Files
Bubberstation/code/game/objects/structures/displaycase.dm
Qustinnus a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00

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/obj/structure/displaycase
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox0"
desc = "A display case for prized possessions."
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
max_integrity = 200
integrity_failure = 0.25
var/obj/item/showpiece = null
var/alert = TRUE
var/open = FALSE
var/openable = TRUE
var/obj/item/electronics/airlock/electronics
var/start_showpiece_type = null //add type for items on display
var/list/start_showpieces = list() //Takes sublists in the form of list("type" = /obj/item/bikehorn, "trophy_message" = "henk")
var/trophy_message = ""
/obj/structure/displaycase/Initialize()
. = ..()
if(start_showpieces.len && !start_showpiece_type)
var/list/showpiece_entry = pick(start_showpieces)
if (showpiece_entry && showpiece_entry["type"])
start_showpiece_type = showpiece_entry["type"]
if (showpiece_entry["trophy_message"])
trophy_message = showpiece_entry["trophy_message"]
if(start_showpiece_type)
showpiece = new start_showpiece_type (src)
update_icon()
/obj/structure/displaycase/Destroy()
if(electronics)
QDEL_NULL(electronics)
if(showpiece)
QDEL_NULL(showpiece)
return ..()
/obj/structure/displaycase/examine(mob/user)
. = ..()
if(alert)
. += "<span class='notice'>Hooked up with an anti-theft system.</span>"
if(showpiece)
. += "<span class='notice'>There's [showpiece] inside.</span>"
if(trophy_message)
. += "The plaque reads:\n [trophy_message]"
/obj/structure/displaycase/proc/dump()
if (showpiece)
showpiece.forceMove(loc)
showpiece = null
/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/displaycase/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
dump()
if(!disassembled)
new /obj/item/shard( src.loc )
trigger_alarm()
qdel(src)
/obj/structure/displaycase/obj_break(damage_flag)
if(!broken && !(flags_1 & NODECONSTRUCT_1))
density = FALSE
broken = 1
new /obj/item/shard( src.loc )
playsound(src, "shatter", 70, TRUE)
update_icon()
trigger_alarm()
/obj/structure/displaycase/proc/trigger_alarm()
//Activate Anti-theft
if(alert)
var/area/alarmed = get_area(src)
alarmed.burglaralert(src)
playsound(src, 'sound/effects/alert.ogg', 50, TRUE)
/obj/structure/displaycase/update_icon()
var/icon/I
if(open)
I = icon('icons/obj/stationobjs.dmi',"glassbox_open")
else
I = icon('icons/obj/stationobjs.dmi',"glassbox0")
if(broken)
I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
if(showpiece)
var/icon/S = getFlatIcon(showpiece)
S.Scale(17,17)
I.Blend(S,ICON_UNDERLAY,8,8)
src.icon = I
return
/obj/structure/displaycase/attackby(obj/item/W, mob/user, params)
if(W.GetID() && !broken && openable)
if(allowed(user))
to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
toggle_lock(user)
else
to_chat(user, "<span class='warning'>Access denied.</span>")
else if(W.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HELP && !broken)
if(obj_integrity < max_integrity)
if(!W.tool_start_check(user, amount=5))
return
to_chat(user, "<span class='notice'>You begin repairing [src].</span>")
if(W.use_tool(src, user, 40, amount=5, volume=50))
obj_integrity = max_integrity
update_icon()
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
else if(!alert && W.tool_behaviour == TOOL_CROWBAR && openable) //Only applies to the lab cage and player made display cases
if(broken)
if(showpiece)
to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
else
to_chat(user, "<span class='notice'>You remove the destroyed case</span>")
qdel(src)
else
to_chat(user, "<span class='notice'>You start to [open ? "close":"open"] [src].</span>")
if(W.use_tool(src, user, 20))
to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
toggle_lock(user)
else if(open && !showpiece)
if(user.transferItemToLoc(W, src))
showpiece = W
to_chat(user, "<span class='notice'>You put [W] on display</span>")
update_icon()
else if(istype(W, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/G = W
if(G.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two glass sheets to fix the case!</span>")
return
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(do_after(user, 20, target = src))
G.use(2)
broken = 0
obj_integrity = max_integrity
update_icon()
else
return ..()
/obj/structure/displaycase/proc/toggle_lock(mob/user)
open = !open
update_icon()
/obj/structure/displaycase/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/displaycase/attack_hand(mob/user)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
if (showpiece && (broken || open))
to_chat(user, "<span class='notice'>You deactivate the hover field built into the case.</span>")
log_combat(user, src, "deactivates the hover field of")
dump()
src.add_fingerprint(user)
update_icon()
return
else
//prevents remote "kicks" with TK
if (!Adjacent(user))
return
if (user.a_intent == INTENT_HELP)
user.examinate(src)
return
user.visible_message("<span class='danger'>[user] kicks the display case.</span>", null, null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "kicks")
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
take_damage(2)
/obj/structure/displaycase_chassis
anchored = TRUE
density = FALSE
name = "display case chassis"
desc = "The wooden base of a display case."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox_chassis"
var/obj/item/electronics/airlock/electronics
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WRENCH) //The player can only deconstruct the wooden frame
to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
I.play_tool_sound(src)
if(I.use_tool(src, user, 30))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
new /obj/item/stack/sheet/mineral/wood(get_turf(src), 5)
qdel(src)
else if(istype(I, /obj/item/electronics/airlock))
to_chat(user, "<span class='notice'>You start installing the electronics into [src]...</span>")
I.play_tool_sound(src)
if(do_after(user, 30, target = src) && user.transferItemToLoc(I,src))
electronics = I
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
else if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 10)
to_chat(user, "<span class='warning'>You need ten glass sheets to do this!</span>")
return
to_chat(user, "<span class='notice'>You start adding [G] to [src]...</span>")
if(do_after(user, 20, target = src))
G.use(10)
var/obj/structure/displaycase/display = new(src.loc)
if(electronics)
electronics.forceMove(display)
display.electronics = electronics
if(electronics.one_access)
display.req_one_access = electronics.accesses
else
display.req_access = electronics.accesses
qdel(src)
else
return ..()
//The captains display case requiring specops ID access is intentional.
//The lab cage and captains display case do not spawn with electronics, which is why req_access is needed.
/obj/structure/displaycase/captain
alert = TRUE
start_showpiece_type = /obj/item/gun/energy/laser/captain
req_access = list(ACCESS_CENT_SPECOPS)
/obj/structure/displaycase/labcage
name = "lab cage"
desc = "A glass lab container for storing interesting creatures."
start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
req_access = list(ACCESS_RD)
/obj/structure/displaycase/trophy
name = "trophy display case"
desc = "Store your trophies of accomplishment in here, and they will stay forever."
var/placer_key = ""
var/added_roundstart = TRUE
var/is_locked = TRUE
alert = TRUE
integrity_failure = 0
openable = FALSE
/obj/structure/displaycase/trophy/Initialize()
. = ..()
GLOB.trophy_cases += src
/obj/structure/displaycase/trophy/Destroy()
GLOB.trophy_cases -= src
return ..()
/obj/structure/displaycase/trophy/attackby(obj/item/W, mob/user, params)
if(!user.Adjacent(src)) //no TK museology
return
if(user.a_intent == INTENT_HARM)
return ..()
if(user.is_holding_item_of_type(/obj/item/key/displaycase))
if(added_roundstart)
is_locked = !is_locked
to_chat(user, "You [!is_locked ? "un" : ""]lock the case.")
else
to_chat(user, "<span class='warning'>The lock is stuck shut!</span>")
return
if(is_locked)
to_chat(user, "<span class='warning'>The case is shut tight with an old fashioned physical lock. Maybe you should ask the curator for the key?</span>")
return
if(!added_roundstart)
to_chat(user, "<span class='warning'>You've already put something new in this case!</span>")
return
if(is_type_in_typecache(W, GLOB.blacklisted_cargo_types))
to_chat(user, "<span class='warning'>The case rejects the [W]!</span>")
return
for(var/a in W.GetAllContents())
if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
to_chat(user, "<span class='warning'>The case rejects the [W]!</span>")
return
if(user.transferItemToLoc(W, src))
if(showpiece)
to_chat(user, "<span class='notice'>You press a button, and [showpiece] descends into the floor of the case.</span>")
QDEL_NULL(showpiece)
to_chat(user, "<span class='notice'>You insert [W] into the case.</span>")
showpiece = W
added_roundstart = FALSE
update_icon()
placer_key = user.ckey
trophy_message = W.desc //default value
var/chosen_plaque = stripped_input(user, "What would you like the plaque to say? Default value is item's description.", "Trophy Plaque")
if(chosen_plaque)
if(user.Adjacent(src))
trophy_message = chosen_plaque
to_chat(user, "<span class='notice'>You set the plaque's text.</span>")
else
to_chat(user, "<span class='warning'>You are too far to set the plaque's text!</span>")
SSpersistence.SaveTrophy(src)
return TRUE
else
to_chat(user, "<span class='warning'>\The [W] is stuck to your hand, you can't put it in the [src.name]!</span>")
return
/obj/structure/displaycase/trophy/dump()
if (showpiece)
if(added_roundstart)
visible_message("<span class='danger'>The [showpiece] crumbles to dust!</span>")
new /obj/effect/decal/cleanable/ash(loc)
QDEL_NULL(showpiece)
else
..()
/obj/item/key/displaycase
name = "display case key"
desc = "The key to the curator's display cases."
/obj/item/showpiece_dummy
name = "Cheap replica"
/obj/item/showpiece_dummy/Initialize(mapload, path)
. = ..()
var/obj/item/I = path
name = initial(I.name)
icon = initial(I.icon)
icon_state = initial(I.icon_state)