Display Case Update (#10993)

You can now open display cases with a captain level ID.
    You can now play any item in a display case.
This commit is contained in:
Geeves
2021-01-23 23:00:15 +02:00
committed by GitHub
parent 5a1069baed
commit 6fbee5a089
6 changed files with 101 additions and 57 deletions
+92 -55
View File
@@ -1,79 +1,116 @@
/obj/structure/displaycase
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox1"
desc = "A display case for prized possessions. It taunts you to kick it."
density = 1
anchored = 1
unacidable = 1//Dissolving the case would also delete the gun.
icon = 'icons/obj/display_case.dmi'
icon_state = "glassbox"
density = TRUE
anchored = TRUE
unacidable = TRUE
req_access = list(access_captain)
var/health = 30
var/occupied = 1
var/destroyed = 0
var/obj/held_obj
var/open = FALSE
var/destroyed = FALSE
var/spawn_contained_type
/obj/structure/displaycase/Initialize(mapload)
. = ..()
if(spawn_contained_type)
var/obj/O = new spawn_contained_type(src)
held_obj = O
update_icon()
/obj/structure/displaycase/ex_act(severity)
switch(severity)
if (1)
new /obj/item/material/shard( src.loc )
if (occupied)
new /obj/item/gun/energy/captain( src.loc )
occupied = 0
qdel(src)
do_destroy()
if (2)
if (prob(50))
src.health -= 15
src.healthcheck()
if(prob(50))
health -= 15
health_check()
if (3)
if (prob(50))
src.health -= 5
src.healthcheck()
if(prob(50))
health -= 5
health_check()
/obj/structure/displaycase/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.get_structure_damage()
..()
src.healthcheck()
return
health_check()
/obj/structure/displaycase/proc/healthcheck()
if (src.health <= 0)
if (!( src.destroyed ))
src.density = 0
src.destroyed = 1
new /obj/item/material/shard( src.loc )
playsound(src, /decl/sound_category/glass_break_sound, 70, 1)
update_icon()
/obj/structure/displaycase/proc/health_check()
if(health <= 0)
do_destroy()
else
playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
return
playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1)
/obj/structure/displaycase/proc/do_destroy()
if(!destroyed)
density = FALSE
destroyed = TRUE
new /obj/item/material/shard(loc)
playsound(src, /decl/sound_category/glass_break_sound, 70, 1)
update_icon()
/obj/structure/displaycase/update_icon()
if(src.destroyed)
src.icon_state = "glassboxb[src.occupied]"
underlays = list()
if(destroyed)
icon_state = "glassbox-broken"
else if(open)
icon_state = "glassbox-open"
else
src.icon_state = "glassbox[src.occupied]"
return
icon_state = "glassbox"
if(held_obj)
var/image/I = image(held_obj.icon, src, held_obj.icon_state)
underlays += I
/obj/structure/displaycase/attackby(obj/item/W as obj, mob/user as mob)
/obj/structure/displaycase/attackby(obj/item/W, mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
src.health -= W.force
src.healthcheck()
..()
return
/obj/structure/displaycase/attack_hand(mob/user as mob)
if (src.destroyed && src.occupied)
new /obj/item/gun/energy/captain( src.loc )
to_chat(user, "<span class='notice'>You deactivate the hover field built into the case.</span>")
src.occupied = 0
src.add_fingerprint(user)
if(istype(W, /obj/item/card/id))
if(destroyed)
to_chat(user, SPAN_WARNING("\The [src] has been destroyed and cannot be unlocked."))
return
var/obj/item/card/id/ID = W
if(check_access(ID))
user.visible_message("<b>[user]</b> presses their ID against \the [src], [open ? "closing" : "opening"] it.", SPAN_NOTICE("You press your ID against \the [src], [open ? "closing" : "opening"] it."))
open = !open
update_icon()
else
to_chat(user, SPAN_WARNING("Access denied."))
else if(!held_obj && (destroyed || open))
to_chat(user, SPAN_NOTICE("You set \the [W] down on \the [src]."))
user.drop_from_inventory(W, src)
held_obj = W
update_icon()
return
else
to_chat(usr, text("<span class='warning'>You kick the display case.</span>"))
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
to_chat(O, "<span class='warning'>[usr] kicks the display case.</span>")
src.health -= 2
healthcheck()
return
if(destroyed)
to_chat(user, SPAN_WARNING("\The [src] has already been destroyed."))
return
health -= W.force
health_check()
return ..()
/obj/structure/displaycase/attack_hand(mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(destroyed || open)
if(!held_obj)
to_chat(user, SPAN_WARNING("There is nothing held inside \the [src]!"))
else
user.put_in_hands(held_obj)
to_chat(user, SPAN_NOTICE("You take \the [held_obj] out of \the [src]."))
held_obj = null
update_icon()
else
if(user.a_intent != I_HURT)
if(held_obj)
to_chat(user, SPAN_NOTICE("You peer inside \the [src], noticing it has \a [held_obj] inside."))
else
to_chat(user, SPAN_NOTICE("You peer inside \the [src], noticing it has nothing inside."))
else
user.visible_message("<b>[user]</b> kicks \the [src].", SPAN_WARNING("You kick \the [src]."))
health -= 2
health_check()
/obj/structure/displaycase/captain_laser
spawn_contained_type = /obj/item/gun/energy/captain