Files
Bubberstation/code/modules/library/bookcase.dm
tralezab c3b78761d2 Adds Chuunibyou Spell + Granter (#74404)
## About The Pull Request

My April fools this year, though not going to call it one because some
people think it should just be actually merged.

### Chuunibyou Powers 🌟

Wizard gets a new spell for 2 points that gives him the powers of
chuuni. This makes them have ridiculous shouted invocations for all
their spells, their spells are colored pink, and they heal slightly when
casting one.

While mostly a meme spell, I could see a tailored loadout like lichdom
and splattercasting that takes advantage of the unique spellcasting
changes, like a very low cooldown spammable loadout to heal quickly.

There is also a granter book in the library, which teaches a version of
chunni that doesn't heal.

#### Medical eyepatch

I added it, chuuni wizards get a NODROP version.

## Why It's Good For The Game

This PR bestows upon the game the glorious gift of chuuni powers, the
ultimate manifestation of my hidden potential and the secret truth of
this world, which only I and a few chosen ones can comprehend and
unleash! Why wouldn't you want it?!

In all seriousness, it is a unique wizard playstyle and it will make for
some funny memes. Beyond wizard, the chaplain, heretics, or mime can
read it in the library for a very silly round. I like it!

## Changelog
🆑
add: Chuunibyou wizards, and chunni granters in the library
add: Medical eyepatches
/🆑
2023-04-03 17:11:00 +02:00

214 lines
6.8 KiB
Plaintext

#define BOOKCASE_UNANCHORED 0
#define BOOKCASE_ANCHORED 1
#define BOOKCASE_FINISHED 2
/obj/structure/bookcase
name = "bookcase"
icon = 'icons/obj/library.dmi'
icon_state = "bookempty"
desc = "A great place for storing knowledge."
anchored = FALSE
density = TRUE
opacity = FALSE
resistance_flags = FLAMMABLE
max_integrity = 200
armor_type = /datum/armor/structure_bookcase
var/state = BOOKCASE_UNANCHORED
/// When enabled, books_to_load number of random books will be generated for this bookcase
var/load_random_books = FALSE
/// The category of books to pick from when populating random books.
var/random_category = null
/// How many random books to generate.
var/books_to_load = 0
/datum/armor/structure_bookcase
fire = 50
/obj/structure/bookcase/Initialize(mapload)
. = ..()
if(!mapload || QDELETED(src))
return
// Only mapload from here on
set_anchored(TRUE)
state = BOOKCASE_FINISHED
for(var/obj/item/I in loc)
if(!isbook(I))
continue
I.forceMove(src)
update_appearance()
if(SSlibrary.initialized)
INVOKE_ASYNC(src, PROC_REF(load_shelf))
else
SSlibrary.shelves_to_load += src
///proc for doing things after a bookcase is randomly populated
/obj/structure/bookcase/proc/after_random_load()
return
///Loads the shelf, both by allowing it to generate random items, and by adding its contents to a list used by library machines
/obj/structure/bookcase/proc/load_shelf()
//Loads a random selection of books in from the db, adds a copy of their info to a global list
//To send to library consoles as a starting inventory
if(load_random_books)
create_random_books(books_to_load, src, FALSE, random_category)
after_random_load()
update_appearance() //Make sure you look proper
var/area/our_area = get_area(src)
var/area_type = our_area.type //Save me from the dark
if(!SSlibrary.books_by_area[area_type])
SSlibrary.books_by_area[area_type] = list()
//Time to populate that list
var/list/books_in_area = SSlibrary.books_by_area[area_type]
for(var/obj/item/book/book in contents)
var/datum/book_info/info = book.book_data
books_in_area += info.return_copy()
/obj/structure/bookcase/examine(mob/user)
. = ..()
if(!anchored)
. += span_notice("The <i>bolts</i> on the bottom are unsecured.")
else
. += span_notice("It's secured in place with <b>bolts</b>.")
switch(state)
if(BOOKCASE_UNANCHORED)
. += span_notice("There's a <b>small crack</b> visible on the back panel.")
if(BOOKCASE_ANCHORED)
. += span_notice("There's space inside for a <i>wooden</i> shelf.")
if(BOOKCASE_FINISHED)
. += span_notice("There's a <b>small crack</b> visible on the shelf.")
/obj/structure/bookcase/set_anchored(anchorvalue)
. = ..()
if(isnull(.))
return
state = anchorvalue
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.
var/atom/Tsec = drop_location()
for(var/obj/I in contents)
if(!isbook(I))
continue
I.forceMove(Tsec)
update_appearance()
/obj/structure/bookcase/attackby(obj/item/I, mob/user, params)
switch(state)
if(BOOKCASE_UNANCHORED)
if(I.tool_behaviour == TOOL_WRENCH)
if(I.use_tool(src, user, 20, volume=50))
to_chat(user, span_notice("You wrench the frame into place."))
set_anchored(TRUE)
else if(I.tool_behaviour == TOOL_CROWBAR)
if(I.use_tool(src, user, 20, volume=50))
to_chat(user, span_notice("You pry the frame apart."))
deconstruct(TRUE)
if(BOOKCASE_ANCHORED)
if(istype(I, /obj/item/stack/sheet/mineral/wood))
var/obj/item/stack/sheet/mineral/wood/W = I
if(W.get_amount() >= 2)
W.use(2)
to_chat(user, span_notice("You add a shelf."))
state = BOOKCASE_FINISHED
update_appearance()
else if(I.tool_behaviour == TOOL_WRENCH)
I.play_tool_sound(src, 100)
to_chat(user, span_notice("You unwrench the frame."))
set_anchored(FALSE)
if(BOOKCASE_FINISHED)
if(isbook(I))
if(!user.transferItemToLoc(I, src))
return
update_appearance()
else if(atom_storage)
for(var/obj/item/T in I.contents)
if(istype(T, /obj/item/book) || istype(T, /obj/item/spellbook))
atom_storage.attempt_remove(T, src)
to_chat(user, span_notice("You empty \the [I] into \the [src]."))
update_appearance()
else if(istype(I, /obj/item/pen))
if(!user.can_perform_action(src) || !user.can_write(I))
return
var/newname = tgui_input_text(user, "What would you like to title this bookshelf?", "Bookshelf Renaming", max_length = MAX_NAME_LEN)
if(!user.can_perform_action(src) || !user.can_write(I))
return
if(!newname)
return
else
name = "bookcase ([sanitize(newname)])"
else if(I.tool_behaviour == TOOL_CROWBAR)
if(length(contents))
to_chat(user, span_warning("You need to remove the books first!"))
else
I.play_tool_sound(src, 100)
to_chat(user, span_notice("You pry the shelf out."))
new /obj/item/stack/sheet/mineral/wood(drop_location(), 2)
state = BOOKCASE_ANCHORED
update_appearance()
else
return ..()
/obj/structure/bookcase/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
if(!istype(user))
return
if(!length(contents))
return
var/obj/item/book/choice = tgui_input_list(user, "Book to remove from the shelf", "Remove Book", sort_names(contents.Copy()))
if(isnull(choice))
return
if(!(user.mobility_flags & MOBILITY_USE) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !in_range(loc, user))
return
if(ishuman(user))
if(!user.get_active_held_item())
user.put_in_hands(choice)
else
choice.forceMove(drop_location())
update_appearance()
/obj/structure/bookcase/deconstruct(disassembled = TRUE)
var/atom/Tsec = drop_location()
new /obj/item/stack/sheet/mineral/wood(Tsec, 4)
for(var/obj/item/I in contents)
if(!isbook(I)) //Wake me up inside
continue
I.forceMove(Tsec)
return ..()
/obj/structure/bookcase/update_icon_state()
if(state == BOOKCASE_UNANCHORED || state == BOOKCASE_ANCHORED)
icon_state = "bookempty"
return ..()
var/amount = length(contents)
icon_state = "book-[clamp(amount, 0, 5)]"
return ..()
/obj/structure/bookcase/manuals/engineering
name = "engineering manuals bookcase"
/obj/structure/bookcase/manuals/engineering/Initialize(mapload)
. = ..()
new /obj/item/book/manual/wiki/engineering_construction(src)
new /obj/item/book/manual/wiki/engineering_hacking(src)
new /obj/item/book/manual/wiki/engineering_guide(src)
new /obj/item/book/manual/wiki/robotics_cyborgs(src)
update_appearance()
/obj/structure/bookcase/manuals/research_and_development
name = "\improper R&D manuals bookcase"
/obj/structure/bookcase/manuals/research_and_development/Initialize(mapload)
. = ..()
new /obj/item/book/manual/wiki/research_and_development(src)
update_appearance()
#undef BOOKCASE_UNANCHORED
#undef BOOKCASE_ANCHORED
#undef BOOKCASE_FINISHED