Files
Aurora.3/code/game/objects/structures/displaycase.dm
Geeves 6fbee5a089 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.
2021-01-23 23:00:15 +02:00

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/obj/structure/displaycase
name = "display case"
desc = "A display case for prized possessions. It taunts you to kick it."
icon = 'icons/obj/display_case.dmi'
icon_state = "glassbox"
density = TRUE
anchored = TRUE
unacidable = TRUE
req_access = list(access_captain)
var/health = 30
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)
do_destroy()
if (2)
if(prob(50))
health -= 15
health_check()
if (3)
if(prob(50))
health -= 5
health_check()
/obj/structure/displaycase/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.get_structure_damage()
..()
health_check()
/obj/structure/displaycase/proc/health_check()
if(health <= 0)
do_destroy()
else
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()
underlays = list()
if(destroyed)
icon_state = "glassbox-broken"
else if(open)
icon_state = "glassbox-open"
else
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, mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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()
else
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