/obj/structure/displaycase
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox"
desc = "A display case for prized possessions."
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
max_integrity = 200
integrity_failure = 0.25
var/obj/item/showpiece = null
var/obj/item/showpiece_type = null //This allows for showpieces that can only hold items if they're the same istype as this.
var/alert = TRUE
var/open = FALSE
var/openable = TRUE
var/custom_glass_overlay = FALSE ///If we have a custom glass overlay to use.
var/obj/item/electronics/airlock/electronics
var/start_showpiece_type = null //add type for items on display
var/list/start_showpieces = list() //Takes sublists in the form of list("type" = /obj/item/bikehorn, "trophy_message" = "henk")
var/trophy_message = ""
var/glass_fix = TRUE
/obj/structure/displaycase/Initialize()
. = ..()
if(start_showpieces.len && !start_showpiece_type)
var/list/showpiece_entry = pick(start_showpieces)
if (showpiece_entry && showpiece_entry["type"])
start_showpiece_type = showpiece_entry["type"]
if (showpiece_entry["trophy_message"])
trophy_message = showpiece_entry["trophy_message"]
if(start_showpiece_type)
showpiece = new start_showpiece_type (src)
update_icon()
/obj/structure/displaycase/vv_edit_var(vname, vval)
. = ..()
if(vname in list(NAMEOF(src, open), NAMEOF(src, showpiece), NAMEOF(src, custom_glass_overlay)))
update_icon()
/obj/structure/displaycase/handle_atom_del(atom/A)
if(A == electronics)
electronics = null
if(A == showpiece)
showpiece = null
update_icon()
return ..()
/obj/structure/displaycase/Destroy()
QDEL_NULL(electronics)
QDEL_NULL(showpiece)
return ..()
/obj/structure/displaycase/examine(mob/user)
. = ..()
if(alert)
. += "Hooked up with an anti-theft system."
if(showpiece)
. += "There's \a [showpiece] inside."
if(trophy_message)
. += "The plaque reads:\n [trophy_message]"
/obj/structure/displaycase/proc/dump()
if(QDELETED(showpiece))
return
showpiece.forceMove(drop_location())
showpiece = null
update_icon()
/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(src, 'sound/effects/glasshit.ogg', 75, TRUE)
if(BURN)
playsound(src, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/displaycase/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
dump()
if(!disassembled)
new /obj/item/shard(drop_location())
trigger_alarm()
qdel(src)
/obj/structure/displaycase/obj_break(damage_flag)
if(!broken && !(flags_1 & NODECONSTRUCT_1))
density = FALSE
broken = TRUE
new /obj/item/shard(drop_location())
playsound(src, "shatter", 70, TRUE)
update_icon()
trigger_alarm()
///Anti-theft alarm triggered when broken.
/obj/structure/displaycase/proc/trigger_alarm()
if(!alert)
return
var/area/alarmed = get_area(src)
alarmed.burglaralert(src)
playsound(src, 'sound/effects/alert.ogg', 50, TRUE)
/obj/structure/displaycase/update_overlays()
. = ..()
if(showpiece)
var/mutable_appearance/showpiece_overlay = mutable_appearance(showpiece.icon, showpiece.icon_state)
showpiece_overlay.copy_overlays(showpiece)
showpiece_overlay.transform *= 0.6
. += showpiece_overlay
if(custom_glass_overlay)
return
if(broken)
. += "[initial(icon_state)]_broken"
else if(!open)
. += "[initial(icon_state)]_closed"
/obj/structure/displaycase/attackby(obj/item/W, mob/user, params)
if(W.GetID() && !broken && openable)
if(allowed(user))
to_chat(user, "You [open ? "close":"open"] [src].")
toggle_lock(user)
else
to_chat(user, "Access denied.")
else if(W.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HELP && !broken)
if(obj_integrity < max_integrity)
if(!W.tool_start_check(user, amount=5))
return
to_chat(user, "You begin repairing [src]...")
if(W.use_tool(src, user, 40, amount=5, volume=50))
obj_integrity = max_integrity
update_icon()
to_chat(user, "You repair [src].")
else
to_chat(user, "[src] is already in good condition!")
return
else if(!alert && W.tool_behaviour == TOOL_CROWBAR && openable) //Only applies to the lab cage and player made display cases
if(broken)
if(showpiece)
to_chat(user, "Remove the displayed object first!")
else
to_chat(user, "You remove the destroyed case.")
qdel(src)
else
to_chat(user, "You start to [open ? "close":"open"] [src]...")
if(W.use_tool(src, user, 20))
to_chat(user, "You [open ? "close":"open"] [src].")
toggle_lock(user)
else if(open && !showpiece)
if(showpiece_type && !istype(W, showpiece_type))
to_chat(user, "This doesn't belong in this kind of display.")
return TRUE
if(user.transferItemToLoc(W, src))
showpiece = W
to_chat(user, "You put [W] on display.")
update_icon()
else if(glass_fix && broken && istype(W, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = W
if(G.get_amount() < 2)
to_chat(user, "You need two glass sheets to fix the case!")
return
to_chat(user, "You start fixing [src]...")
if(do_after(user, 20, target = src))
G.use(2)
broken = FALSE
obj_integrity = max_integrity
update_icon()
else
return ..()
/obj/structure/displaycase/proc/toggle_lock(mob/user)
open = !open
update_icon()
/obj/structure/displaycase/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/displaycase/attack_hand(mob/user)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
if (showpiece && (broken || open))
to_chat(user, "You deactivate the hover field built into the case.")
log_combat(user, src, "deactivates the hover field of")
dump()
add_fingerprint(user)
return
else
//prevents remote "kicks" with TK
if (!Adjacent(user))
return
if (user.a_intent == INTENT_HELP)
if(!user.is_blind())
user.examinate(src)
return
user.visible_message("[user] kicks the display case.", null, null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "kicks")
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
take_damage(2)
/obj/structure/displaycase_chassis
anchored = TRUE
density = FALSE
name = "display case chassis"
desc = "The wooden base of a display case."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox_chassis"
var/obj/item/electronics/airlock/electronics
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WRENCH) //The player can only deconstruct the wooden frame
to_chat(user, "You start disassembling [src]...")
I.play_tool_sound(src)
if(I.use_tool(src, user, 30))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
new /obj/item/stack/sheet/mineral/wood(get_turf(src), 5)
qdel(src)
else if(istype(I, /obj/item/electronics/airlock))
to_chat(user, "You start installing the electronics into [src]...")
I.play_tool_sound(src)
if(do_after(user, 30, target = src) && user.transferItemToLoc(I,src))
electronics = I
to_chat(user, "You install the airlock electronics.")
else if(istype(I, /obj/item/stock_parts/card_reader))
var/obj/item/stock_parts/card_reader/C = I
to_chat(user, "You start adding [C] to [src]...")
if(do_after(user, 20, target = src))
var/obj/structure/displaycase/forsale/sale = new(src.loc)
if(electronics)
electronics.forceMove(sale)
sale.electronics = electronics
if(electronics.one_access)
sale.req_one_access = electronics.accesses
else
sale.req_access = electronics.accesses
qdel(src)
qdel(C)
else if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 10)
to_chat(user, "You need ten glass sheets to do this!")
return
to_chat(user, "You start adding [G] to [src]...")
if(do_after(user, 20, target = src))
G.use(10)
var/obj/structure/displaycase/noalert/display = new(src.loc)
if(electronics)
electronics.forceMove(display)
display.electronics = electronics
if(electronics.one_access)
display.req_one_access = electronics.accesses
else
display.req_access = electronics.accesses
qdel(src)
else
return ..()
//The lab cage and captain's display case do not spawn with electronics, which is why req_access is needed.
/obj/structure/displaycase/captain
start_showpiece_type = /obj/item/gun/energy/laser/captain
req_access = list(ACCESS_CENT_SPECOPS) //this was intentional, presumably to make it slightly harder for caps to grab their gun roundstart
/obj/structure/displaycase/labcage
name = "lab cage"
desc = "A glass lab container for storing interesting creatures."
start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
req_access = list(ACCESS_RD)
/obj/structure/displaycase/noalert
alert = FALSE
/obj/structure/displaycase/trophy
name = "trophy display case"
desc = "Store your trophies of accomplishment in here, and they will stay forever."
var/placer_key = ""
var/added_roundstart = TRUE
var/is_locked = TRUE
integrity_failure = 0
openable = FALSE
/obj/structure/displaycase/trophy/Initialize()
. = ..()
GLOB.trophy_cases += src
/obj/structure/displaycase/trophy/Destroy()
GLOB.trophy_cases -= src
return ..()
/obj/structure/displaycase/trophy/attackby(obj/item/W, mob/user, params)
if(!user.Adjacent(src)) //no TK museology
return
if(user.a_intent == INTENT_HARM)
return ..()
if(user.is_holding_item_of_type(/obj/item/key/displaycase))
if(added_roundstart)
is_locked = !is_locked
to_chat(user, "You [!is_locked ? "un" : ""]lock the case.")
else
to_chat(user, "The lock is stuck shut!")
return
if(is_locked)
to_chat(user, "The case is shut tight with an old-fashioned physical lock. Maybe you should ask the curator for the key?")
return
if(!added_roundstart)
to_chat(user, "You've already put something new in this case!")
return
if(is_type_in_typecache(W, GLOB.blacklisted_cargo_types))
to_chat(user, "The case rejects the [W]!")
return
for(var/a in W.GetAllContents())
if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
to_chat(user, "The case rejects the [W]!")
return
if(user.transferItemToLoc(W, src))
if(showpiece)
to_chat(user, "You press a button, and [showpiece] descends into the floor of the case.")
QDEL_NULL(showpiece)
to_chat(user, "You insert [W] into the case.")
showpiece = W
added_roundstart = FALSE
update_icon()
placer_key = user.ckey
trophy_message = W.desc //default value
var/chosen_plaque = stripped_input(user, "What would you like the plaque to say? Default value is item's description.", "Trophy Plaque")
if(chosen_plaque)
if(user.Adjacent(src))
trophy_message = chosen_plaque
to_chat(user, "You set the plaque's text.")
else
to_chat(user, "You are too far to set the plaque's text!")
SSpersistence.SaveTrophy(src)
return TRUE
else
to_chat(user, "\The [W] is stuck to your hand, you can't put it in the [src.name]!")
return
/obj/structure/displaycase/trophy/dump()
if (showpiece)
if(added_roundstart)
visible_message("The [showpiece] crumbles to dust!")
new /obj/effect/decal/cleanable/ash(loc)
QDEL_NULL(showpiece)
else
return ..()
/obj/item/key/displaycase
name = "display case key"
desc = "The key to the curator's display cases."
/obj/item/showpiece_dummy
name = "Cheap replica"
/obj/item/showpiece_dummy/Initialize(mapload, path)
. = ..()
var/obj/item/I = path
name = initial(I.name)
icon = initial(I.icon)
icon_state = initial(I.icon_state)
/obj/structure/displaycase/forsale
name = "vend-a-tray"
icon_state = "laserbox"
custom_glass_overlay = TRUE
desc = "A display case with an ID-card swiper. Use your ID to purchase the contents."
density = FALSE
max_integrity = 100
req_access = null
showpiece_type = /obj/item/reagent_containers/food
alert = FALSE //No, we're not calling the fire department because someone stole your cookie.
glass_fix = FALSE //Fixable with tools instead.
///The price of the item being sold. Altered by grab intent ID use.
var/sale_price = 20
///The Account which will receive payment for purchases. Set by the first ID to swipe the tray.
var/datum/bank_account/payments_acc = null
///We're using the same trick as paper does in order to cache the image, and only load the UI when messed with.
var/list/viewing_ui = list()
/obj/structure/displaycase/forsale/update_icon_state()
icon_state = "[initial(icon_state)][broken ? "_broken" : (open ? "_open" : (!showpiece ? "_empty" : null))]"
/obj/structure/displaycase/forsale/update_overlays()
. = ..()
if(!broken && !open)
. += "[initial(icon_state)]_overlay"
/obj/structure/displaycase/forsale/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Vendatray", name)
ui.set_autoupdate(FALSE)
viewing_ui[user] = ui
ui.open()
/obj/structure/displaycase/forsale/ui_data(mob/user)
var/list/data = list()
var/register = FALSE
if(payments_acc)
register = TRUE
data["owner_name"] = payments_acc.account_holder
if(showpiece)
data["product_name"] = capitalize(showpiece.name)
var/base64 = icon2base64(icon(showpiece.icon, showpiece.icon_state))
data["product_icon"] = base64
data["registered"] = register
data["product_cost"] = sale_price
data["tray_open"] = open
return data
/obj/structure/displaycase/forsale/ui_act(action, params)
. = ..()
if(.)
return
var/obj/item/card/id/potential_acc = usr.get_idcard(hand_first = TRUE)
switch(action)
if("Buy")
if(!showpiece)
to_chat(usr, "There's nothing for sale.")
return TRUE
if(broken)
to_chat(usr, "[src] appears to be broken.")
return TRUE
if(!payments_acc)
to_chat(usr, "[src] hasn't been registered yet.")
return TRUE
if(!usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return TRUE
if(!potential_acc)
to_chat(usr, "No ID card detected.")
return
var/datum/bank_account/account = potential_acc.registered_account
if(!account)
to_chat(usr, "[potential_acc] has no account registered!")
return
if(!account.has_money(sale_price))
to_chat(usr, "You do not possess the funds to purchase this.")
return TRUE
else
account.adjust_money(-sale_price)
if(payments_acc)
payments_acc.adjust_money(sale_price)
usr.put_in_hands(showpiece)
to_chat(usr, "You purchase [showpiece] for [sale_price] credits.")
playsound(src, 'sound/effects/cashregister.ogg', 40, TRUE)
flick("[initial(icon_state)]_vend", src)
showpiece = null
update_icon()
SStgui.update_uis(src)
return TRUE
if("Open")
if(!payments_acc)
to_chat(usr, "[src] hasn't been registered yet.")
return TRUE
if(!potential_acc || !potential_acc.registered_account)
return
if(!check_access(potential_acc))
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, TRUE)
return
toggle_lock()
SStgui.update_uis(src)
if("Register")
if(payments_acc)
return
if(!potential_acc || !potential_acc.registered_account)
return
if(!check_access(potential_acc))
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, TRUE)
return
payments_acc = potential_acc.registered_account
playsound(src, 'sound/machines/click.ogg', 20, TRUE)
if("Adjust")
if(!check_access(potential_acc) || potential_acc.registered_account != payments_acc)
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, TRUE)
return
var/new_price_input = input(usr,"Set the sale price for this vend-a-tray.","new price",0) as num|null
if(isnull(new_price_input) || (payments_acc != potential_acc.registered_account))
to_chat(usr, "[src] rejects your new price.")
return
if(!usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) )
to_chat(usr, "You need to get closer!")
return
new_price_input = clamp(round(new_price_input, 1), 10, 1000)
sale_price = new_price_input
to_chat(usr, "The cost is now set to [sale_price].")
SStgui.update_uis(src)
return TRUE
. = TRUE
/obj/structure/displaycase/forsale/attackby(obj/item/I, mob/living/user, params)
if(isidcard(I))
//Card Registration
var/obj/item/card/id/potential_acc = I
if(!potential_acc.registered_account)
to_chat(user, "This ID card has no account registered!")
return
if(payments_acc == potential_acc.registered_account)
playsound(src, 'sound/machines/click.ogg', 20, TRUE)
toggle_lock()
return
if(istype(I, /obj/item/pda))
return TRUE
SStgui.update_uis(src)
. = ..()
/obj/structure/displaycase/forsale/multitool_act(mob/living/user, obj/item/I)
. = ..()
if(obj_integrity <= (integrity_failure * max_integrity))
to_chat(user, "You start recalibrating [src]'s hover field...")
if(do_after(user, 20, target = src))
broken = FALSE
obj_integrity = max_integrity
update_icon()
return TRUE
/obj/structure/displaycase/forsale/wrench_act(mob/living/user, obj/item/I)
. = ..()
if(open && user.a_intent == INTENT_HELP )
if(anchored)
to_chat(user, "You start unsecuring [src]...")
else
to_chat(user, "You start securing [src]...")
if(I.use_tool(src, user, 16, volume=50))
if(QDELETED(I))
return
if(anchored)
to_chat(user, "You unsecure [src].")
else
to_chat(user, "You secure [src].")
set_anchored(!anchored)
return
else if(!open && user.a_intent == INTENT_HELP)
to_chat(user, "[src] must be open to move it.")
return
/obj/structure/displaycase/forsale/emag_act(mob/user)
. = ..()
payments_acc = null
req_access = list()
to_chat(user, "[src]'s card reader fizzles and smokes, and the account owner is reset.")
/obj/structure/displaycase/forsale/examine(mob/user)
. = ..()
if(showpiece && !open)
. += "[showpiece] is for sale for [sale_price] credits."
if(broken)
. += "[src] is sparking and the hover field generator seems to be overloaded. Use a multitool to fix it."
/obj/structure/displaycase/forsale/obj_break(damage_flag)
if(!broken && !(flags_1 & NODECONSTRUCT_1))
broken = TRUE
playsound(src, "shatter", 70, TRUE)
update_icon()
trigger_alarm() //In case it's given an alarm anyway.
/obj/structure/displaycase/forsale/kitchen
desc = "A display case with an ID-card swiper. Use your ID to purchase the contents. Meant for the bartender and chef."
req_one_access = list(ACCESS_KITCHEN, ACCESS_BAR)