) )
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
if(T && T.flipped)
type++
if(type == 1)
subtype = direction == turn(dir,90) ? "-" : "+"
var/base = "table"
if(istype(src, /obj/structure/table/wood))
base = "wood"
if(istype(src, /obj/structure/table/reinforced))
base = "rtable"
icon_state = "[base]flip[type][type == 1 ? subtype : ""]"
return 1
/obj/structure/table/narsie_act()
new /obj/structure/table/wood(loc)
qdel(src)
/obj/structure/table/ratvar_act()
new /obj/structure/table/reinforced/brass(loc)
qdel(src)
/obj/structure/table/attack_hand(mob/living/user)
..()
if(climber)
climber.Weaken(2)
climber.visible_message("<span class='warning'>[climber.name] has been knocked off the table", "You've been knocked off the table", "You see [climber.name] get knocked off the table</span>")
/obj/structure/table/attack_tk() // no telehulk sorry
return
/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0)
if(height == 0)
return 1
if(istype(mover,/obj/item/projectile))
return (check_cover(mover,target))
if(ismob(mover))
var/mob/M = mover
if(M.flying)
return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
if(mover.throwing)
return 1
if(locate(/obj/structure/table) in get_turf(mover))
return 1
if(flipped)
if(get_dir(loc, target) == dir)
return !density
else
return 1
return 0
/obj/structure/table/CanAStarPass(ID, dir, caller)
. = !density
if(ismovableatom(caller))
var/atom/movable/mover = caller
. = . || mover.checkpass(PASSTABLE)
//checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops.
/obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from)
var/turf/cover = flipped ? get_turf(src) : get_step(loc, get_dir(from, loc))
if(get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close
return 1
if(get_turf(P.original) == cover)
var/chance = 20
if(ismob(P.original))
var/mob/M = P.original
if(M.lying)
chance += 20 //Lying down lets you catch less bullets
if(flipped)
if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets
chance += 20
else
return 1 //But only from one side
if(prob(chance))
obj_integrity -= P.damage/2
if(obj_integrity > 0)
visible_message("<span class='warning'>[P] hits \the [src]!</span>")
return 0
else
visible_message("<span class='warning'>[src] breaks down!</span>")
deconstruct(FALSE)
return 1
return 1
/obj/structure/table/CheckExit(atom/movable/O, turf/target)
if(istype(O) && O.checkpass(PASSTABLE))
return 1
if(flipped)
if(get_dir(loc, target) == dir)
return !density
else
return 1
return 1
/obj/structure/table/MouseDrop_T(obj/O, mob/user)
..()
if((!( istype(O, /obj/item) ) || user.get_active_hand() != O))
return
if(isrobot(user))
return
if(!user.drop_item())
return
if(O.loc != src.loc)
step(O, get_dir(O, src))
return
/obj/structure/table/proc/tablepush(obj/item/I, mob/user)
if(get_dist(src, user) < 2)
var/obj/item/grab/G = I
if(G.affecting.buckled)
to_chat(user, "<span class='warning'>[G.affecting] is buckled to [G.affecting.buckled]!</span>")
return 0
if(G.state < GRAB_AGGRESSIVE)
to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
return 0
if(!G.confirm())
return 0
G.affecting.forceMove(get_turf(src))
G.affecting.Weaken(2)
G.affecting.visible_message("<span class='danger'>[G.assailant] pushes [G.affecting] onto [src].</span>", \
"<span class='userdanger'>[G.assailant] pushes [G.affecting] onto [src].</span>")
add_attack_logs(G.assailant, G.affecting, "Pushed onto a table")
qdel(I)
return 1
qdel(I)
/obj/structure/table/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/grab))
tablepush(I, user)
return
if(can_deconstruct)
if(isscrewdriver(I) && deconstruction_ready)
to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
playsound(loc, I.usesound, 50, 1)
if(do_after(user, 20*I.toolspeed, target = src))
deconstruct(TRUE)
return
if(iswrench(I) && deconstruction_ready)
to_chat(user, "<span class='notice'>You start deconstructing [src]...</span>")
playsound(loc, I.usesound, 50, 1)
if(do_after(user, 40*I.toolspeed, target = src))
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
deconstruct(TRUE, 1)
return
if(isrobot(user))
return
if(user.a_intent != INTENT_HARM && !(I.flags & ABSTRACT))
if(user.drop_item())
I.Move(loc)
var/list/click_params = params2list(params)
//Center the icon where the user clicked.
if(!click_params || !click_params["icon-x"] || !click_params["icon-y"])
return
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
I.pixel_x = Clamp(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
I.pixel_y = Clamp(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
else
return ..()
/obj/structure/table/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(can_deconstruct)
var/turf/T = get_turf(src)
new buildstack(T, buildstackamount)
if(!wrench_disassembly)
new frame(T)
else
new framestack(T, framestackamount)
qdel(src)
/obj/structure/table/proc/straight_table_check(direction)
var/obj/structure/table/T
for(var/angle in list(-90,90))
T = locate() in get_step(loc,turn(direction,angle))
if(T && !T.flipped)
return 0
T = locate() in get_step(loc,direction)
if(!T || T.flipped)
return 1
if(istype(T,/obj/structure/table/reinforced/))
if(!T.deconstruction_ready)
return 0
return T.straight_table_check(direction)
/obj/structure/table/verb/do_flip()
set name = "Flip table"
set desc = "Flips a non-reinforced table"
set category = null
set src in oview(1)
if(!can_touch(usr) || ismouse(usr))
return
if(!flip(get_cardinal_dir(usr,src)))
to_chat(usr, "<span class='notice'>It won't budge.</span>")
return
usr.visible_message("<span class='warning'>[usr] flips \the [src]!</span>")
if(climbable)
structure_shaken()
return
/obj/structure/table/proc/do_put()
set name = "Put table back"
set desc = "Puts flipped table back"
set category = "Object"
set src in oview(1)
if(!unflip())
to_chat(usr, "<span class='notice'>It won't budge.</span>")
return
/obj/structure/table/proc/flip(direction)
if(flipped)
return 0
if( !straight_table_check(turn(direction,90)) || !straight_table_check(turn(direction,-90)) )
return 0
verbs -=/obj/structure/table/verb/do_flip
verbs +=/obj/structure/table/proc/do_put
var/list/targets = list(get_step(src,dir),get_step(src,turn(dir, 45)),get_step(src,turn(dir, -45)))
for(var/atom/movable/A in get_turf(src))
if(!A.anchored)
spawn(0)
A.throw_at(pick(targets),1,1)
dir = direction
if(dir != NORTH)
layer = 5
flipped = 1
smooth = SMOOTH_FALSE
flags |= ON_BORDER
for(var/D in list(turn(direction, 90), turn(direction, -90)))
if(locate(/obj/structure/table,get_step(src,D)))
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,D))
T.flip(direction)
update_icon()
return 1
/obj/structure/table/proc/unflip()
if(!flipped)
return 0
var/can_flip = 1
for(var/mob/A in oview(src,0))//loc)
if(istype(A))
can_flip = 0
if(!can_flip)
return 0
verbs -=/obj/structure/table/proc/do_put
verbs +=/obj/structure/table/verb/do_flip
layer = initial(layer)
flipped = 0
smooth = initial(smooth)
flags &= ~ON_BORDER
for(var/D in list(turn(dir, 90), turn(dir, -90)))
if(locate(/obj/structure/table,get_step(src,D)))
var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,D))
T.unflip()
update_icon()
return 1
/*
* Glass Tables
*/
/obj/structure/table/glass
name = "glass table"
desc = "Looks fragile. You should totally flip it. It is begging for it."
icon = 'icons/obj/smooth_structures/glass_table.dmi'
icon_state = "glass_table"
buildstack = /obj/item/stack/sheet/glass
max_integrity = 70
unacidable = 1
canSmoothWith = null
var/list/debris = list()
/obj/structure/table/glass/New()
. = ..()
debris += new frame
debris += new /obj/item/shard
/obj/structure/table/glass/Destroy()
for(var/i in debris)
qdel(i)
. = ..()
/obj/structure/table/glass/Crossed(atom/movable/AM)
. = ..()
if(!can_deconstruct)
return
if(!isliving(AM))
return
// Don't break if they're just flying past
if(AM.throwing)
addtimer(CALLBACK(src, .proc/throw_check, AM), 5)
else
check_break(AM)
/obj/structure/table/glass/proc/throw_check(mob/living/M)
if(M.loc == get_turf(src))
check_break(M)
/obj/structure/table/glass/proc/check_break(mob/living/M)
if(has_gravity(M) && M.mob_size > MOB_SIZE_SMALL)
table_shatter(M)
/obj/structure/table/glass/flip(direction)
deconstruct(FALSE)
/obj/structure/table/glass/proc/table_shatter(mob/living/L)
visible_message("<span class='warning'>[src] breaks!</span>",
"<span class='danger'>You hear breaking glass.</span>")
var/turf/T = get_turf(src)
playsound(T, "shatter", 50, 1)
for(var/I in debris)
var/atom/movable/AM = I
AM.forceMove(T)
debris -= AM
if(istype(AM, /obj/item/shard))
AM.throw_impact(L)
L.Weaken(5)
qdel(src)
/obj/structure/table/glass/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(can_deconstruct)
if(disassembled)
..()
return
else
var/turf/T = get_turf(src)
playsound(T, "shatter", 50, 1)
for(var/X in debris)
var/atom/movable/AM = X
AM.forceMove(T)
debris -= AM
qdel(src)
/obj/structure/table/glass/narsie_act()
color = NARSIE_WINDOW_COLOUR
for(var/obj/item/shard/S in debris)
S.color = NARSIE_WINDOW_COLOUR
/*
* Wooden tables
*/
/obj/structure/table/wood
name = "wooden table"
desc = "Do not apply fire to this. Rumour says it burns easily."
icon = 'icons/obj/smooth_structures/wood_table.dmi'
icon_state = "wood_table"
frame = /obj/structure/table_frame/wood
framestack = /obj/item/stack/sheet/wood
buildstack = /obj/item/stack/sheet/wood
max_integrity = 70
canSmoothWith = list(/obj/structure/table/wood, /obj/structure/table/wood/poker)
burn_state = FLAMMABLE
burntime = 20
/obj/structure/table/wood/narsie_act(total_override = TRUE)
if(!total_override)
..()
/obj/structure/table/wood/poker //No specialties, Just a mapping object.
name = "gambling table"
desc = "A seedy table for seedy dealings in seedy places."
icon = 'icons/obj/smooth_structures/poker_table.dmi'
icon_state = "poker_table"
buildstack = /obj/item/stack/tile/carpet
/obj/structure/table/wood/poker/narsie_act()
..(FALSE)
/*
* Fancy Tables
*/
/obj/structure/table/wood/fancy
name = "fancy table"
desc = "A standard metal table frame covered with an amazingly fancy, patterned cloth."
icon = 'icons/obj/structures.dmi'
icon_state = "fancy_table"
frame = /obj/structure/table_frame
framestack = /obj/item/stack/rods
buildstack = /obj/item/stack/tile/carpet
canSmoothWith = list(/obj/structure/table/wood/fancy, /obj/structure/table/wood/fancy/black)
/obj/structure/table/wood/fancy/New()
icon = 'icons/obj/smooth_structures/fancy_table.dmi' //so that the tables place correctly in the map editor
..()
/obj/structure/table/wood/fancy/black
icon_state = "fancy_table_black"
buildstack = /obj/item/stack/tile/carpet/black
/obj/structure/table/wood/fancy/black/New()
..()
icon = 'icons/obj/smooth_structures/fancy_table_black.dmi' //so that the tables place correctly in the map editor
/*
* Reinforced tables
*/
/obj/structure/table/reinforced
name = "reinforced table"
desc = "A reinforced version of the four legged table."
icon = 'icons/obj/smooth_structures/reinforced_table.dmi'
icon_state = "r_table"
deconstruction_ready = FALSE
buildstack = /obj/item/stack/sheet/plasteel
canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
max_integrity = 200
integrity_failure = 50
armor = list(melee = 10, bullet = 30, laser = 30, energy = 100, bomb = 20, bio = 0, rad = 0)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
to_chat(user, "<span class='notice'>The top cover has been <i>welded</i> loose and the main frame's <b>bolts</b> are exposed.</span>")
else
to_chat(user, "<span class='notice'>The top cover is firmly <b>welded</b> on.</span>")
/obj/structure/table/reinforced/flip(direction)
if(!deconstruction_ready)
return 0
else
return ..()
/obj/structure/table/reinforced/attackby(obj/item/W, mob/user, params)
if(iswelder(W))
var/obj/item/weldingtool/WT = W
if(WT.remove_fuel(0, user))
playsound(loc, W.usesound, 50, 1)
if(deconstruction_ready)
to_chat(user, "<span class='notice'>You start strengthening the reinforced table...</span>")
if (do_after(user, 50*W.toolspeed, target = src))
if(!src || !WT.isOn())
return
to_chat(user, "<span class='notice'>You strengthen the table.</span>")
deconstruction_ready = FALSE
else
to_chat(user, "<span class='notice'>You start weakening the reinforced table...</span>")
if (do_after(user, 50*W.toolspeed, target = src))
if(!src || !WT.isOn())
return
to_chat(user, "<span class='notice'>You weaken the table.</span>")
deconstruction_ready = TRUE
else
. = ..()
/obj/structure/table/reinforced/brass
name = "brass table"
desc = "A solid, slightly beveled brass table."
icon = 'icons/obj/smooth_structures/brass_table.dmi'
icon_state = "brass_table"
burn_state = FIRE_PROOF
frame = /obj/structure/table_frame/brass
framestack = /obj/item/stack/tile/brass
buildstack = /obj/item/stack/tile/brass
framestackamount = 1
buildstackamount = 1
canSmoothWith = list(/obj/structure/table/reinforced/brass)
/obj/structure/table/reinforced/brass/narsie_act()
take_damage(rand(15, 45), BRUTE)
if(src) //do we still exist?
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
/obj/structure/table/reinforced/brass/ratvar_act()
obj_integrity = max_integrity
/*
* Racks
*/
/obj/structure/rack
name = "rack"
desc = "Different from the Middle Ages version."
icon = 'icons/obj/objects.dmi'
icon_state = "rack"
layer = TABLE_LAYER
density = TRUE
anchored = TRUE
pass_flags = LETPASSTHROW
max_integrity = 20
/obj/structure/rack/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It's held together by a couple of <b>bolts</b>.</span>")
/obj/structure/rack/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(density == 0) //Because broken racks -Agouri |TODO: SPRITE!|
return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
if(mover.throwing)
return 1
else
return 0
/obj/structure/rack/CanAStarPass(ID, dir, caller)
. = !density
if(ismovableatom(caller))
var/atom/movable/mover = caller
. = . || mover.checkpass(PASSTABLE)
/obj/structure/rack/MouseDrop_T(obj/O, mob/user)
if((!( istype(O, /obj/item) ) || user.get_active_hand() != O))
return
if(isrobot(user))
return
if(!user.drop_item())
return
if(O.loc != src.loc)
step(O, get_dir(O, src))
/obj/structure/rack/attackby(obj/item/W, mob/user, params)
if(iswrench(W) && can_deconstruct)
playsound(loc, W.usesound, 50, 1)
deconstruct(TRUE)
return
if(isrobot(user))
return
if(user.a_intent == INTENT_HARM)
return ..()
if(!(W.flags & ABSTRACT))
if(user.drop_item())
W.Move(loc)
return
/obj/structure/rack/attack_hand(mob/living/user)
if(user.weakened || user.resting || user.lying)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("<span class='warning'>[user] kicks [src].</span>", \
"<span class='danger'>You kick [src].</span>")
take_damage(rand(4,8), BRUTE, "melee", 1)
/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(loc, 'sound/items/dodgeball.ogg', 80, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 40, 1)
/obj/structure/rack/skeletal_bar
name = "skeletal minibar"
desc = "Made with the skulls of the fallen."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "minibar"
/obj/structure/rack/skeletal_bar/left
icon_state = "minibar_left"
/obj/structure/rack/skeletal_bar/right
icon_state = "minibar_right"
/*
* Rack destruction
*/
/obj/structure/rack/deconstruct(disassembled = TRUE)
if(can_deconstruct)
density = FALSE
var/obj/item/rack_parts/newparts = new(loc)
transfer_fingerprints_to(newparts)
qdel(src)
/*
* Rack Parts
*/
/obj/item/rack_parts
name = "rack parts"
desc = "Parts of a rack."
icon = 'icons/obj/items.dmi'
icon_state = "rack_parts"
flags = CONDUCT
materials = list(MAT_METAL=2000)
var/building = FALSE
/obj/item/rack_parts/attackby(obj/item/W, mob/user, params)
if(iswrench(W))
new /obj/item/stack/sheet/metal(user.loc)
qdel(src)
else
. = ..()
/obj/item/rack_parts/attack_self(mob/user)
if(building)
return
building = TRUE
to_chat(user, "<span class='notice'>You start constructing a rack...</span>")
if(do_after(user, 50, target = user, progress=TRUE))
if(!user.drop_item(src))
return
var/obj/structure/rack/R = new /obj/structure/rack(user.loc)
user.visible_message("<span class='notice'>[user] assembles \a [R].\
</span>", "<span class='notice'>You assemble \a [R].</span>")
R.add_fingerprint(user)
qdel(src)
building = FALSE