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https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-22 05:17:38 +01:00
a35972a212
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" />
360 lines
12 KiB
Plaintext
360 lines
12 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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build_amt = 5
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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/book))
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I.forceMove(src)
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update_icon()
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/obj/structure/bookcase/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/book))
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user.drop_from_inventory(attacking_item,src)
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update_icon()
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else if(attacking_item.ispen())
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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(attacking_item.iswrench())
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attacking_item.play_tool_sound(get_turf(src), 100)
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to_chat(user, (anchored ? SPAN_NOTICE("You unfasten \the [src] from the floor.") : SPAN_NOTICE("You secure \the [src] to the floor.")))
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anchored = !anchored
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else if(attacking_item.isscrewdriver())
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to_chat(user, SPAN_NOTICE("You begin dismantling \the [src]."))
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if(attacking_item.use_tool(src, user, 25, volume = 50))
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to_chat(user, SPAN_NOTICE("You dismantle \the [src]."))
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for(var/obj/item/book/b in contents)
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b.forceMove((get_turf(src)))
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dismantle()
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else
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..()
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/obj/structure/bookcase/attack_hand(var/mob/user)
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if(contents.len)
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var/obj/item/book/choice = tgui_input_list(user, "Which book would you like to remove from the shelf?", "Bookcase", 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/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/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/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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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_REF(populate_shelves)), 1)
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/obj/structure/bookcase/libraryspawn/proc/populate_shelves()
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if (!establish_db_connection(GLOB.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 = GLOB.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/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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var/randbook = "book[rand(1,16)]"
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B.icon_state = randbook
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B.item_state = randbook
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update_icon()
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/obj/structure/bookcase/libraryspawn/fiction
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name = "bookcase" //Because SDMM doesn't recognise the name otherwise, for some reason
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spawn_category = "Fiction"
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/obj/structure/bookcase/libraryspawn/nonfiction
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name = "bookcase" //Because SDMM doesn't recognise the name otherwise, for some reason
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spawn_category = "Non-Fiction"
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/obj/structure/bookcase/libraryspawn/reference
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name = "bookcase" //Because SDMM doesn't recognise the name otherwise, for some reason
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spawn_category = "Reference"
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/obj/structure/bookcase/libraryspawn/religion
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name = "bookcase" //Because SDMM doesn't recognise the name otherwise, for some reason
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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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/obj/structure/bookcase/manuals/medical/New()
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..()
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new /obj/item/book/manual/medical_diagnostics_manual(src)
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new /obj/item/book/manual/medical_diagnostics_manual(src)
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new /obj/item/book/manual/medical_diagnostics_manual(src)
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new /obj/item/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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/obj/structure/bookcase/manuals/engineering/New()
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..()
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new /obj/item/book/manual/wiki/engineering_construction(src)
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new /obj/item/book/manual/engineering_particle_accelerator(src)
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new /obj/item/book/manual/wiki/engineering_hacking(src)
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new /obj/item/book/manual/wiki/engineering_guide(src)
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new /obj/item/book/manual/atmospipes(src)
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new /obj/item/book/manual/engineering_singularity_safety(src)
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new /obj/item/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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/obj/structure/bookcase/manuals/research_and_development/New()
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..()
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new /obj/item/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/book
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name = "book"
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icon = 'icons/obj/library.dmi'
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contained_sprite = TRUE
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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 = WEIGHT_CLASS_NORMAL //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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drop_sound = 'sound/items/drop/book.ogg'
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pickup_sound = 'sound/items/pickup/book.ogg'
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/obj/item/book/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "As a Cultist, this item can be reforged to become a cult tome."
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/obj/item/book/attack_self(var/mob/user as mob)
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if(carved)
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if(store)
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to_chat(user, SPAN_NOTICE("[store] falls out of [title]!"))
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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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to_chat(user, SPAN_NOTICE("The pages of [title] have been cut out!"))
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return
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if(src.dat)
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user << browse(HTML_SKELETON("<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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playsound(loc, 'sound/bureaucracy/bookopen.ogg', 50, TRUE)
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onclose(user, "book")
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else
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to_chat(user, "This book is completely blank!")
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/obj/item/book/attackby(obj/item/attacking_item, mob/user)
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if(carved)
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if(!store)
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if(attacking_item.w_class < 3)
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user.drop_from_inventory(attacking_item,src)
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store = attacking_item
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to_chat(user, SPAN_NOTICE("You put [attacking_item] in [title]."))
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return
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else
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to_chat(user, SPAN_NOTICE("[attacking_item] won't fit in [title]."))
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return
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else
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to_chat(user, SPAN_NOTICE("There's already something in [title]!"))
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return
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if(attacking_item.ispen())
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if(unique)
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to_chat(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 = tgui_input_list(user, "What would you like to change?", "Book", list("Title", "Contents", "Author", "Cancel"), "Cancel")
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switch(choice)
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if("Title")
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var/newtitle = reject_bad_text(strip_html_full(tgui_input_text(user, "Write a new title:", "Title", encode = FALSE)))
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if(!newtitle)
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to_chat(usr, "The title is invalid.")
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return
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else
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src.name = html_decode(newtitle)
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src.title = newtitle
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if("Contents")
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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)
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if(!content)
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to_chat(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 = strip_html_full(tgui_input_text(user, "Write the author's name:", "Author", encode = FALSE))
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if(!newauthor)
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to_chat(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(attacking_item, /obj/item/barcodescanner))
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var/obj/item/barcodescanner/scanner = attacking_item
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if(!scanner.computer)
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to_chat(user, "[attacking_item]'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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to_chat(user, "[attacking_item]'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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to_chat(user, "[attacking_item]'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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to_chat(user, "[attacking_item]'s screen flashes: 'Book stored in buffer. Book has been checked in.'")
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return
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to_chat(user, "[attacking_item]'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/book in scanner.computer.inventory)
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if(book == src)
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to_chat(user, "[attacking_item]'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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to_chat(user, "[attacking_item]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'")
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else if(istype(attacking_item, /obj/item/material/knife) || attacking_item.iswirecutter())
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if(carved) return
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to_chat(user, SPAN_NOTICE("You begin to carve out [title]."))
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if(attacking_item.use_tool(src, user, 30, volume = 50))
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to_chat(user, SPAN_NOTICE("You carve out the pages from [title]! You didn't want to read it anyway."))
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playsound(loc, 'sound/bureaucracy/papercrumple.ogg', 50, 1)
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new /obj/item/shreddedp(get_turf(src))
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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/book/attack(mob/living/target_mob, mob/living/user, target_zone)
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if(target_zone == BP_EYES)
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user.visible_message(SPAN_NOTICE("You open up the book and show it to [target_mob]. "), \
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SPAN_NOTICE(" [user] opens up a book and shows it to [target_mob]. "))
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target_mob << browse(HTML_SKELETON("<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/barcodescanner
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name = "book 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 = WEIGHT_CLASS_SMALL
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var/obj/machinery/librarycomp/computer // Associated computer - Modes 1 to 3 use this
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var/obj/item/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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/obj/item/barcodescanner/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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to_chat(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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to_chat(user, " - Mode [mode] : [modedesc]")
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if(src.computer)
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to_chat(user, SPAN_NOTICE("Computer has been associated with this unit."))
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else
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to_chat(user, SPAN_WARNING("No associated computer found. Only local scans will function properly."))
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to_chat(user, "\n")
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