Files
Bubberstation/code/game/objects/structures/plaques/_plaques.dm
SkyratBot 011fefdd81 [MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes

* start

* most tg things

* pain (#18584)

* shit

* non-mod changes

* compile

Co-authored-by: John Doe <gamingskeleton3@gmail.com>

* #18291

* compile fix

* ???

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 20:06:16 -08:00

198 lines
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/obj/structure/plaque //This is a plaque you can craft with gold, then permanently engrave a title and description on, with a fountain pen.
icon = 'icons/obj/signs.dmi'
icon_state = "blankplaque"
name = "blank plaque"
desc = "A blank plaque, use a fancy pen to engrave it. It can be detatched from the wall with a wrench."
anchored = TRUE
opacity = FALSE
density = FALSE
layer = SIGN_LAYER
custom_materials = list(/datum/material/gold = 2000)
max_integrity = 200 //Twice as durable as regular signs.
armor_type = /datum/armor/structure_plaque
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again. Static plaques are already engraved.
var/engraved = FALSE
/datum/armor/structure_plaque
melee = 50
fire = 50
acid = 50
/obj/item/plaque //The item version of the above.
icon = 'icons/obj/signs.dmi'
icon_state = "blankplaque"
inhand_icon_state = "blankplaque"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
name = "blank plaque"
desc = "A blank plaque, use a fancy pen to engrave it. It can be placed on a wall."
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/gold = 2000)
max_integrity = 200
armor_type = /datum/armor/item_plaque
///This points the item to make the proper structure when placed on a wall.
var/plaque_path = /obj/structure/plaque
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again.
var/engraved = FALSE
/datum/armor/item_plaque
melee = 50
fire = 50
acid = 50
/obj/structure/plaque/attack_hand(mob/user, list/modifiers)
. = ..()
if(. || user.is_blind())
return
user.examinate(src)
/obj/structure/plaque/wrench_act(mob/living/user, obj/item/wrench/I)
. = ..()
user.visible_message(span_notice("[user] starts removing [src]..."), \
span_notice("You start unfastening [src]."))
I.play_tool_sound(src)
if(!I.use_tool(src, user, 4 SECONDS))
return TRUE
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
user.visible_message(span_notice("[user] unfastens [src]."), \
span_notice("You unfasten [src]."))
var/obj/item/plaque/unwrenched_plaque = new (get_turf(user))
if(engraved) //If it's still just a basic unengraved plaque, we can (and should) skip some of the below variable transfers.
unwrenched_plaque.name = name //Copy over the plaque structure variables to the plaque item we're creating when we unwrench it.
unwrenched_plaque.desc = desc
unwrenched_plaque.engraved = engraved
unwrenched_plaque.icon_state = icon_state
unwrenched_plaque.update_integrity(get_integrity())
unwrenched_plaque.setDir(dir)
qdel(src) //The plaque structure on the wall goes poof and only the plaque item from unwrenching remains.
return TRUE
/obj/structure/plaque/welder_act(mob/living/user, obj/item/I)
. = ..()
if(user.combat_mode)
return FALSE
if(atom_integrity == max_integrity)
to_chat(user, span_warning("This plaque is already in perfect condition."))
return TRUE
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message(span_notice("[user] starts repairing [src]..."), \
span_notice("You start repairing [src]."))
if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
return TRUE
user.visible_message(span_notice("[user] finishes repairing [src]."), \
span_notice("You finish repairing [src]."))
atom_integrity = max_integrity
return TRUE
/obj/item/plaque/welder_act(mob/living/user, obj/item/I)
. = ..()
if(user.combat_mode)
return FALSE
if(atom_integrity == max_integrity)
to_chat(user, span_warning("This plaque is already in perfect condition."))
return TRUE
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message(span_notice("[user] starts repairing [src]..."), \
span_notice("You start repairing [src]."))
if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
return TRUE
user.visible_message(span_notice("[user] finishes repairing [src]."), \
span_notice("You finish repairing [src]."))
atom_integrity = max_integrity
return TRUE
/obj/structure/plaque/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/pen/fountain))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved."))
return
var/namechoice = tgui_input_text(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization", max_length = MAX_NAME_LEN)
if(!namechoice)
return
var/descriptionchoice = tgui_input_text(user, "Engrave this plaque's text", "Plaque Customization")
if(!descriptionchoice)
return
if(!Adjacent(user)) //Make sure user is adjacent still
to_chat(user, span_warning("You need to stand next to the plaque to engrave it!"))
return
user.visible_message(span_notice("[user] begins engraving [src]."), \
span_notice("You begin engraving [src]."))
if(!do_after(user, 4 SECONDS, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
return
name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
desc = "The plaque reads: '[descriptionchoice]'"
engraved = TRUE //The plaque now has a name, description, and can't be altered again.
user.visible_message(span_notice("[user] engraves [src]."), \
span_notice("You engrave [src]."))
return
if(istype(I, /obj/item/pen))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen."))
return
to_chat(user, span_warning("Your pen isn't fancy enough to engrave this! Find a fountain pen.")) //Go steal the Curator's.
return
return ..()
/obj/item/plaque/attackby(obj/item/I, mob/user, params) //Same as part of the above, except for the item in hand instead of the structure.
if(istype(I, /obj/item/pen/fountain))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved."))
return
var/namechoice = tgui_input_text(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization", max_length = MAX_NAME_LEN)
if(!namechoice)
return
var/descriptionchoice = tgui_input_text(user, "Engrave this plaque's text", "Plaque Customization")
if(!descriptionchoice)
return
if(!Adjacent(user)) //Make sure user is adjacent still
to_chat(user, span_warning("You need to stand next to the plaque to engrave it!"))
return
user.visible_message(span_notice("[user] begins engraving [src]."), \
span_notice("You begin engraving [src]."))
if(!do_after(user, 40, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
return
name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
desc = "The plaque reads: '[descriptionchoice]'"
engraved = TRUE //The plaque now has a name, description, and can't be altered again.
user.visible_message(span_notice("[user] engraves [src]."), \
span_notice("You engrave [src]."))
return
if(istype(I, /obj/item/pen))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen."))
return
to_chat(user, span_warning("Your pen isn't fancy enough to engrave this! Find a fountain pen.")) //Go steal the Curator's.
return
return ..()
/obj/item/plaque/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!iswallturf(target) || !proximity)
return
var/turf/target_turf = target
var/turf/user_turf = get_turf(user)
var/obj/structure/plaque/placed_plaque = new plaque_path(user_turf) //We place the plaque on the turf the user is standing, and pixel shift it to the target wall, as below.
//This is to mimic how signs and other wall objects are usually placed by mappers, and so they're only visible from one side of a wall.
var/dir = get_dir(user_turf, target_turf)
if(dir & NORTH)
placed_plaque.pixel_y = 32
else if(dir & SOUTH)
placed_plaque.pixel_y = -32
if(dir & EAST)
placed_plaque.pixel_x = 32
else if(dir & WEST)
placed_plaque.pixel_x = -32
user.visible_message(span_notice("[user] fastens [src] to [target_turf]."), \
span_notice("You attach [src] to [target_turf]."))
playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE)
if(engraved)
placed_plaque.name = name
placed_plaque.desc = desc
placed_plaque.engraved = engraved
placed_plaque.icon_state = icon_state
placed_plaque.update_integrity(get_integrity())
placed_plaque.setDir(dir)
qdel(src)