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bed.dm
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/* Beds... get your mind out of the gutter, they're for sleeping!
* Contains:
* Beds
* Roller beds
*/
/*
* Beds
*/
/obj/structure/bed
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon_state = "bed"
icon = 'icons/obj/objects.dmi'
anchored = TRUE
can_buckle = TRUE
buckle_lying = 90
resistance_flags = FLAMMABLE
max_integrity = 100
integrity_failure = 30
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 2
var/bolts = TRUE
/obj/structure/bed/Initialize(mapload)
. = ..()
AddComponent(/datum/component/surgery_bed, \
success_chance = 0.85, \
)
/obj/structure/bed/examine(mob/user)
. = ..()
if(bolts)
. += span_notice("It's held together by a couple of <b>bolts</b>.")
/obj/structure/bed/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(buildstacktype)
new buildstacktype(loc,buildstackamount)
..()
/obj/structure/bed/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/bed/attackby(obj/item/W, mob/user, params)
if(W.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
to_chat(user, span_notice("You start deconstructing [src]..."))
if(W.use_tool(src, user, 40, volume=50))
W.play_tool_sound(src)
deconstruct(TRUE)
else
return ..()
/*
* Roller beds
*/
/obj/structure/bed/roller
name = "roller bed"
icon = 'icons/obj/rollerbed.dmi'
icon_state = "down"
anchored = FALSE
resistance_flags = NONE
var/foldabletype = /obj/item/roller
/obj/structure/bed/roller/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/roller/robo))
var/obj/item/roller/robo/R = W
if(R.loaded)
to_chat(user, span_warning("You already have a roller bed docked!"))
return
if(has_buckled_mobs())
if(buckled_mobs.len > 1)
unbuckle_all_mobs()
user.visible_message(span_notice("[user] unbuckles all creatures from [src]."))
else
user_unbuckle_mob(buckled_mobs[1],user)
else
R.loaded = src
forceMove(R)
user.visible_message("[user] collects [src].", span_notice("You collect [src]."))
return 1
else
return ..()
/obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location)
. = ..()
if(over_object == usr && Adjacent(usr))
if(!ishuman(usr) || !usr.canUseTopic(src, BE_CLOSE))
return 0
if(has_buckled_mobs())
return 0
usr.visible_message("[usr] collapses \the [src.name].", span_notice("You collapse \the [src.name]."))
var/obj/structure/bed/roller/B = new foldabletype(get_turf(src))
usr.put_in_hands(B)
qdel(src)
/obj/structure/bed/roller/post_buckle_mob(mob/living/M)
density = TRUE
icon_state = "up"
M.pixel_y = initial(M.pixel_y)
/obj/structure/bed/roller/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
if(has_gravity())
playsound(src, 'sound/effects/roll.ogg', 100, 1)
/obj/structure/bed/roller/post_unbuckle_mob(mob/living/M)
density = FALSE
icon_state = "down"
M.pixel_x = M.get_standard_pixel_x_offset(M.lying)
M.pixel_y = M.get_standard_pixel_y_offset(M.lying)
/obj/item/roller
name = "roller bed"
desc = "A collapsed roller bed that can be carried around."
icon = 'icons/obj/rollerbed.dmi'
icon_state = "folded"
w_class = WEIGHT_CLASS_NORMAL // No more excuses, stop getting blood everywhere
/obj/item/roller/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/roller/robo))
var/obj/item/roller/robo/R = I
if(R.loaded)
to_chat(user, span_warning("[R] already has a roller bed loaded!"))
return
user.visible_message(span_notice("[user] loads [src]."), span_notice("You load [src] into [R]."))
R.loaded = new/obj/structure/bed/roller(R)
qdel(src) //"Load"
return
else
return ..()
/obj/item/roller/attack_self(mob/user)
deploy_roller(user, user.loc)
/obj/item/roller/afterattack(obj/target, mob/user , proximity)
. = ..()
if(!proximity)
return
if(isopenturf(target))
deploy_roller(user, target)
/obj/item/roller/proc/deploy_roller(mob/user, atom/location)
var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(location)
R.add_fingerprint(user)
qdel(src)
/obj/item/roller/robo //ROLLER ROBO DA!
name = "roller bed dock"
desc = "A collapsed roller bed that can be ejected for emergency use. Must be collected or replaced after use."
var/obj/structure/bed/roller/loaded = null
/obj/item/roller/robo/Initialize(mapload)
. = ..()
loaded = new(src)
/obj/item/roller/robo/examine(mob/user)
. = ..()
. += "The dock is [loaded ? "loaded" : "empty"]."
/obj/item/roller/robo/deploy_roller(mob/user, atom/location)
if(loaded)
loaded.forceMove(location)
user.visible_message("[user] deploys [loaded].", span_notice("You deploy [loaded]."))
loaded = null
else
to_chat(user, span_warning("The dock is empty!"))
//Dog bed
/obj/structure/bed/dogbed
name = "dog bed"
icon_state = "dogbed"
desc = "A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off."
anchored = FALSE
buildstacktype = /obj/item/stack/sheet/mineral/wood
buildstackamount = 10
var/owned = FALSE
/obj/structure/bed/dogbed/ian
desc = "Ian's bed! Looks comfy."
name = "Ian's bed"
anchored = TRUE
/obj/structure/bed/dogbed/cayenne
desc = "Seems kind of... fishy."
name = "Cayenne's bed"
anchored = TRUE
/obj/structure/bed/dogbed/renault
desc = "Renault's bed! Looks comfy. A foxy person needs a foxy pet."
name = "Renault's bed"
anchored = TRUE
/obj/structure/bed/dogbed/runtime
desc = "A comfy-looking cat bed. You can even strap your pet in, in case the gravity turns off."
name = "Runtime's bed"
anchored = TRUE
/obj/structure/bed/dogbed/birdboat
desc = "A former dog bed, now covered in droppings and scratches. Ew."
name = "Birdboat's bed"
anchored = TRUE
///Used to set the owner of a dogbed, returns FALSE if called on an owned bed or an invalid one, TRUE if the possesion succeeds
/obj/structure/bed/dogbed/proc/update_owner(mob/living/M)
if(owned || type != /obj/structure/bed/dogbed) //Only marked beds work, this is hacky but I'm a hacky man
return FALSE //Failed
owned = TRUE
name = "[M]'s bed"
desc = "[M]'s bed! Looks comfy."
return TRUE //Let any callers know that this bed is ours now
/obj/structure/bed/dogbed/buckle_mob(mob/living/M, force, check_loc)
. = ..()
update_owner(M)
/obj/structure/bed/alien
name = "resting contraption"
desc = "This looks similar to contraptions from Earth. Could aliens be stealing our technology?"
icon_state = "abed"
//invisible bed used for buster arm grappling
/obj/structure/bed/grip
name = "buster arm"
icon_state = ""
can_buckle = TRUE
density = FALSE
/obj/structure/bed/grip/Initialize(mapload)
. = ..()
/obj/structure/bed/grip/post_unbuckle_mob(mob/living/M)
qdel(src)