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* update_appearance * a * a Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
385 lines
13 KiB
Plaintext
385 lines
13 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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/* Library Items
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*
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* Contains:
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* Bookcase
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* Book
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* Barcode Scanner
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*/
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/*
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* Bookcase
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*/
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/obj/structure/bookcase
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name = "bookcase"
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icon = 'icons/obj/library.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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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, RAD = 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 when first interacted with.
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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/examine(mob/user)
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. = ..()
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if(!anchored)
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. += "<span class='notice'>The <i>bolts</i> on the bottom are unsecured.</span>"
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else
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. += "<span class='notice'>It's secured in place with <b>bolts</b>.</span>"
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switch(state)
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if(BOOKCASE_UNANCHORED)
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. += "<span class='notice'>There's a <b>small crack</b> visible on the back panel.</span>"
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if(BOOKCASE_ANCHORED)
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. += "<span class='notice'>There's space inside for a <i>wooden</i> shelf.</span>"
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if(BOOKCASE_FINISHED)
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. += "<span class='notice'>There's a <b>small crack</b> visible on the shelf.</span>"
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/obj/structure/bookcase/Initialize(mapload)
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. = ..()
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if(!mapload)
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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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/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 class='notice'>You wrench the frame into place.</span>")
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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 class='notice'>You pry the frame apart.</span>")
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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 class='notice'>You add a shelf.</span>")
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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 class='notice'>You unwrench the frame.</span>")
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set_anchored(FALSE)
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if(BOOKCASE_FINISHED)
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var/datum/component/storage/STR = I.GetComponent(/datum/component/storage)
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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(STR)
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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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STR.remove_from_storage(T, src)
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to_chat(user, "<span class='notice'>You empty \the [I] into \the [src].</span>")
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update_appearance()
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else if(istype(I, /obj/item/pen))
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if(!user.is_literate())
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to_chat(user, "<span class='notice'>You scribble illegibly on the side of [src]!</span>")
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return
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var/newname = stripped_input(user, "What would you like to title this bookshelf?")
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if(!user.canUseTopic(src, BE_CLOSE))
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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(contents.len)
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to_chat(user, "<span class='warning'>You need to remove the books first!</span>")
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else
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I.play_tool_sound(src, 100)
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to_chat(user, "<span class='notice'>You pry the shelf out.</span>")
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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(load_random_books)
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create_random_books(books_to_load, src, FALSE, random_category)
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load_random_books = FALSE
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if(contents.len)
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var/obj/item/book/choice = input(user, "Which book would you like to remove from the shelf?") as null|obj in sortNames(contents.Copy())
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if(choice)
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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))
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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 = contents.len
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if(load_random_books)
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amount += books_to_load
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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()
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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/engineering_singulo_tesla(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()
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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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/*
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* Book
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*/
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/obj/item/book
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name = "book"
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icon = 'icons/obj/library.dmi'
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icon_state ="book"
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worn_icon_state = "book"
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desc = "Crack it open, inhale the musk of its pages, and learn something new."
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throw_speed = 1
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throw_range = 5
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w_class = WEIGHT_CLASS_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
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attack_verb_continuous = list("bashes", "whacks", "educates")
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attack_verb_simple = list("bash", "whack", "educate")
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resistance_flags = FLAMMABLE
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drop_sound = 'sound/items/handling/book_drop.ogg'
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pickup_sound = 'sound/items/handling/book_pickup.ogg'
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var/dat //Actual page content
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var/due_date = 0 //Game time in 1/10th seconds
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var/author //Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
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var/unique = FALSE //false - Normal book, true - Should not be treated as normal book, unable to be copied, unable to be modified
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var/title //The real name of the book.
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var/window_size = null // Specific window size for the book, i.e: "1920x1080", Size x Width
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/obj/item/book/attack_self(mob/user)
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if(!user.can_read(src))
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return
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user.visible_message("<span class='notice'>[user] opens a book titled \"[title]\" and begins reading intently.</span>")
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "book_nerd", /datum/mood_event/book_nerd)
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on_read(user)
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/obj/item/book/proc/on_read(mob/user)
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if(dat)
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user << browse("<meta charset=UTF-8><TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
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onclose(user, "book")
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else
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to_chat(user, "<span class='notice'>This book is completely blank!</span>")
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/obj/item/book/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/pen))
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if(user.is_blind())
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to_chat(user, "<span class='warning'>As you are trying to write on the book, you suddenly feel very stupid!</span>")
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return
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if(unique)
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to_chat(user, "<span class='warning'>These pages don't seem to take the ink well! Looks like you can't modify it.</span>")
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return
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var/literate = user.is_literate()
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if(!literate)
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to_chat(user, "<span class='notice'>You scribble illegibly on the cover of [src]!</span>")
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return
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var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
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if(!user.canUseTopic(src, BE_CLOSE, literate))
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return
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switch(choice)
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if("Title")
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var/newtitle = reject_bad_text(stripped_input(user, "Write a new title:"))
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if(!user.canUseTopic(src, BE_CLOSE, literate))
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return
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if (length_char(newtitle) > 30)
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to_chat(user, "<span class='warning'>That title won't fit on the cover!</span>")
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return
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if(!newtitle)
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to_chat(user, "<span class='warning'>That title is invalid.</span>")
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return
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else
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name = newtitle
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title = newtitle
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if("Contents")
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var/content = stripped_input(user, "Write your book's contents (HTML NOT allowed):","","",8192)
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if(!user.canUseTopic(src, BE_CLOSE, literate))
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return
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if(!content)
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to_chat(user, "<span class='warning'>The content is invalid.</span>")
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return
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else
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dat += content
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if("Author")
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var/newauthor = stripped_input(user, "Write the author's name:")
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if(!user.canUseTopic(src, BE_CLOSE, literate))
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return
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if(!newauthor)
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to_chat(user, "<span class='warning'>The name is invalid.</span>")
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return
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else
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author = newauthor
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else
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return
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else if(istype(I, /obj/item/barcodescanner))
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var/obj/item/barcodescanner/scanner = I
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if(!scanner.computer)
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to_chat(user, "<span class='alert'>[I]'s screen flashes: 'No associated computer found!'</span>")
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else
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switch(scanner.mode)
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if(0)
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scanner.book = src
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to_chat(user, "<span class='notice'>[I]'s screen flashes: 'Book stored in buffer.'</span>")
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if(1)
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scanner.book = src
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scanner.computer.buffer_book = name
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to_chat(user, "<span class='notice'>[I]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'</span>")
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if(2)
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scanner.book = src
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for(var/datum/borrowbook/b in scanner.computer.checkouts)
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if(b.bookname == name)
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scanner.computer.checkouts.Remove(b)
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to_chat(user, "<span class='notice'>[I]'s screen flashes: 'Book stored in buffer. Book has been checked in.'</span>")
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return
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to_chat(user, "<span class='notice'>[I]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'</span>")
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if(3)
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scanner.book = src
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for(var/obj/item/book in scanner.computer.inventory)
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if(book == src)
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to_chat(user, "<span class='alert'>[I]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'</span>")
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return
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scanner.computer.inventory.Add(src)
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to_chat(user, "<span class='notice'>[I]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'</span>")
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else if((istype(I, /obj/item/kitchen/knife) || I.tool_behaviour == TOOL_WIRECUTTER) && !(flags_1 & HOLOGRAM_1))
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to_chat(user, "<span class='notice'>You begin to carve out [title]...</span>")
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if(do_after(user, 30, target = src))
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to_chat(user, "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>")
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var/obj/item/storage/book/B = new
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B.name = src.name
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B.title = src.title
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B.icon_state = src.icon_state
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if(user.is_holding(src))
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qdel(src)
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user.put_in_hands(B)
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return
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else
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B.forceMove(drop_location())
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qdel(src)
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return
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return
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else
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..()
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/*
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* Barcode Scanner
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*/
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/obj/item/barcodescanner
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name = "barcode scanner"
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icon = 'icons/obj/library.dmi'
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icon_state ="scanner"
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desc = "A fabulous tool if you need to scan a barcode."
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_TINY
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var/obj/machinery/computer/bookmanagement/computer //Associated computer - Modes 1 to 3 use this
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var/obj/item/book/book //Currently scanned book
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var/mode = 0 //0 - Scan only, 1 - Scan and Set Buffer, 2 - Scan and Attempt to Check In, 3 - Scan and Attempt to Add to Inventory
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/obj/item/barcodescanner/attack_self(mob/user)
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mode += 1
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if(mode > 3)
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mode = 0
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to_chat(user, "[src] Status Display:")
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var/modedesc
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switch(mode)
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if(0)
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modedesc = "Scan book to local buffer."
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if(1)
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modedesc = "Scan book to local buffer and set associated computer buffer to match."
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if(2)
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modedesc = "Scan book to local buffer, attempt to check in scanned book."
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if(3)
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modedesc = "Scan book to local buffer, attempt to add book to general inventory."
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else
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modedesc = "ERROR"
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to_chat(user, " - Mode [mode] : [modedesc]")
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if(computer)
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to_chat(user, "<font color=green>Computer has been associated with this unit.</font>")
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else
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to_chat(user, "<font color=red>No associated computer found. Only local scans will function properly.</font>")
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to_chat(user, "\n")
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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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