mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-10 00:43:14 +00:00
Works pretty well. If it can't GC something, it'll just del() it and be done. Speed is amazing, holy shit. New procs you should be aware of: qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable). atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d. new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary. Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set. ISSUES: Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things. Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day. qdel() equipment doesn't unequip the item. Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here. Bots don't GC, probably in the radio controller. Lots of other shit doesn't GC but it's hard to find them because of the pipe spam. I think I'm calling Destroy() twice by accident.
335 lines
10 KiB
Plaintext
335 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 = 1
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var/state = 0
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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)
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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))
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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))
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user << "<span class='notice'>You pry the frame apart.</span>"
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new /obj/item/stack/sheet/wood(loc, 4)
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qdel(src)
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if(1)
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if(istype(I, /obj/item/stack/sheet/wood))
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var/obj/item/stack/sheet/wood/W = I
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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(istype(I, /obj/item/weapon/book) || istype(I, /obj/item/weapon/spellbook))
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user.drop_item()
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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(usr, "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='notice'>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/wood(loc, 1)
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state = 1
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icon_state = "bookempty"
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else
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..()
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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?") in contents as obj|null
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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_hand())
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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/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/obj/item/weapon/book/b in contents)
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qdel(b)
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qdel(src)
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if(2.0)
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for(var/obj/item/weapon/book/b in contents)
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if(prob(50))
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b.loc = (get_turf(src))
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else
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qdel(b)
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del(src)
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if(3.0)
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if(prob(50))
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for(var/obj/item/weapon/book/b in contents)
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b.loc = (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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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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New()
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..()
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new /obj/item/weapon/book/manual/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/engineering_hacking(src)
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new /obj/item/weapon/book/manual/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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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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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/carved = 0 //Has the book been hollowed out for use as a secret storage item?
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var/obj/item/store //What's in the book?
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/obj/item/weapon/book/attack_self(mob/user)
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if(carved)
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if(store)
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user << "<span class='notice'>[store] falls out of [title]!</span>"
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store.loc = get_turf(loc)
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store = null
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return
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else
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user << "<span class='notice'>The pages of [title] have been cut out!</span>"
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return
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if(is_blind(user))
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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")
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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)
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if(carved)
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if(!store)
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if(I.w_class < 3)
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user.drop_item()
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I.loc = src
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store = I
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user << "<span class='notice'>You put [I] in [title].</span>"
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return
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else
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user << "<span class='notice'>[I] won't fit in [title].</span>"
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return
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else
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user << "<span class='notice'>There's already something in [title]!</span>"
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return
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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='notice'>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(!newtitle)
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usr << "The 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 = strip_html(input(usr, "Write your book's contents (HTML NOT allowed):"),8192) as message|null
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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/kitchenknife) || istype(I, /obj/item/weapon/wirecutters))
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if(carved)
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return
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user << "<span class='notice'>You begin to carve out [title].</span>"
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if(do_after(user, 30))
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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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carved = 1
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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 = 1.0
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var/obj/machinery/librarycomp/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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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" |