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* Adds support for self-filling reagent containers * Sets tool_behaviour on the default set of tools * Fixing merge conflicts * Refactors welder to use tool behaviour * The refactor: part I * The refactor: part II * Tool Refactor Part III: Revenge of the Maint * Tool Refactor Part IV: A New Hope * Tool Refactor Part V: The Oldcoder Strikes Back * Tool Refactor Part VI: Return of the Coder * VII * Holy shit, it compiles?! * Nannek I completed your TODO, you owe me ice cream * Tool helpers; telepad is compliant * Bugtest, Round 1: Fight Fuck refactoring disposals * Buggfixing, Round 2: Electric Boogaloo * Personal crafting uses tool behaviours now * Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing * multitool_check_buffer change; removes some useless things in tool_helpers * proc name change * TRUE/FALSE changes * Bugfixing, Round 3: A Good Day To Bugfix Hard Fixes multiple issues raised by the testmerge * Minor style changes
157 lines
5.4 KiB
Plaintext
157 lines
5.4 KiB
Plaintext
/* Table Frames
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* Contains:
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* Frames
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* Wooden Frames
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*/
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/*
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* Normal Frames
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*/
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/obj/structure/table_frame
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name = "table frame"
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desc = "Four metal legs with four framing rods for a table. You could easily pass through this."
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icon = 'icons/obj/structures.dmi'
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icon_state = "table_frame"
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density = FALSE
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anchored = FALSE
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layer = PROJECTILE_HIT_THRESHHOLD_LAYER
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max_integrity = 100
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var/framestack = /obj/item/stack/rods
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var/framestackamount = 2
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/obj/structure/table_frame/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stack/sheet/plasteel))
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var/obj/item/stack/sheet/plasteel/P = I
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if(P.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one plasteel sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [P] to [src]...</span>")
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if(do_after(user, 50, target = src) && P.use(1))
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make_new_table(/obj/structure/table/reinforced)
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else if(istype(I, /obj/item/stack/sheet/metal))
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var/obj/item/stack/sheet/metal/M = I
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if(M.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one metal sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [M] to [src]...</span>")
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if(do_after(user, 20, target = src) && M.use(1))
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make_new_table(/obj/structure/table)
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else if(istype(I, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = I
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if(G.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one glass sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [G] to [src]...</span>")
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if(do_after(user, 20, target = src) && G.use(1))
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make_new_table(/obj/structure/table/glass)
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else if(istype(I, /obj/item/stack/tile/carpet/black))
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var/obj/item/stack/tile/carpet/black/C = I
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if(C.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one black carpet sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [C] to [src]...</span>")
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if(do_after(user, 20, target = src) && C.use(1))
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make_new_table(/obj/structure/table/wood/fancy/black)
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else if(istype(I, /obj/item/stack/tile/carpet))
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var/obj/item/stack/tile/carpet/C = I
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if(C.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one carpet sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [C] to [src]...</span>")
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if(do_after(user, 20, target = src) && C.use(1))
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make_new_table(/obj/structure/table/wood/fancy)
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else
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return ..()
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/obj/structure/table_frame/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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TOOL_ATTEMPT_DISMANTLE_MESSAGE
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if(I.use_tool(src, user, 30, volume = I.tool_volume))
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TOOL_DISMANTLE_SUCCESS_MESSAGE
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for(var/i = 1, i <= framestackamount, i++)
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new framestack(get_turf(src))
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qdel(src)
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/obj/structure/table_frame/proc/make_new_table(table_type) //makes sure the new table made retains what we had as a frame
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var/obj/structure/table/T = new table_type(loc)
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T.frame = type
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T.framestack = framestack
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T.framestackamount = framestackamount
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qdel(src)
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/obj/structure/table_frame/deconstruct(disassembled = TRUE)
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new framestack(get_turf(src), framestackamount)
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qdel(src)
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/obj/structure/table_frame/narsie_act()
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new /obj/structure/table_frame/wood(loc)
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qdel(src)
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/obj/structure/table_frame/ratvar_act()
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new /obj/structure/table_frame/brass(loc)
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qdel(src)
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/*
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* Wooden Frames
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*/
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/obj/structure/table_frame/wood
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name = "wooden table frame"
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desc = "Four wooden legs with four framing wooden rods for a wooden table. You could easily pass through this."
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icon_state = "wood_frame"
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framestack = /obj/item/stack/sheet/wood
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framestackamount = 2
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resistance_flags = FLAMMABLE
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/obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stack/sheet/wood))
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var/obj/item/stack/sheet/wood/W = I
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if(W.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one wood sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [W] to [src]...</span>")
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if(do_after(user, 20, target = src) && W.use(1))
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make_new_table(/obj/structure/table/wood)
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return
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else if(istype(I, /obj/item/stack/tile/carpet))
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var/obj/item/stack/tile/carpet/C = I
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if(C.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one carpet sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [C] to [src]...</span>")
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if(do_after(user, 20, target = src) && C.use(1))
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make_new_table(/obj/structure/table/wood/poker)
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else
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return ..()
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/obj/structure/table_frame/brass
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name = "brass table frame"
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desc = "Four pieces of brass arranged in a square. It's slightly warm to the touch."
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icon_state = "brass_frame"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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framestack = /obj/item/stack/tile/brass
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framestackamount = 1
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/obj/structure/table_frame/brass/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stack/tile/brass))
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var/obj/item/stack/tile/brass/W = I
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if(W.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one brass sheet to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [W] to [src]...</span>")
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if(do_after(user, 20, target = src) && W.use(1))
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make_new_table(/obj/structure/table/reinforced/brass)
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else
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return ..()
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/obj/structure/table_frame/brass/narsie_act()
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..()
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if(src) //do we still exist?
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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