Files
Bubberstation/code/modules/library/lib_items.dm
kevinz000 3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00

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/* Library Items
*
* Contains:
* Bookcase
* Book
* Barcode Scanner
*/
/*
* Bookcase
*/
/obj/structure/bookcase
name = "bookcase"
icon = 'icons/obj/library.dmi'
icon_state = "bookempty"
desc = "A great place for storing knowledge."
anchored = FALSE
density = TRUE
opacity = 0
resistance_flags = FLAMMABLE
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
var/state = 0
var/list/allowed_books = list(/obj/item/book, /obj/item/spellbook, /obj/item/storage/book) //Things allowed in the bookcase
/obj/structure/bookcase/examine(mob/user)
..()
if(!anchored)
to_chat(user, "<span class='notice'>The <i>bolts</i> on the bottom are unsecured.</span>")
if(anchored)
to_chat(user, "<span class='notice'>It's secured in place with <b>bolts</b>.</span>")
switch(state)
if(0)
to_chat(user, "<span class='notice'>There's a <b>small crack</b> visible on the back panel.</span>")
if(1)
to_chat(user, "<span class='notice'>There's space inside for a <i>wooden</i> shelf.</span>")
if(2)
to_chat(user, "<span class='notice'>There's a <b>small crack</b> visible on the shelf.</span>")
/obj/structure/bookcase/Initialize(mapload)
. = ..()
if(!mapload)
return
state = 2
icon_state = "book-0"
anchored = TRUE
for(var/obj/item/I in loc)
if(istype(I, /obj/item/book))
I.forceMove(src)
update_icon()
/obj/structure/bookcase/attackby(obj/item/I, mob/user, params)
switch(state)
if(0)
if(I.tool_behaviour == TOOL_WRENCH)
if(I.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
anchored = TRUE
state = 1
if(I.tool_behaviour == TOOL_CROWBAR)
if(I.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You pry the frame apart.</span>")
deconstruct(TRUE)
if(1)
if(istype(I, /obj/item/stack/sheet/mineral/wood))
var/obj/item/stack/sheet/mineral/wood/W = I
if(W.get_amount() >= 2)
W.use(2)
to_chat(user, "<span class='notice'>You add a shelf.</span>")
state = 2
icon_state = "book-0"
if(I.tool_behaviour == TOOL_WRENCH)
I.play_tool_sound(src, 100)
to_chat(user, "<span class='notice'>You unwrench the frame.</span>")
anchored = FALSE
state = 0
if(2)
GET_COMPONENT_FROM(STR, /datum/component/storage, I)
if(is_type_in_list(I, allowed_books))
if(!user.transferItemToLoc(I, src))
return
update_icon()
else if(STR)
for(var/obj/item/T in I.contents)
if(istype(T, /obj/item/book) || istype(T, /obj/item/spellbook))
STR.remove_from_storage(T, src)
to_chat(user, "<span class='notice'>You empty \the [I] into \the [src].</span>")
update_icon()
else if(istype(I, /obj/item/pen))
if(!user.is_literate())
to_chat(user, "<span class='notice'>You scribble illegibly on the side of [src]!</span>")
return
var/newname = stripped_input(user, "What would you like to title this bookshelf?")
if(!user.canUseTopic(src, BE_CLOSE))
return
if(!newname)
return
else
name = "bookcase ([sanitize(newname)])"
else if(I.tool_behaviour == TOOL_CROWBAR)
if(contents.len)
to_chat(user, "<span class='warning'>You need to remove the books first!</span>")
else
I.play_tool_sound(src, 100)
to_chat(user, "<span class='notice'>You pry the shelf out.</span>")
new /obj/item/stack/sheet/mineral/wood(drop_location(), 2)
state = 1
icon_state = "bookempty"
else
return ..()
/obj/structure/bookcase/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!istype(user))
return
if(contents.len)
var/obj/item/book/choice = input(user, "Which book would you like to remove from the shelf?") as null|obj in contents
if(choice)
if(!(user.mobility_flags & MOBILITY_USE) || user.stat || user.restrained() || !in_range(loc, user))
return
if(ishuman(user))
if(!user.get_active_held_item())
user.put_in_hands(choice)
else
choice.forceMove(drop_location())
update_icon()
/obj/structure/bookcase/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/mineral/wood(loc, 4)
for(var/obj/item/book/B in contents)
B.forceMove(get_turf(src))
qdel(src)
/obj/structure/bookcase/update_icon()
if(contents.len < 5)
icon_state = "book-[contents.len]"
else
icon_state = "book-5"
/obj/structure/bookcase/manuals/medical
name = "medical manuals bookcase"
/obj/structure/bookcase/manuals/medical/Initialize()
. = ..()
new /obj/item/book/manual/wiki/medical_cloning(src)
update_icon()
/obj/structure/bookcase/manuals/engineering
name = "engineering manuals bookcase"
/obj/structure/bookcase/manuals/engineering/Initialize()
. = ..()
new /obj/item/book/manual/wiki/engineering_construction(src)
new /obj/item/book/manual/wiki/engineering_hacking(src)
new /obj/item/book/manual/wiki/engineering_guide(src)
new /obj/item/book/manual/wiki/engineering_singulo_tesla(src)
new /obj/item/book/manual/wiki/robotics_cyborgs(src)
update_icon()
/obj/structure/bookcase/manuals/research_and_development
name = "\improper R&D manuals bookcase"
/obj/structure/bookcase/manuals/research_and_development/Initialize()
. = ..()
new /obj/item/book/manual/wiki/research_and_development(src)
update_icon()
/*
* Book
*/
/obj/item/book
name = "book"
icon = 'icons/obj/library.dmi'
icon_state ="book"
desc = "Crack it open, inhale the musk of its pages, and learn something new."
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")
resistance_flags = FLAMMABLE
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/window_size = null // Specific window size for the book, i.e: "1920x1080", Size x Width
/obj/item/book/attack_self(mob/user)
if(is_blind(user))
to_chat(user, "<span class='warning'>As you are trying to read, you suddenly feel very stupid!</span>")
return
if(ismonkey(user))
to_chat(user, "<span class='notice'>You skim through the book but can't comprehend any of it.</span>")
return
if(dat)
user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
user.visible_message("[user] opens a book titled \"[title]\" and begins reading intently.")
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "book_nerd", /datum/mood_event/book_nerd)
onclose(user, "book")
else
to_chat(user, "<span class='notice'>This book is completely blank!</span>")
/obj/item/book/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/pen))
if(is_blind(user))
to_chat(user, "<span class='warning'> As you are trying to write on the book, you suddenly feel very stupid!</span>")
return
if(unique)
to_chat(user, "<span class='warning'>These pages don't seem to take the ink well! Looks like you can't modify it.</span>")
return
var/literate = user.is_literate()
if(!literate)
to_chat(user, "<span class='notice'>You scribble illegibly on the cover of [src]!</span>")
return
var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
switch(choice)
if("Title")
var/newtitle = reject_bad_text(stripped_input(user, "Write a new title:"))
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
if (length(newtitle) > 20)
to_chat(user, "That title won't fit on the cover!")
return
if(!newtitle)
to_chat(user, "That title is invalid.")
return
else
name = newtitle
title = newtitle
if("Contents")
var/content = stripped_input(user, "Write your book's contents (HTML NOT allowed):","","",8192)
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
if(!content)
to_chat(user, "The content is invalid.")
return
else
dat += content
if("Author")
var/newauthor = stripped_input(user, "Write the author's name:")
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
if(!newauthor)
to_chat(user, "The name is invalid.")
return
else
author = newauthor
else
return
else if(istype(I, /obj/item/barcodescanner))
var/obj/item/barcodescanner/scanner = I
if(!scanner.computer)
to_chat(user, "[I]'s screen flashes: 'No associated computer found!'")
else
switch(scanner.mode)
if(0)
scanner.book = src
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer.'")
if(1)
scanner.book = src
scanner.computer.buffer_book = name
to_chat(user, "[I]'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 == name)
scanner.computer.checkouts.Remove(b)
to_chat(user, "[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'")
return
to_chat(user, "[I]'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, "[I]'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, "[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'")
else if(istype(I, /obj/item/kitchen/knife) || I.tool_behaviour == TOOL_WIRECUTTER)
to_chat(user, "<span class='notice'>You begin to carve out [title]...</span>")
if(do_after(user, 30, target = src))
to_chat(user, "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>")
var/obj/item/storage/book/B = new
B.name = src.name
B.title = src.title
B.icon_state = src.icon_state
if(user.is_holding(src))
qdel(src)
user.put_in_hands(B)
return
else
B.forceMove(drop_location())
qdel(src)
return
return
else
..()
/*
* Barcode Scanner
*/
/obj/item/barcodescanner
name = "barcode scanner"
icon = 'icons/obj/library.dmi'
icon_state ="scanner"
desc = "A fabulous tool if you need to scan a barcode."
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
var/obj/machinery/computer/libraryconsole/bookmanagement/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)
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(computer)
to_chat(user, "<font color=green>Computer has been associated with this unit.</font>")
else
to_chat(user, "<font color=red>No associated computer found. Only local scans will function properly.</font>")
to_chat(user, "\n")