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tables_racks.dm
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tables_racks.dm
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/* Tables and Racks
* Contains:
* Tables
* Glass Tables
* Plasmaglass Tables
* Wooden Tables
* Reinforced Tables
* Racks
* Rack Parts
*/
/*
* Tables
*/
/obj/structure/table
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'icons/obj/smooth_structures/tables/table.dmi'
icon_state = "table-0"
base_icon_state = "table"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_TABLES)
canSmoothWith = list(SMOOTH_GROUP_TABLES)
density = TRUE
anchored = TRUE
pass_flags_self = PASSTABLE | LETPASSTHROW
layer = TABLE_LAYER
var/frame = /obj/structure/table_frame
var/framestack = /obj/item/stack/rods
var/glass_shard_type = /obj/item/shard
var/buildstack = /obj/item/stack/sheet/iron
var/busy = FALSE
var/buildstackamount = 1
var/framestackamount = 2
var/deconstruction_ready = 1
var/last_bump = 0
custom_materials = list(/datum/material/iron = 2000)
max_integrity = 100
integrity_failure = 0.33
/obj/structure/table/Initialize(mapload, _buildstack)
. = ..()
if(_buildstack)
buildstack = _buildstack
AddElement(/datum/element/climbable)
/obj/structure/table/Bumped(mob/living/carbon/human/H)
. = ..()
if(!istype(H))
return
var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET))
if(!HAS_TRAIT(H, TRAIT_ALWAYS_STUBS) && (H.shoes || feetCover || !(H.mobility_flags & MOBILITY_STAND) || HAS_TRAIT(H, TRAIT_PIERCEIMMUNE) || H.m_intent == MOVE_INTENT_WALK))
return
if(HAS_TRAIT(H, TRAIT_ALWAYS_STUBS) || ((world.time >= last_bump + 100) && prob(5)))
to_chat(H, "<span class='warning'>You stub your toe on the [name]!</span>")
H.stub_toe(2)
last_bump = world.time //do the cooldown here so walking into a table only checks toestubs once
/obj/structure/table/examine(mob/user)
. = ..()
. += deconstruction_hints(user)
/obj/structure/table/proc/deconstruction_hints(mob/user)
return "<span class='notice'>The top is <b>screwed</b> on, but the main <b>bolts</b> are also visible.</span>"
/obj/structure/table/update_icon(updates=ALL)
. = ..()
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/structure/table/narsie_act()
var/atom/A = loc
qdel(src)
new /obj/structure/table/wood(A)
/obj/structure/table/ratvar_act()
var/atom/A = loc
qdel(src)
new /obj/structure/table/brass(A)
/obj/structure/table/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/table/attack_hand(mob/living/user)
if(Adjacent(user) && user.pulling)
if(isliving(user.pulling))
var/mob/living/pushed_mob = user.pulling
if(pushed_mob.buckled)
to_chat(user, "<span class='warning'>[pushed_mob] is buckled to [pushed_mob.buckled]!</span>")
return
if(user.a_intent == INTENT_GRAB)
if(user.grab_state < GRAB_AGGRESSIVE)
to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
return
if(user.grab_state >= GRAB_NECK)
tableheadsmash(user, pushed_mob)
else
tablepush(user, pushed_mob)
if(user.a_intent == INTENT_HELP)
pushed_mob.visible_message("<span class='notice'>[user] begins to place [pushed_mob] onto [src]...</span>", \
"<span class='userdanger'>[user] begins to place [pushed_mob] onto [src]...</span>")
if(do_after(user, 35, target = pushed_mob))
tableplace(user, pushed_mob)
else
return
user.stop_pulling()
else if(user.pulling.pass_flags & PASSTABLE)
user.Move_Pulled(src)
if (user.pulling.loc == loc)
user.visible_message("<span class='notice'>[user] places [user.pulling] onto [src].</span>",
"<span class='notice'>You place [user.pulling] onto [src].</span>")
user.stop_pulling()
return ..()
/obj/structure/table/attack_tk(mob/user)
return
/obj/structure/table/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(.)
return
if(mover.throwing)
return TRUE
if(locate(/obj/structure/table) in get_turf(mover))
return TRUE
/obj/structure/table/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
. = !density
if(istype(caller))
. = . || (caller.pass_flags & PASSTABLE)
/obj/structure/table/proc/tableplace(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(loc)
if(!isanimal(pushed_mob) || iscat(pushed_mob))
pushed_mob.set_resting(TRUE, TRUE)
pushed_mob.visible_message("<span class='notice'>[user] places [pushed_mob] onto [src].</span>", \
"<span class='notice'>[user] places [pushed_mob] onto [src].</span>")
log_combat(user, pushed_mob, "places", null, "onto [src]", important = FALSE)
/obj/structure/table/proc/tablepush(mob/living/user, mob/living/pushed_mob)
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='danger'>Throwing [pushed_mob] onto the table might hurt them!</span>")
return
var/added_passtable = FALSE
if(!(pushed_mob.pass_flags & PASSTABLE))
added_passtable = TRUE
pushed_mob.pass_flags |= PASSTABLE
pushed_mob.Move(src.loc)
if(added_passtable)
pushed_mob.pass_flags &= ~PASSTABLE
if(pushed_mob.loc != loc) //Something prevented the tabling
return
pushed_mob.Knockdown(30)
pushed_mob.apply_damage(40, STAMINA)
if(user.mind?.martial_art?.smashes_tables)
deconstruct(FALSE)
playsound(pushed_mob, "sound/effects/tableslam.ogg", 90, TRUE)
pushed_mob.visible_message("<span class='danger'>[user] slams [pushed_mob] onto \the [src]!</span>", \
"<span class='userdanger'>[user] slams you onto \the [src]!</span>")
log_combat(user, pushed_mob, "tabled", null, "onto [src]", important = FALSE)
SEND_SIGNAL(pushed_mob, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table)
/obj/structure/table/proc/tableheadsmash(mob/living/user, mob/living/pushed_mob)
pushed_mob.Knockdown(30)
pushed_mob.apply_damage(40, BRUTE, BODY_ZONE_HEAD)
pushed_mob.apply_damage(60, STAMINA)
take_damage(50)
if(user.mind?.martial_art?.smashes_tables)
deconstruct(FALSE)
playsound(pushed_mob, "sound/effects/tableheadsmash.ogg", 90, TRUE)
pushed_mob.visible_message("<span class='danger'>[user] smashes [pushed_mob]'s head against \the [src]!</span>",
"<span class='userdanger'>[user] smashes your head against \the [src]</span>")
log_combat(user, pushed_mob, "head slammed", null, "against [src]")
SEND_SIGNAL(pushed_mob, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table_headsmash)
/obj/structure/table/attackby(obj/item/I, mob/user, params)
var/list/modifiers = params2list(params)
if(!(flags_1 & NODECONSTRUCT_1))
if(I.tool_behaviour == TOOL_SCREWDRIVER && deconstruction_ready && user.a_intent != INTENT_HELP)
to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
if(I.use_tool(src, user, 20, volume=50))
deconstruct(TRUE)
return
if(I.tool_behaviour == TOOL_WRENCH && deconstruction_ready && user.a_intent != INTENT_HELP)
to_chat(user, "<span class='notice'>You start deconstructing [src]...</span>")
if(I.use_tool(src, user, 40, volume=50))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
deconstruct(TRUE, 1)
return
if(istype(I, /obj/item/storage/bag/tray))
var/obj/item/storage/bag/tray/T = I
if(T.contents.len > 0) // If the tray isn't empty
SEND_SIGNAL(I, COMSIG_TRY_STORAGE_QUICK_EMPTY, drop_location())
user.visible_message("[user] empties [I] on [src].")
return
// If the tray IS empty, continue on (tray will be placed on the table like other items)
if(istype(I, /obj/item/riding_offhand))
var/obj/item/riding_offhand/riding_item = I
var/mob/living/carried_mob = riding_item.rider
if(carried_mob == user) //Piggyback user.
return
switch(user.a_intent)
if(INTENT_HARM)
user.unbuckle_mob(carried_mob)
tableheadsmash(user, carried_mob)
if(INTENT_HELP)
var/tableplace_delay = 3.5 SECONDS
var/skills_space = ""
if(HAS_TRAIT(user, TRAIT_QUICKER_CARRY))
tableplace_delay = 2 SECONDS
skills_space = " expertly"
else if(HAS_TRAIT(user, TRAIT_QUICK_CARRY))
tableplace_delay = 2.75 SECONDS
skills_space = " quickly"
carried_mob.visible_message("<span class='notice'>[user] begins to[skills_space] place [carried_mob] onto [src]...</span>",
"<span class='userdanger'>[user] begins to[skills_space] place [carried_mob] onto [src]...</span>")
if(do_after(user, tableplace_delay, target = carried_mob))
user.unbuckle_mob(carried_mob)
tableplace(user, carried_mob)
else
user.unbuckle_mob(carried_mob)
tablepush(user, carried_mob)
return TRUE
if(user.a_intent != INTENT_HARM && !(I.item_flags & ABSTRACT))
if(user.transferItemToLoc(I, drop_location(), silent = FALSE))
//Center the icon where the user clicked.
if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
return
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
I.pixel_x = clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
I.pixel_y = clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
return 1
else
return ..()
/obj/structure/table/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(!(flags_1 & NODECONSTRUCT_1))
var/turf/T = get_turf(src)
if(buildstack)
new buildstack(T, buildstackamount)
else
for(var/i in custom_materials)
var/datum/material/M = i
new M.sheet_type(T, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
if(!wrench_disassembly)
new frame(T)
else
new framestack(T, framestackamount)
qdel(src)
/obj/structure/table/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 24, "cost" = 16)
return FALSE
/obj/structure/table/greyscale
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
buildstack = null //No buildstack, so generate from mat datums
/obj/structure/table/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, "<span class='notice'>You deconstruct the table.</span>")
qdel(src)
return TRUE
return FALSE
/*
* Glass tables
*/
/obj/structure/table/glass
name = "glass table"
desc = "What did I say about leaning on the glass tables? Now you need surgery."
icon = 'icons/obj/smooth_structures/tables/glass_table.dmi'
icon_state = "glass_table-0"
base_icon_state = "glass_table"
smoothing_groups = list(SMOOTH_GROUP_GLASS_TABLES)
canSmoothWith = list(SMOOTH_GROUP_GLASS_TABLES)
buildstack = /obj/item/stack/sheet/glass
canSmoothWith = null
max_integrity = 70
resistance_flags = ACID_PROOF
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100, STAMINA = 0)
var/list/debris = list()
/obj/structure/table/glass/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/structure/table/glass/proc/on_entered(datum/source, atom/movable/AM)
SIGNAL_HANDLER
if(flags_1 & NODECONSTRUCT_1)
return
if(!isliving(AM))
return
// Don't break if they're just flying past
if(AM.throwing)
addtimer(CALLBACK(src, PROC_REF(throw_check), AM), 5)
else
check_break(AM)
/obj/structure/table/glass/proc/throw_check(mob/living/M)
if(M.loc == get_turf(src))
check_break(M)
/obj/structure/table/glass/proc/check_break(mob/living/M)
if(M.has_gravity() && M.mob_size > MOB_SIZE_SMALL && !(M.movement_type & FLYING))
table_shatter(M)
/obj/structure/table/glass/proc/table_shatter(mob/living/victim)
visible_message("<span class='warning'>[src] breaks!</span>",
"<span class='danger'>You hear breaking glass.</span>")
playsound(loc, "shatter", 50, 1)
new frame(loc)
var/obj/item/shard/shard = new glass_shard_type(loc)
shard.throw_impact(victim)
victim.Paralyze(100)
qdel(src)
/obj/structure/table/glass/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
..()
return
else
var/turf/T = get_turf(src)
playsound(T, "shatter", 50, 1)
new frame(loc)
new glass_shard_type(loc)
qdel(src)
/obj/structure/table/glass/narsie_act()
color = NARSIE_WINDOW_COLOUR
/*
* Plasmaglass tables
*/
/obj/structure/table/glass/plasma
name = "plasmaglass table"
desc = "A glass table, but it's pink and more sturdy. What will Nanotrasen design next with plasma?"
icon = 'icons/obj/smooth_structures/tables/plasmaglass_table.dmi'
icon_state = "plasmaglass_table-0"
base_icon_state = "plasmaglass_table"
buildstack = /obj/item/stack/sheet/plasmaglass
glass_shard_type = /obj/item/shard/plasma
max_integrity = 270
armor = list(MELEE = 10, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
/obj/structure/table/glass/plasma/Initialize(mapload)
. = ..()
debris += new /obj/item/shard/plasma
/obj/structure/table/glass/plasma/check_break(mob/living/M)
return
/*
* Wooden tables
*/
/obj/structure/table/wood
name = "wooden table"
desc = "Do not apply fire to this. Rumour says it burns easily."
icon = 'icons/obj/smooth_structures/tables/wood_table.dmi'
icon_state = "wood_table-0"
base_icon_state = "wood_table"
smoothing_groups = list(SMOOTH_GROUP_WOOD_TABLES)
canSmoothWith = list(SMOOTH_GROUP_WOOD_TABLES)
frame = /obj/structure/table_frame/wood
framestack = /obj/item/stack/sheet/wood
buildstack = /obj/item/stack/sheet/wood
resistance_flags = FLAMMABLE
max_integrity = 70
/obj/structure/table/wood/narsie_act(total_override = TRUE)
if(!total_override)
..()
/obj/structure/table/wood/poker //No specialties, Just a mapping object.
name = "gambling table"
desc = "A seedy table for seedy dealings in seedy places."
icon = 'icons/obj/smooth_structures/tables/poker_table.dmi'
icon_state = "poker_table-0"
base_icon_state = "poker_table"
buildstack = /obj/item/stack/tile/carpet
/obj/structure/table/wood/poker/narsie_act()
..(FALSE)
/obj/structure/table/wood/fancy
name = "fancy table"
desc = "A standard metal table frame covered with an amazingly fancy, patterned cloth."
icon = 'icons/obj/smooth_structures/tables/fancy_tables/fancy_table.dmi'
icon_state = "fancy_table-0"
base_icon_state = "fancy_table"
smoothing_groups = list(SMOOTH_GROUP_FANCY_WOOD_TABLES) //Don't smooth with SMOOTH_GROUP_TABLES or SMOOTH_GROUP_WOOD_TABLES
canSmoothWith = list(SMOOTH_GROUP_FANCY_WOOD_TABLES)
frame = /obj/structure/table_frame
framestack = /obj/item/stack/rods
buildstack = /obj/item/stack/tile/carpet
/obj/structure/table/wood/fancy/black
icon_state = "fancy_table_black-0"
base_icon_state = "fancy_table_black"
buildstack = /obj/item/stack/tile/carpet/black
icon = 'icons/obj/smooth_structures/tables/fancy_tables/fancy_table_black.dmi'
/obj/structure/table/wood/fancy/blue
icon_state = "fancy_table_blue-0"
base_icon_state = "fancy_table_blue"
buildstack = /obj/item/stack/tile/carpet/blue
icon = 'icons/obj/smooth_structures/tables/fancy_tables/fancy_table_blue.dmi'
/obj/structure/table/wood/fancy/cyan
icon_state = "fancy_table_cyan-0"
base_icon_state = "fancy_table_cyan"
buildstack = /obj/item/stack/tile/carpet/cyan
icon = 'icons/obj/smooth_structures/tables/fancy_tables/fancy_table_cyan.dmi'
/obj/structure/table/wood/fancy/green
icon_state = "fancy_table_green-0"
base_icon_state = "fancy_table_green"
buildstack = /obj/item/stack/tile/carpet/green
icon = 'icons/obj/smooth_structures/tables/fancy_tables/fancy_table_green.dmi'
/obj/structure/table/wood/fancy/orange
icon_state = "fancy_table_orange-0"
base_icon_state = "fancy_table_orange"
buildstack = /obj/item/stack/tile/carpet/orange
icon = 'icons/obj/smooth_structures/tables/fancy_tables/fancy_table_orange.dmi'
/obj/structure/table/wood/fancy/purple
icon_state = "fancy_table_purple-0"
base_icon_state = "fancy_table_purple"
buildstack = /obj/item/stack/tile/carpet/purple
icon = 'icons/obj/smooth_structures/tables/fancy_tables/fancy_table_purple.dmi'
/obj/structure/table/wood/fancy/red
icon_state = "fancy_table_red-0"
base_icon_state = "fancy_table_red"
buildstack = /obj/item/stack/tile/carpet/red
icon = 'icons/obj/smooth_structures/tables/fancy_tables/fancy_table_red.dmi'
/obj/structure/table/wood/fancy/royalblack
icon_state = "fancy_table_royalblack-0"
base_icon_state = "fancy_table_royalblack"
buildstack = /obj/item/stack/tile/carpet/royalblack
icon = 'icons/obj/smooth_structures/tables/fancy_tables/fancy_table_royalblack.dmi'
/obj/structure/table/wood/fancy/royalblue
icon_state = "fancy_table_royalblue-0"
base_icon_state = "fancy_table_royalblue"
buildstack = /obj/item/stack/tile/carpet/royalblue
icon = 'icons/obj/smooth_structures/tables/fancy_tables/fancy_table_royalblue.dmi'
/*
* Reinforced tables
*/
/obj/structure/table/reinforced
name = "reinforced table"
desc = "A reinforced version of the four legged table."
icon = 'icons/obj/smooth_structures/tables/reinforced_table.dmi'
icon_state = "reinforced_table-0"
base_icon_state = "reinforced_table"
deconstruction_ready = 0
buildstack = /obj/item/stack/sheet/plasteel
max_integrity = 200
integrity_failure = 0.25
armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70, STAMINA = 0)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
return "<span class='notice'>The top cover has been <i>welded</i> loose and the main frame's <b>bolts</b> are exposed.</span>"
else
return "<span class='notice'>The top cover is firmly <b>welded</b> on.</span>"
/obj/structure/table/reinforced/attackby(obj/item/W, mob/user, params)
if(W.tool_behaviour == TOOL_WELDER)
if(!W.tool_start_check(user, amount=0))
return
if(deconstruction_ready)
to_chat(user, "<span class='notice'>You start strengthening the reinforced table...</span>")
if (W.use_tool(src, user, 50, volume=50))
to_chat(user, "<span class='notice'>You strengthen the table.</span>")
deconstruction_ready = 0
else
to_chat(user, "<span class='notice'>You start weakening the reinforced table...</span>")
if (W.use_tool(src, user, 50, volume=50))
to_chat(user, "<span class='notice'>You weaken the table.</span>")
deconstruction_ready = 1
else
. = ..()
/obj/structure/table/brass
name = "brass table"
desc = "A solid, slightly beveled brass table."
icon = 'icons/obj/smooth_structures/tables/brass_table.dmi'
icon_state = "brass_table-0"
base_icon_state = "brass_table"
resistance_flags = FIRE_PROOF | ACID_PROOF
smoothing_groups = list(SMOOTH_GROUP_BRONZE_TABLES) //Don't smooth with SMOOTH_GROUP_TABLES
canSmoothWith = list(SMOOTH_GROUP_BRONZE_TABLES)
frame = /obj/structure/table_frame/brass
framestack = /obj/item/stack/sheet/brass
buildstack = /obj/item/stack/sheet/brass
framestackamount = 1
buildstackamount = 1
/obj/structure/table/brass/ratvar_act()
return
/obj/structure/table/brass/tablepush(mob/living/user, mob/living/pushed_mob)
. = ..()
playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
/obj/structure/table/brass/narsie_act()
take_damage(rand(15, 45), BRUTE)
if(src) //do we still exist?
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
/obj/structure/table/bronze
name = "bronze table"
desc = "A solid table made out of bronze."
icon = 'icons/obj/smooth_structures/tables/brass_table.dmi'
icon_state = "brass_table-0"
base_icon_state = "brass_table"
resistance_flags = FIRE_PROOF | ACID_PROOF
buildstack = /obj/item/stack/sheet/bronze
smoothing_groups = list(SMOOTH_GROUP_BRONZE_TABLES) //Don't smooth with SMOOTH_GROUP_TABLES
canSmoothWith = list(SMOOTH_GROUP_BRONZE_TABLES)
/obj/structure/table/bronze/tablepush(mob/living/user, mob/living/pushed_mob)
..()
playsound(src, 'sound/magic/clockwork/fellowship_armory.ogg', 50, TRUE)
/*
* Surgery Tables
*/
/obj/structure/table/optable
name = "operating table"
desc = "Used for advanced medical procedures."
icon = 'icons/obj/surgery.dmi'
icon_state = "optable"
buildstack = /obj/item/stack/sheet/mineral/silver
smoothing_flags = NONE
smoothing_groups = null
canSmoothWith = null
can_buckle = 1
buckle_lying = -1
buckle_requires_restraints = 1
var/mob/living/carbon/human/patient = null
var/obj/machinery/computer/operating/computer = null
/obj/structure/table/optable/Initialize()
. = ..()
initial_link()
/obj/structure/table/optable/examine(mob/user)
. = ..()
if(computer)
. += "<span class='notice'>[src] is <b>linked</b> to an operating computer to the [dir2text(get_dir(src, computer))].</span>"
else
. += "<span class='notice'>[src] is <b>NOT linked</b> to an operating computer.</span>"
/obj/structure/table/optable/proc/initial_link()
if(!QDELETED(computer))
computer.table = src
return
for(var/direction in GLOB.alldirs)
var/obj/machinery/computer/operating/found_computer = locate(/obj/machinery/computer/operating) in get_step(src, direction)
if(found_computer)
if(!found_computer.table)
found_computer.link_with_table(new_table = src)
break
else if(found_computer.table == src)
computer = found_computer
break
/obj/structure/table/optable/Destroy()
. = ..()
if(computer?.table == src)
computer.table = null
/obj/structure/table/optable/tablepush(mob/living/user, mob/living/pushed_mob)
pushed_mob.forceMove(loc)
if(!isanimal(pushed_mob) || iscat(pushed_mob))
pushed_mob.set_resting(TRUE, TRUE)
visible_message("<span class='notice'>[user] has laid [pushed_mob] on [src].</span>")
get_patient()
/obj/structure/table/optable/proc/get_patient()
var/mob/living/carbon/M = locate(/mob/living/carbon) in loc
if(M)
if(M.resting)
set_patient(M)
else
set_patient(null)
/obj/structure/table/optable/proc/set_patient(new_patient)
if(patient)
UnregisterSignal(patient, COMSIG_PARENT_QDELETING)
patient = new_patient
if(patient)
RegisterSignal(patient, COMSIG_PARENT_QDELETING, PROC_REF(patient_deleted))
/obj/structure/table/optable/proc/patient_deleted(datum/source)
SIGNAL_HANDLER
set_patient(null)
/obj/structure/table/optable/proc/check_eligible_patient()
get_patient()
if(!patient)
return FALSE
if(ishuman(patient) || ismonkey(patient))
return TRUE
return FALSE
/*
* Racks
*/
/obj/structure/rack
name = "rack"
desc = "Different from the Middle Ages version."
icon = 'icons/obj/objects.dmi'
icon_state = "rack"
layer = TABLE_LAYER
density = TRUE
anchored = TRUE
pass_flags_self = LETPASSTHROW //You can throw objects over this, despite it's density.
max_integrity = 20
/obj/structure/rack/examine(mob/user)
. = ..()
. += "<span class='notice'>It's held together by a couple of <b>bolts</b>.</span>"
/obj/structure/rack/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(src.density == 0) //Because broken racks -Agouri |TODO: SPRITE!|
return TRUE
if(istype(mover) && (mover.pass_flags & PASSTABLE))
return TRUE
return FALSE
/obj/structure/rack/MouseDrop_T(obj/O, mob/user)
. = ..()
if ((!( istype(O, /obj/item) ) || user.get_active_held_item() != O))
return
if(!user.dropItemToGround(O))
return
if(O.loc != src.loc)
step(O, get_dir(O, src))
/obj/structure/rack/attackby(obj/item/W, mob/user, params)
if (W.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1) && user.a_intent != INTENT_HELP)
W.play_tool_sound(src)
deconstruct(TRUE)
return
if(user.a_intent == INTENT_HARM)
return ..()
if(user.transferItemToLoc(W, drop_location()))
return 1
/obj/structure/rack/attack_paw(mob/living/user)
attack_hand(user)
/obj/structure/rack/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!(user.mobility_flags & MOBILITY_STAND) || user.get_num_legs() < 2)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("<span class='danger'>[user] kicks [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
take_damage(rand(4,8), BRUTE, MELEE, 1)
/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(loc, 'sound/items/dodgeball.ogg', 80, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 40, 1)
/*
* Rack destruction
*/
/obj/structure/rack/deconstruct(disassembled = TRUE)
if(!(flags_1&NODECONSTRUCT_1))
set_density(FALSE)
var/obj/item/rack_parts/newparts = new(loc)
transfer_fingerprints_to(newparts)
qdel(src)
/*
* Rack Parts
*/
/obj/item/rack_parts
name = "rack parts"
desc = "Parts of a rack."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "rack_parts"
flags_1 = CONDUCT_1
custom_materials = list(/datum/material/iron=2000)
var/building = FALSE
/obj/item/rack_parts/attackby(obj/item/W, mob/user, params)
if (W.tool_behaviour == TOOL_WRENCH)
new /obj/item/stack/sheet/iron(user.loc)
qdel(src)
else
. = ..()
/obj/item/rack_parts/attack_self(mob/user)
if(building)
return
building = TRUE
to_chat(user, "<span class='notice'>You start constructing a rack...</span>")
if(do_after(user, 50, target = user))
if(!user.temporarilyRemoveItemFromInventory(src))
return
var/obj/structure/rack/R = new /obj/structure/rack(user.loc)
user.visible_message("<span class='notice'>[user] assembles \a [R].\
</span>", "<span class='notice'>You assemble \a [R].</span>")
R.add_fingerprint(user)
qdel(src)
building = FALSE