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Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly. Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
201 lines
6.6 KiB
Plaintext
201 lines
6.6 KiB
Plaintext
#define BOOKCASE_UNANCHORED 0
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#define BOOKCASE_ANCHORED 1
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#define BOOKCASE_FINISHED 2
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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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desc = "A great place for storing knowledge."
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anchored = FALSE
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density = TRUE
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opacity = FALSE
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resistance_flags = FLAMMABLE
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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, FIRE = 50, ACID = 0)
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var/state = BOOKCASE_UNANCHORED
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/// When enabled, books_to_load number of random books will be generated for this bookcase
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var/load_random_books = FALSE
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/// The category of books to pick from when populating random books.
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var/random_category = null
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/// How many random books to generate.
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var/books_to_load = 0
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/obj/structure/bookcase/Initialize(mapload)
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. = ..()
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if(!mapload || QDELETED(src))
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return
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set_anchored(TRUE)
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state = BOOKCASE_FINISHED
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for(var/obj/item/I in loc)
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if(!isbook(I))
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continue
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I.forceMove(src)
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update_appearance()
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SSlibrary.shelves_to_load += src
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///Loads the shelf, both by allowing it to generate random items, and by adding its contents to a list used by library machines
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/obj/structure/bookcase/proc/load_shelf()
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//Loads a random selection of books in from the db, adds a copy of their info to a global list
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//To send to library consoles as a starting inventory
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if(load_random_books)
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create_random_books(books_to_load, src, FALSE, random_category)
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update_appearance() //Make sure you look proper
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var/area/our_area = get_area(src)
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var/area_type = our_area.type //Save me from the dark
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if(!SSlibrary.books_by_area[area_type])
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SSlibrary.books_by_area[area_type] = list()
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//Time to populate that list
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var/list/books_in_area = SSlibrary.books_by_area[area_type]
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for(var/obj/item/book/book in contents)
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var/datum/book_info/info = book.book_data
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books_in_area += info.return_copy()
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/obj/structure/bookcase/examine(mob/user)
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. = ..()
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if(!anchored)
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. += span_notice("The <i>bolts</i> on the bottom are unsecured.")
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else
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. += span_notice("It's secured in place with <b>bolts</b>.")
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switch(state)
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if(BOOKCASE_UNANCHORED)
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. += span_notice("There's a <b>small crack</b> visible on the back panel.")
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if(BOOKCASE_ANCHORED)
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. += span_notice("There's space inside for a <i>wooden</i> shelf.")
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if(BOOKCASE_FINISHED)
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. += span_notice("There's a <b>small crack</b> visible on the shelf.")
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/obj/structure/bookcase/set_anchored(anchorvalue)
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. = ..()
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if(isnull(.))
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return
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state = anchorvalue
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if(!anchorvalue) //in case we were vareditted or uprooted by a hostile mob, ensure we drop all our books instead of having them disappear till we're rebuild.
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var/atom/Tsec = drop_location()
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for(var/obj/I in contents)
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if(!isbook(I))
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continue
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I.forceMove(Tsec)
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update_appearance()
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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(BOOKCASE_UNANCHORED)
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if(I.tool_behaviour == TOOL_WRENCH)
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if(I.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You wrench the frame into place."))
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set_anchored(TRUE)
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else if(I.tool_behaviour == TOOL_CROWBAR)
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if(I.use_tool(src, user, 20, volume=50))
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to_chat(user, span_notice("You pry the frame apart."))
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deconstruct(TRUE)
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if(BOOKCASE_ANCHORED)
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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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to_chat(user, span_notice("You add a shelf."))
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state = BOOKCASE_FINISHED
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update_appearance()
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else if(I.tool_behaviour == TOOL_WRENCH)
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I.play_tool_sound(src, 100)
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to_chat(user, span_notice("You unwrench the frame."))
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set_anchored(FALSE)
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if(BOOKCASE_FINISHED)
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if(isbook(I))
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if(!user.transferItemToLoc(I, src))
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return
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update_appearance()
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else if(atom_storage)
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for(var/obj/item/T in I.contents)
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if(istype(T, /obj/item/book) || istype(T, /obj/item/spellbook))
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atom_storage.attempt_remove(T, src)
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to_chat(user, span_notice("You empty \the [I] into \the [src]."))
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update_appearance()
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else if(istype(I, /obj/item/pen))
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if(!user.canUseTopic(src, BE_CLOSE) || !user.can_write(I))
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return
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var/newname = tgui_input_text(user, "What would you like to title this bookshelf?", "Bookshelf Renaming", max_length = MAX_NAME_LEN)
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if(!user.canUseTopic(src, BE_CLOSE) || !user.can_write(I))
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return
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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(I.tool_behaviour == TOOL_CROWBAR)
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if(length(contents))
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to_chat(user, span_warning("You need to remove the books first!"))
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else
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I.play_tool_sound(src, 100)
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to_chat(user, span_notice("You pry the shelf out."))
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new /obj/item/stack/sheet/mineral/wood(drop_location(), 2)
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state = BOOKCASE_ANCHORED
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update_appearance()
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else
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return ..()
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/obj/structure/bookcase/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!istype(user))
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return
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if(!length(contents))
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return
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var/obj/item/book/choice = tgui_input_list(user, "Book to remove from the shelf", "Remove Book", sort_names(contents.Copy()))
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if(isnull(choice))
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return
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if(!(user.mobility_flags & MOBILITY_USE) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !in_range(loc, user))
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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.forceMove(drop_location())
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update_appearance()
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/obj/structure/bookcase/deconstruct(disassembled = TRUE)
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var/atom/Tsec = drop_location()
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new /obj/item/stack/sheet/mineral/wood(Tsec, 4)
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for(var/obj/item/I in contents)
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if(!isbook(I)) //Wake me up inside
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continue
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I.forceMove(Tsec)
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return ..()
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/obj/structure/bookcase/update_icon_state()
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if(state == BOOKCASE_UNANCHORED || state == BOOKCASE_ANCHORED)
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icon_state = "bookempty"
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return ..()
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var/amount = length(contents)
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icon_state = "book-[clamp(amount, 0, 5)]"
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return ..()
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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/Initialize(mapload)
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. = ..()
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new /obj/item/book/manual/wiki/engineering_construction(src)
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new /obj/item/book/manual/wiki/engineering_hacking(src)
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new /obj/item/book/manual/wiki/engineering_guide(src)
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new /obj/item/book/manual/wiki/robotics_cyborgs(src)
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update_appearance()
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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/Initialize(mapload)
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. = ..()
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new /obj/item/book/manual/wiki/research_and_development(src)
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update_appearance()
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#undef BOOKCASE_UNANCHORED
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#undef BOOKCASE_ANCHORED
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#undef BOOKCASE_FINISHED
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