diff --git a/code/datums/elements/bed_tucking.dm b/code/datums/elements/bed_tucking.dm index c094e5a5b108e..e505e6efdb5a2 100644 --- a/code/datums/elements/bed_tucking.dm +++ b/code/datums/elements/bed_tucking.dm @@ -8,8 +8,13 @@ var/y_offset = 0 /// our rotation degree - how much the item turns when in bed (+degrees turns it more parallel) var/rotation_degree = 0 + /// Whether the item changes its dir to match the desired lying direction of the bed that it's tucked into. + var/change_dir = FALSE + /// Whether the item changes its layer to the layer suggested by the bed for tucked-in item. + /// When the item is untucked, it is returned to its initial() layer. + var/change_layer = FALSE -/datum/element/bed_tuckable/Attach(obj/target, x = 0, y = 0, rotation = 0) +/datum/element/bed_tuckable/Attach(obj/target, x = 0, y = 0, rotation = 0, _change_dir = FALSE, _change_layer = FALSE) . = ..() if(!isitem(target)) return ELEMENT_INCOMPATIBLE @@ -17,6 +22,8 @@ x_offset = x y_offset = y rotation_degree = rotation + change_dir = _change_dir + change_layer = _change_layer RegisterSignal(target, COMSIG_ITEM_ATTACK_OBJ, PROC_REF(tuck_into_bed)) /datum/element/bed_tuckable/Detach(obj/target) @@ -40,11 +47,20 @@ return to_chat(tucker, "You lay [tucked] out on [target_bed].") - tucked.pixel_x = x_offset - tucked.pixel_y = y_offset + tucked.pixel_x = x_offset + target_bed.tucked_x_shift + tucked.pixel_y = y_offset + target_bed.tucked_y_shift if(rotation_degree) tucked.transform = turn(tucked.transform, rotation_degree) RegisterSignal(tucked, COMSIG_ITEM_PICKUP, PROC_REF(untuck)) + // the buckle_lying value on the bed controls the direction that mobs lay down in when they're buckled into bed. + // some items (bedsheets) have different states to reflect those directions. + if(change_dir) + if(target_bed.buckle_lying == 270) + tucked.setDir(NORTH) + else + tucked.setDir(SOUTH) + if(target_bed.suggested_tuck_layer != null) + tucked.layer = target_bed.suggested_tuck_layer return COMPONENT_NO_AFTERATTACK @@ -57,4 +73,5 @@ SIGNAL_HANDLER tucked.transform = turn(tucked.transform, -rotation_degree) + tucked.layer = initial(tucked.layer) UnregisterSignal(tucked, COMSIG_ITEM_PICKUP) diff --git a/code/game/objects/items/plushes.dm b/code/game/objects/items/plushes.dm index 63e4ffc5e6c34..4b16ee60942dd 100644 --- a/code/game/objects/items/plushes.dm +++ b/code/game/objects/items/plushes.dm @@ -38,7 +38,7 @@ . = ..() if(should_squeak) AddComponent(/datum/component/squeak, squeak_override) - AddElement(/datum/element/bed_tuckable, 6, -5, 90) + AddElement(/datum/element/bed_tuckable, 6, -5, 90, FALSE, FALSE) //have we decided if Pinocchio goes in the blue or pink aisle yet? if(gender == NEUTER) diff --git a/code/game/objects/items/stacks/sheets/recipes/recipes_metal.dm b/code/game/objects/items/stacks/sheets/recipes/recipes_metal.dm index 6860f34be5c74..9819a941e5f88 100644 --- a/code/game/objects/items/stacks/sheets/recipes/recipes_metal.dm +++ b/code/game/objects/items/stacks/sheets/recipes/recipes_metal.dm @@ -1,9 +1,13 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \ new/datum/stack_recipe("stool", /obj/structure/chair/stool, one_per_turf = TRUE, on_floor = TRUE), \ new/datum/stack_recipe("bar stool", /obj/structure/chair/stool/bar, one_per_turf = TRUE, on_floor = TRUE), \ - new/datum/stack_recipe("bed", /obj/structure/bed, 2, one_per_turf = TRUE, on_floor = TRUE), \ - new/datum/stack_recipe("double bed", /obj/structure/bed/double, 4, one_per_turf = TRUE, on_floor = TRUE), \ null, \ + new/datum/stack_recipe_list("beds", list( \ + new/datum/stack_recipe("bed", /obj/structure/bed, 2, one_per_turf = TRUE, on_floor = TRUE), \ + new/datum/stack_recipe("double bed", /obj/structure/bed/double, 4, one_per_turf = TRUE, on_floor = TRUE), \ + new/datum/stack_recipe("bottom bunk", /obj/structure/bed/bunk, 2, one_per_turf = TRUE, on_floor = TRUE), \ + new/datum/stack_recipe("top bunk", /obj/structure/bed/bunk/top, 2, one_per_turf = TRUE, on_floor = TRUE), \ + )), \ new/datum/stack_recipe_list("office chairs", list( \ new/datum/stack_recipe("gray office chair", /obj/structure/chair/office, 5, one_per_turf = TRUE, on_floor = TRUE), \ new/datum/stack_recipe("light office chair", /obj/structure/chair/office/light, 5, one_per_turf = TRUE, on_floor = TRUE), \ diff --git a/code/game/objects/items/stacks/stack.dm b/code/game/objects/items/stacks/stack.dm index 5653b641c99dd..f34836de156f7 100644 --- a/code/game/objects/items/stacks/stack.dm +++ b/code/game/objects/items/stacks/stack.dm @@ -305,7 +305,7 @@ if(!window_structure.fulltile) continue if(object.density) - to_chat(usr, "There is \a [object.name] here. You cant make \a [recipe.title] here!") + to_chat(usr, "There is \a [object.name] here. You can't make \a [recipe.title] here!") return FALSE if(recipe.placement_checks) switch(recipe.placement_checks) diff --git a/code/game/objects/structures/beds_chairs/alien_nest.dm b/code/game/objects/structures/beds_chairs/alien_nest.dm index 4f132b11af997..ecc050aa8f772 100644 --- a/code/game/objects/structures/beds_chairs/alien_nest.dm +++ b/code/game/objects/structures/beds_chairs/alien_nest.dm @@ -14,6 +14,7 @@ buildstacktype = null flags_1 = NODECONSTRUCT_1 bolts = FALSE + swap_lying_with_dir = FALSE var/static/mutable_appearance/nest_overlay = mutable_appearance('icons/mob/alien.dmi', "nestoverlay", LYING_MOB_LAYER) /obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user) diff --git a/code/game/objects/structures/beds_chairs/bed.dm b/code/game/objects/structures/beds_chairs/bed.dm index 6c5f46e94a3b1..ec7132a67cdd1 100644 --- a/code/game/objects/structures/beds_chairs/bed.dm +++ b/code/game/objects/structures/beds_chairs/bed.dm @@ -18,10 +18,44 @@ resistance_flags = FLAMMABLE max_integrity = 100 integrity_failure = 0.35 + var/buildstacktype = /obj/item/stack/sheet/metal var/buildstackamount = 2 var/bolts = TRUE + /// Whether the bed changes its buckle_lying direction + /// (and accordingly the direction in which mobs lie down) based on its current direction. + var/swap_lying_with_dir = TRUE + /// If non-null, some items (bedsheets) which can be tucked into beds + /// will set their layer to this value when they are tucked in, until they are picked up again. + var/suggested_tuck_layer = null + /// The amount added to the pixel_x value of a tucked-in item. + var/tucked_x_shift = 0 + /// The amount added to the pixel_y value of a tucked-in item. + var/tucked_y_shift = 0 + +/obj/structure/bed/Initialize(...) + . = ..() + if(swap_lying_with_dir) + buckle_lying = get_buckle_angle_from_dir(dir) + +/obj/structure/bed/setDir(newdir) + . = ..() + if(swap_lying_with_dir) + buckle_lying = get_buckle_angle_from_dir(newdir) + // shuttle rotation etc... ugh. + if(has_buckled_mobs()) + for(var/mob/living/M as anything in buckled_mobs) + // this proc already checks to see if the new angle is different from the old one, + // so this shouldn't cause any duplicate work or unnecessary animations. + M.set_lying_angle(buckle_lying) + +/obj/structure/bed/proc/get_buckle_angle_from_dir(some_dir) + if(some_dir & (SOUTH|WEST)) + return 90 + else + return 270 + /obj/structure/bed/examine(mob/user) . = ..() if(bolts) @@ -52,6 +86,9 @@ icon_state = "down" anchored = FALSE resistance_flags = NONE + + // no dir states + swap_lying_with_dir = FALSE var/foldabletype = /obj/item/roller /obj/structure/bed/roller/attackby(obj/item/W, mob/user, params) @@ -161,8 +198,9 @@ else to_chat(user, "The dock is empty!") -//Dog bed - +/* + * "Dog" beds + */ /obj/structure/bed/dogbed name = "dog bed" icon_state = "dogbed" @@ -170,6 +208,9 @@ anchored = TRUE buildstacktype = /obj/item/stack/sheet/mineral/wood buildstackamount = 10 + + // no dir states + swap_lying_with_dir = FALSE var/mob/living/owner = null /obj/structure/bed/dogbed/ian @@ -206,7 +247,9 @@ . = ..() update_owner(M) -//Double Beds, for luxurious sleeping, i.e. the captain and maybe heads - no quirky refrence here. Move along +/* + * Double beds, for luxurious sleeping, i.e. the captain and maybe heads - no quirky refrence here. Move along + */ /obj/structure/bed/double name = "double bed" desc = "A luxurious double bed, for those too important for small dreams." @@ -232,3 +275,84 @@ name = "double dirty mattress" desc = "An old grubby king sized mattress. You really try to not think about what could be the cause of those stains." icon_state = "dirty_mattress_double" + +/* + * Bunk beds. Comes with an /obj/effect spawner that lets mappers place them down easily. + * The base type is the bottom bunk, with the top bunk as a derived type. + * Like other beds, the pillow may be on the left or right depending on the direction. + */ +/obj/structure/bed/bunk + name = "bottom bunk" + desc = "The oft-maligned bottom bunk of a compact bunk bed. Heavy sleepers only." + icon_state = "bottom_bunk" + // just below the top bunk's main layer + suggested_tuck_layer = LYING_MOB_LAYER + 0.005 + /// The amount added to the pixel_y value of mobs lying down, relative to the default shift for that position. + var/mob_y_shift = -1 + // i think it looks best without shifting the bedsheet down, even though the mob gets shifted down some + +// alter their pixel offset when they lie down... +/obj/structure/bed/bunk/post_buckle_mob(mob/living/M) + // we shift the lying mob a little so that they line up better with the pillow, but the shift direction changes + // depending on the direction they lie down in, controlled by buckle_lying + // (which is in turn based on our direction, but we don't need to worry about that directly) + var/horz_offset + if(buckle_lying == 90) + horz_offset = 2 + else + horz_offset = -2 + + M.pixel_x = M.get_standard_pixel_x_offset(M.body_position == LYING_DOWN) + horz_offset + M.pixel_y = M.get_standard_pixel_y_offset(M.body_position == LYING_DOWN) + mob_y_shift + +// ...and reset it when they get off +/obj/structure/bed/bunk/post_unbuckle_mob(mob/living/M) + M.pixel_x = M.get_standard_pixel_x_offset(M.body_position == LYING_DOWN) + M.pixel_y = M.get_standard_pixel_y_offset(M.body_position == LYING_DOWN) + + +/obj/structure/bed/bunk/top + name = "top bunk" + desc = "The top bunk of a compact bunk bed. Few other sleeping accommodations can match its luxury." + icon_state = "top_bunk" + + // higher layer, so that it renders on top of people on the bottom bunk + layer = LYING_MOB_LAYER + 0.01 + mob_y_shift = 13 + + // above the lying mob, but below the ladder + suggested_tuck_layer = LYING_MOB_LAYER + 0.025 + tucked_y_shift = 14 + +/obj/structure/bed/bunk/top/Initialize(...) + . = ..() + // the ladder needs to render above the mob + overlays += image(icon = 'icons/obj/objects.dmi', icon_state = "top_bunk_ladder", layer = LYING_MOB_LAYER + 0.03) + // and the posts need to render below the bottom bunk + overlays += image(icon = 'icons/obj/objects.dmi', icon_state = "top_bunk_posts", layer = TABLE_LAYER) + +/obj/structure/bed/bunk/top/post_buckle_mob(mob/living/M) + . = ..() + M.layer = LYING_MOB_LAYER + 0.02 + +/obj/structure/bed/bunk/top/post_unbuckle_mob(mob/living/M) + . = ..() + // honestly not really confident in this, but since standing up takes a do_after + // (and thus happens afterwards, resetting the layer), it should be fine... + // i'm more worried about altering layers via + and -, since if you figured out ways + // of stacking those you could layer yourself under, like, the floor. + M.layer = LYING_MOB_LAYER + + +// the spawner +/obj/effect/spawner/bunk_bed + name = "bunk bed spawner" + icon_state = "bunk_bed_spawner" + +/obj/effect/spawner/bunk_bed/Initialize(...) + . = ..() + var/obj/structure/bed/bunk/bottom_bunk = new(loc) + var/obj/structure/bed/bunk/top/top_bunk = new(loc) + + bottom_bunk.setDir(dir) + top_bunk.setDir(dir) diff --git a/code/game/objects/structures/bedsheet_bin.dm b/code/game/objects/structures/bedsheet_bin.dm index 1a89195c646a2..31e9d9a0b8fcb 100644 --- a/code/game/objects/structures/bedsheet_bin.dm +++ b/code/game/objects/structures/bedsheet_bin.dm @@ -28,7 +28,7 @@ LINEN BINS /obj/item/bedsheet/Initialize(mapload) . = ..() - AddElement(/datum/element/bed_tuckable, 0, 0, 0) + AddElement(/datum/element/bed_tuckable, 0, 0, 0, TRUE, TRUE) /obj/item/bedsheet/attack_self(mob/user) if(!user.CanReach(src)) //No telekenetic grabbing. diff --git a/code/game/objects/structures/tank_dispenser.dm b/code/game/objects/structures/tank_dispenser.dm index 1be5f857e1558..c0604dd5e09b5 100644 --- a/code/game/objects/structures/tank_dispenser.dm +++ b/code/game/objects/structures/tank_dispenser.dm @@ -28,10 +28,10 @@ /obj/structure/tank_dispenser/update_overlays() . = ..() switch(oxygentanks) - if(1 to 3) + if(1 to 4) . += "oxygen-[oxygentanks]" - if(4 to TANK_DISPENSER_CAPACITY) - . += "oxygen-4" + if(5 to TANK_DISPENSER_CAPACITY) + . += "oxygen-5" switch(plasmatanks) if(1 to 4) . += "plasma-[plasmatanks]" diff --git a/code/modules/antagonists/abductor/equipment/abduction_gear.dm b/code/modules/antagonists/abductor/equipment/abduction_gear.dm index 5bce8014babe8..abc69300c9c6d 100644 --- a/code/modules/antagonists/abductor/equipment/abduction_gear.dm +++ b/code/modules/antagonists/abductor/equipment/abduction_gear.dm @@ -761,6 +761,7 @@ Congratulations! You are now trained for invasive xenobiology research!"} icon = 'icons/obj/abductor.dmi' buildstacktype = /obj/item/stack/sheet/mineral/abductor icon_state = "bed" + swap_lying_with_dir = FALSE /obj/structure/table_frame/abductor name = "alien table frame" diff --git a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm index 9c65e50130cf9..c073a7c3521c0 100644 --- a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm +++ b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm @@ -608,7 +608,7 @@ This is here to make the tiles around the station mininuke change when it's arme /obj/item/disk/nuclear/Initialize() . = ..() - AddElement(/datum/element/bed_tuckable, 6, -6, 0) + AddElement(/datum/element/bed_tuckable, 6, -6, 0, FALSE, FALSE) if(!fake) SSpoints_of_interest.make_point_of_interest(src) diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 3ed2b86816ac4..9a19e198a5552 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -386,7 +386,7 @@ /mob/living/carbon/get_standard_pixel_y_offset(lying = 0) if(lying) - return -6 + return PIXEL_Y_OFFSET_LYING else return initial(pixel_y) diff --git a/icons/effects/effects.dmi b/icons/effects/effects.dmi index 0aa256c631e42..bb63eb2b7f0ed 100644 Binary files a/icons/effects/effects.dmi and b/icons/effects/effects.dmi differ diff --git a/icons/obj/objects.dmi b/icons/obj/objects.dmi index 1b156b9294f9f..8479c100f1b0a 100644 Binary files a/icons/obj/objects.dmi and b/icons/obj/objects.dmi differ