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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
109 lines
3.3 KiB
Plaintext
109 lines
3.3 KiB
Plaintext
/obj/item/weapon/paper_bin
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name = "paper bin"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "paper_bin1"
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_material.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
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)
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item_state = "sheet-metal"
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throwforce = 1
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w_class = ITEMSIZE_NORMAL
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throw_speed = 3
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throw_range = 7
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pressure_resistance = 10
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layer = OBJ_LAYER - 0.1
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var/amount = 30 //How much paper is in the bin.
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var/list/papers = new/list() //List of papers put in the bin for reference.
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/obj/item/weapon/paper_bin/MouseDrop(mob/user as mob)
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if((user == usr && (!( usr.restrained() ) && (!( usr.stat ) && (usr.contents.Find(src) || in_range(src, usr))))))
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if(!istype(usr, /mob/living/carbon/slime) && !istype(usr, /mob/living/simple_animal))
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if( !usr.get_active_hand() ) //if active hand is empty
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
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if (H.hand)
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temp = H.organs_by_name["l_hand"]
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if(temp && !temp.is_usable())
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user << "<span class='notice'>You try to move your [temp.name], but cannot!</span>"
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return
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user << "<span class='notice'>You pick up the [src].</span>"
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user.put_in_hands(src)
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return
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/obj/item/weapon/paper_bin/attack_hand(mob/user as mob)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
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if (H.hand)
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temp = H.organs_by_name["l_hand"]
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if(temp && !temp.is_usable())
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user << "<span class='notice'>You try to move your [temp.name], but cannot!</span>"
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return
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var/response = ""
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if(!papers.len > 0)
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response = alert(user, "Do you take regular paper, or Carbon copy paper?", "Paper type request", "Regular", "Carbon-Copy", "Cancel")
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if (response != "Regular" && response != "Carbon-Copy")
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add_fingerprint(user)
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return
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if(amount >= 1)
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amount--
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if(amount==0)
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update_icon()
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var/obj/item/weapon/paper/P
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if(papers.len > 0) //If there's any custom paper on the stack, use that instead of creating a new paper.
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P = papers[papers.len]
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papers.Remove(P)
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else
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if(response == "Regular")
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P = new /obj/item/weapon/paper
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if(Holiday == "April Fool's Day")
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if(prob(30))
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P.info = "<font face=\"[P.crayonfont]\" color=\"red\"><b>HONK HONK HONK HONK HONK HONK HONK<br>HOOOOOOOOOOOOOOOOOOOOOONK<br>APRIL FOOLS</b></font>"
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P.rigged = 1
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P.updateinfolinks()
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else if (response == "Carbon-Copy")
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P = new /obj/item/weapon/paper/carbon
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P.loc = user.loc
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user.put_in_hands(P)
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user << "<span class='notice'>You take [P] out of the [src].</span>"
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else
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user << "<span class='notice'>[src] is empty!</span>"
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add_fingerprint(user)
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return
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/obj/item/weapon/paper_bin/attackby(obj/item/weapon/paper/i as obj, mob/user as mob)
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if(!istype(i))
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return
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user.drop_item()
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i.loc = src
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user << "<span class='notice'>You put [i] in [src].</span>"
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papers.Add(i)
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update_icon()
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amount++
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/obj/item/weapon/paper_bin/examine(mob/user)
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if(get_dist(src, user) <= 1)
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if(amount)
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user << "<span class='notice'>There " + (amount > 1 ? "are [amount] papers" : "is one paper") + " in the bin.</span>"
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else
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user << "<span class='notice'>There are no papers in the bin.</span>"
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return
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/obj/item/weapon/paper_bin/update_icon()
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if(amount < 1)
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icon_state = "paper_bin0"
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else
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icon_state = "paper_bin1"
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