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