Files
Bubberstation/code/game/objects/structures/plaques/_plaques.dm
SkyratBot fbb78302cf [MIRROR] Makes obj_integrity private and only updated through procs (#6125)
* Makes obj_integrity only updated through procs (#59474)

Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem.

get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads.

* Makes obj_integrity private and only updated through procs

* Mirror!

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-05 16:35:09 +12:00

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/obj/structure/plaque //This is a plaque you can craft with gold, then permanently engrave a title and description on, with a fountain pen.
icon = 'icons/obj/decals.dmi'
icon_state = "blankplaque"
name = "blank plaque"
desc = "A blank plaque, use a fancy pen to engrave it. It can be detatched from the wall with a wrench."
anchored = TRUE
opacity = FALSE
density = FALSE
layer = SIGN_LAYER
custom_materials = list(/datum/material/gold = 2000)
max_integrity = 200 //Twice as durable as regular signs.
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again. Static plaques are already engraved.
var/engraved = FALSE
/obj/item/plaque //The item version of the above.
icon = 'icons/obj/decals.dmi'
icon_state = "blankplaque"
inhand_icon_state = "blankplaque"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
name = "blank plaque"
desc = "A blank plaque, use a fancy pen to engrave it. It can be placed on a wall."
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/gold = 2000)
max_integrity = 200
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
///This points the item to make the proper structure when placed on a wall.
var/plaque_path = /obj/structure/plaque
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again.
var/engraved = FALSE
/obj/structure/plaque/attack_hand(mob/user, list/modifiers)
. = ..()
if(. || user.is_blind())
return
user.examinate(src)
/obj/structure/plaque/wrench_act(mob/living/user, obj/item/wrench/I)
. = ..()
user.visible_message("<span class='notice'>[user] starts removing [src]...</span>", \
"<span class='notice'>You start unfastening [src].</span>")
I.play_tool_sound(src)
if(!I.use_tool(src, user, 4 SECONDS))
return TRUE
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] unfastens [src].</span>", \
"<span class='notice'>You unfasten [src].</span>")
var/obj/item/plaque/unwrenched_plaque = new (get_turf(user))
if(engraved) //If it's still just a basic unengraved plaque, we can (and should) skip some of the below variable transfers.
unwrenched_plaque.name = name //Copy over the plaque structure variables to the plaque item we're creating when we unwrench it.
unwrenched_plaque.desc = desc
unwrenched_plaque.engraved = engraved
unwrenched_plaque.icon_state = icon_state
unwrenched_plaque.update_integrity(get_integrity())
unwrenched_plaque.setDir(dir)
qdel(src) //The plaque structure on the wall goes poof and only the plaque item from unwrenching remains.
return TRUE
/obj/structure/plaque/welder_act(mob/living/user, obj/item/I)
. = ..()
if(user.combat_mode)
return FALSE
if(obj_integrity == max_integrity)
to_chat(user, "<span class='warning'>This plaque is already in perfect condition.</span>")
return TRUE
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("<span class='notice'>[user] starts repairing [src]...</span>", \
"<span class='notice'>You start repairing [src].</span>")
if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
return TRUE
user.visible_message("<span class='notice'>[user] finishes repairing [src].</span>", \
"<span class='notice'>You finish repairing [src].</span>")
obj_integrity = max_integrity
return TRUE
/obj/item/plaque/welder_act(mob/living/user, obj/item/I)
. = ..()
if(user.combat_mode)
return FALSE
if(obj_integrity == max_integrity)
to_chat(user, "<span class='warning'>This plaque is already in perfect condition.</span>")
return TRUE
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("<span class='notice'>[user] starts repairing [src]...</span>", \
"<span class='notice'>You start repairing [src].</span>")
if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
return TRUE
user.visible_message("<span class='notice'>[user] finishes repairing [src].</span>", \
"<span class='notice'>You finish repairing [src].</span>")
obj_integrity = max_integrity
return TRUE
/obj/structure/plaque/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/pen/fountain))
if(engraved)
to_chat(user, "<span class='warning'>This plaque has already been engraved.</span>")
return
var/namechoice = input(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization")
if(!namechoice)
return
var/descriptionchoice = input(user, "Engrave this plaque's text.", "Plaque Customization")
if(!descriptionchoice)
return
if(!Adjacent(user)) //Make sure user is adjacent still
to_chat(user, "<span class='warning'>You need to stand next to the plaque to engrave it!</span>")
return
user.visible_message("<span class='notice'>[user] begins engraving [src].</span>", \
"<span class='notice'>You begin engraving [src].</span>")
if(!do_after(user, 4 SECONDS, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
return
name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
desc = "The plaque reads: '[descriptionchoice]'"
engraved = TRUE //The plaque now has a name, description, and can't be altered again.
user.visible_message("<span class='notice'>[user] engraves [src].</span>", \
"<span class='notice'>You engrave [src].</span>")
return
if(istype(I, /obj/item/pen))
if(engraved)
to_chat(user, "<span class='warning'>This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen.</span>")
return
to_chat(user, "<span class='warning'>Your pen isn't fancy enough to engrave this! Find a fountain pen.</span>") //Go steal the Curator's.
return
return ..()
/obj/item/plaque/attackby(obj/item/I, mob/user, params) //Same as part of the above, except for the item in hand instead of the structure.
if(istype(I, /obj/item/pen/fountain))
if(engraved)
to_chat(user, "<span class='warning'>This plaque has already been engraved.</span>")
return
var/namechoice = input(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization")
if(!namechoice)
return
var/descriptionchoice = input(user, "Engrave this plaque's text.", "Plaque Customization")
if(!descriptionchoice)
return
if(!Adjacent(user)) //Make sure user is adjacent still
to_chat(user, "<span class='warning'>You need to stand next to the plaque to engrave it!</span>")
return
user.visible_message("<span class='notice'>[user] begins engraving [src].</span>", \
"<span class='notice'>You begin engraving [src].</span>")
if(!do_after(user, 40, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
return
name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
desc = "The plaque reads: '[descriptionchoice]'"
engraved = TRUE //The plaque now has a name, description, and can't be altered again.
user.visible_message("<span class='notice'>[user] engraves [src].</span>", \
"<span class='notice'>You engrave [src].</span>")
return
if(istype(I, /obj/item/pen))
if(engraved)
to_chat(user, "<span class='warning'>This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen.</span>")
return
to_chat(user, "<span class='warning'>Your pen isn't fancy enough to engrave this! Find a fountain pen.</span>") //Go steal the Curator's.
return
return ..()
/obj/item/plaque/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!iswallturf(target) || !proximity)
return
var/turf/target_turf = target
var/turf/user_turf = get_turf(user)
var/obj/structure/plaque/placed_plaque = new plaque_path(user_turf) //We place the plaque on the turf the user is standing, and pixel shift it to the target wall, as below.
//This is to mimic how signs and other wall objects are usually placed by mappers, and so they're only visible from one side of a wall.
var/dir = get_dir(user_turf, target_turf)
if(dir & NORTH)
placed_plaque.pixel_y = 32
else if(dir & SOUTH)
placed_plaque.pixel_y = -32
if(dir & EAST)
placed_plaque.pixel_x = 32
else if(dir & WEST)
placed_plaque.pixel_x = -32
user.visible_message("<span class='notice'>[user] fastens [src] to [target_turf].</span>", \
"<span class='notice'>You attach [src] to [target_turf].</span>")
playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE)
if(engraved)
placed_plaque.name = name
placed_plaque.desc = desc
placed_plaque.engraved = engraved
placed_plaque.icon_state = icon_state
placed_plaque.update_integrity(get_integrity())
placed_plaque.setDir(dir)
qdel(src)