Rework display cases to allow plain types, disassembly, and new sprites (#17406)

This commit is contained in:
Vi3trice
2022-03-09 07:58:57 -05:00
committed by GitHub
parent 982b70ea27
commit 137338f4dd
2 changed files with 57 additions and 28 deletions
+57 -28
View File
@@ -1,7 +1,7 @@
/obj/structure/displaycase
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox0"
icon_state = "glassbox"
desc = "A display case for prized possessions."
density = TRUE
anchored = TRUE
@@ -10,7 +10,7 @@
max_integrity = 200
integrity_failure = 50
var/obj/item/showpiece = null
var/alert = TRUE
var/alert = FALSE //Basic display cases have no alarms
var/open = FALSE
var/openable = TRUE
var/obj/item/airlock_electronics/electronics
@@ -62,23 +62,24 @@
/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)
playsound(loc, 'sound/effects/glasshit.ogg', 75, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/displaycase/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
dump()
if(!disassembled)
new /obj/item/shard(loc)
new /obj/item/shard(drop_location())
trigger_alarm()
qdel(src)
/obj/structure/displaycase/obj_break(damage_flag)
if(!broken && !(flags & NODECONSTRUCT))
density = FALSE
broken = 1
new /obj/item/shard( src.loc )
broken = TRUE
open = TRUE
new /obj/item/shard(drop_location())
playsound(src, "shatter", 70, TRUE)
update_icon()
trigger_alarm()
@@ -95,18 +96,16 @@
sleep(74) // 7.4 seconds long
/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")
cut_overlays()
if(broken)
I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
add_overlay("glassbox_broken")
if(showpiece)
var/icon/S = getFlatIcon(showpiece)
S.Scale(17, 17)
I.Blend(S,ICON_UNDERLAY,8,8)
icon = I
var/mutable_appearance/showpiece_overlay = mutable_appearance(showpiece.icon, showpiece.icon_state)
showpiece_overlay.copy_overlays(showpiece)
showpiece_overlay.transform *= 0.6
add_overlay(showpiece_overlay)
if(!open && !broken)
add_overlay("glassbox_closed")
/obj/structure/displaycase/attackby(obj/item/I, mob/user, params)
if(I.GetID() && !broken && openable)
@@ -129,25 +128,39 @@
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(do_after(user, 20, target = src))
G.use(2)
broken = 0
broken = FALSE
open = FALSE
obj_integrity = max_integrity
update_icon()
else
return ..()
/obj/structure/displaycase/crowbar_act(mob/user, obj/item/I) //Only applies to the lab cage and player made display cases
if(alert || !openable)
/obj/structure/displaycase/crowbar_act(mob/user, obj/item/I)
if((alert && !open) || !openable)
return
if(open && !showpiece && user.a_intent == INTENT_HELP) // The user can display a crowbar if they're on that intent specifically. Otherwise they'll either take it apart, or close it if the alarm's off
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(broken)
if((open || broken) && user.a_intent == INTENT_HARM)
if(showpiece)
to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
if(I.use_tool(src, user, 0, volume = I.tool_volume))
to_chat(user, "<span class='notice'>You remove the destroyed case</span>")
qdel(src)
else
return
if(!I.use_tool(src, user, 15, volume = I.tool_volume))
return
if(!broken)
new /obj/item/stack/sheet/glass(drop_location(), 10)
else
new /obj/item/shard(drop_location())
to_chat(user, "<span class='notice'>You start dismantling the case.</span>")
var/obj/structure/displaycase_chassis/display = new(loc)
if(electronics)
electronics.forceMove(display)
display.electronics = electronics
qdel(src)
return
if(!alert)
to_chat(user, "<span class='notice'>You start to [open ? "close":"open"] [src].</span>")
if(!I.use_tool(src, user, 20, volume = I.tool_volume))
return
@@ -191,7 +204,7 @@
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/airlock_electronics))
to_chat(user, "<span class='notice'>You start installing the electronics into [src]...</span>")
playsound(src.loc, I.usesound, 50, 1)
playsound(loc, I.usesound, 50, 1)
if(do_after(user, 30, target = src))
if(user.drop_item())
I.forceMove(src)
@@ -206,10 +219,11 @@
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)
var/obj/structure/displaycase/display = new(loc)
if(electronics)
electronics.forceMove(display)
display.electronics = electronics
display.alert = TRUE
if(electronics.one_access)
display.req_one_access = electronics.selected_accesses
else
@@ -218,15 +232,28 @@
else
return ..()
/obj/structure/displaycase_chassis/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(electronics)
if(I.use_tool(src, user, 0, volume = I.tool_volume))
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
new /obj/item/airlock_electronics(drop_location(), 1)
electronics = null
/obj/structure/displaycase_chassis/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(electronics)
to_chat(user, "<span class='notice'>Remove the airlock electronics first.</span>")
return
TOOL_ATTEMPT_DISMANTLE_MESSAGE
if(!I.use_tool(src, user, 30, volume = I.tool_volume))
return
TOOL_DISMANTLE_SUCCESS_MESSAGE
new /obj/item/stack/sheet/wood(get_turf(src), 5)
new /obj/item/stack/sheet/wood(drop_location(), 5)
qdel(src)
//The lab cage and captains display case do not spawn with electronics, which is why req_access is needed.
@@ -237,12 +264,14 @@
/obj/structure/displaycase/labcage
name = "lab cage"
alert = TRUE
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/stechkin
name = "officer's display case"
alert = TRUE
desc = "A display case containing a humble stechkin pistol. Never forget your roots."
start_showpiece_type = /obj/item/gun/projectile/automatic/pistol
req_access = list(ACCESS_SYNDICATE_COMMAND)