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Aurora.3/code/game/objects/structures/displaycase.dm
T
Matt Atlas d5931c5ffe Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY

As per title. The goal is to add health to most objects in the game and
thus allow them to be dynamically destructible, while also avoiding
shitcode like each structure having its own snowflake health update
proc.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-16 23:22:08 +00:00

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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)
maxhealth = OBJECT_HEALTH_VERY_LOW
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(obj/projectile/hitting_projectile, def_zone, piercing_hit)
. = ..()
if(. != BULLET_ACT_HIT)
return .
health -= hitting_projectile.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, SFX_BREAK_GLASS, 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/attacking_item, mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(istype(attacking_item, /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 = attacking_item
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 [attacking_item] down on \the [src]."))
user.drop_from_inventory(attacking_item, src)
held_obj = attacking_item
update_icon()
else
if(destroyed)
to_chat(user, SPAN_WARNING("\The [src] has already been destroyed."))
return
health -= attacking_item.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
/obj/structure/displaycase/captain_revolver
spawn_contained_type = /obj/item/gun/projectile/revolver/mateba/captain
/obj/structure/displaycase/adhomai_map
spawn_contained_type = /obj/item/toy/adhomian_map