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GS13NG/code/game/objects/structures/beds_chairs/chair.dm

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/obj/structure/chair
name = "chair"
desc = "You sit in this. Either by will or force."
icon = 'icons/obj/chairs.dmi'
icon_state = "chair"
anchored = TRUE
can_buckle = 1
buckle_lying = 0 //you sit in a chair, not lay
resistance_flags = NONE
max_integrity = 250
integrity_failure = 25
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 1
var/item_chair = /obj/item/chair // if null it can't be picked up
layer = OBJ_LAYER
/obj/structure/chair/examine(mob/user)
. = ..()
. += "<span class='notice'>It's held together by a couple of <b>bolts</b>.</span>"
if(!has_buckled_mobs())
. += "<span class='notice'>Drag your sprite to sit in it.</span>"
/obj/structure/chair/Initialize()
. = ..()
if(!anchored) //why would you put these on the shuttle?
addtimer(CALLBACK(src, .proc/RemoveFromLatejoin), 0)
/obj/structure/chair/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE, CALLBACK(src, .proc/can_user_rotate),CALLBACK(src, .proc/can_be_rotated),null)
/obj/structure/chair/proc/can_be_rotated(mob/user)
return TRUE
/obj/structure/chair/proc/can_user_rotate(mob/user)
var/mob/living/L = user
if(istype(L))
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return FALSE
else
return TRUE
else if(isobserver(user) && CONFIG_GET(flag/ghost_interaction))
return TRUE
return FALSE
/obj/structure/chair/Destroy()
RemoveFromLatejoin()
return ..()
/obj/structure/chair/proc/RemoveFromLatejoin()
SSjob.latejoin_trackers -= src //These may be here due to the arrivals shuttle
/obj/structure/chair/deconstruct()
// If we have materials, and don't have the NOCONSTRUCT flag
if(buildstacktype && (!(flags_1 & NODECONSTRUCT_1)))
new buildstacktype(loc,buildstackamount)
..()
/obj/structure/chair/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/chair/narsie_act()
var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
W.setDir(dir)
qdel(src)
/obj/structure/chair/ratvar_act()
var/obj/structure/chair/brass/B = new(get_turf(src))
B.setDir(dir)
qdel(src)
/obj/structure/chair/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/wrench) && !(flags_1&NODECONSTRUCT_1))
W.play_tool_sound(src)
deconstruct()
else if(istype(W, /obj/item/assembly/shock_kit))
if(!user.temporarilyRemoveItemFromInventory(W))
return
var/obj/item/assembly/shock_kit/SK = W
var/obj/structure/chair/e_chair/E = new /obj/structure/chair/e_chair(src.loc)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
E.setDir(dir)
E.part = SK
SK.forceMove(E)
SK.master = E
qdel(src)
else
return ..()
/obj/structure/chair/attack_tk(mob/user)
if(!anchored || has_buckled_mobs() || !isturf(user.loc))
..()
else
setDir(turn(dir,-90))
/obj/structure/chair/proc/handle_rotation(direction)
handle_layer()
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.setDir(direction)
/obj/structure/chair/proc/handle_layer()
if(has_buckled_mobs() && dir == NORTH)
layer = ABOVE_MOB_LAYER
else
layer = OBJ_LAYER
/obj/structure/chair/post_buckle_mob(mob/living/M)
. = ..()
handle_layer()
/obj/structure/chair/post_unbuckle_mob()
. = ..()
handle_layer()
/obj/structure/chair/setDir(newdir)
..()
handle_rotation(newdir)
// Chair types
/obj/structure/chair/wood
icon_state = "wooden_chair"
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
resistance_flags = FLAMMABLE
max_integrity = 70
buildstacktype = /obj/item/stack/sheet/mineral/wood
buildstackamount = 3
item_chair = /obj/item/chair/wood
/obj/structure/chair/wood/narsie_act()
return
/obj/structure/chair/wood/normal //Kept for map compatibility
/obj/structure/chair/wood/wings
icon_state = "wooden_chair_wings"
item_chair = /obj/item/chair/wood/wings
/obj/structure/chair/comfy
name = "comfy chair"
desc = "It looks comfy."
icon_state = "comfychair"
color = rgb(255,255,255)
resistance_flags = FLAMMABLE
max_integrity = 70
buildstackamount = 2
item_chair = null
var/mutable_appearance/armrest
/obj/structure/chair/comfy/Initialize()
armrest = GetArmrest()
armrest.layer = ABOVE_MOB_LAYER
return ..()
/obj/structure/chair/comfy/proc/GetArmrest()
return mutable_appearance('icons/obj/chairs.dmi', "comfychair_armrest")
/obj/structure/chair/comfy/Destroy()
QDEL_NULL(armrest)
return ..()
/obj/structure/chair/comfy/post_buckle_mob(mob/living/M)
. = ..()
update_armrest()
/obj/structure/chair/comfy/proc/update_armrest()
if(has_buckled_mobs())
add_overlay(armrest)
else
cut_overlay(armrest)
/obj/structure/chair/comfy/post_unbuckle_mob()
. = ..()
update_armrest()
/obj/structure/chair/comfy/brown
color = rgb(255,113,0)
/obj/structure/chair/comfy/beige
color = rgb(255,253,195)
/obj/structure/chair/comfy/teal
color = rgb(0,255,255)
/obj/structure/chair/comfy/black
color = rgb(167,164,153)
/obj/structure/chair/comfy/lime
color = rgb(255,251,0)
/obj/structure/chair/comfy/plywood
name = "plywood chair"
desc = "A relaxing plywood chair."
icon_state = "plywood_chair"
anchored = FALSE
buildstacktype = /obj/item/stack/sheet/mineral/wood
buildstackamount = 4
/obj/structure/chair/comfy/plywood/GetArmrest()
return mutable_appearance('icons/obj/chairs.dmi', "plywood_chair_armrest")
/obj/structure/chair/comfy/shuttle
name = "shuttle seat"
desc = "A comfortable, secure seat. It has a more sturdy looking buckling system, for smoother flights."
icon_state = "shuttle_chair"
/obj/structure/chair/comfy/shuttle/GetArmrest()
return mutable_appearance('icons/obj/chairs.dmi', "shuttle_chair_armrest")
/obj/structure/chair/office
anchored = FALSE
buildstackamount = 5
item_chair = null
/obj/structure/chair/office/Moved()
. = ..()
if(has_gravity())
playsound(src, 'sound/effects/roll.ogg', 100, 1)
/obj/structure/chair/office/light
icon_state = "officechair_white"
/obj/structure/chair/office/dark
icon_state = "officechair_dark"
//Stool
/obj/structure/chair/stool
name = "stool"
desc = "Apply butt."
icon_state = "stool"
can_buckle = 0
buildstackamount = 1
item_chair = /obj/item/chair/stool
/obj/structure/chair/stool/narsie_act()
return
/obj/structure/chair/MouseDrop(over_object, src_location, over_location)
. = ..()
if(over_object == usr && Adjacent(usr))
if(!item_chair || !usr.can_hold_items() || has_buckled_mobs() || src.flags_1 & NODECONSTRUCT_1)
return
if(!usr.canUseTopic(src, BE_CLOSE, ismonkey(usr)))
return
usr.visible_message("<span class='notice'>[usr] grabs \the [src.name].</span>", "<span class='notice'>You grab \the [src.name].</span>")
var/C = new item_chair(loc)
TransferComponents(C)
usr.put_in_hands(C)
qdel(src)
/obj/structure/chair/stool/bar
name = "bar stool"
desc = "It has some unsavory stains on it..."
icon_state = "bar"
item_chair = /obj/item/chair/stool/bar
/obj/item/chair
name = "chair"
desc = "Bar brawl essential."
icon = 'icons/obj/chairs.dmi'
icon_state = "chair_toppled"
item_state = "chair"
lefthand_file = 'icons/mob/inhands/misc/chairs_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/chairs_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
force = 8
throwforce = 10
throw_range = 3
hitsound = 'sound/items/trayhit1.ogg'
hit_reaction_chance = 50
materials = list(MAT_METAL = 2000)
var/break_chance = 5 //Likely hood of smashing the chair.
var/obj/structure/chair/origin_type = /obj/structure/chair
/obj/item/chair/suicide_act(mob/living/carbon/user)
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>")
playsound(src,hitsound,50,1)
return BRUTELOSS
/obj/item/chair/narsie_act()
var/obj/item/chair/wood/W = new/obj/item/chair/wood(get_turf(src))
W.setDir(dir)
qdel(src)
/obj/item/chair/attack_self(mob/user)
plant(user)
/obj/item/chair/proc/plant(mob/user)
for(var/obj/A in get_turf(loc))
if(istype(A, /obj/structure/chair))
to_chat(user, "<span class='danger'>There is already a chair here.</span>")
return
if(A.density && !(A.flags_1 & ON_BORDER_1))
to_chat(user, "<span class='danger'>There is already something here.</span>")
return
user.visible_message("<span class='notice'>[user] rights \the [src.name].</span>", "<span class='notice'>You right \the [name].</span>")
var/obj/structure/chair/C = new origin_type(get_turf(loc))
TransferComponents(C)
C.setDir(dir)
qdel(src)
/obj/item/chair/proc/smash(mob/living/user)
var/stack_type = initial(origin_type.buildstacktype)
if(!stack_type)
return
var/remaining_mats = initial(origin_type.buildstackamount)
remaining_mats-- //Part of the chair was rendered completely unusable. It magically dissapears. Maybe make some dirt?
if(remaining_mats)
for(var/M=1 to remaining_mats)
new stack_type(get_turf(loc))
qdel(src)
/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)
if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
return 1
return 0
/obj/item/chair/afterattack(atom/target, mob/living/carbon/user, proximity)
. = ..()
if(!proximity)
return
if(prob(break_chance))
user.visible_message("<span class='danger'>[user] smashes \the [src] to pieces against \the [target]</span>")
if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.health < C.maxHealth*0.5)
C.Knockdown(20)
smash(user)
/obj/item/chair/stool
name = "stool"
icon_state = "stool_toppled"
item_state = "stool"
origin_type = /obj/structure/chair/stool
break_chance = 0 //It's too sturdy.
/obj/item/chair/stool/bar
name = "bar stool"
icon_state = "bar_toppled"
item_state = "stool_bar"
origin_type = /obj/structure/chair/stool/bar
//////////////////////////
//Brass & Bronze stools!//
//////////////////////////
/obj/structure/chair/stool/bar/brass
name = "brass bar stool"
desc = "A brass bar stool with red silk for a pillow."
icon_state = "barbrass"
item_chair = /obj/item/chair/stool/bar/brass
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 1
/obj/structure/chair/stool/bar/bronze
name = "bronze bar stool"
desc = "A bronze bar stool with red silk for a pillow."
icon_state = "barbrass"
item_chair = /obj/item/chair/stool/bar/bronze
buildstacktype = /obj/item/stack/tile/bronze
buildstackamount = 1
/obj/structure/chair/stool/brass
name = "brass stool"
desc = "A brass stool with a silk top for comfort."
icon_state = "stoolbrass"
item_chair = /obj/item/chair/stool/brass
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 1
/obj/structure/chair/stool/bronze
name = "bronze stool"
desc = "A bronze stool with a silk top for comfort."
icon_state = "stoolbrass"
item_chair = /obj/item/chair/stool/bronze
buildstacktype = /obj/item/stack/tile/bronze
buildstackamount = 1
/obj/item/chair/stool/brass
name = "brass stool"
icon_state = "stoolbrass_toppled"
item_state = "stoolbrass"
origin_type = /obj/structure/chair/stool/brass
/obj/item/chair/stool/bar/brass
name = "brass bar stool"
icon_state = "barbrass_toppled"
item_state = "stoolbrass_bar"
origin_type = /obj/structure/chair/stool/bar/brass
/obj/item/chair/stool/bronze
name = "bronze stool"
icon_state = "stoolbrass_toppled"
item_state = "stoolbrass"
origin_type = /obj/structure/chair/stool/bronze
/obj/item/chair/stool/bar/bronze
name = "bronze bar stool"
icon_state = "barbrass_toppled"
item_state = "stoolbrass_bar"
origin_type = /obj/structure/chair/stool/bar/bronze
/////////////////////////////////
//End of Brass & Bronze stools!//
/////////////////////////////////
/obj/item/chair/stool/narsie_act()
return //sturdy enough to ignore a god
/obj/item/chair/wood
name = "wooden chair"
icon_state = "wooden_chair_toppled"
item_state = "woodenchair"
resistance_flags = FLAMMABLE
max_integrity = 70
hitsound = 'sound/weapons/genhit1.ogg'
origin_type = /obj/structure/chair/wood
materials = null
break_chance = 50
/obj/item/chair/wood/narsie_act()
return
/obj/item/chair/wood/wings
icon_state = "wooden_chair_wings_toppled"
origin_type = /obj/structure/chair/wood/wings
/obj/structure/chair/old
name = "strange chair"
desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
icon_state = "chairold"
item_chair = null
/obj/structure/chair/brass
name = "brass chair"
desc = "A spinny chair made of brass. It looks uncomfortable."
icon_state = "brass_chair"
max_integrity = 150
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 1
item_chair = null
var/turns = 0
/obj/structure/chair/brass/ComponentInitialize()
return //it spins with the power of ratvar, not components.
/obj/structure/chair/brass/Destroy()
STOP_PROCESSING(SSfastprocess, src)
. = ..()
/obj/structure/chair/brass/process()
setDir(turn(dir,-90))
playsound(src, 'sound/effects/servostep.ogg', 50, FALSE)
turns++
if(turns >= 8)
STOP_PROCESSING(SSfastprocess, src)
/obj/structure/chair/brass/ratvar_act()
return
/obj/structure/chair/brass/AltClick(mob/living/user)
. = ..()
turns = 0
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(!(datum_flags & DF_ISPROCESSING))
user.visible_message("<span class='notice'>[user] spins [src] around, and Ratvarian technology keeps it spinning FOREVER.</span>", \
"<span class='notice'>Automated spinny chairs. The pinnacle of Ratvarian technology.</span>")
START_PROCESSING(SSfastprocess, src)
else
user.visible_message("<span class='notice'>[user] stops [src]'s uncontrollable spinning.</span>", \
"<span class='notice'>You grab [src] and stop its wild spinning.</span>")
STOP_PROCESSING(SSfastprocess, src)
return TRUE
/obj/structure/chair/bronze
name = "brass chair"
desc = "A spinny chair made of bronze. It has little cogs for wheels!"
anchored = FALSE
icon_state = "brass_chair"
buildstacktype = /obj/item/stack/tile/bronze
buildstackamount = 1
item_chair = null
/obj/structure/chair/bronze/Moved()
. = ..()
if(has_gravity())
playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
/obj/structure/chair/sofa
name = "old ratty sofa"
icon_state = "sofamiddle"
icon = 'icons/obj/sofa.dmi'
buildstackamount = 1
var/mutable_appearance/armrest
/obj/structure/chair/sofa/Initialize()
armrest = mutable_appearance(icon, "[icon_state]_armrest", ABOVE_MOB_LAYER)
return ..()
/obj/structure/chair/sofa/post_buckle_mob(mob/living/M)
. = ..()
update_armrest()
/obj/structure/chair/sofa/proc/update_armrest()
if(has_buckled_mobs())
add_overlay(armrest)
else
cut_overlay(armrest)
/obj/structure/chair/sofa/post_unbuckle_mob()
. = ..()
update_armrest()
/obj/structure/chair/sofa/left
icon_state = "sofaend_left"
/obj/structure/chair/sofa/right
icon_state = "sofaend_right"
/obj/structure/chair/sofa/corner
icon_state = "sofacorner"
/obj/structure/chair/sofa/corner/handle_layer() //only the armrest/back of this chair should cover the mob.
return