mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-07 15:32:47 +00:00
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed. This PR does three things: It makes all children of /obj/ use the same damage system. Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values. How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type. The armor categories are: -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons) -bullet -laser -energy (used by projectiles like ionrifle, taser, and also by EMPs) -bio (unused for this, only here because clothes use them when worn) -rad (same) -bomb (self-explanatory) -fire (for fire damage, not for heat damage though) -acid For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces). For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay. It refactors acid. See #20537. Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water. It changes some aspect of damage from fires. All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF). When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator. It also does many minor things: Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use). I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy. I tweaked a bit how clothes shredding from bombs work. I made a machine or structure un/anchorable with the wrench, I don't remember which object... Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof! animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal. Probably a million things I forgot. If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
317 lines
10 KiB
Plaintext
317 lines
10 KiB
Plaintext
/* 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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anchored = 0
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density = 1
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opacity = 0
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resistance_flags = FLAMMABLE
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obj_integrity = 200
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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 = 0
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var/list/allowed_books = list(/obj/item/weapon/book, /obj/item/weapon/spellbook, /obj/item/weapon/storage/book) //Things allowed in the bookcase
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/obj/structure/bookcase/initialize()
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state = 2
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icon_state = "book-0"
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anchored = 1
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for(var/obj/item/I in loc)
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if(istype(I, /obj/item/weapon/book))
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I.loc = src
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update_icon()
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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(0)
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if(istype(I, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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if(do_after(user, 20/I.toolspeed, target = src))
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user << "<span class='notice'>You wrench the frame into place.</span>"
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anchored = 1
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state = 1
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if(istype(I, /obj/item/weapon/crowbar))
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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if(do_after(user, 20/I.toolspeed, target = src))
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user << "<span class='notice'>You pry the frame apart.</span>"
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deconstruct(TRUE)
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if(1)
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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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user << "<span class='notice'>You add a shelf.</span>"
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state = 2
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icon_state = "book-0"
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if(istype(I, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>You unwrench the frame.</span>"
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anchored = 0
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state = 0
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if(2)
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if(is_type_in_list(I, allowed_books))
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if(!user.drop_item())
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return
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I.loc = src
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update_icon()
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else if(istype(I, /obj/item/weapon/storage/bag/books))
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var/obj/item/weapon/storage/bag/books/B = I
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for(var/obj/item/T in B.contents)
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if(istype(T, /obj/item/weapon/book) || istype(T, /obj/item/weapon/spellbook))
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B.remove_from_storage(T, src)
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user << "<span class='notice'>You empty \the [I] into \the [src].</span>"
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update_icon()
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else if(istype(I, /obj/item/weapon/pen))
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var/newname = stripped_input(user, "What would you like to title this bookshelf?")
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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(istype(I, /obj/item/weapon/crowbar))
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if(contents.len)
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user << "<span class='warning'>You need to remove the books first!</span>"
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else
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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user << "<span class='notice'>You pry the shelf out.</span>"
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new /obj/item/stack/sheet/mineral/wood(loc, 2)
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state = 1
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icon_state = "bookempty"
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else
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return ..()
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/obj/structure/bookcase/attack_hand(mob/user)
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if(contents.len)
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var/obj/item/weapon/book/choice = input("Which book would you like to remove from the shelf?") as null|obj in contents
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if(choice)
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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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.loc = get_turf(src)
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update_icon()
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/obj/structure/bookcase/deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/mineral/wood(loc, 4)
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for(var/obj/item/weapon/book/B in contents)
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B.forceMove(get_turf(src))
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qdel(src)
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/obj/structure/bookcase/update_icon()
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if(contents.len < 5)
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icon_state = "book-[contents.len]"
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else
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icon_state = "book-5"
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/obj/structure/bookcase/manuals/medical
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name = "medical manuals bookcase"
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/obj/structure/bookcase/manuals/medical/New()
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..()
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new /obj/item/weapon/book/manual/medical_cloning(src)
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update_icon()
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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/New()
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..()
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new /obj/item/weapon/book/manual/wiki/engineering_construction(src)
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new /obj/item/weapon/book/manual/engineering_particle_accelerator(src)
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new /obj/item/weapon/book/manual/wiki/engineering_hacking(src)
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new /obj/item/weapon/book/manual/wiki/engineering_guide(src)
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new /obj/item/weapon/book/manual/engineering_singularity_safety(src)
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new /obj/item/weapon/book/manual/robotics_cyborgs(src)
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update_icon()
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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/New()
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..()
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new /obj/item/weapon/book/manual/research_and_development(src)
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update_icon()
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/*
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* Book
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*/
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/obj/item/weapon/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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throw_speed = 1
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throw_range = 5
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w_class = 3 //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 = list("bashed", "whacked", "educated")
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resistance_flags = FLAMMABLE
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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 = 0 //0 - Normal book, 1 - 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/weapon/book/attack_self(mob/user)
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if(is_blind(user))
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return
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if(ismonkey(user))
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user << "<span class='notice'>You skim through the book but can't comprehend any of it.</span>"
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return
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if(dat)
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user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
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user.visible_message("[user] opens a book titled \"[title]\" and begins reading intently.")
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onclose(user, "book")
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else
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user << "<span class='notice'>This book is completely blank!</span>"
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/obj/item/weapon/book/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/pen))
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if(is_blind(user))
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return
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if(unique)
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user << "<span class='warning'>These pages don't seem to take the ink well! Looks like you can't modify it.</span>"
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return
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var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
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switch(choice)
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if("Title")
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var/newtitle = reject_bad_text(stripped_input(usr, "Write a new title:"))
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if (length(newtitle) > 20)
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usr << "That title won't fit on the cover!"
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return
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if(!newtitle)
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usr << "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(usr, "Write your book's contents (HTML NOT allowed):","","",8192)
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if(!content)
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usr << "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(usr, "Write the author's name:")
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if(!newauthor)
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usr << "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/weapon/barcodescanner))
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var/obj/item/weapon/barcodescanner/scanner = I
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if(!scanner.computer)
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user << "[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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user << "[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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user << "[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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user << "[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'"
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return
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user << "[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/weapon/book in scanner.computer.inventory)
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if(book == src)
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user << "[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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user << "[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'"
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else if(istype(I, /obj/item/weapon/kitchen/knife) || istype(I, /obj/item/weapon/wirecutters))
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user << "<span class='notice'>You begin to carve out [title]...</span>"
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if(do_after(user, 30, target = src))
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user << "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>"
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var/obj/item/weapon/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.loc = src.loc
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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/weapon/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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throw_speed = 3
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throw_range = 5
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w_class = 1
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var/obj/machinery/computer/libraryconsole/bookmanagement/computer //Associated computer - Modes 1 to 3 use this
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var/obj/item/weapon/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/weapon/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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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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user << " - Mode [mode] : [modedesc]"
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if(computer)
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user << "<font color=green>Computer has been associated with this unit.</font>"
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else
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user << "<font color=red>No associated computer found. Only local scans will function properly.</font>"
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user << "\n"
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