Files
Bubberstation/code/modules/paperwork/paper.dm
ShizCalev 4a0b55ea53 Standarizes how paper products are burned (#51863)
* Standarizes how paper products are burned

* built in handling.

* clumsiness bypass param

* cleanup unneeded param
2020-06-30 21:20:09 +08:00

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/*
* Paper
* also scraps of paper
*
* lipstick wiping is in code/game/objects/items/weapons/cosmetics.dm!
*/
#define MAX_PAPER_LENGTH 5000
#define MAX_PAPER_STAMPS 30 // Too low?
#define MAX_PAPER_STAMPS_OVERLAYS 4
#define MODE_READING 0
#define MODE_WRITING 1
#define MODE_STAMPING 2
/**
** This is a custom ui state. All it really does is keep track of pen
** being used and if they are editing it or not. This way we can keep
** the data with the ui rather than on the paper
**/
/datum/ui_state/default/paper_state
/// What edit mode we are in and who is
/// writing on it right now
var/edit_mode = MODE_READING
/// Setup for writing to a sheet
var/pen_color = "black"
var/pen_font = ""
var/is_crayon = FALSE
/// Setup for stamping a sheet
// Why not the stamp obj? I have no idea
// what happens to states out of scope so
// don't want to put instances in this
var/stamp_icon_state = ""
var/stamp_name = ""
var/stamp_class = ""
/datum/ui_state/default/paper_state/proc/copy_from(datum/ui_state/default/paper_state/from)
switch(from.edit_mode)
if(MODE_READING)
edit_mode = MODE_READING
if(MODE_WRITING)
edit_mode = MODE_WRITING
pen_color = from.pen_color
pen_font = from.pen_font
is_crayon = from.is_crayon
if(MODE_STAMPING)
edit_mode = MODE_STAMPING
stamp_icon_state = from.stamp_icon_state
stamp_class = from.stamp_class
stamp_name = from.stamp_name
/**
** Paper is now using markdown (like in github pull notes) for ALL rendering
** so we do loose a bit of functionality but we gain in easy of use of
** paper and getting rid of that crashing bug
**/
/obj/item/paper
name = "paper"
gender = NEUTER
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "paper"
inhand_icon_state = "paper"
custom_fire_overlay = "paper_onfire_overlay"
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_range = 1
throw_speed = 1
pressure_resistance = 0
slot_flags = ITEM_SLOT_HEAD
body_parts_covered = HEAD
resistance_flags = FLAMMABLE
max_integrity = 50
dog_fashion = /datum/dog_fashion/head
drop_sound = 'sound/items/handling/paper_drop.ogg'
pickup_sound = 'sound/items/handling/paper_pickup.ogg'
grind_results = list(/datum/reagent/cellulose = 3)
color = "white"
/// What's actually written on the paper.
var/info = ""
var/show_written_words = TRUE
/// The (text for the) stamps on the paper.
var/list/stamps /// Positioning for the stamp in tgui
var/list/stamped /// Overlay info
/// This REALLY should be a componenet. Basicly used during, april fools
/// to honk at you
var/rigged = 0
var/spam_flag = 0
var/contact_poison // Reagent ID to transfer on contact
var/contact_poison_volume = 0
// ui stuff
var/ui_x = 600
var/ui_y = 800
// Ok, so WHY are we caching the ui's?
// Since we are not using autoupdate we
// need some way to update the ui's of
// other people looking at it and if
// its been updated. Yes yes, lame
// but canot be helped. However by
// doing it this way, we can see
// live updates and have multipule
// people look at it
var/list/viewing_ui = list()
/// When the sheet can be "filled out"
/// This is an associated list
var/list/form_fields = list()
var/field_counter = 1
/obj/item/paper/Destroy()
close_all_ui()
stamps = null
stamped = null
. = ..()
/**
** This proc copies this sheet of paper to a new
** sheet, Makes it nice and easy for carbon and
** the copyer machine
**/
/obj/item/paper/proc/copy()
var/obj/item/paper/N = new(arglist(args))
N.info = info
N.color = color
N.update_icon_state()
N.stamps = stamps
N.stamped = stamped.Copy()
N.form_fields = form_fields.Copy()
N.field_counter = field_counter
copy_overlays(N, TRUE)
return N
/**
** This proc sets the text of the paper and updates the
** icons. You can modify the pen_color after if need
** be.
**/
/obj/item/paper/proc/setText(text)
info = text
form_fields = null
field_counter = 0
update_icon_state()
/obj/item/paper/pickup(user)
if(contact_poison && ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/G = H.gloves
if(!istype(G) || G.transfer_prints)
H.reagents.add_reagent(contact_poison,contact_poison_volume)
contact_poison = null
. = ..()
/obj/item/paper/Initialize()
. = ..()
pixel_y = rand(-8, 8)
pixel_x = rand(-9, 9)
update_icon()
/obj/item/paper/update_icon_state()
if(info && show_written_words)
icon_state = "[initial(icon_state)]_words"
/obj/item/paper/ui_base_html(html)
/// This might change in a future PR
var/datum/asset/spritesheet/assets = get_asset_datum(/datum/asset/spritesheet/simple/paper)
. = replacetext(html, "<!--customheadhtml-->", assets.css_tag())
/obj/item/paper/verb/rename()
set name = "Rename paper"
set category = "Object"
set src in usr
if(usr.incapacitated() || !usr.is_literate())
return
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(HAS_TRAIT(H, TRAIT_CLUMSY) && prob(25))
to_chat(H, "<span class='warning'>You cut yourself on the paper! Ahhhh! Ahhhhh!</span>")
H.damageoverlaytemp = 9001
H.update_damage_hud()
return
var/n_name = stripped_input(usr, "What would you like to label the paper?", "Paper Labelling", null, MAX_NAME_LEN)
if((loc == usr && usr.stat == CONSCIOUS))
name = "paper[(n_name ? text("- '[n_name]'") : null)]"
add_fingerprint(usr)
/obj/item/paper/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] scratches a grid on [user.p_their()] wrist with the paper! It looks like [user.p_theyre()] trying to commit sudoku...</span>")
return (BRUTELOSS)
/// ONLY USED FOR APRIL FOOLS
/obj/item/paper/proc/reset_spamflag()
spam_flag = FALSE
/obj/item/paper/attack_self(mob/user)
if(rigged && (SSevents.holidays && SSevents.holidays[APRIL_FOOLS]))
if(!spam_flag)
spam_flag = TRUE
playsound(loc, 'sound/items/bikehorn.ogg', 50, TRUE)
addtimer(CALLBACK(src, .proc/reset_spamflag), 20)
. = ..()
/obj/item/paper/proc/clearpaper()
info = ""
stamps = null
LAZYCLEARLIST(stamped)
cut_overlays()
update_icon_state()
/obj/item/paper/examine_more(mob/user)
ui_interact(user)
/obj/item/paper/can_interact(mob/user)
if(!..())
return FALSE
if(resistance_flags & ON_FIRE) // Are we on fire? Hard ot read if so
return FALSE
if(user.is_blind()) // Even harder to read if your blind...braile? humm
return FALSE
return user.can_read(src) // checks if the user can read.
/**
** This creates the ui, since we are using a custom state but not much else
** just makes it easyer to make it. Also we make a custom ui_key as I am
** not sure how tgui handles many producers?
**/
/obj/item/paper/proc/create_ui(mob/user, datum/ui_state/default/paper_state/state)
ui_interact(user, "main", null, FALSE, null, state)
/obj/item/proc/burn_paper_product_attackby_check(obj/item/I, mob/living/user, bypass_clumsy)
var/ignition_message = I.ignition_effect(src, user)
if(!ignition_message)
return
. = TRUE
if(!bypass_clumsy && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(10) && Adjacent(user))
user.visible_message("<span class='warning'>[user] accidentally ignites [user.p_them()]self!</span>", \
"<span class='userdanger'>You miss [src] and accidentally light yourself on fire!</span>")
if(user.is_holding(I)) //checking if they're holding it in case TK is involved
user.dropItemToGround(I)
user.adjust_fire_stacks(1)
user.IgniteMob()
return
if(user.is_holding(src)) //no TK shit here.
user.dropItemToGround(src)
user.visible_message(ignition_message)
add_fingerprint(user)
fire_act(I.get_temperature())
/obj/item/paper/attackby(obj/item/P, mob/living/user, params)
if(burn_paper_product_attackby_check(P, user))
close_all_ui()
return
if(istype(P, /obj/item/pen) || istype(P, /obj/item/toy/crayon))
if(length(info) >= MAX_PAPER_LENGTH) // Sheet must have less than 1000 charaters
to_chat(user, "<span class='warning'>This sheet of paper is full!</span>")
return
var/datum/ui_state/default/paper_state/state = new
state.edit_mode = MODE_WRITING
// should a crayon be in the same subtype as a pen? How about a brush or charcoal?
// TODO: Convert all writing stuff to one type, /obj/item/art_tool maybe?
state.is_crayon = istype(P, /obj/item/toy/crayon);
if(state.is_crayon)
var/obj/item/toy/crayon/PEN = P
state.pen_font = CRAYON_FONT
state.pen_color = PEN.paint_color
else
var/obj/item/pen/PEN = P
state.pen_font = PEN.font
state.pen_color = PEN.colour
create_ui(user, state)
return
else if(istype(P, /obj/item/stamp))
var/datum/ui_state/default/paper_state/state = new
state.edit_mode = MODE_STAMPING // we are read only becausse the sheet is full
state.stamp_icon_state = P.icon_state
var/datum/asset/spritesheet/sheet = get_asset_datum(/datum/asset/spritesheet/simple/paper)
state.stamp_class = sheet.icon_class_name(P.icon_state)
to_chat(user, "<span class='notice'>You ready your stamp over the paper! </span>")
create_ui(user, state)
return /// Normaly you just stamp, you don't need to read the thing
else
// cut paper? the sky is the limit!
var/datum/ui_state/default/paper_state/state = new
state.edit_mode = MODE_READING
create_ui(user, state) // The other ui will be created with just read mode outside of this
return ..()
/obj/item/paper/fire_act(exposed_temperature, exposed_volume)
. = ..()
if(.)
info = "[stars(info)]"
/obj/item/paper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/default/paper_state/state = new)
ui_key = "main-[REF(user)]"
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/simple/paper)
assets.send(user)
// The x size is because we double the width for the editor
ui = new(user, src, ui_key, "PaperSheet", name, ui_x, ui_y, master_ui, state)
ui.set_autoupdate(FALSE)
viewing_ui[user] = ui
ui.open()
else
var/datum/ui_state/default/paper_state/last_state = ui.state
if(last_state)
last_state.copy_from(state)
else
ui.state = state
/obj/item/paper/ui_close(mob/user)
/// close the editing window and change the mode
viewing_ui[user] = null
. = ..()
// Again, we have to do this as autoupdate is off
/obj/item/paper/proc/update_all_ui()
for(var/datum/tgui/ui in viewing_ui)
ui.update()
// Again, we have to do this as autoupdate is off
/obj/item/paper/proc/close_all_ui()
for(var/datum/tgui/ui in viewing_ui)
ui.close()
viewing_ui = list()
/obj/item/paper/ui_data(mob/user)
var/list/data = list()
var/datum/tgui/ui = viewing_ui[user]
var/datum/ui_state/default/paper_state/state = ui.state
// Should all this go in static data and just do a forced update?
data["text"] = info
data["max_length"] = MAX_PAPER_LENGTH
data["paper_state"] = icon_state /// TODO: show the sheet will bloodied or crinkling?
data["paper_color"] = !color || color == "white" ? "#FFFFFF" : color // color might not be set
data["stamps"] = stamps
data["edit_mode"] = state.edit_mode
data["edit_usr"] = "[ui.user]";
// pen info for editing
data["is_crayon"] = state.is_crayon
data["pen_font"] = state.pen_font
data["pen_color"] = state.pen_color
// stamping info for..stamping
data["stamp_class"] = state.stamp_class
data["field_counter"] = field_counter
data["form_fields"] = form_fields
return data
/obj/item/paper/ui_act(action, params, datum/tgui/ui, datum/ui_state/default/paper_state/state)
if(..())
return
switch(action)
if("stamp")
var/stamp_x = text2num(params["x"])
var/stamp_y = text2num(params["y"])
var/stamp_r = text2num(params["r"]) // rotation in degrees
if (isnull(stamps))
stamps = new/list()
if(stamps.len < MAX_PAPER_STAMPS)
// I hate byond when dealing with freaking lists
stamps += list(list(state.stamp_class, stamp_x, stamp_y,stamp_r)) /// WHHHHY
/// This does the overlay stuff
if (isnull(stamped))
stamped = new/list()
if(stamped.len < MAX_PAPER_STAMPS_OVERLAYS)
var/mutable_appearance/stampoverlay = mutable_appearance('icons/obj/bureaucracy.dmi', "paper_[state.stamp_icon_state]")
stampoverlay.pixel_x = rand(-2, 2)
stampoverlay.pixel_y = rand(-3, 2)
add_overlay(stampoverlay)
LAZYADD(stamped, state.stamp_icon_state)
ui.user.visible_message("<span class='notice'>[ui.user] stamps [src] with [state.stamp_name]!</span>", "<span class='notice'>You stamp [src] with [state.stamp_name]!</span>")
else
to_chat(usr, pick("You try to stamp but you miss!", "There is no where else you can stamp!"))
update_all_ui()
. = TRUE
if("save")
var/in_paper = params["text"]
var/paper_len = length(in_paper)
var/list/fields = params["form_fields"]
field_counter = params["field_counter"] ? text2num(params["field_counter"]) : field_counter
if(paper_len > MAX_PAPER_LENGTH)
// Side note, the only way we should get here is if
// the javascript was modified, somehow, outside of
// byond. but right now we are logging it as
// the generated html might get beyond this limit
log_paper("[key_name(ui.user)] writing to paper [name], and overwrote it by [paper_len-MAX_PAPER_LENGTH]")
if(paper_len == 0)
to_chat(ui.user, pick("Writing block strikes again!", "You forgot to write anthing!"))
else
log_paper("[key_name(ui.user)] writing to paper [name]")
if(info != in_paper)
to_chat(ui.user, "You have added to your paper masterpiece!");
info = in_paper
for(var/key in fields)
form_fields[key] = fields[key];
update_all_ui()
update_icon()
. = TRUE
/*
* Construction paper
*/
/obj/item/paper/construction
/obj/item/paper/construction/Initialize()
. = ..()
color = pick("FF0000", "#33cc33", "#ffb366", "#551A8B", "#ff80d5", "#4d94ff")
/*
* Natural paper
*/
/obj/item/paper/natural/Initialize()
. = ..()
color = "#FFF5ED"
/obj/item/paper/crumpled
name = "paper scrap"
icon_state = "scrap"
slot_flags = null
show_written_words = FALSE
/obj/item/paper/crumpled/update_icon_state()
return
/obj/item/paper/crumpled/bloody
icon_state = "scrap_bloodied"
/obj/item/paper/crumpled/muddy
icon_state = "scrap_mud"
#undef MAX_PAPER_LENGTH
#undef MAX_PAPER_STAMPS
#undef MAX_PAPER_STAMPS_OVERLAYS
#undef MODE_READING
#undef MODE_WRITING
#undef MODE_STAMPING