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https://github.com/Bubberstation/Bubberstation.git
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Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
189 lines
8.5 KiB
Plaintext
189 lines
8.5 KiB
Plaintext
/obj/structure/plaque //This is a plaque you can craft with gold, then permanently engrave a title and description on, with a fountain pen.
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icon = 'icons/obj/decals.dmi'
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icon_state = "blankplaque"
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name = "blank plaque"
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desc = "A blank plaque, use a fancy pen to engrave it. It can be detatched from the wall with a wrench."
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anchored = TRUE
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opacity = FALSE
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density = FALSE
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layer = SIGN_LAYER
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custom_materials = list(/datum/material/gold = 2000)
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max_integrity = 200 //Twice as durable as regular signs.
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
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///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again. Static plaques are already engraved.
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var/engraved = FALSE
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/obj/item/plaque //The item version of the above.
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icon = 'icons/obj/decals.dmi'
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icon_state = "blankplaque"
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inhand_icon_state = "blankplaque"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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name = "blank plaque"
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desc = "A blank plaque, use a fancy pen to engrave it. It can be placed on a wall."
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/gold = 2000)
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max_integrity = 200
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armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
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///This points the item to make the proper structure when placed on a wall.
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var/plaque_path = /obj/structure/plaque
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///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again.
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var/engraved = FALSE
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/obj/structure/plaque/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(. || user.is_blind())
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return
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user.examinate(src)
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/obj/structure/plaque/wrench_act(mob/living/user, obj/item/wrench/I)
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. = ..()
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user.visible_message(span_notice("[user] starts removing [src]..."), \
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span_notice("You start unfastening [src]."))
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I.play_tool_sound(src)
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if(!I.use_tool(src, user, 4 SECONDS))
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return TRUE
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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user.visible_message(span_notice("[user] unfastens [src]."), \
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span_notice("You unfasten [src]."))
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var/obj/item/plaque/unwrenched_plaque = new (get_turf(user))
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if(engraved) //If it's still just a basic unengraved plaque, we can (and should) skip some of the below variable transfers.
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unwrenched_plaque.name = name //Copy over the plaque structure variables to the plaque item we're creating when we unwrench it.
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unwrenched_plaque.desc = desc
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unwrenched_plaque.engraved = engraved
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unwrenched_plaque.icon_state = icon_state
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unwrenched_plaque.update_integrity(get_integrity())
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unwrenched_plaque.setDir(dir)
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qdel(src) //The plaque structure on the wall goes poof and only the plaque item from unwrenching remains.
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return TRUE
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/obj/structure/plaque/welder_act(mob/living/user, obj/item/I)
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. = ..()
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if(user.combat_mode)
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return FALSE
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if(obj_integrity == max_integrity)
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to_chat(user, span_warning("This plaque is already in perfect condition."))
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return TRUE
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message(span_notice("[user] starts repairing [src]..."), \
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span_notice("You start repairing [src]."))
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if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
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return TRUE
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user.visible_message(span_notice("[user] finishes repairing [src]."), \
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span_notice("You finish repairing [src]."))
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obj_integrity = max_integrity
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return TRUE
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/obj/item/plaque/welder_act(mob/living/user, obj/item/I)
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. = ..()
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if(user.combat_mode)
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return FALSE
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if(obj_integrity == max_integrity)
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to_chat(user, span_warning("This plaque is already in perfect condition."))
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return TRUE
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message(span_notice("[user] starts repairing [src]..."), \
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span_notice("You start repairing [src]."))
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if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
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return TRUE
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user.visible_message(span_notice("[user] finishes repairing [src]."), \
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span_notice("You finish repairing [src]."))
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obj_integrity = max_integrity
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return TRUE
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/obj/structure/plaque/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/pen/fountain))
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if(engraved)
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to_chat(user, span_warning("This plaque has already been engraved."))
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return
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var/namechoice = input(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization")
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if(!namechoice)
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return
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var/descriptionchoice = input(user, "Engrave this plaque's text.", "Plaque Customization")
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if(!descriptionchoice)
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return
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if(!Adjacent(user)) //Make sure user is adjacent still
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to_chat(user, span_warning("You need to stand next to the plaque to engrave it!"))
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return
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user.visible_message(span_notice("[user] begins engraving [src]."), \
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span_notice("You begin engraving [src]."))
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if(!do_after(user, 4 SECONDS, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
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return
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name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
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desc = "The plaque reads: '[descriptionchoice]'"
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engraved = TRUE //The plaque now has a name, description, and can't be altered again.
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user.visible_message(span_notice("[user] engraves [src]."), \
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span_notice("You engrave [src]."))
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return
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if(istype(I, /obj/item/pen))
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if(engraved)
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to_chat(user, span_warning("This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen."))
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return
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to_chat(user, span_warning("Your pen isn't fancy enough to engrave this! Find a fountain pen.")) //Go steal the Curator's.
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return
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return ..()
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/obj/item/plaque/attackby(obj/item/I, mob/user, params) //Same as part of the above, except for the item in hand instead of the structure.
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if(istype(I, /obj/item/pen/fountain))
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if(engraved)
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to_chat(user, span_warning("This plaque has already been engraved."))
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return
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var/namechoice = input(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization")
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if(!namechoice)
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return
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var/descriptionchoice = input(user, "Engrave this plaque's text.", "Plaque Customization")
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if(!descriptionchoice)
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return
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if(!Adjacent(user)) //Make sure user is adjacent still
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to_chat(user, span_warning("You need to stand next to the plaque to engrave it!"))
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return
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user.visible_message(span_notice("[user] begins engraving [src]."), \
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span_notice("You begin engraving [src]."))
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if(!do_after(user, 40, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
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return
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name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
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desc = "The plaque reads: '[descriptionchoice]'"
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engraved = TRUE //The plaque now has a name, description, and can't be altered again.
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user.visible_message(span_notice("[user] engraves [src]."), \
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span_notice("You engrave [src]."))
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return
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if(istype(I, /obj/item/pen))
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if(engraved)
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to_chat(user, span_warning("This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen."))
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return
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to_chat(user, span_warning("Your pen isn't fancy enough to engrave this! Find a fountain pen.")) //Go steal the Curator's.
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return
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return ..()
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/obj/item/plaque/afterattack(atom/target, mob/user, proximity)
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. = ..()
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if(!iswallturf(target) || !proximity)
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return
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var/turf/target_turf = target
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var/turf/user_turf = get_turf(user)
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var/obj/structure/plaque/placed_plaque = new plaque_path(user_turf) //We place the plaque on the turf the user is standing, and pixel shift it to the target wall, as below.
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//This is to mimic how signs and other wall objects are usually placed by mappers, and so they're only visible from one side of a wall.
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var/dir = get_dir(user_turf, target_turf)
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if(dir & NORTH)
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placed_plaque.pixel_y = 32
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else if(dir & SOUTH)
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placed_plaque.pixel_y = -32
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if(dir & EAST)
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placed_plaque.pixel_x = 32
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else if(dir & WEST)
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placed_plaque.pixel_x = -32
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user.visible_message(span_notice("[user] fastens [src] to [target_turf]."), \
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span_notice("You attach [src] to [target_turf]."))
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playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE)
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if(engraved)
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placed_plaque.name = name
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placed_plaque.desc = desc
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placed_plaque.engraved = engraved
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placed_plaque.icon_state = icon_state
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placed_plaque.update_integrity(get_integrity())
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placed_plaque.setDir(dir)
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qdel(src)
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