Files
Bubberstation/code/game/objects/structures/displaycase.dm
magatsuchi cd1b891d79 Modular Tablets: Converting PDAs to the NtOS System (#65755)
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs.

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-04-20 03:08:41 +03:00

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/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, 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
///Represents a signel source of screaming when broken
var/datum/alarm_handler/alarm_manager
/obj/structure/displaycase/Initialize(mapload)
. = ..()
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_appearance()
alarm_manager = new(src)
/obj/structure/displaycase/vv_edit_var(vname, vval)
. = ..()
if(vname in list(NAMEOF(src, open), NAMEOF(src, showpiece), NAMEOF(src, custom_glass_overlay)))
update_appearance()
/obj/structure/displaycase/handle_atom_del(atom/A)
if(A == electronics)
electronics = null
if(A == showpiece)
showpiece = null
update_appearance()
return ..()
/obj/structure/displaycase/Destroy()
QDEL_NULL(electronics)
QDEL_NULL(showpiece)
QDEL_NULL(alarm_manager)
return ..()
/obj/structure/displaycase/examine(mob/user)
. = ..()
if(alert)
. += span_notice("Hooked up with an anti-theft system.")
if(showpiece)
. += span_notice("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_appearance()
/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/atom_break(damage_flag)
. = ..()
if(!broken && !(flags_1 & NODECONSTRUCT_1))
set_density(FALSE)
broken = TRUE
new /obj/item/shard(drop_location())
playsound(src, SFX_SHATTER, 70, TRUE)
update_appearance()
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)
alarm_manager.send_alarm(ALARM_BURGLAR)
addtimer(CALLBACK(alarm_manager, /datum/alarm_handler/proc/clear_alarm, ALARM_BURGLAR), 1 MINUTES)
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"
return
if(!open)
. += "[initial(icon_state)]_closed"
return
/obj/structure/displaycase/attackby(obj/item/W, mob/living/user, params)
if(W.GetID() && !broken && openable)
if(allowed(user))
to_chat(user, span_notice("You [open ? "close":"open"] [src]."))
toggle_lock(user)
else
to_chat(user, span_alert("Access denied."))
else if(W.tool_behaviour == TOOL_WELDER && !user.combat_mode && !broken)
if(atom_integrity < max_integrity)
if(!W.tool_start_check(user, amount=5))
return
to_chat(user, span_notice("You begin repairing [src]..."))
if(W.use_tool(src, user, 40, amount=5, volume=50))
atom_integrity = max_integrity
update_appearance()
to_chat(user, span_notice("You repair [src]."))
else
to_chat(user, span_warning("[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, span_warning("Remove the displayed object first!"))
else
to_chat(user, span_notice("You remove the destroyed case."))
qdel(src)
else
to_chat(user, span_notice("You start to [open ? "close":"open"] [src]..."))
if(W.use_tool(src, user, 20))
to_chat(user, span_notice("You [open ? "close":"open"] [src]."))
toggle_lock(user)
else if(open && !showpiece)
insert_showpiece(W, user)
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, span_warning("You need two glass sheets to fix the case!"))
return
to_chat(user, span_notice("You start fixing [src]..."))
if(do_after(user, 20, target = src))
G.use(2)
broken = FALSE
atom_integrity = max_integrity
update_appearance()
else
return ..()
/obj/structure/displaycase/proc/insert_showpiece(obj/item/wack, mob/user)
if(showpiece_type && !istype(wack, showpiece_type))
to_chat(user, span_notice("This doesn't belong in this kind of display."))
return TRUE
if(user.transferItemToLoc(wack, src))
showpiece = wack
to_chat(user, span_notice("You put [wack] on display."))
update_appearance()
/obj/structure/displaycase/proc/toggle_lock(mob/user)
open = !open
update_appearance()
/obj/structure/displaycase/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/displaycase/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
if (showpiece && (broken || open))
to_chat(user, span_notice("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.combat_mode)
if(!user.is_blind())
user.examinate(src)
return
user.visible_message(span_danger("[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, span_notice("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, span_notice("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, span_notice("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, span_notice("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, span_warning("You need ten glass sheets to do this!"))
return
to_chat(user, span_notice("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(mapload)
. = ..()
GLOB.trophy_cases += src
/obj/structure/displaycase/trophy/Destroy()
GLOB.trophy_cases -= src
return ..()
/obj/structure/displaycase/trophy/attackby(obj/item/W, mob/living/user, params)
if(!user.Adjacent(src)) //no TK museology
return
if(user.combat_mode)
return ..()
if(W.tool_behaviour == TOOL_WELDER && !broken)
return ..()
if(user.is_holding_item_of_type(/obj/item/key/displaycase))
if(added_roundstart)
is_locked = !is_locked
to_chat(user, span_notice("You [!is_locked ? "un" : ""]lock the case."))
else
to_chat(user, span_warning("The lock is stuck shut!"))
return
if(is_locked)
to_chat(user, span_warning("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, span_warning("You've already put something new in this case!"))
return
if(is_type_in_typecache(W, GLOB.blacklisted_cargo_types))
to_chat(user, span_warning("The case rejects the [W]!"))
return
for(var/a in W.get_all_contents())
if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
to_chat(user, span_warning("The case rejects the [W]!"))
return
if(user.transferItemToLoc(W, src))
if(showpiece)
to_chat(user, span_notice("You press a button, and [showpiece] descends into the floor of the case."))
QDEL_NULL(showpiece)
to_chat(user, span_notice("You insert [W] into the case."))
showpiece = W
added_roundstart = FALSE
update_appearance()
placer_key = user.ckey
trophy_message = W.desc //default value
var/chosen_plaque = tgui_input_text(user, "What would you like the plaque to say? Default value is item's description.", "Trophy Plaque", trophy_message)
if(chosen_plaque)
if(user.Adjacent(src))
trophy_message = chosen_plaque
to_chat(user, span_notice("You set the plaque's text."))
else
to_chat(user, span_warning("You are too far to set the plaque's text!"))
SSpersistence.SaveTrophy(src)
return TRUE
else
to_chat(user, span_warning("\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(span_danger("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
alert = FALSE //No, we're not calling the fire department because someone stole your cookie.
glass_fix = FALSE //Fixable with tools instead.
pass_flags = PASSTABLE ///Can be placed and moved onto a table.
///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
/obj/structure/displaycase/forsale/update_icon_state()
icon_state = "[initial(icon_state)][broken ? "_broken" : (open ? "_open" : (!showpiece ? "_empty" : null))]"
return ..()
/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)
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
if(isliving(usr))
var/mob/living/L = usr
potential_acc = L.get_idcard(hand_first = TRUE)
switch(action)
if("Buy")
if(!showpiece)
to_chat(usr, span_notice("There's nothing for sale."))
return TRUE
if(broken)
to_chat(usr, span_notice("[src] appears to be broken."))
return TRUE
if(!payments_acc)
to_chat(usr, span_notice("[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, span_notice("No ID card detected."))
return
var/datum/bank_account/account = potential_acc.registered_account
if(!account)
to_chat(usr, span_notice("[potential_acc] has no account registered!"))
return
if(!account.has_money(sale_price))
to_chat(usr, span_notice("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, span_notice("You purchase [showpiece] for [sale_price] credits."))
playsound(src, 'sound/effects/cashregister.ogg', 40, TRUE)
flick("[initial(icon_state)]_vend", src)
showpiece = null
update_appearance()
SStgui.update_uis(src)
return TRUE
if("Open")
if(!payments_acc)
to_chat(usr, span_notice("[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 = tgui_input_number(usr, "Sale price for this vend-a-tray", "New Price", 10, 1000)
if(!new_price_input || QDELETED(usr) || QDELETED(src))
return
if(payments_acc != potential_acc.registered_account)
to_chat(usr, span_warning("[src] rejects your new price."))
return
if(!usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
to_chat(usr, span_warning("You need to get closer!"))
return
sale_price = new_price_input
to_chat(usr, span_notice("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, span_warning("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/modular_computer))
return TRUE
SStgui.update_uis(src)
. = ..()
/obj/structure/displaycase/forsale/multitool_act(mob/living/user, obj/item/I)
. = ..()
if(atom_integrity <= (integrity_failure * max_integrity))
to_chat(user, span_notice("You start recalibrating [src]'s hover field..."))
if(do_after(user, 20, target = src))
broken = FALSE
atom_integrity = max_integrity
update_appearance()
return TRUE
/obj/structure/displaycase/forsale/wrench_act(mob/living/user, obj/item/I)
. = ..()
if(open && !user.combat_mode)
if(anchored)
to_chat(user, span_notice("You start unsecuring [src]..."))
else
to_chat(user, span_notice("You start securing [src]..."))
if(I.use_tool(src, user, 16, volume=50))
if(QDELETED(I))
return
if(anchored)
to_chat(user, span_notice("You unsecure [src]."))
else
to_chat(user, span_notice("You secure [src]."))
set_anchored(!anchored)
return TRUE
else if(!open && !user.combat_mode)
to_chat(user, span_notice("[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, span_warning("[src]'s card reader fizzles and smokes, and the account owner is reset."))
/obj/structure/displaycase/forsale/examine(mob/user)
. = ..()
if(showpiece && !open)
. += span_notice("[showpiece] is for sale for [sale_price] credits.")
if(broken)
. += span_notice("[src] is sparking and the hover field generator seems to be overloaded. Use a multitool to fix it.")
/obj/structure/displaycase/forsale/atom_break(damage_flag)
. = ..()
if(!broken && !(flags_1 & NODECONSTRUCT_1))
broken = TRUE
playsound(src, SFX_SHATTER, 70, TRUE)
update_appearance()
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)