/obj/item/board
name = "board"
desc = "A standard 16\" checkerboard. Well used."
icon = 'icons/obj/pieces.dmi'
icon_state = "board"
var/num = 0
var/board_icons = list()
var/board = list()
var/selected = -1
/obj/item/board/MouseDrop(mob/user as mob)
if((user == usr && (!use_check(user))) && (user.contents.Find(src) || in_range(src, user)))
if(ishuman(usr))
forceMove(get_turf(usr))
usr.put_in_hands(src)
/obj/item/board/examine(mob/user, var/distance = -1)
if(in_range(user,src))
user.set_machine(src)
interact(user)
return
..()
/obj/item/board/attack_hand(mob/living/carbon/human/M as mob)
if(!isturf(loc)) //so if you want to play the game, you need to put it down somewhere
..()
if(M.machine == src)
..()
else
src.examine(M)
/obj/item/board/attack_self(mob/user)
var/choice = alert("Do you want to throw everything off the [src]?", null, "No", "Yes")
if(choice == "Yes")
for(var/obj/item/checker/c in src.contents)
c.forceMove(get_turf(src.loc))
num = 0
board_icons = list()
board = list()
selected = -1
src.updateDialog()
interact(user)
..()
/obj/item/board/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/storage/box))
var/obj/item/storage/box/h = I
for(var/obj/item/checker/c in h.contents)
addPiece(c,user)
else if(!addPiece(I,user))
..()
/obj/item/board/proc/addPiece(obj/item/I as obj, mob/user as mob, var/tile = 0)
if(I.w_class != 1) //only small stuff
user.show_message("\The [I] is too big to be used as a board piece.")
return 0
if(num == 64)
user.show_message("\The [src] is already full!")
return 0
if(tile > 0 && board["[tile]"])
user.show_message("That space is already filled!")
return 0
if(!user.Adjacent(src))
return 0
user.drop_from_inventory(I,src)
num++
if(!board_icons["[I.icon] [I.icon_state]"])
board_icons["[I.icon] [I.icon_state]"] = new /icon(I.icon,I.icon_state)
if(tile == 0)
var i;
for(i=0;i<64;i++)
if(!board["[i]"])
board["[i]"] = I
break
else
board["[tile]"] = I
src.updateDialog()
return 1
/obj/item/board/interact(mob/user as mob)
if(user.is_physically_disabled() || (!isAI(user) && !user.Adjacent(src))) //can't see if you arent conscious. If you are not an AI you can't see it unless you are next to it, either.
user << browse(null, "window=boardgame")
user.unset_machine()
return
var/list/dat = list({"
"})
var i, stagger
stagger = 0 //so we can have the checkerboard effect
for(i=0, i<64, i++)
if(i%8 == 0)
dat += ""
stagger = !stagger
if(selected == i)
dat += "| "
else
dat+= ">"
if(!isobserver(user))
dat += ""
dat += " | "
dat += "
"
if(selected >= 0 && !isobserver(user))
dat += "
Remove Selected Piece"
user << browse(jointext(dat, null),"window=boardgame;size=430x500") // 50px * 8 squares + 30 margin)
onclose(usr, "boardgame")
/obj/item/board/Topic(href, href_list)
if(!usr.Adjacent(src))
usr.unset_machine()
usr << browse(null, "window=boardgame")
return
if(!usr.incapacitated()) //you can't move pieces if you can't move
if(href_list["select"])
var/s = href_list["select"]
var/obj/item/I = board["[s]"]
if(selected >= 0)
//check to see if clicked on tile is currently selected one
if(text2num(s) == selected)
selected = -1 //deselect it
else
if(I) //cant put items on other items.
return
//put item in new spot.
I = board["[selected]"]
board["[selected]"] = null
board -= "[selected]"
board -= null
board["[s]"] = I
selected = -1
else
if(I)
selected = text2num(s)
else
var/mob/living/carbon/human/H = locate(href_list["person"])
if(!istype(H))
return
var/obj/item/O = H.get_active_hand()
if(!O)
return
addPiece(O,H,text2num(s))
if(href_list["remove"])
var/obj/item/I = board["[selected]"]
if(!I)
return
board["[selected]"] = null
board -= "[selected]"
board -= null
I.forceMove(src.loc)
num--
selected = -1
var j
for(j=0;j<64;j++)
if(board["[j]"])
var/obj/item/K = board["[j]"]
if(K.icon == I.icon && cmptext(K.icon_state,I.icon_state))
src.updateDialog()
return
//Didn't find it in use, remove it and allow GC to delete it.
board_icons["[I.icon] [I.icon_state]"] = null
board_icons -= "[I.icon] [I.icon_state]"
board_icons -= null
src.updateDialog()
//checkes
/obj/item/checker
name = "checker"
desc = "It is plastic and shiny."
icon = 'icons/obj/pieces.dmi'
icon_state = "checker_black"
w_class = ITEMSIZE_TINY
var/piece_color ="black"
/obj/item/checker/Initialize()
. = ..()
icon_state = "[name]_[piece_color]"
name = "[piece_color] [name]"
/obj/item/checker/red
piece_color ="red"
/obj/item/storage/box/checkers
name = "checkers box"
desc = "This box holds a nifty portion of checkers."
icon_state = "checkers"
max_storage_space = 24
w_class = ITEMSIZE_TINY
can_hold = list(/obj/item/checker)
/obj/item/storage/box/checkers/fill()
for(var/i = 0; i < 12; i++)
new /obj/item/checker(src)
new /obj/item/checker/red(src)
//chess
//Chess
/obj/item/checker/pawn
name = "pawn"
/obj/item/checker/pawn/red
piece_color ="red"
/obj/item/checker/knight
name = "knight"
/obj/item/checker/knight/red
piece_color ="red"
/obj/item/checker/bishop
name = "bishop"
/obj/item/checker/bishop/red
piece_color ="red"
/obj/item/checker/rook
name = "rook"
/obj/item/checker/rook/red
piece_color ="red"
/obj/item/checker/queen
name = "queen"
/obj/item/checker/queen/red
piece_color ="red"
/obj/item/checker/king
name = "king"
/obj/item/checker/king/red
piece_color ="red"
/obj/item/checker/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/storage/box/chess))
var/obj/item/storage/box/chess/b = I
var/turf/T = get_turf(src)
if(T)
for(var/obj/item/checker/c in T.contents)
if(istype(I, /obj/item/storage/box/chess/red))
if(c.piece_color == "red")
c.forceMove(b)
else
continue
else if(c.piece_color != "red")
c.forceMove(b)
to_chat(user, "You put all checker pieces into [b].")
else
..()
/obj/item/storage/box/chess
name = "black chess box"
desc = "This box holds all the pieces needed for the black side of the chess board."
icon_state = "chess_b"
max_storage_space = 24
w_class = ITEMSIZE_SMALL
can_hold = list(/obj/item/checker)
/obj/item/storage/box/chess/fill()
for(var/i = 0; i < 8; i++)
new /obj/item/checker/pawn(src)
new /obj/item/checker/knight (src)
new /obj/item/checker/knight (src)
new /obj/item/checker/bishop (src)
new /obj/item/checker/bishop (src)
new /obj/item/checker/rook (src)
new /obj/item/checker/rook (src)
new /obj/item/checker/queen (src)
new /obj/item/checker/king (src)
/obj/item/storage/box/chess/red
name = "red chess box"
desc = "This box holds all the pieces needed for the red side of the chess board."
icon_state = "chess_r"
/obj/item/storage/box/chess/red/fill()
for(var/i = 0; i < 8; i++)
new /obj/item/checker/pawn/red(src)
new /obj/item/checker/knight/red (src)
new /obj/item/checker/knight/red (src)
new /obj/item/checker/bishop/red (src)
new /obj/item/checker/bishop/red (src)
new /obj/item/checker/rook/red (src)
new /obj/item/checker/rook/red (src)
new /obj/item/checker/queen/red (src)
new /obj/item/checker/king/red (src)
//game kits
/obj/item/storage/box/checkers_kit
name = "checkers game kit"
desc = "This box holds all the parts needed for a game of checkers."
icon_state = "largebox"
max_storage_space = 8
can_hold = list(/obj/item/board,
/obj/item/storage/box/checkers)
/obj/item/storage/box/checkers_kit/fill()
new /obj/item/board (src)
new /obj/item/storage/box/checkers (src)
/obj/item/storage/box/chess_kit
name = "chess game kit"
desc = "This box holds all the parts needed for a game of chess."
icon_state = "largebox"
max_storage_space = 8
can_hold = list(/obj/item/board,
/obj/item/storage/box/chess)
/obj/item/storage/box/chess_kit/fill()
new /obj/item/board (src)
new /obj/item/storage/box/chess (src)
new /obj/item/storage/box/chess/red (src)