Files
Bubberstation/code/modules/library/lib_items.dm
LemonInTheDark 0c4af38f41 [MDB IGNORE] TGUI library, plus polish (#65326)
* Prevents potentially infinite length books from being written and stored. I'm not sure if this is an actual issue, but I have a funny feeling it may become one someday

* Moves the paper defines to their own file

* It's become clear to me that I am stupid

* git add --all

* Makes book info into a datum to allow for easy passing around

* Converts the library scanner to tgui, lays the groundwork for tgui visitor consoles

* Makes the db request for book info sort
Adds the frontend for the visitor's console
Adds a hash to prevent duplicate db requests
Adds a prams changed var to help facilitate a better search button
Makes the page number code accept text as input

* Makes the ui index at 1 even tho we index at 0 internally

* Begins the conversion process for the library console.

Changes the library console to override the visitor, to utalize for the archive access portion of the ui
Makes scanner into a weakref, I'm coming for you handheld scanner
Renames some vars to make things clearer

* Converts the remaining refs of the old console typepath over, adds a circuit board for consoles because pain

* Changes how bookshelves load in books
Instead of loading them in lazyally, we load them during init
This lets us track what books are stored in which areas

Somewhat jutting off of this, adds map config for designating something as "part of the library"
This will be useful later

* Renames the random poster, adds a spritesheet for bibles. Both will be useful in a moment

* Ok. This is a bit of a mess.
Converts the library console to tgui.
This comes with a few minor behavior changes:
You can now select what type of poster you want to print, instead of just printing a random one
It's now possible to heed the console's emag warning
The console's inventory page will fill at roundstart with the books in your area/if you're in a library, any
areas designated as "library like" in the map config
You can see what type of bible the chaplin has selected?

"Fixes":
You can no longer just dump books into the scanner forever

Implementation details:
Any input that makes a db request will now A: freeze up any other db inputs until it's finished, and B: Start a
1 second timer before any new db requests can be made
Of note, I'm handling html encoding in a very targeted way.
All book_data datums need to have html encoded values. get_title/author/content exist so a defaulting and tgui
appropriate version can be loaded in. This somewhat matches with the trusted var on set_title, it exists to
prevent double html encoding.

While we're here

Input/DB (Book data should be html encoded)
Inside book datum (Book data should be html encoded)
Sending to tgui (Book data should be decoded during extraction with the get_() procs)
Sending anywhere else (Book data should be html encoded, otherwise it's an xss vuln)

Uhhhh tgui stuff?
I'm using a custom theme for emag visuals, I'll get into that more later
The visitor and book management console share the same data/act pipeline, which is why they're parented/subtyped
They also share a page selection component, which is why the visitor's console imports it.

Uhhhhh
Oh right, fuck.
Ok so the page selection component is kinda cursed, the left and right controls are fine
But I'm trying to get a << < [page/max] > >> setup going, and that means resetting the center input past change
so the default value can be used
This ends up being slightly hacky. I'm sorry.

Oh also, I implemented a custom tab setup for this ui. I have no idea why it was literally like 5 months ago.
I think it looks pretty nice, but if you want me to nuke it I can. Sorry for any headache around this.

More tgui stuff next

* Scanner/visitor cleanup, some other odds and ends

* Adds in a dark red and black theme for library computers to be triggered by an emag.
Things of note: I'm overriding some lists that get passed into buttons and one other thing using set, since the
list is alreadt generated by that step in the process? I think?
I've added dimness control to the dimmer component, since well, it was dimming already dark uis.
I also made and added a rather large background svg. I've got no experience with this sort of thing, and all the
compression methods I found for this ended up being busts. I know this isn't acceptable as an end product, but I
don't know how to get it there.

Somewhat on that note, this ui might not be worth the size for the amount of use it gets. I'm fine with nuking
it if that's the case, I bring this up because I have a very poor understanding of the logistics of something
like this, so I have a feeling I've fucked up somewhere

* Forgot these, just a scss file for library computers, barely used but I think it's worthwhile

* Missed this eariler. As a part of the uploading tab, I'm displaying the contents of books. I'm loading in that
context as raw html so paper -> book books look close to right. Means I need more html tags then our current
sanitize provides. I don't think any of these will cause issues, and there's also a good chance I'm missing
some. Will come up with a list later

* Updates the rest of the maps to use the new management typepath

* Fixes the default bible name being Default Bible Name, I am sorry

* Turns out I had the scaling wrong for bible names, lead to weird stacking because the bible icon doesn't scale, so I lowered its sizing

* Yeets unneeded exports (Thank you jlsnow)

Haha wouldn't it be funny if I didn't know how components worked

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Resets the maps to master

* Fixes oversights from merge commit, changes maps

* Removes needless Flex's from the scanner

* Gives the library console the ability to parse markdown. Expands the list of acceptable html elements a bit

* Adds audio cues for printing and inserting/removing from the scanner, makes the scanner nicer to use in general

* Uses a compressed version of the background. It's still huge, but smaller at least

* Adds the printing audio to the book binder

* Cleans up tram

* curse you tram

* AHHHHHHHH

* MY LIFE IS TRUE PAIN

* Adds a path conversion statement to make people's lives easier

* Apply's style's suggestions

thx style

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Compresses the background svg

* Further js cleanup

* We no longer render markdown in the ui, since any source of markdown is converted to html anyway

* More ui changes

Makes the tab/main screen logic use Flex rather then manuel offsets
Makes modals better fit the size of their contents
Readjusts the width of some inputs
Properly uses the header prop for a table
Makes the buttons in the upload panel look nicer
Restructures the print tab a bit

* Increase a modal's size

* Fixes computers with no keyboard overlay showing their screen even when the power is out

* Moves some data and logic onto the library subsystem. Kyler's review

Fixes harddels held by the library scanner. Makes the scanner's buffer
actually do something

* Makes book icon randomization a proc rather then just copypasta'd code

* Removes the kilo library edit, the soul was removed

* Damn you san (Fixes mapconflicts)

* Pain

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-03-30 19:56:53 -07:00

485 lines
16 KiB
Plaintext

#define BOOKCASE_UNANCHORED 0
#define BOOKCASE_ANCHORED 1
#define BOOKCASE_FINISHED 2
/* 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 = FALSE
resistance_flags = FLAMMABLE
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 0)
var/state = BOOKCASE_UNANCHORED
/// When enabled, books_to_load number of random books will be generated for this bookcase
var/load_random_books = FALSE
/// The category of books to pick from when populating random books.
var/random_category = null
/// How many random books to generate.
var/books_to_load = 0
/obj/structure/bookcase/Initialize(mapload)
. = ..()
if(!mapload || QDELETED(src))
return
set_anchored(TRUE)
state = BOOKCASE_FINISHED
for(var/obj/item/I in loc)
if(!isbook(I))
continue
I.forceMove(src)
update_appearance()
SSlibrary.shelves_to_load += src
///Loads the shelf, both by allowing it to generate random items, and by adding its contents to a list used by library machines
/obj/structure/bookcase/proc/load_shelf()
//Loads a random selection of books in from the db, adds a copy of their info to a global list
//To send to library consoles as a starting inventory
if(load_random_books)
create_random_books(books_to_load, src, FALSE, random_category)
update_appearance() //Make sure you look proper
var/area/our_area = get_area(src)
var/area_type = our_area.type //Save me from the dark
if(!SSlibrary.books_by_area[area_type])
SSlibrary.books_by_area[area_type] = list()
//Time to populate that list
var/list/books_in_area = SSlibrary.books_by_area[area_type]
for(var/obj/item/book/book in contents)
var/datum/book_info/info = book.book_data
books_in_area += info.return_copy()
/obj/structure/bookcase/examine(mob/user)
. = ..()
if(!anchored)
. += span_notice("The <i>bolts</i> on the bottom are unsecured.")
else
. += span_notice("It's secured in place with <b>bolts</b>.")
switch(state)
if(BOOKCASE_UNANCHORED)
. += span_notice("There's a <b>small crack</b> visible on the back panel.")
if(BOOKCASE_ANCHORED)
. += span_notice("There's space inside for a <i>wooden</i> shelf.")
if(BOOKCASE_FINISHED)
. += span_notice("There's a <b>small crack</b> visible on the shelf.")
/obj/structure/bookcase/set_anchored(anchorvalue)
. = ..()
if(isnull(.))
return
state = anchorvalue
if(!anchorvalue) //in case we were vareditted or uprooted by a hostile mob, ensure we drop all our books instead of having them disappear till we're rebuild.
var/atom/Tsec = drop_location()
for(var/obj/I in contents)
if(!isbook(I))
continue
I.forceMove(Tsec)
update_appearance()
/obj/structure/bookcase/attackby(obj/item/I, mob/user, params)
switch(state)
if(BOOKCASE_UNANCHORED)
if(I.tool_behaviour == TOOL_WRENCH)
if(I.use_tool(src, user, 20, volume=50))
to_chat(user, span_notice("You wrench the frame into place."))
set_anchored(TRUE)
else if(I.tool_behaviour == TOOL_CROWBAR)
if(I.use_tool(src, user, 20, volume=50))
to_chat(user, span_notice("You pry the frame apart."))
deconstruct(TRUE)
if(BOOKCASE_ANCHORED)
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_notice("You add a shelf."))
state = BOOKCASE_FINISHED
update_appearance()
else if(I.tool_behaviour == TOOL_WRENCH)
I.play_tool_sound(src, 100)
to_chat(user, span_notice("You unwrench the frame."))
set_anchored(FALSE)
if(BOOKCASE_FINISHED)
var/datum/component/storage/STR = I.GetComponent(/datum/component/storage)
if(isbook(I))
if(!user.transferItemToLoc(I, src))
return
update_appearance()
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_notice("You empty \the [I] into \the [src]."))
update_appearance()
else if(istype(I, /obj/item/pen))
if(!user.is_literate())
to_chat(user, span_notice("You scribble illegibly on the side of [src]!"))
return
var/newname = tgui_input_text(user, "What would you like to title this bookshelf?", "Bookshelf Renaming", max_length = MAX_NAME_LEN)
if(!user.canUseTopic(src, BE_CLOSE))
return
if(!newname)
return
else
name = "bookcase ([sanitize(newname)])"
else if(I.tool_behaviour == TOOL_CROWBAR)
if(length(contents))
to_chat(user, span_warning("You need to remove the books first!"))
else
I.play_tool_sound(src, 100)
to_chat(user, span_notice("You pry the shelf out."))
new /obj/item/stack/sheet/mineral/wood(drop_location(), 2)
state = BOOKCASE_ANCHORED
update_appearance()
else
return ..()
/obj/structure/bookcase/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
if(!istype(user))
return
if(!length(contents))
return
var/obj/item/book/choice = tgui_input_list(user, "Book to remove from the shelf", "Remove Book", sort_names(contents.Copy()))
if(isnull(choice))
return
if(!(user.mobility_flags & MOBILITY_USE) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !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_appearance()
/obj/structure/bookcase/deconstruct(disassembled = TRUE)
var/atom/Tsec = drop_location()
new /obj/item/stack/sheet/mineral/wood(Tsec, 4)
for(var/obj/item/I in contents)
if(!isbook(I)) //Wake me up inside
continue
I.forceMove(Tsec)
return ..()
/obj/structure/bookcase/update_icon_state()
if(state == BOOKCASE_UNANCHORED || state == BOOKCASE_ANCHORED)
icon_state = "bookempty"
return ..()
var/amount = length(contents)
icon_state = "book-[clamp(amount, 0, 5)]"
return ..()
/obj/structure/bookcase/manuals/engineering
name = "engineering manuals bookcase"
/obj/structure/bookcase/manuals/engineering/Initialize(mapload)
. = ..()
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/robotics_cyborgs(src)
update_appearance()
/obj/structure/bookcase/manuals/research_and_development
name = "\improper R&D manuals bookcase"
/obj/structure/bookcase/manuals/research_and_development/Initialize(mapload)
. = ..()
new /obj/item/book/manual/wiki/research_and_development(src)
update_appearance()
/*
* Book
*/
//Some information about how html sanitization is handled
//All book info datums should store sanitized data. This cannot be worked around
//All inputs and outputs from the round (DB calls) need to use sanitized data
//All tgui menus should get unsanitized data, since jsx handles that on its own
//Everything else should use sanitized data. Yes including names, it's an xss vuln because of how chat works
///A datum which contains all the metadata of a book
/datum/book_info
///The title of the book
var/title
///The "author" of the book
var/author
///The info inside the book
var/content
/datum/book_info/New(_title, _author, _content)
title = _title
author = _author
content = _content
/datum/book_info/proc/set_title(_title, trusted = FALSE) //Trusted should only be used for books read from the db, or in cases that we can be sure the info has already been sanitized
if(trusted)
title = _title
return
title = reject_bad_text(trim(html_encode(_title), 30))
/datum/book_info/proc/get_title(default="N/A") //Loads in an html decoded version of the title. Only use this for tgui menus, absolutely nothing else.
return html_decode(title) || "N/A"
/datum/book_info/proc/set_author(_author, trusted = FALSE)
if(trusted)
author = _author
return
author = trim(html_encode(_author), MAX_NAME_LEN)
/datum/book_info/proc/get_author(default="N/A")
return html_decode(author) || "N/A"
/datum/book_info/proc/set_content(_content, trusted = FALSE)
if(trusted)
content = _content
return
content = trim(html_encode(_content), MAX_PAPER_LENGTH)
/datum/book_info/proc/get_content(default="N/A")
return html_decode(content) || "N/A"
///Returns a copy of the book_info datum
/datum/book_info/proc/return_copy()
var/datum/book_info/copycat = new(title, author, content)
return copycat
///Modify an existing book_info datum to match your data
/datum/book_info/proc/copy_into(datum/book_info/copycat)
copycat.set_title(title, trusted = TRUE)
copycat.set_author(author, trusted = TRUE)
copycat.set_content(content, trusted = TRUE)
return copycat
/datum/book_info/proc/compare(datum/book_info/cmp_with)
if(author != cmp_with.author)
return FALSE
if(title != cmp_with.title)
return FALSE
if(content != cmp_with.content)
return FALSE
return TRUE
/obj/item/book
name = "book"
icon = 'icons/obj/library.dmi'
icon_state ="book"
worn_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_continuous = list("bashes", "whacks", "educates")
attack_verb_simple = list("bash", "whack", "educate")
resistance_flags = FLAMMABLE
drop_sound = 'sound/items/handling/book_drop.ogg'
pickup_sound = 'sound/items/handling/book_pickup.ogg'
///Game time in 1/10th seconds
var/due_date = 0
///false - Normal book, true - Should not be treated as normal book, unable to be copied, unable to be modified
var/unique = FALSE
/// Specific window size for the book, i.e: "1920x1080", Size x Width
var/window_size = null
///The initial title, for use in var editing and such
var/starting_title
///The initial author, for use in var editing and such
var/starting_author
///The initial bit of content, for use in var editing and such
var/starting_content
///The packet of information that describes this book
var/datum/book_info/book_data
///Maximum icon state number
var/maximum_book_state = 8
/obj/item/book/Initialize()
. = ..()
book_data = new(starting_title, starting_author, starting_content)
/obj/item/book/proc/on_read(mob/user)
if(book_data?.content)
user << browse("<meta charset=UTF-8><TT><I>Penned by [book_data.author].</I></TT> <BR>" + "[book_data.content]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
onclose(user, "book")
else
to_chat(user, span_notice("This book is completely blank!"))
/// Generates a random icon state for the book
/obj/item/book/proc/gen_random_icon_state()
icon_state = "book[rand(1, maximum_book_state)]"
/obj/item/book/attack_self(mob/user)
if(!user.can_read(src))
return
user.visible_message(span_notice("[user] opens a book titled \"[book_data.title]\" and begins reading intently."))
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "book_nerd", /datum/mood_event/book_nerd)
on_read(user)
/obj/item/book/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/pen))
if(user.is_blind())
to_chat(user, span_warning("As you are trying to write on the book, you suddenly feel very stupid!"))
return
if(unique)
to_chat(user, span_warning("These pages don't seem to take the ink well! Looks like you can't modify it."))
return
var/literate = user.is_literate()
if(!literate)
to_chat(user, span_notice("You scribble illegibly on the cover of [src]!"))
return
var/choice = tgui_input_list(usr, "What would you like to change?", "Book Alteration", list("Title", "Contents", "Author", "Cancel"))
if(isnull(choice))
return
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
switch(choice)
if("Title")
var/newtitle = reject_bad_text(tgui_input_text(user, "Write a new title", "Book Title", max_length = 30))
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
if (length_char(newtitle) > 30)
to_chat(user, span_warning("That title won't fit on the cover!"))
return
if(!newtitle)
to_chat(user, span_warning("That title is invalid."))
return
name = newtitle
book_data.set_title(html_decode(newtitle)) //Don't want to double encode here
if("Contents")
var/content = tgui_input_text(user, "Write your book's contents (HTML NOT allowed)", "Book Contents", multiline = TRUE)
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
if(!content)
to_chat(user, span_warning("The content is invalid."))
return
book_data.set_content(html_decode(content))
if("Author")
var/author = tgui_input_text(user, "Write the author's name", "Author Name")
if(!user.canUseTopic(src, BE_CLOSE, literate))
return
if(!author)
to_chat(user, span_warning("The name is invalid."))
return
book_data.set_author(html_decode(author)) //Setting this encodes, don't want to double up
else
return
else if(istype(I, /obj/item/barcodescanner))
var/obj/item/barcodescanner/scanner = I
var/obj/machinery/computer/libraryconsole/bookmanagement/computer = scanner.computer_ref?.resolve()
if(!computer)
to_chat(user, span_alert("[scanner]'s screen flashes: 'No associated computer found!'"))
return ..()
scanner.book_data = book_data.return_copy()
switch(scanner.mode)
if(0)
to_chat(user, span_notice("[scanner]'s screen flashes: 'Book stored in buffer.'"))
if(1)
computer.buffer_book = book_data.return_copy()
to_chat(user, span_notice("[scanner]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'"))
if(2)
var/list/checkouts = computer.checkouts
for(var/checkout_ref in checkouts)
var/datum/borrowbook/maybe_ours = checkouts[checkout_ref]
if(!book_data.compare(maybe_ours.book_data))
continue
checkouts -= checkout_ref
computer.checkout_update()
to_chat(user, span_notice("[scanner]'s screen flashes: 'Book stored in buffer. Book has been checked in.'"))
return
to_chat(user, span_notice("[scanner]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'"))
if(3)
var/datum/book_info/our_copy = book_data.return_copy()
computer.inventory[ref(our_copy)] = our_copy
computer.inventory_update()
to_chat(user, span_notice("[scanner]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'"))
else if((istype(I, /obj/item/knife) || I.tool_behaviour == TOOL_WIRECUTTER) && !(flags_1 & HOLOGRAM_1))
to_chat(user, span_notice("You begin to carve out [book_data.title]..."))
if(do_after(user, 30, target = src))
to_chat(user, span_notice("You carve out the pages from [book_data.title]! You didn't want to read it anyway."))
var/obj/item/storage/book/carved_out = new
carved_out.name = src.name
carved_out.title = book_data.title
carved_out.icon_state = src.icon_state
if(user.is_holding(src))
qdel(src)
user.put_in_hands(carved_out)
return
else
carved_out.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
/// A weakref to our associated computer - Modes 1 to 3 use this
var/datum/weakref/computer_ref
/// Currently scanned book
var/datum/book_info/book_data
/// 0 - Scan only, 1 - Scan and Set Buffer, 2 - Scan and Attempt to Check In, 3 - Scan and Attempt to Add to Inventory
var/mode = 0
/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_ref?.resolve())
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")
#undef BOOKCASE_UNANCHORED
#undef BOOKCASE_ANCHORED
#undef BOOKCASE_FINISHED