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Aurora.3/code/modules/library/lib_items.dm
T
hazelrat a35972a212 The Bodega Update: remapping the commissary and library (#21029)
This PR remaps the operations commissary, moving it across to the
service hallway where it can receive much more foot traffic than in its
original position. Reflecting its new spot in service, and considering
particularly how much a hydroponicist can contribute to the commissary,
both service and operations staff now have access to it - although I
personally anticipate this will remain primarily used by operations.

Adjacent vendors in the service hall have been moved into the commissary
to encourage interaction, and hopefully to capture a little of that
bodega feel - although I'm open for other ideas on how to capture the
right atmosphere.

Because of the location, the library has necessarily also been remapped.
It's now smaller, but my hope is that it uses the space it has more
effectively. The old location of the commissary is now generic
maintenance until someone finds a better use for it.

A few points:

- "Is this bad for librarians?" Hopefully not! It isn't a very popular
job right now, and I don't expect this PR to change that, but I've gone
into the remap with the intention of making the library a more appealing
place to be in than before. The old library has a lot of dead space,
particularly with its gigantic office, whereas this new design is
intended to be a little more compact. Now featuring tinted windows if
you want to get some mood lighting going on.
- "Why the move?" The current location of the commissary is within view
of virtually no foot traffic period - operations generally is an
extremely isolated department, and something like the commissary lives
and dies in the playerbase according to how visible it is.
Appropriately, this moves it to a more visible spot.

<img width="416" height="544" alt="image"
src="https://github.com/user-attachments/assets/c470abfa-a01c-467c-8fff-58a308b0531c"
/>

<img width="480" height="256" alt="image"
src="https://github.com/user-attachments/assets/aa32a756-2573-4746-bebf-9002e4f66cd9"
/>
2025-07-21 19:11:50 +00:00

360 lines
12 KiB
Plaintext

/* Library Items
*
* Contains:
* Bookcase
* Book
* Barcode Scanner
*/
/*
* Bookcase
*/
/obj/structure/bookcase
name = "bookcase"
icon = 'icons/obj/library.dmi'
icon_state = "book-0"
anchored = 1
density = 1
build_amt = 5
/obj/structure/bookcase/Initialize()
. = ..()
for(var/obj/item/I in loc)
if(istype(I, /obj/item/book))
I.forceMove(src)
update_icon()
/obj/structure/bookcase/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/book))
user.drop_from_inventory(attacking_item,src)
update_icon()
else if(attacking_item.ispen())
var/newname = sanitizeSafe(input("What would you like to title this bookshelf?"), MAX_NAME_LEN)
if(!newname)
return
else
name = ("bookcase ([newname])")
else if(attacking_item.iswrench())
attacking_item.play_tool_sound(get_turf(src), 100)
to_chat(user, (anchored ? SPAN_NOTICE("You unfasten \the [src] from the floor.") : SPAN_NOTICE("You secure \the [src] to the floor.")))
anchored = !anchored
else if(attacking_item.isscrewdriver())
to_chat(user, SPAN_NOTICE("You begin dismantling \the [src]."))
if(attacking_item.use_tool(src, user, 25, volume = 50))
to_chat(user, SPAN_NOTICE("You dismantle \the [src]."))
for(var/obj/item/book/b in contents)
b.forceMove((get_turf(src)))
dismantle()
else
..()
/obj/structure/bookcase/attack_hand(var/mob/user)
if(contents.len)
var/obj/item/book/choice = tgui_input_list(user, "Which book would you like to remove from the shelf?", "Bookcase", contents)
if(choice)
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
return
if(ishuman(user))
if(!user.get_active_hand())
user.put_in_hands(choice)
else
choice.forceMove(get_turf(src))
update_icon()
/obj/structure/bookcase/ex_act(severity)
switch(severity)
if(1.0)
for(var/obj/item/book/b in contents)
qdel(b)
qdel(src)
return
if(2.0)
for(var/obj/item/book/b in contents)
if (prob(50)) b.forceMove(get_turf(src))
else qdel(b)
qdel(src)
return
if(3.0)
if (prob(50))
for(var/obj/item/book/b in contents)
b.forceMove(get_turf(src))
qdel(src)
return
return
/obj/structure/bookcase/update_icon()
if(contents.len < 5)
icon_state = "book-[contents.len]"
else
icon_state = "book-5"
/obj/structure/bookcase/libraryspawn
var/spawn_category
var/spawn_amount = 3
/obj/structure/bookcase/libraryspawn/Initialize()
. = ..()
name = "[initial(name)] ([spawn_category])"
addtimer(CALLBACK(src, PROC_REF(populate_shelves)), 1)
/obj/structure/bookcase/libraryspawn/proc/populate_shelves()
if (!establish_db_connection(GLOB.dbcon))
return
var/query_str = "SELECT author, title, content FROM ss13_library ORDER BY RAND() LIMIT :amount:"
var/list/query_data = list("amount" = spawn_amount)
if (spawn_category)
query_str = "SELECT author, title, content FROM ss13_library WHERE category = :cat: ORDER BY RAND() LIMIT :amount:"
query_data["cat"] = spawn_category
var/DBQuery/query_books = GLOB.dbcon.NewQuery(query_str)
query_books.Execute(query_data)
while (query_books.NextRow())
CHECK_TICK
var/author = query_books.item[1]
var/title = query_books.item[2]
var/content = query_books.item[3]
var/obj/item/book/B = new(src)
B.name = "Book: [title]"
B.title = title
B.author = author
B.dat = content
var/randbook = "book[rand(1,16)]"
B.icon_state = randbook
B.item_state = randbook
update_icon()
/obj/structure/bookcase/libraryspawn/fiction
name = "bookcase" //Because SDMM doesn't recognise the name otherwise, for some reason
spawn_category = "Fiction"
/obj/structure/bookcase/libraryspawn/nonfiction
name = "bookcase" //Because SDMM doesn't recognise the name otherwise, for some reason
spawn_category = "Non-Fiction"
/obj/structure/bookcase/libraryspawn/reference
name = "bookcase" //Because SDMM doesn't recognise the name otherwise, for some reason
spawn_category = "Reference"
/obj/structure/bookcase/libraryspawn/religion
name = "bookcase" //Because SDMM doesn't recognise the name otherwise, for some reason
spawn_category = "Religion"
/obj/structure/bookcase/manuals/medical
name = "Medical Manuals bookcase"
/obj/structure/bookcase/manuals/medical/New()
..()
new /obj/item/book/manual/medical_diagnostics_manual(src)
new /obj/item/book/manual/medical_diagnostics_manual(src)
new /obj/item/book/manual/medical_diagnostics_manual(src)
new /obj/item/book/manual/medical_diagnostics_manual(src)
update_icon()
/obj/structure/bookcase/manuals/engineering
name = "Engineering Manuals bookcase"
/obj/structure/bookcase/manuals/engineering/New()
..()
new /obj/item/book/manual/wiki/engineering_construction(src)
new /obj/item/book/manual/engineering_particle_accelerator(src)
new /obj/item/book/manual/wiki/engineering_hacking(src)
new /obj/item/book/manual/wiki/engineering_guide(src)
new /obj/item/book/manual/atmospipes(src)
new /obj/item/book/manual/engineering_singularity_safety(src)
new /obj/item/book/manual/evaguide(src)
update_icon()
/obj/structure/bookcase/manuals/research_and_development
name = "R&D Manuals bookcase"
/obj/structure/bookcase/manuals/research_and_development/New()
..()
new /obj/item/book/manual/research_and_development(src)
update_icon()
/*
* Book
*/
/obj/item/book
name = "book"
icon = 'icons/obj/library.dmi'
contained_sprite = TRUE
icon_state = "book"
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
attack_verb = list("bashed", "whacked", "educated")
var/dat // Actual page content
var/due_date = 0 // Game time in 1/10th seconds
var/author // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
var/unique = 0 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
var/title // The real name of the book.
var/carved = 0 // Has the book been hollowed out for use as a secret storage item?
var/obj/item/store //What's in the book?
drop_sound = 'sound/items/drop/book.ogg'
pickup_sound = 'sound/items/pickup/book.ogg'
/obj/item/book/antagonist_hints(mob/user, distance, is_adjacent)
. += ..()
. += "As a Cultist, this item can be reforged to become a cult tome."
/obj/item/book/attack_self(var/mob/user as mob)
if(carved)
if(store)
to_chat(user, SPAN_NOTICE("[store] falls out of [title]!"))
store.forceMove(get_turf(src.loc))
store = null
return
else
to_chat(user, SPAN_NOTICE("The pages of [title] have been cut out!"))
return
if(src.dat)
user << browse(HTML_SKELETON("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]"), "window=book")
user.visible_message("[user] opens a book titled \"[src.title]\" and begins reading intently.")
playsound(loc, 'sound/bureaucracy/bookopen.ogg', 50, TRUE)
onclose(user, "book")
else
to_chat(user, "This book is completely blank!")
/obj/item/book/attackby(obj/item/attacking_item, mob/user)
if(carved)
if(!store)
if(attacking_item.w_class < 3)
user.drop_from_inventory(attacking_item,src)
store = attacking_item
to_chat(user, SPAN_NOTICE("You put [attacking_item] in [title]."))
return
else
to_chat(user, SPAN_NOTICE("[attacking_item] won't fit in [title]."))
return
else
to_chat(user, SPAN_NOTICE("There's already something in [title]!"))
return
if(attacking_item.ispen())
if(unique)
to_chat(user, "These pages don't seem to take the ink well. Looks like you can't modify it.")
return
var/choice = tgui_input_list(user, "What would you like to change?", "Book", list("Title", "Contents", "Author", "Cancel"), "Cancel")
switch(choice)
if("Title")
var/newtitle = reject_bad_text(strip_html_full(tgui_input_text(user, "Write a new title:", "Title", encode = FALSE)))
if(!newtitle)
to_chat(usr, "The title is invalid.")
return
else
src.name = html_decode(newtitle)
src.title = newtitle
if("Contents")
var/content = strip_html_readd_newlines(tgui_input_text(user, "Write your book's contents (HTML NOT allowed):", "Content", multiline = TRUE, encode = FALSE), MAX_BOOK_MESSAGE_LEN)
if(!content)
to_chat(usr, "The content is invalid.")
return
else
src.dat += content
if("Author")
var/newauthor = strip_html_full(tgui_input_text(user, "Write the author's name:", "Author", encode = FALSE))
if(!newauthor)
to_chat(usr, "The name is invalid.")
return
else
src.author = newauthor
else
return
else if(istype(attacking_item, /obj/item/barcodescanner))
var/obj/item/barcodescanner/scanner = attacking_item
if(!scanner.computer)
to_chat(user, "[attacking_item]'s screen flashes: 'No associated computer found!'")
else
switch(scanner.mode)
if(0)
scanner.book = src
to_chat(user, "[attacking_item]'s screen flashes: 'Book stored in buffer.'")
if(1)
scanner.book = src
scanner.computer.buffer_book = src.name
to_chat(user, "[attacking_item]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'")
if(2)
scanner.book = src
for(var/datum/borrowbook/b in scanner.computer.checkouts)
if(b.bookname == src.name)
scanner.computer.checkouts.Remove(b)
to_chat(user, "[attacking_item]'s screen flashes: 'Book stored in buffer. Book has been checked in.'")
return
to_chat(user, "[attacking_item]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'")
if(3)
scanner.book = src
for(var/obj/item/book in scanner.computer.inventory)
if(book == src)
to_chat(user, "[attacking_item]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'")
return
scanner.computer.inventory.Add(src)
to_chat(user, "[attacking_item]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'")
else if(istype(attacking_item, /obj/item/material/knife) || attacking_item.iswirecutter())
if(carved) return
to_chat(user, SPAN_NOTICE("You begin to carve out [title]."))
if(attacking_item.use_tool(src, user, 30, volume = 50))
to_chat(user, SPAN_NOTICE("You carve out the pages from [title]! You didn't want to read it anyway."))
playsound(loc, 'sound/bureaucracy/papercrumple.ogg', 50, 1)
new /obj/item/shreddedp(get_turf(src))
carved = 1
return
else
..()
/obj/item/book/attack(mob/living/target_mob, mob/living/user, target_zone)
if(target_zone == BP_EYES)
user.visible_message(SPAN_NOTICE("You open up the book and show it to [target_mob]. "), \
SPAN_NOTICE(" [user] opens up a book and shows it to [target_mob]. "))
target_mob << browse(HTML_SKELETON("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]"), "window=book")
user.setClickCooldown(DEFAULT_QUICK_COOLDOWN) //to prevent spam
/*
* Barcode Scanner
*/
/obj/item/barcodescanner
name = "book scanner"
icon = 'icons/obj/library.dmi'
icon_state ="scanner"
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/obj/machinery/librarycomp/computer // Associated computer - Modes 1 to 3 use this
var/obj/item/book/book // Currently scanned book
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
/obj/item/barcodescanner/attack_self(mob/user as mob)
mode += 1
if(mode > 3)
mode = 0
to_chat(user, "[src] Status Display:")
var/modedesc
switch(mode)
if(0)
modedesc = "Scan book to local buffer."
if(1)
modedesc = "Scan book to local buffer and set associated computer buffer to match."
if(2)
modedesc = "Scan book to local buffer, attempt to check in scanned book."
if(3)
modedesc = "Scan book to local buffer, attempt to add book to general inventory."
else
modedesc = "ERROR"
to_chat(user, " - Mode [mode] : [modedesc]")
if(src.computer)
to_chat(user, SPAN_NOTICE("Computer has been associated with this unit."))
else
to_chat(user, SPAN_WARNING("No associated computer found. Only local scans will function properly."))
to_chat(user, "\n")