mirror of
https://github.com/yogstation13/Yogstation.git
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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.
389 lines
12 KiB
Plaintext
389 lines
12 KiB
Plaintext
/*
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CONTAINS:
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BEDSHEETS
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LINEN BINS
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*/
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/obj/item/bedsheet
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name = "bedsheet"
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desc = "A surprisingly soft linen bedsheet."
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icon = 'icons/obj/bedsheets.dmi'
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icon_state = "sheetwhite"
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item_state = "bedsheet"
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slot_flags = ITEM_SLOT_NECK
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layer = MOB_LAYER
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throwforce = 0
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throw_speed = 1
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throw_range = 2
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w_class = WEIGHT_CLASS_TINY
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item_color = "white"
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resistance_flags = FLAMMABLE
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dog_fashion = /datum/dog_fashion/head/ghost
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var/list/dream_messages = list("white")
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/obj/item/bedsheet/attack(mob/living/M, mob/user)
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if(!attempt_initiate_surgery(src, M, user))
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..()
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/obj/item/bedsheet/attack_self(mob/user)
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if(!user.CanReach(src)) //No telekenetic grabbing.
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return
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if(!user.dropItemToGround(src))
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return
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if(layer == initial(layer))
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layer = ABOVE_MOB_LAYER
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to_chat(user, "<span class='notice'>You cover yourself with [src].</span>")
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else
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layer = initial(layer)
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to_chat(user, "<span class='notice'>You smooth [src] out beneath you.</span>")
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add_fingerprint(user)
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return
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/obj/item/bedsheet/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WIRECUTTER || I.is_sharp())
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var/obj/item/stack/sheet/cloth/C = new (get_turf(src), 3)
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transfer_fingerprints_to(C)
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C.add_fingerprint(user)
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qdel(src)
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to_chat(user, "<span class='notice'>You tear [src] up.</span>")
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else
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return ..()
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/obj/item/bedsheet/blue
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icon_state = "sheetblue"
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item_color = "blue"
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dream_messages = list("blue")
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/obj/item/bedsheet/green
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icon_state = "sheetgreen"
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item_color = "green"
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dream_messages = list("green")
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/obj/item/bedsheet/grey
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icon_state = "sheetgrey"
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item_color = "grey"
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dream_messages = list("grey")
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/obj/item/bedsheet/orange
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icon_state = "sheetorange"
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item_color = "orange"
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dream_messages = list("orange")
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/obj/item/bedsheet/purple
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icon_state = "sheetpurple"
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item_color = "purple"
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dream_messages = list("purple")
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/obj/item/bedsheet/patriot
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name = "patriotic bedsheet"
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desc = "You've never felt more free than when sleeping on this."
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icon_state = "sheetUSA"
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item_color = "sheetUSA"
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dream_messages = list("America", "freedom", "fireworks", "bald eagles")
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/obj/item/bedsheet/rainbow
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name = "rainbow bedsheet"
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desc = "A multicolored blanket. It's actually several different sheets cut up and sewn together."
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icon_state = "sheetrainbow"
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item_color = "rainbow"
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dream_messages = list("red", "orange", "yellow", "green", "blue", "purple", "a rainbow")
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/obj/item/bedsheet/red
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icon_state = "sheetred"
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item_color = "red"
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dream_messages = list("red")
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/obj/item/bedsheet/yellow
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icon_state = "sheetyellow"
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item_color = "yellow"
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dream_messages = list("yellow")
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/obj/item/bedsheet/mime
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name = "mime's blanket"
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desc = "A very soothing striped blanket. All the noise just seems to fade out when you're under the covers in this."
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icon_state = "sheetmime"
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item_color = "mime"
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dream_messages = list("silence", "gestures", "a pale face", "a gaping mouth", "the mime")
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/obj/item/bedsheet/clown
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name = "clown's blanket"
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desc = "A rainbow blanket with a clown mask woven in. It smells faintly of bananas."
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icon_state = "sheetclown"
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item_color = "clown"
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dream_messages = list("honk", "laughter", "a prank", "a joke", "a smiling face", "the clown")
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/obj/item/bedsheet/captain
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name = "captain's bedsheet"
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desc = "It has a Nanotrasen symbol on it, and was woven with a revolutionary new kind of thread guaranteed to have 0.01% permeability for most non-chemical substances, popular among most modern captains."
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icon_state = "sheetcaptain"
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item_color = "captain"
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dream_messages = list("authority", "a golden ID", "sunglasses", "a green disc", "an antique gun", "the captain")
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/obj/item/bedsheet/rd
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name = "research director's bedsheet"
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desc = "It appears to have a beaker emblem, and is made out of fire-resistant material, although it probably won't protect you in the event of fires you're familiar with every day."
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icon_state = "sheetrd"
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item_color = "director"
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dream_messages = list("authority", "a silvery ID", "a bomb", "a mech", "a facehugger", "maniacal laughter", "the research director")
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// for Free Golems.
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/obj/item/bedsheet/rd/royal_cape
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name = "Royal Cape of the Liberator"
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desc = "Majestic."
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dream_messages = list("mining", "stone", "a golem", "freedom", "doing whatever")
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/obj/item/bedsheet/medical
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name = "medical blanket"
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desc = "It's a sterilized* blanket commonly used in the Medbay. *Sterilization is voided if a virologist is present onboard the station."
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icon_state = "sheetmedical"
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item_color = "medical"
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dream_messages = list("healing", "life", "surgery", "a doctor")
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/obj/item/bedsheet/cmo
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name = "chief medical officer's bedsheet"
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desc = "It's a sterilized blanket that has a cross emblem. There's some cat fur on it, likely from Runtime."
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icon_state = "sheetcmo"
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item_color = "cmo"
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dream_messages = list("authority", "a silvery ID", "healing", "life", "surgery", "a cat", "the chief medical officer")
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/obj/item/bedsheet/hos
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name = "head of security's bedsheet"
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desc = "It is decorated with a shield emblem. While crime doesn't sleep, you do, but you are still THE LAW!"
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icon_state = "sheethos"
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item_color = "hosred"
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dream_messages = list("authority", "a silvery ID", "handcuffs", "a baton", "a flashbang", "sunglasses", "the head of security")
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/obj/item/bedsheet/hop
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name = "head of personnel's bedsheet"
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desc = "It is decorated with a key emblem. For those rare moments when you can rest and cuddle with Ian without someone screaming for you over the radio."
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icon_state = "sheethop"
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item_color = "hop"
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dream_messages = list("authority", "a silvery ID", "obligation", "a computer", "an ID", "a corgi", "the head of personnel")
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/obj/item/bedsheet/ce
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name = "chief engineer's bedsheet"
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desc = "It is decorated with a wrench emblem. It's highly reflective and stain resistant, so you don't need to worry about ruining it with oil."
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icon_state = "sheetce"
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item_color = "chief"
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dream_messages = list("authority", "a silvery ID", "the engine", "power tools", "an APC", "a parrot", "the chief engineer")
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/obj/item/bedsheet/qm
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name = "quartermaster's bedsheet"
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desc = "It is decorated with a crate emblem in silver lining. It's rather tough, and just the thing to lie on after a hard day of pushing paper."
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icon_state = "sheetqm"
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item_color = "qm"
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dream_messages = list("a grey ID", "a shuttle", "a crate", "a sloth", "the quartermaster")
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/obj/item/bedsheet/brown
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icon_state = "sheetbrown"
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item_color = "cargo"
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dream_messages = list("brown")
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/obj/item/bedsheet/black
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icon_state = "sheetblack"
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item_color = "black"
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dream_messages = list("black")
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/obj/item/bedsheet/centcom
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name = "\improper CentCom bedsheet"
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desc = "Woven with advanced nanothread for warmth as well as being very decorated, essential for all officials."
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icon_state = "sheetcentcom"
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item_color = "centcom"
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dream_messages = list("a unique ID", "authority", "artillery", "an ending")
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/obj/item/bedsheet/syndie
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name = "syndicate bedsheet"
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desc = "It has a syndicate emblem and it has an aura of evil."
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icon_state = "sheetsyndie"
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item_color = "syndie"
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dream_messages = list("a green disc", "a red crystal", "a glowing blade", "a wire-covered ID")
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/obj/item/bedsheet/cult
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name = "cultist's bedsheet"
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desc = "You might dream of Nar'Sie if you sleep with this. It seems rather tattered and glows of an eldritch presence."
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icon_state = "sheetcult"
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item_color = "cult"
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dream_messages = list("a tome", "a floating red crystal", "a glowing sword", "a bloody symbol", "a massive humanoid figure")
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/obj/item/bedsheet/wiz
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name = "wizard's bedsheet"
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desc = "A special fabric enchanted with magic so you can have an enchanted night. It even glows!"
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icon_state = "sheetwiz"
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item_color = "wiz"
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dream_messages = list("a book", "an explosion", "lightning", "a staff", "a skeleton", "a robe", "magic")
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/obj/item/bedsheet/nanotrasen
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name = "nanotrasen bedsheet"
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desc = "It has the Nanotrasen logo on it and has an aura of duty."
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icon_state = "sheetNT"
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item_color = "nanotrasen"
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dream_messages = list("authority", "an ending")
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/obj/item/bedsheet/ian
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icon_state = "sheetian"
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item_color = "ian"
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dream_messages = list("a dog", "a corgi", "woof", "bark", "arf")
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/obj/item/bedsheet/cosmos
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name = "cosmic space bedsheet"
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desc = "Made from the dreams of those who wonder at the stars."
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icon_state = "sheetcosmos"
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item_color = "cosmos"
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dream_messages = list("the infinite cosmos", "Hans Zimmer music", "a flight through space", "the galaxy", "being fabulous", "shooting stars")
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light_power = 2
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light_range = 1.4
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/obj/item/bedsheet/random
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icon_state = "random_bedsheet"
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item_color = "rainbow"
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name = "random bedsheet"
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desc = "If you're reading this description ingame, something has gone wrong! Honk!"
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/obj/item/bedsheet/random/Initialize()
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..()
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var/type = pick(typesof(/obj/item/bedsheet) - /obj/item/bedsheet/random)
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new type(loc)
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return INITIALIZE_HINT_QDEL
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/obj/item/bedsheet/dorms
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icon_state = "random_bedsheet"
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item_color = "rainbow"
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name = "random dorms bedsheet"
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desc = "If you're reading this description ingame, something has gone wrong! Honk!"
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/obj/item/bedsheet/dorms/Initialize()
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..()
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var/type = pickweight(list("Colors" = 80, "Special" = 20))
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switch(type)
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if("Colors")
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type = pick(list(/obj/item/bedsheet,
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/obj/item/bedsheet/blue,
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/obj/item/bedsheet/green,
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/obj/item/bedsheet/grey,
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/obj/item/bedsheet/orange,
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/obj/item/bedsheet/purple,
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/obj/item/bedsheet/red,
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/obj/item/bedsheet/yellow,
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/obj/item/bedsheet/brown,
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/obj/item/bedsheet/black))
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if("Special")
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type = pick(list(/obj/item/bedsheet/patriot,
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/obj/item/bedsheet/rainbow,
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/obj/item/bedsheet/ian,
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/obj/item/bedsheet/cosmos,
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/obj/item/bedsheet/nanotrasen))
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new type(loc)
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return INITIALIZE_HINT_QDEL
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/obj/structure/bedsheetbin
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name = "linen bin"
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desc = "It looks rather cosy."
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icon = 'icons/obj/structures.dmi'
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icon_state = "linenbin-full"
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anchored = TRUE
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resistance_flags = FLAMMABLE
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max_integrity = 70
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var/amount = 10
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var/list/sheets = list()
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var/obj/item/hidden = null
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/obj/structure/bedsheetbin/examine(mob/user)
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..()
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if(amount < 1)
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to_chat(user, "There are no bed sheets in the bin.")
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else if(amount == 1)
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to_chat(user, "There is one bed sheet in the bin.")
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else
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to_chat(user, "There are [amount] bed sheets in the bin.")
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/obj/structure/bedsheetbin/update_icon()
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switch(amount)
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if(0)
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icon_state = "linenbin-empty"
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if(1 to 5)
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icon_state = "linenbin-half"
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else
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icon_state = "linenbin-full"
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/obj/structure/bedsheetbin/fire_act(exposed_temperature, exposed_volume)
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if(amount)
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amount = 0
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update_icon()
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..()
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/obj/structure/bedsheetbin/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/bedsheet))
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if(!user.transferItemToLoc(I, src))
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return
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sheets.Add(I)
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amount++
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to_chat(user, "<span class='notice'>You put [I] in [src].</span>")
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update_icon()
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else if(amount && !hidden && I.w_class < WEIGHT_CLASS_BULKY) //make sure there's sheets to hide it among, make sure nothing else is hidden in there.
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if(!user.transferItemToLoc(I, src))
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to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot hide it among the sheets!</span>")
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return
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hidden = I
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to_chat(user, "<span class='notice'>You hide [I] among the sheets.</span>")
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/obj/structure/bedsheetbin/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/bedsheetbin/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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if(isliving(user))
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var/mob/living/L = user
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if(!(L.mobility_flags & MOBILITY_PICKUP))
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return
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if(amount >= 1)
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amount--
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var/obj/item/bedsheet/B
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if(sheets.len > 0)
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B = sheets[sheets.len]
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sheets.Remove(B)
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else
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B = new /obj/item/bedsheet(loc)
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B.forceMove(drop_location())
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user.put_in_hands(B)
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to_chat(user, "<span class='notice'>You take [B] out of [src].</span>")
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update_icon()
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if(hidden)
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hidden.forceMove(drop_location())
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to_chat(user, "<span class='notice'>[hidden] falls out of [B]!</span>")
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hidden = null
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add_fingerprint(user)
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/obj/structure/bedsheetbin/attack_tk(mob/user)
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if(amount >= 1)
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amount--
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var/obj/item/bedsheet/B
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if(sheets.len > 0)
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B = sheets[sheets.len]
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sheets.Remove(B)
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else
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B = new /obj/item/bedsheet(loc)
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B.forceMove(drop_location())
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to_chat(user, "<span class='notice'>You telekinetically remove [B] from [src].</span>")
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update_icon()
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if(hidden)
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hidden.forceMove(drop_location())
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hidden = null
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add_fingerprint(user)
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