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Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
421 lines
12 KiB
Plaintext
421 lines
12 KiB
Plaintext
/obj/structure/chair
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name = "chair"
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desc = "You sit in this. Either by will or force."
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icon = 'icons/obj/chairs.dmi'
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icon_state = "chair"
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anchored = TRUE
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can_buckle = 1
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buckle_lying = 0 //you sit in a chair, not lay
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resistance_flags = NONE
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max_integrity = 250
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integrity_failure = 25
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 1
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var/item_chair = /obj/item/chair // if null it can't be picked up
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layer = OBJ_LAYER
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/obj/structure/chair/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>It's held together by a couple of <b>bolts</b>.</span>")
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if(!has_buckled_mobs())
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to_chat(user, "<span class='notice'>Drag your sprite to sit in it.</span>")
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/obj/structure/chair/Initialize()
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. = ..()
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if(!anchored) //why would you put these on the shuttle?
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addtimer(CALLBACK(src, .proc/RemoveFromLatejoin), 0)
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/obj/structure/chair/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE, CALLBACK(src, .proc/can_user_rotate),CALLBACK(src, .proc/can_be_rotated),null)
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/obj/structure/chair/proc/can_be_rotated(mob/user)
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return TRUE
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/obj/structure/chair/proc/can_user_rotate(mob/user)
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var/mob/living/L = user
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if(istype(L))
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if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return FALSE
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else
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return TRUE
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else if(isobserver(user) && CONFIG_GET(flag/ghost_interaction))
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return TRUE
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return FALSE
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/obj/structure/chair/Destroy()
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RemoveFromLatejoin()
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return ..()
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/obj/structure/chair/proc/RemoveFromLatejoin()
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SSjob.latejoin_trackers -= src //These may be here due to the arrivals shuttle
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/obj/structure/chair/deconstruct()
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// If we have materials, and don't have the NOCONSTRUCT flag
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if(buildstacktype && (!(flags_1 & NODECONSTRUCT_1)))
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new buildstacktype(loc,buildstackamount)
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..()
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/obj/structure/chair/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/chair/narsie_act()
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var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
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W.setDir(dir)
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qdel(src)
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/obj/structure/chair/ratvar_act()
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var/obj/structure/chair/brass/B = new(get_turf(src))
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B.setDir(dir)
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qdel(src)
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/obj/structure/chair/attackby(obj/item/W, mob/user, params)
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if(W.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
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W.play_tool_sound(src)
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deconstruct()
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else if(istype(W, /obj/item/assembly/shock_kit))
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if(!user.temporarilyRemoveItemFromInventory(W))
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return
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var/obj/item/assembly/shock_kit/SK = W
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var/obj/structure/chair/e_chair/E = new /obj/structure/chair/e_chair(src.loc)
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
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E.setDir(dir)
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E.part = SK
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SK.forceMove(E)
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SK.master = E
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qdel(src)
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else
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return ..()
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/obj/structure/chair/attack_tk(mob/user)
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if(!anchored || has_buckled_mobs() || !isturf(user.loc))
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..()
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else
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setDir(turn(dir,-90))
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/obj/structure/chair/proc/handle_rotation(direction)
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handle_layer()
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.setDir(direction)
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/obj/structure/chair/proc/handle_layer()
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if(has_buckled_mobs() && dir == NORTH)
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layer = ABOVE_MOB_LAYER
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else
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layer = OBJ_LAYER
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/obj/structure/chair/post_buckle_mob(mob/living/M)
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. = ..()
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handle_layer()
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/obj/structure/chair/post_unbuckle_mob()
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. = ..()
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handle_layer()
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/obj/structure/chair/setDir(newdir)
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..()
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handle_rotation(newdir)
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// Chair types
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/obj/structure/chair/wood
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icon_state = "wooden_chair"
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name = "wooden chair"
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desc = "Old is never too old to not be in fashion."
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resistance_flags = FLAMMABLE
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max_integrity = 70
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buildstacktype = /obj/item/stack/sheet/mineral/wood
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buildstackamount = 3
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item_chair = /obj/item/chair/wood
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/obj/structure/chair/wood/narsie_act()
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return
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/obj/structure/chair/wood/normal //Kept for map compatibility
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/obj/structure/chair/wood/wings
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icon_state = "wooden_chair_wings"
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item_chair = /obj/item/chair/wood/wings
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/obj/structure/chair/comfy
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name = "comfy chair"
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desc = "It looks comfy."
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icon_state = "comfychair"
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color = rgb(255,255,255)
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resistance_flags = FLAMMABLE
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max_integrity = 70
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buildstackamount = 2
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item_chair = null
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var/mutable_appearance/armrest
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/obj/structure/chair/comfy/Initialize()
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armrest = GetArmrest()
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armrest.layer = ABOVE_MOB_LAYER
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return ..()
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/obj/structure/chair/comfy/proc/GetArmrest()
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return mutable_appearance('icons/obj/chairs.dmi', "comfychair_armrest")
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/obj/structure/chair/comfy/Destroy()
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QDEL_NULL(armrest)
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return ..()
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/obj/structure/chair/comfy/post_buckle_mob(mob/living/M)
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. = ..()
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update_armrest()
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/obj/structure/chair/comfy/proc/update_armrest()
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if(has_buckled_mobs())
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add_overlay(armrest)
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else
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cut_overlay(armrest)
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/obj/structure/chair/comfy/post_unbuckle_mob()
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. = ..()
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update_armrest()
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/obj/structure/chair/comfy/brown
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color = rgb(255,113,0)
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/obj/structure/chair/comfy/beige
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color = rgb(255,253,195)
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/obj/structure/chair/comfy/teal
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color = rgb(0,255,255)
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/obj/structure/chair/comfy/black
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color = rgb(167,164,153)
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/obj/structure/chair/comfy/lime
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color = rgb(255,251,0)
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/obj/structure/chair/comfy/shuttle
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name = "shuttle seat"
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desc = "A comfortable, secure seat. It has a more sturdy looking buckling system, for smoother flights."
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icon_state = "shuttle_chair"
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/obj/structure/chair/comfy/shuttle/GetArmrest()
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return mutable_appearance('icons/obj/chairs.dmi', "shuttle_chair_armrest")
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/obj/structure/chair/office
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anchored = FALSE
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buildstackamount = 5
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item_chair = null
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/obj/structure/chair/office/Moved()
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. = ..()
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if(has_gravity())
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playsound(src, 'sound/effects/roll.ogg', 100, 1)
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/obj/structure/chair/office/light
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icon_state = "officechair_white"
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/obj/structure/chair/office/dark
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icon_state = "officechair_dark"
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//Stool
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/obj/structure/chair/stool
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name = "stool"
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desc = "Apply butt."
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icon_state = "stool"
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can_buckle = 0
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buildstackamount = 1
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item_chair = /obj/item/chair/stool
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/obj/structure/chair/stool/narsie_act()
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return
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/obj/structure/chair/MouseDrop(over_object, src_location, over_location)
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. = ..()
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if(over_object == usr && Adjacent(usr))
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if(!item_chair || !usr.can_hold_items() || has_buckled_mobs() || src.flags_1 & NODECONSTRUCT_1)
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return
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if(!usr.canUseTopic(src, BE_CLOSE, ismonkey(usr)))
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return
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usr.visible_message("<span class='notice'>[usr] grabs \the [src.name].</span>", "<span class='notice'>You grab \the [src.name].</span>")
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var/C = new item_chair(loc)
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TransferComponents(C)
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usr.put_in_hands(C)
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qdel(src)
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/obj/structure/chair/stool/bar
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name = "bar stool"
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desc = "It has some unsavory stains on it..."
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icon_state = "bar"
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item_chair = /obj/item/chair/stool/bar
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/obj/item/chair
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name = "chair"
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desc = "Bar brawl essential."
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icon = 'icons/obj/chairs.dmi'
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icon_state = "chair_toppled"
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item_state = "chair"
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lefthand_file = 'icons/mob/inhands/misc/chairs_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/chairs_righthand.dmi'
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w_class = WEIGHT_CLASS_HUGE
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force = 8
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throwforce = 10
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throw_range = 3
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hitsound = 'sound/items/trayhit1.ogg'
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hit_reaction_chance = 50
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materials = list(MAT_METAL = 2000)
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var/break_chance = 5 //Likely hood of smashing the chair.
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var/obj/structure/chair/origin_type = /obj/structure/chair
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/obj/item/chair/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] begins hitting [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(src,hitsound,50,1)
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return BRUTELOSS
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/obj/item/chair/narsie_act()
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var/obj/item/chair/wood/W = new/obj/item/chair/wood(get_turf(src))
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W.setDir(dir)
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qdel(src)
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/obj/item/chair/attack_self(mob/user)
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plant(user)
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/obj/item/chair/proc/plant(mob/user)
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for(var/obj/A in get_turf(loc))
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if(istype(A, /obj/structure/chair))
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to_chat(user, "<span class='danger'>There is already a chair here.</span>")
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return
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if(A.density && !(A.flags_1 & ON_BORDER_1))
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to_chat(user, "<span class='danger'>There is already something here.</span>")
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return
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user.visible_message("<span class='notice'>[user] rights \the [src.name].</span>", "<span class='notice'>You right \the [name].</span>")
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var/obj/structure/chair/C = new origin_type(get_turf(loc))
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TransferComponents(C)
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C.setDir(dir)
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qdel(src)
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/obj/item/chair/proc/smash(mob/living/user)
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var/stack_type = initial(origin_type.buildstacktype)
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if(!stack_type)
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return
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var/remaining_mats = initial(origin_type.buildstackamount)
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remaining_mats-- //Part of the chair was rendered completely unusable. It magically dissapears. Maybe make some dirt?
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if(remaining_mats)
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for(var/M=1 to remaining_mats)
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new stack_type(get_turf(loc))
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qdel(src)
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/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)
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if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
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owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
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return 1
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return 0
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/obj/item/chair/afterattack(atom/target, mob/living/carbon/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(prob(break_chance))
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user.visible_message("<span class='danger'>[user] smashes \the [src] to pieces against \the [target]</span>")
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(C.health < C.maxHealth*0.5)
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C.Paralyze(20)
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smash(user)
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/obj/item/chair/stool
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name = "stool"
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icon_state = "stool_toppled"
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item_state = "stool"
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origin_type = /obj/structure/chair/stool
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break_chance = 0 //It's too sturdy.
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/obj/item/chair/stool/bar
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name = "bar stool"
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icon_state = "bar_toppled"
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item_state = "stool_bar"
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origin_type = /obj/structure/chair/stool/bar
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/obj/item/chair/stool/narsie_act()
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return //sturdy enough to ignore a god
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/obj/item/chair/wood
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name = "wooden chair"
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icon_state = "wooden_chair_toppled"
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item_state = "woodenchair"
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resistance_flags = FLAMMABLE
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max_integrity = 70
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hitsound = 'sound/weapons/genhit1.ogg'
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origin_type = /obj/structure/chair/wood
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materials = null
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break_chance = 50
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/obj/item/chair/wood/narsie_act()
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return
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/obj/item/chair/wood/wings
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icon_state = "wooden_chair_wings_toppled"
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origin_type = /obj/structure/chair/wood/wings
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/obj/structure/chair/old
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name = "strange chair"
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desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
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icon_state = "chairold"
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item_chair = null
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/obj/structure/chair/brass
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name = "brass chair"
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desc = "A spinny chair made of brass. It looks uncomfortable."
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icon_state = "brass_chair"
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max_integrity = 150
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buildstacktype = /obj/item/stack/tile/brass
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buildstackamount = 1
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item_chair = null
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var/turns = 0
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/obj/structure/chair/brass/Destroy()
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STOP_PROCESSING(SSfastprocess, src)
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. = ..()
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/obj/structure/chair/brass/process()
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setDir(turn(dir,-90))
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playsound(src, 'sound/effects/servostep.ogg', 50, FALSE)
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turns++
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if(turns >= 8)
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STOP_PROCESSING(SSfastprocess, src)
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/obj/structure/chair/brass/ratvar_act()
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return
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/obj/structure/chair/brass/AltClick(mob/living/user)
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turns = 0
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if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return
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if(!(datum_flags & DF_ISPROCESSING))
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user.visible_message("<span class='notice'>[user] spins [src] around, and Ratvarian technology keeps it spinning FOREVER.</span>", \
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"<span class='notice'>Automated spinny chairs. The pinnacle of Ratvarian technology.</span>")
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START_PROCESSING(SSfastprocess, src)
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else
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user.visible_message("<span class='notice'>[user] stops [src]'s uncontrollable spinning.</span>", \
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"<span class='notice'>You grab [src] and stop its wild spinning.</span>")
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STOP_PROCESSING(SSfastprocess, src)
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/obj/structure/chair/bronze
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name = "brass chair"
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desc = "A spinny chair made of bronze. It has little cogs for wheels!"
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anchored = FALSE
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icon_state = "brass_chair"
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buildstacktype = /obj/item/stack/tile/bronze
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buildstackamount = 1
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item_chair = null
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/obj/structure/chair/bronze/Moved()
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. = ..()
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if(has_gravity())
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playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
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