mirror of
https://github.com/Aurorastation/Aurora.3.git
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* Base work for the unathi robot subspecies. * Adds metabolism species, kidney vars, and the robot unathi organs. * Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here. * First autakh implant power. * Fixes the organs action button this time. * Finishes more implants, and interactions with flashs and vaurca. * Prepare for great changes. * Drops the real bomb, boss. * He who fights with monsters. * Far more work into augments and limb removing powers. * Limb verbs should be good now. * A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case. * Probably the last work on implants. * Some extra touches. * Some tweaks to the species. * More fixes and adds kyre's sprites. * More runtime fixes. * Fixes the species name too. * Fixes travis. * Updates this file too to work with the new tools procs. * Adds changelog * Fixed changelog. * Unathi hair and lore description. * Some tweaks to this too. * Locks away them for now, they will be released after we got all the events and etc done. * Changes this chemical. * Fixes an airlock runtime. * Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning. * Organs removal changes; can't take out the organ if it is too damage. * Restricts them back again. * Robotic organs now have the proper icons and names. * Adds sprites for their organs and some extra tweaks. * Fixes this missing icon. * emp should also now hurt assited organs. * Tweaks more organ related things. * Fixes the head not being properly set as well. * Fixes their flags. * fixes the flag for real this time. * Poze's review. * Changes the au'takh organ buttons to don't be animated. * Helps with adminbus or something. * Fowl's requested changes. * Fixes a typo. * Robotic limb's brute and burn mods are now controlled by the limb model. * Fowl's changes once more. * Stops some spam. * More grammar. * No eal. * Skull's review.
350 lines
11 KiB
Plaintext
350 lines
11 KiB
Plaintext
/* Library Items
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*
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* Contains:
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* Bookcase
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* Book
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* Barcode Scanner
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*/
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/*
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* Bookcase
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*/
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/obj/structure/bookcase
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name = "bookcase"
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icon = 'icons/obj/library.dmi'
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icon_state = "book-0"
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anchored = 1
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density = 1
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opacity = 1
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/obj/structure/bookcase/Initialize()
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. = ..()
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for(var/obj/item/I in loc)
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if(istype(I, /obj/item/weapon/book))
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I.forceMove(src)
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update_icon()
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/obj/structure/bookcase/attackby(obj/O as obj, mob/user as mob)
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if(istype(O, /obj/item/weapon/book))
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user.drop_from_inventory(O,src)
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update_icon()
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else if(istype(O, /obj/item/weapon/pen))
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var/newname = sanitizeSafe(input("What would you like to title this bookshelf?"), MAX_NAME_LEN)
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if(!newname)
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return
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else
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name = ("bookcase ([newname])")
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else if(O.iswrench())
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << (anchored ? "<span class='notice'>You unfasten \the [src] from the floor.</span>" : "<span class='notice'>You secure \the [src] to the floor.</span>")
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anchored = !anchored
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else if(O.isscrewdriver())
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << "<span class='notice'>You begin dismantling \the [src].</span>"
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if(do_after(user,25))
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user << "<span class='notice'>You dismantle \the [src].</span>"
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new /obj/item/stack/material/wood(get_turf(src), 3)
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for(var/obj/item/weapon/book/b in contents)
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b.forceMove((get_turf(src)))
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qdel(src)
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else
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..()
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/obj/structure/bookcase/attack_hand(var/mob/user as mob)
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if(contents.len)
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var/obj/item/weapon/book/choice = input("Which book would you like to remove from the shelf?") as null|obj in contents
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if(choice)
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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return
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(choice)
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else
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choice.forceMove(get_turf(src))
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update_icon()
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/obj/structure/bookcase/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/obj/item/weapon/book/b in contents)
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qdel(b)
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qdel(src)
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return
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if(2.0)
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for(var/obj/item/weapon/book/b in contents)
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if (prob(50)) b.forceMove(get_turf(src))
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else qdel(b)
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qdel(src)
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return
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if(3.0)
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if (prob(50))
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for(var/obj/item/weapon/book/b in contents)
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b.forceMove(get_turf(src))
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qdel(src)
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return
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else
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return
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/obj/structure/bookcase/update_icon()
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if(contents.len < 5)
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icon_state = "book-[contents.len]"
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else
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icon_state = "book-5"
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/obj/structure/bookcase/libraryspawn
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var/spawn_category
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var/spawn_amount = 3
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/obj/structure/bookcase/libraryspawn/Initialize()
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. = ..()
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name = "[initial(name)] ([spawn_category])"
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addtimer(CALLBACK(src, .proc/populate_shelves), 0)
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/obj/structure/bookcase/libraryspawn/proc/populate_shelves()
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if (!establish_db_connection(dbcon))
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return
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var/query_str = "SELECT author, title, content FROM ss13_library ORDER BY RAND() LIMIT :amount:"
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var/list/query_data = list("amount" = spawn_amount)
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if (spawn_category)
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query_str = "SELECT author, title, content FROM ss13_library WHERE category = :cat: ORDER BY RAND() LIMIT :amount:"
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query_data["cat"] = spawn_category
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var/DBQuery/query_books = dbcon.NewQuery(query_str)
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query_books.Execute(query_data)
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while (query_books.NextRow())
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CHECK_TICK
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var/author = query_books.item[1]
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var/title = query_books.item[2]
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var/content = query_books.item[3]
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var/obj/item/weapon/book/B = new(src)
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B.name = "Book: [title]"
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B.title = title
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B.author = author
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B.dat = content
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B.icon_state = "book[rand(1,7)]"
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update_icon()
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/obj/structure/bookcase/libraryspawn/fiction
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spawn_category = "Fiction"
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/obj/structure/bookcase/libraryspawn/nonfiction
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spawn_category = "Non-Fiction"
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/obj/structure/bookcase/libraryspawn/adult
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spawn_category = "Adult"
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/obj/structure/bookcase/libraryspawn/reference
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spawn_category = "Reference"
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/obj/structure/bookcase/libraryspawn/religion
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spawn_category = "Religion"
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/obj/structure/bookcase/manuals/medical
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name = "Medical Manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/medical_cloning(src)
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new /obj/item/weapon/book/manual/medical_diagnostics_manual(src)
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new /obj/item/weapon/book/manual/medical_diagnostics_manual(src)
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new /obj/item/weapon/book/manual/medical_diagnostics_manual(src)
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update_icon()
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/obj/structure/bookcase/manuals/engineering
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name = "Engineering Manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/engineering_construction(src)
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new /obj/item/weapon/book/manual/engineering_particle_accelerator(src)
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new /obj/item/weapon/book/manual/engineering_hacking(src)
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new /obj/item/weapon/book/manual/engineering_guide(src)
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new /obj/item/weapon/book/manual/atmospipes(src)
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new /obj/item/weapon/book/manual/engineering_singularity_safety(src)
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new /obj/item/weapon/book/manual/evaguide(src)
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update_icon()
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/obj/structure/bookcase/manuals/research_and_development
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name = "R&D Manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/research_and_development(src)
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update_icon()
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/*
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* Book
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*/
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/obj/item/weapon/book
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name = "book"
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icon = 'icons/obj/library.dmi'
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icon_state ="book"
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throw_speed = 1
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throw_range = 5
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w_class = 3 //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
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attack_verb = list("bashed", "whacked", "educated")
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var/dat // Actual page content
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var/due_date = 0 // Game time in 1/10th seconds
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var/author // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
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var/unique = 0 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
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var/title // The real name of the book.
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var/carved = 0 // Has the book been hollowed out for use as a secret storage item?
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var/obj/item/store //What's in the book?
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/obj/item/weapon/book/attack_self(var/mob/user as mob)
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if(carved)
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if(store)
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user << "<span class='notice'>[store] falls out of [title]!</span>"
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store.forceMove(get_turf(src.loc))
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store = null
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return
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else
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user << "<span class='notice'>The pages of [title] have been cut out!</span>"
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return
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if(src.dat)
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user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book")
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user.visible_message("[user] opens a book titled \"[src.title]\" and begins reading intently.")
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onclose(user, "book")
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else
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user << "This book is completely blank!"
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/obj/item/weapon/book/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(carved)
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if(!store)
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if(W.w_class < 3)
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user.drop_from_inventory(W,src)
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store = W
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user << "<span class='notice'>You put [W] in [title].</span>"
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return
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else
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user << "<span class='notice'>[W] won't fit in [title].</span>"
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return
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else
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user << "<span class='notice'>There's already something in [title]!</span>"
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return
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if(istype(W, /obj/item/weapon/pen))
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if(unique)
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user << "These pages don't seem to take the ink well. Looks like you can't modify it."
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return
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var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
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switch(choice)
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if("Title")
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var/newtitle = reject_bad_text(sanitizeSafe(input("Write a new title:")))
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if(!newtitle)
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usr << "The title is invalid."
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return
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else
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src.name = newtitle
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src.title = newtitle
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if("Contents")
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var/content = sanitize(input("Write your book's contents (HTML NOT allowed):") as message|null, MAX_BOOK_MESSAGE_LEN)
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if(!content)
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usr << "The content is invalid."
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return
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else
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src.dat += content
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if("Author")
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var/newauthor = sanitize(input(usr, "Write the author's name:"))
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if(!newauthor)
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usr << "The name is invalid."
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return
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else
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src.author = newauthor
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else
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return
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else if(istype(W, /obj/item/weapon/barcodescanner))
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var/obj/item/weapon/barcodescanner/scanner = W
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if(!scanner.computer)
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user << "[W]'s screen flashes: 'No associated computer found!'"
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else
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switch(scanner.mode)
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if(0)
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scanner.book = src
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user << "[W]'s screen flashes: 'Book stored in buffer.'"
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if(1)
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scanner.book = src
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scanner.computer.buffer_book = src.name
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user << "[W]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'"
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if(2)
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scanner.book = src
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for(var/datum/borrowbook/b in scanner.computer.checkouts)
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if(b.bookname == src.name)
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scanner.computer.checkouts.Remove(b)
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user << "[W]'s screen flashes: 'Book stored in buffer. Book has been checked in.'"
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return
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user << "[W]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'"
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if(3)
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scanner.book = src
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for(var/obj/item/weapon/book in scanner.computer.inventory)
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if(book == src)
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user << "[W]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'"
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return
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scanner.computer.inventory.Add(src)
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user << "[W]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'"
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else if(istype(W, /obj/item/weapon/material/knife) || W.iswirecutter())
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if(carved) return
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user << "<span class='notice'>You begin to carve out [title].</span>"
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if(do_after(user, 30))
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user << "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>"
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carved = 1
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return
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else
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..()
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/obj/item/weapon/book/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob, var/target_zone)
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if(target_zone == "eyes")
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user.visible_message("<span class='notice'>You open up the book and show it to [M]. </span>", \
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"<span class='notice'> [user] opens up a book and shows it to [M]. </span>")
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M << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book")
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user.setClickCooldown(DEFAULT_QUICK_COOLDOWN) //to prevent spam
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/*
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* Barcode Scanner
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*/
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/obj/item/weapon/barcodescanner
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name = "barcode scanner"
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icon = 'icons/obj/library.dmi'
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icon_state ="scanner"
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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var/obj/machinery/librarycomp/computer // Associated computer - Modes 1 to 3 use this
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var/obj/item/weapon/book/book // Currently scanned book
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var/mode = 0 // 0 - Scan only, 1 - Scan and Set Buffer, 2 - Scan and Attempt to Check In, 3 - Scan and Attempt to Add to Inventory
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attack_self(mob/user as mob)
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mode += 1
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if(mode > 3)
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mode = 0
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user << "[src] Status Display:"
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var/modedesc
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switch(mode)
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if(0)
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modedesc = "Scan book to local buffer."
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if(1)
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modedesc = "Scan book to local buffer and set associated computer buffer to match."
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if(2)
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modedesc = "Scan book to local buffer, attempt to check in scanned book."
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if(3)
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modedesc = "Scan book to local buffer, attempt to add book to general inventory."
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else
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modedesc = "ERROR"
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user << " - Mode [mode] : [modedesc]"
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if(src.computer)
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user << "<font color=green>Computer has been associated with this unit.</font>"
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else
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user << "<font color=red>No associated computer found. Only local scans will function properly.</font>"
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user << "\n"
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