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Polaris/code/game/objects/structures/stool_bed_chair_nest/stools.dm

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//Todo: add leather and cloth for arbitrary coloured stools.
var/global/list/stool_cache = list() //haha stool
/obj/item/weapon/stool
name = "stool"
desc = "Apply butt."
icon = 'icons/obj/furniture.dmi'
icon_state = "stool_preview" //set for the map
randpixel = 0
center_of_mass = null
force = 10
throwforce = 10
w_class = ITEMSIZE_HUGE
var/base_icon = "stool_base"
var/datum/material/material
var/datum/material/padding_material
/obj/item/weapon/stool/padded
icon_state = "stool_padded_preview" //set for the map
/obj/item/weapon/stool/New(var/newloc, var/new_material, var/new_padding_material)
..(newloc)
if(!new_material)
new_material = DEFAULT_WALL_MATERIAL
material = get_material_by_name(new_material)
if(new_padding_material)
padding_material = get_material_by_name(new_padding_material)
if(!istype(material))
qdel(src)
return
force = round(material.get_blunt_damage()*0.4)
update_icon()
/obj/item/weapon/stool/padded/New(var/newloc, var/new_material)
..(newloc, "steel", "carpet")
/obj/item/weapon/stool/update_icon()
// Prep icon.
icon_state = ""
cut_overlays()
// Base icon.
var/cache_key = "stool-[material.name]"
if(isnull(stool_cache[cache_key]))
var/image/I = image(icon, base_icon)
I.color = material.icon_colour
stool_cache[cache_key] = I
add_overlay(stool_cache[cache_key])
// Padding overlay.
if(padding_material)
var/padding_cache_key = "stool-padding-[padding_material.name]"
if(isnull(stool_cache[padding_cache_key]))
var/image/I = image(icon, "stool_padding")
I.color = padding_material.icon_colour
stool_cache[padding_cache_key] = I
add_overlay(stool_cache[padding_cache_key])
// Strings.
if(padding_material)
name = "[padding_material.display_name] [initial(name)]" //this is not perfect but it will do for now.
desc = "A padded stool. Apply butt. It's made of [material.use_name] and covered with [padding_material.use_name]."
else
name = "[material.display_name] [initial(name)]"
desc = "A stool. Apply butt with care. It's made of [material.use_name]."
/obj/item/weapon/stool/proc/add_padding(var/padding_type)
padding_material = get_material_by_name(padding_type)
update_icon()
/obj/item/weapon/stool/proc/remove_padding()
if(padding_material)
padding_material.place_sheet(get_turf(src))
padding_material = null
update_icon()
/obj/item/weapon/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.setClickCooldown(user.get_attack_speed())
user.do_attack_animation(M)
user.drop_from_inventory(src)
user.remove_from_mob(src)
dismantle()
qdel(src)
var/mob/living/T = M
T.Weaken(10)
T.apply_damage(20)
return
..()
/obj/item/weapon/stool/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(5))
qdel(src)
return
/obj/item/weapon/stool/proc/dismantle()
if(material)
material.place_sheet(get_turf(src))
if(padding_material)
padding_material.place_sheet(get_turf(src))
qdel(src)
/obj/item/weapon/stool/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.is_wrench())
playsound(src, W.usesound, 50, 1)
dismantle()
qdel(src)
else if(istype(W,/obj/item/stack))
if(padding_material)
to_chat(user, "\The [src] is already padded.")
return
var/obj/item/stack/C = W
if(C.get_amount() < 1) // How??
user.drop_from_inventory(C)
qdel(C)
return
var/padding_type //This is awful but it needs to be like this until tiles are given a material var.
if(istype(W,/obj/item/stack/tile/carpet))
padding_type = "carpet"
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/M = W
if(M.material && (M.material.flags & MATERIAL_PADDING))
padding_type = "[M.material.name]"
if(!padding_type)
to_chat(user, "You cannot pad \the [src] with that.")
return
C.use(1)
if(!istype(src.loc, /turf))
user.drop_from_inventory(src)
src.loc = get_turf(src)
to_chat(user, "You add padding to \the [src].")
add_padding(padding_type)
return
else if (W.is_wirecutter())
if(!padding_material)
to_chat(user, "\The [src] has no padding to remove.")
return
to_chat(user, "You remove the padding from \the [src].")
playsound(src, W.usesound, 50, 1)
remove_padding()
else
..()