mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-11 10:11:09 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
385 lines
13 KiB
Plaintext
385 lines
13 KiB
Plaintext
#define BOOKCASE_UNANCHORED 0
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#define BOOKCASE_ANCHORED 1
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#define BOOKCASE_FINISHED 2
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/* Library Items
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*
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* Contains:
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* Bookcase
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* Book
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* Barcode Scanner
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*/
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/*
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* Bookcase
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*/
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/obj/structure/bookcase
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name = "bookcase"
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icon = 'icons/obj/library.dmi'
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icon_state = "bookempty"
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desc = "A great place for storing knowledge."
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anchored = FALSE
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density = TRUE
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opacity = FALSE
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resistance_flags = FLAMMABLE
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max_integrity = 200
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
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var/state = BOOKCASE_UNANCHORED
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/// When enabled, books_to_load number of random books will be generated for this bookcase when first interacted with.
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var/load_random_books = FALSE
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/// The category of books to pick from when populating random books.
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var/random_category = null
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/// How many random books to generate.
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var/books_to_load = 0
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/obj/structure/bookcase/examine(mob/user)
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. = ..()
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if(!anchored)
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. += span_notice("The <i>bolts</i> on the bottom are unsecured.")
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else
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. += span_notice("It's secured in place with <b>bolts</b>.")
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switch(state)
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if(BOOKCASE_UNANCHORED)
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. += span_notice("There's a <b>small crack</b> visible on the back panel.")
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if(BOOKCASE_ANCHORED)
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. += span_notice("There's space inside for a <i>wooden</i> shelf.")
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if(BOOKCASE_FINISHED)
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. += span_notice("There's a <b>small crack</b> visible on the shelf.")
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/obj/structure/bookcase/Initialize(mapload)
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. = ..()
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if(!mapload)
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return
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set_anchored(TRUE)
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state = BOOKCASE_FINISHED
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for(var/obj/item/I in loc)
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if(!isbook(I))
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continue
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I.forceMove(src)
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update_appearance()
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/obj/structure/bookcase/set_anchored(anchorvalue)
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. = ..()
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if(isnull(.))
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return
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state = anchorvalue
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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.
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var/atom/Tsec = drop_location()
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for(var/obj/I in contents)
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if(!isbook(I))
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continue
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I.forceMove(Tsec)
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update_appearance()
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/obj/structure/bookcase/attackby(obj/item/I, mob/user, params)
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switch(state)
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if(BOOKCASE_UNANCHORED)
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if(I.tool_behaviour == TOOL_WRENCH)
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if(I.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You wrench the frame into place."))
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set_anchored(TRUE)
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else if(I.tool_behaviour == TOOL_CROWBAR)
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if(I.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You pry the frame apart."))
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deconstruct(TRUE)
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if(BOOKCASE_ANCHORED)
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if(istype(I, /obj/item/stack/sheet/mineral/wood))
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var/obj/item/stack/sheet/mineral/wood/W = I
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if(W.get_amount() >= 2)
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W.use(2)
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to_chat(user, span_notice("You add a shelf."))
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state = BOOKCASE_FINISHED
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update_appearance()
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else if(I.tool_behaviour == TOOL_WRENCH)
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I.play_tool_sound(src, 100)
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to_chat(user, span_notice("You unwrench the frame."))
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set_anchored(FALSE)
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if(BOOKCASE_FINISHED)
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var/datum/component/storage/STR = I.GetComponent(/datum/component/storage)
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if(isbook(I))
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if(!user.transferItemToLoc(I, src))
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return
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update_appearance()
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else if(STR)
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for(var/obj/item/T in I.contents)
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if(istype(T, /obj/item/book) || istype(T, /obj/item/spellbook))
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STR.remove_from_storage(T, src)
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to_chat(user, span_notice("You empty \the [I] into \the [src]."))
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update_appearance()
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else if(istype(I, /obj/item/pen))
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if(!user.is_literate())
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to_chat(user, span_notice("You scribble illegibly on the side of [src]!"))
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return
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var/newname = stripped_input(user, "What would you like to title this bookshelf?")
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if(!user.canUseTopic(src, BE_CLOSE))
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return
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if(!newname)
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return
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else
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name = "bookcase ([sanitize(newname)])"
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else if(I.tool_behaviour == TOOL_CROWBAR)
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if(contents.len)
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to_chat(user, span_warning("You need to remove the books first!"))
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else
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I.play_tool_sound(src, 100)
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to_chat(user, span_notice("You pry the shelf out."))
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new /obj/item/stack/sheet/mineral/wood(drop_location(), 2)
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state = BOOKCASE_ANCHORED
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update_appearance()
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else
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return ..()
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/obj/structure/bookcase/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!istype(user))
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return
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if(load_random_books)
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create_random_books(books_to_load, src, FALSE, random_category)
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load_random_books = FALSE
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if(contents.len)
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var/obj/item/book/choice = input(user, "Which book would you like to remove from the shelf?") as null|obj in sortNames(contents.Copy())
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if(choice)
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if(!(user.mobility_flags & MOBILITY_USE) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !in_range(loc, user))
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return
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if(ishuman(user))
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if(!user.get_active_held_item())
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user.put_in_hands(choice)
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else
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choice.forceMove(drop_location())
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update_appearance()
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/obj/structure/bookcase/deconstruct(disassembled = TRUE)
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var/atom/Tsec = drop_location()
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new /obj/item/stack/sheet/mineral/wood(Tsec, 4)
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for(var/obj/item/I in contents)
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if(!isbook(I))
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continue
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I.forceMove(Tsec)
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return ..()
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/obj/structure/bookcase/update_icon_state()
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if(state == BOOKCASE_UNANCHORED || state == BOOKCASE_ANCHORED)
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icon_state = "bookempty"
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return ..()
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var/amount = contents.len
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if(load_random_books)
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amount += books_to_load
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icon_state = "book-[clamp(amount, 0, 5)]"
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return ..()
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/obj/structure/bookcase/manuals/engineering
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name = "engineering manuals bookcase"
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/obj/structure/bookcase/manuals/engineering/Initialize()
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. = ..()
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new /obj/item/book/manual/wiki/engineering_construction(src)
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new /obj/item/book/manual/wiki/engineering_hacking(src)
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new /obj/item/book/manual/wiki/engineering_guide(src)
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new /obj/item/book/manual/wiki/engineering_singulo_tesla(src)
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new /obj/item/book/manual/wiki/robotics_cyborgs(src)
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update_appearance()
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/obj/structure/bookcase/manuals/research_and_development
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name = "\improper R&D manuals bookcase"
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/obj/structure/bookcase/manuals/research_and_development/Initialize()
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. = ..()
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new /obj/item/book/manual/wiki/research_and_development(src)
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update_appearance()
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/*
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* Book
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*/
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/obj/item/book
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name = "book"
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icon = 'icons/obj/library.dmi'
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icon_state ="book"
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worn_icon_state = "book"
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desc = "Crack it open, inhale the musk of its pages, and learn something new."
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throw_speed = 1
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throw_range = 5
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w_class = WEIGHT_CLASS_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
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attack_verb_continuous = list("bashes", "whacks", "educates")
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attack_verb_simple = list("bash", "whack", "educate")
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resistance_flags = FLAMMABLE
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drop_sound = 'sound/items/handling/book_drop.ogg'
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pickup_sound = 'sound/items/handling/book_pickup.ogg'
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var/dat //Actual page content
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var/due_date = 0 //Game time in 1/10th seconds
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var/author //Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
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var/unique = FALSE //false - Normal book, true - Should not be treated as normal book, unable to be copied, unable to be modified
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var/title //The real name of the book.
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var/window_size = null // Specific window size for the book, i.e: "1920x1080", Size x Width
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/obj/item/book/attack_self(mob/user)
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if(!user.can_read(src))
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return
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user.visible_message(span_notice("[user] opens a book titled \"[title]\" and begins reading intently."))
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "book_nerd", /datum/mood_event/book_nerd)
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on_read(user)
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/obj/item/book/proc/on_read(mob/user)
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if(dat)
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user << browse("<meta charset=UTF-8><TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
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onclose(user, "book")
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else
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to_chat(user, span_notice("This book is completely blank!"))
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/obj/item/book/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/pen))
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if(user.is_blind())
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to_chat(user, span_warning("As you are trying to write on the book, you suddenly feel very stupid!"))
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return
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if(unique)
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to_chat(user, span_warning("These pages don't seem to take the ink well! Looks like you can't modify it."))
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return
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var/literate = user.is_literate()
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if(!literate)
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to_chat(user, span_notice("You scribble illegibly on the cover of [src]!"))
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return
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var/choice = tgui_input_list(usr, "What would you like to change?",,list("Title", "Contents", "Author", "Cancel"))
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if(!user.canUseTopic(src, BE_CLOSE, literate))
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return
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switch(choice)
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if("Title")
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var/newtitle = reject_bad_text(stripped_input(user, "Write a new title:"))
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if(!user.canUseTopic(src, BE_CLOSE, literate))
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return
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if (length_char(newtitle) > 30)
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to_chat(user, span_warning("That title won't fit on the cover!"))
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return
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if(!newtitle)
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to_chat(user, span_warning("That title is invalid."))
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return
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else
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name = newtitle
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title = newtitle
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if("Contents")
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var/content = stripped_input(user, "Write your book's contents (HTML NOT allowed):","","",8192)
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if(!user.canUseTopic(src, BE_CLOSE, literate))
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return
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if(!content)
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to_chat(user, span_warning("The content is invalid."))
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return
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else
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dat += content
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if("Author")
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var/newauthor = stripped_input(user, "Write the author's name:")
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if(!user.canUseTopic(src, BE_CLOSE, literate))
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return
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if(!newauthor)
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to_chat(user, span_warning("The name is invalid."))
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return
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else
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author = newauthor
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else
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return
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else if(istype(I, /obj/item/barcodescanner))
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var/obj/item/barcodescanner/scanner = I
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if(!scanner.computer)
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to_chat(user, span_alert("[I]'s screen flashes: 'No associated computer found!'"))
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else
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switch(scanner.mode)
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if(0)
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scanner.book = src
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to_chat(user, span_notice("[I]'s screen flashes: 'Book stored in buffer.'"))
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if(1)
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scanner.book = src
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scanner.computer.buffer_book = name
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to_chat(user, span_notice("[I]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'"))
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if(2)
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scanner.book = src
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for(var/datum/borrowbook/b in scanner.computer.checkouts)
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if(b.bookname == name)
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scanner.computer.checkouts.Remove(b)
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to_chat(user, span_notice("[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'"))
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return
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to_chat(user, span_notice("[I]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'"))
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if(3)
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scanner.book = src
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for(var/obj/item/book in scanner.computer.inventory)
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if(book == src)
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to_chat(user, span_alert("[I]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'"))
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return
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scanner.computer.inventory.Add(src)
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to_chat(user, span_notice("[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'"))
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else if((istype(I, /obj/item/kitchen/knife) || I.tool_behaviour == TOOL_WIRECUTTER) && !(flags_1 & HOLOGRAM_1))
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to_chat(user, span_notice("You begin to carve out [title]..."))
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if(do_after(user, 30, target = src))
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to_chat(user, span_notice("You carve out the pages from [title]! You didn't want to read it anyway."))
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var/obj/item/storage/book/B = new
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B.name = src.name
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B.title = src.title
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B.icon_state = src.icon_state
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if(user.is_holding(src))
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qdel(src)
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user.put_in_hands(B)
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return
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else
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B.forceMove(drop_location())
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qdel(src)
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return
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return
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else
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..()
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/*
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* Barcode Scanner
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*/
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/obj/item/barcodescanner
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name = "barcode scanner"
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icon = 'icons/obj/library.dmi'
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icon_state ="scanner"
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desc = "A fabulous tool if you need to scan a barcode."
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_TINY
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var/obj/machinery/computer/bookmanagement/computer //Associated computer - Modes 1 to 3 use this
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var/obj/item/book/book //Currently scanned book
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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
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/obj/item/barcodescanner/attack_self(mob/user)
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mode += 1
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if(mode > 3)
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mode = 0
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to_chat(user, "[src] Status Display:")
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var/modedesc
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switch(mode)
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if(0)
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modedesc = "Scan book to local buffer."
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if(1)
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modedesc = "Scan book to local buffer and set associated computer buffer to match."
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if(2)
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modedesc = "Scan book to local buffer, attempt to check in scanned book."
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if(3)
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modedesc = "Scan book to local buffer, attempt to add book to general inventory."
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else
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modedesc = "ERROR"
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to_chat(user, " - Mode [mode] : [modedesc]")
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if(computer)
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to_chat(user, "<font color=green>Computer has been associated with this unit.</font>")
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else
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to_chat(user, "<font color=red>No associated computer found. Only local scans will function properly.</font>")
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to_chat(user, "\n")
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#undef BOOKCASE_UNANCHORED
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#undef BOOKCASE_ANCHORED
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#undef BOOKCASE_FINISHED
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