the-strength-of-this-world-fades

This commit is contained in:
Fox McCloud
2019-10-04 19:34:08 -04:00
parent 20c4cf0a08
commit 5170f3fbae
40 changed files with 582 additions and 850 deletions
+172 -285
View File
@@ -1,169 +1,53 @@
#define DISPLAYCASE_FRAME_CIRCUIT 0
#define DISPLAYCASE_FRAME_SCREWDRIVER 1
// List and hook used to set up the captain's print on their display case
GLOBAL_LIST_INIT(captain_display_cases, list())
/proc/updateDisplaycase(mob/living/carbon/human/captain)
if(!GLOB.captain_display_cases.len)
return
var/fingerprint = captain.get_full_print()
for(var/item in GLOB.captain_display_cases)
var/obj/structure/displaycase/CASE = item
CASE.ue = fingerprint
/obj/structure/displaycase_frame
name = "display case frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "box_glass"
resistance_flags = ACID_PROOF
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
var/obj/item/airlock_electronics/circuit = null
var/obj/item/assembly/prox_sensor/sensor = null
var/state = DISPLAYCASE_FRAME_CIRCUIT
/obj/structure/displaycase_frame/Destroy()
QDEL_NULL(circuit)
QDEL_NULL(sensor)
return ..()
/obj/structure/displaycase_frame/attackby(obj/item/W as obj, mob/user as mob, params)
var/pstate = state
var/turf/T = get_turf(src)
switch(state)
if(DISPLAYCASE_FRAME_CIRCUIT)
if(istype(W, /obj/item/airlock_electronics) && W.icon_state != "door_electronics_smoked")
user.drop_item()
circuit = W
circuit.forceMove(src)
state++
to_chat(user, "<span class='notice'>You add the airlock electronics to the frame.</span>")
playsound(get_turf(src),W.usesound, 50, 1)
if(istype(W, /obj/item/crowbar))
new /obj/machinery/constructable_frame/machine_frame(T)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(T)
G.amount = 5
qdel(src)
to_chat(user, "<span class='notice'>You pry the glass out of the frame.</span>")
playsound(get_turf(src), W.usesound, 50, 1)
return
if(DISPLAYCASE_FRAME_SCREWDRIVER)
if(isscrewdriver(W))
var/obj/structure/displaycase/C = new(T)
if(circuit.one_access)
C.req_access = null
C.req_one_access = circuit.conf_access
else
C.req_access = circuit.conf_access
C.req_one_access = null
if(isprox(sensor))
C.burglar_alarm = 1
playsound(get_turf(src), W.usesound, 50, 1)
qdel(src)
return
if(istype(W, /obj/item/crowbar))
circuit.forceMove(T)
circuit = null
if(isprox(sensor))
sensor.forceMove(T)
sensor = null
state--
to_chat(user, "<span class='notice'>You pry the electronics out of the frame.</span>")
playsound(get_turf(src), W.usesound, 50, 1)
if(isprox(W) && !isprox(sensor))
user.drop_item()
sensor = W
sensor.forceMove(src)
to_chat(user, "<span class='notice'>You add the proximity sensor to the frame.</span>")
playsound(src.loc, W.usesound, 50, 1)
if(pstate != state)
pstate = state
update_icon()
/obj/structure/displaycase_frame/update_icon()
switch(state)
if(1)
icon_state = "box_glass_circuit"
else
icon_state = "box_glass"
/obj/structure/displaycase
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox20"
desc = "A display case for prized possessions. It taunts you to kick it."
icon_state = "glassbox0"
desc = "A display case for prized possessions."
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
max_integrity = 200
integrity_failure = 50
var/health = 30
var/obj/item/occupant = null
var/destroyed = FALSE
var/locked = FALSE
var/burglar_alarm = FALSE
var/ue = null
var/image/occupant_overlay = null
var/obj/item/airlock_electronics/circuit
var/obj/item/showpiece = null
var/alert = TRUE
var/open = FALSE
var/openable = TRUE
var/obj/item/airlock_electronics/electronics
var/start_showpiece_type = null //add type for items on display
var/alarm_needs_power = TRUE
var/list/start_showpieces = list() //Takes sublists in the form of list("type" = /obj/item/bikehorn, "trophy_message" = "henk")
var/trophy_message = ""
/obj/structure/displaycase/New()
/obj/structure/displaycase/Initialize(mapload)
. = ..()
if(start_showpieces.len && !start_showpiece_type)
var/list/showpiece_entry = pick(start_showpieces)
if (showpiece_entry && showpiece_entry["type"])
start_showpiece_type = showpiece_entry["type"]
if (showpiece_entry["trophy_message"])
trophy_message = showpiece_entry["trophy_message"]
if(start_showpiece_type)
occupant = new start_showpiece_type(src)
showpiece = new start_showpiece_type (src)
update_icon()
/obj/structure/displaycase/Destroy()
dump()
QDEL_NULL(circuit)
QDEL_NULL(electronics)
QDEL_NULL(showpiece)
return ..()
/obj/structure/displaycase/captains_laser
name = "captain's display case"
desc = "A display case for the captain's antique laser gun. Hooked up with an anti-theft system."
burglar_alarm = TRUE
locked = TRUE
req_access = list(access_captain)
start_showpiece_type = /obj/item/gun/energy/laser/captain
/obj/structure/displaycase/captains_laser/Initialize(mapload)
. = ..()
GLOB.captain_display_cases += src
/obj/structure/displaycase/captains_laser/Destroy()
GLOB.captain_display_cases -= src
return ..()
/obj/structure/displaycase/lavaland_winter
burglar_alarm = TRUE
locked = TRUE
req_access = list(access_cent_specops)
start_showpiece_type = /obj/item/gun/energy/laser/captain
/obj/structure/displaycase/stechkin
name = "officer's display case"
desc = "A display case containing a humble stechkin pistol. Never forget your roots."
locked = 1
req_access = list(access_syndicate_command)
start_showpiece_type = /obj/item/gun/projectile/automatic/pistol
/obj/structure/displaycase/examine(mob/user)
. = ..()
. += "<span class='notice'>Peering through the glass, you see that it contains:</span>"
if(occupant)
. += "[bicon(occupant)] <span class='notice'>\A [occupant].</span>"
else
. += "Nothing."
if(alert)
. += "<span class='notice'>Hooked up with an anti-theft system.</span>"
if(showpiece)
. += "<span class='notice'>There's [showpiece] inside.</span>"
if(trophy_message)
. += "The plaque reads:\n [trophy_message]"
/obj/structure/displaycase/proc/dump()
if(occupant)
occupant.forceMove(get_turf(src))
occupant = null
occupant_overlay = null
if(showpiece)
showpiece.forceMove(loc)
showpiece = null
/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
@@ -176,8 +60,8 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
if(!(flags & NODECONSTRUCT))
dump()
if(!disassembled)
new /obj/item/shard( src.loc )
burglar_alarm()
new /obj/item/shard(loc)
trigger_alarm()
qdel(src)
/obj/structure/displaycase/obj_break(damage_flag)
@@ -187,30 +71,10 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
new /obj/item/shard( src.loc )
playsound(src, "shatter", 70, TRUE)
update_icon()
burglar_alarm()
trigger_alarm()
/obj/structure/displaycase/proc/healthcheck()
if(src.health <= 0)
health = 0
if(!( src.destroyed ))
src.density = 0
src.destroyed = 1
new /obj/item/shard(loc)
playsound(get_turf(src), "shatter", 70, 1)
update_icon()
spawn(0)
if(!alarm_needs_power)
burglar_alarm()
else
var/area/a = get_area(src)
if(isarea(a) && a.power_equip)
burglar_alarm()
else
playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1)
return
/obj/structure/displaycase/proc/burglar_alarm()
if(burglar_alarm && is_station_contact(z))
/obj/structure/displaycase/proc/trigger_alarm()
if(alert && is_station_contact(z))
var/area/alarmed = get_area(src)
alarmed.burglaralert(src)
visible_message("<span class='danger'>The burglar alarm goes off!</span>")
@@ -220,130 +84,153 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
sleep(74) // 7.4 seconds long
/obj/structure/displaycase/update_icon()
if(destroyed)
icon_state = "glassbox2b"
var/icon/I
if(open)
I = icon('icons/obj/stationobjs.dmi',"glassbox_open")
else
icon_state = "glassbox2[locked]"
overlays = 0
if(occupant)
var/icon/occupant_icon=getFlatIcon(occupant)
occupant_icon.Scale(16,16)
occupant_overlay = image(occupant_icon)
occupant_overlay.pixel_x = 8
occupant_overlay.pixel_y = 8
if(locked)
occupant_overlay.alpha = 128
overlays += occupant_overlay
return
I = icon('icons/obj/stationobjs.dmi',"glassbox0")
if(broken)
I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
if(showpiece)
var/icon/S = getFlatIcon(showpiece)
S.Scale(17, 17)
I.Blend(S,ICON_UNDERLAY,8,8)
icon = I
/obj/structure/displaycase/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/card))
var/obj/item/card/id/I = W
if(!check_access(I))
to_chat(user, "<span class='warning'>Access denied.</span>")
return
locked = !locked
if(!locked)
to_chat(user, "[bicon(src)] <span class='notice'>\The [src] clicks as locks release, and it slowly opens for you.</span>")
/obj/structure/displaycase/attackby(obj/item/I, mob/user, params)
if(I.GetID() && !broken && openable)
if(allowed(user))
to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
toggle_lock(user)
else
to_chat(user, "[bicon(src)] <span class='notice'>You close \the [src] and swipe your card, locking it.</span>")
to_chat(user, "<span class='warning'>Access denied.</span>")
else if(iswelder(I) && user.a_intent == INTENT_HELP && !broken)
var/obj/item/weldingtool/WT = I
if(obj_integrity < max_integrity && WT.remove_fuel(5, user))
to_chat(user, "<span class='notice'>You begin repairing [src].</span>")
playsound(loc, WT.usesound, 40, 1)
if(do_after(user, 40 * WT.toolspeed, target = src))
obj_integrity = max_integrity
playsound(loc, 'sound/items/welder2.ogg', 50, 1)
update_icon()
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
else if(!alert && iscrowbar(I) && openable) //Only applies to the lab cage and player made display cases
if(broken)
if(showpiece)
to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
else
to_chat(user, "<span class='notice'>You remove the destroyed case</span>")
qdel(src)
else
to_chat(user, "<span class='notice'>You start to [open ? "close":"open"] [src].</span>")
if(do_after(user, 20 * I.toolspeed, target = src))
to_chat(user, "<span class='notice'>You [open ? "close":"open"] [src].</span>")
toggle_lock(user)
else if(open && !showpiece)
if(user.drop_item())
I.forceMove(src)
showpiece = I
to_chat(user, "<span class='notice'>You put [I] on display</span>")
update_icon()
else if(istype(I, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two glass sheets to fix the case!</span>")
return
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(do_after(user, 20, target = src))
G.use(2)
broken = 0
obj_integrity = max_integrity
update_icon()
else
return ..()
/obj/structure/displaycase/proc/toggle_lock(mob/user)
open = !open
update_icon()
/obj/structure/displaycase/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
if(showpiece && (broken || open))
to_chat(user, "<span class='notice'>You deactivate the hover field built into the case.</span>")
dump()
add_fingerprint(user)
update_icon()
return
if(istype(W,/obj/item/crowbar) && (!locked || destroyed))
user.visible_message("[user.name] pries \the [src] apart.", \
"You pry \the [src] apart.", \
"You hear something pop.")
var/turf/T = get_turf(src)
playsound(T, W.usesound, 50, 1)
dump()
var/obj/item/airlock_electronics/C = circuit
if(!C)
C = new (src)
C.one_access = !(req_access && req_access.len>0)
if(!C.one_access)
C.conf_access = req_access
else
C.conf_access = req_one_access
if(!destroyed)
var/obj/structure/displaycase_frame/F = new(T)
F.state = DISPLAYCASE_FRAME_SCREWDRIVER
F.circuit = C
F.circuit.forceMove(F)
if(burglar_alarm)
new /obj/item/assembly/prox_sensor(T)
F.update_icon()
else
C.forceMove(T)
circuit = null
new /obj/machinery/constructable_frame/machine_frame(T)
qdel(src)
return
if(W.flags & ABSTRACT)
to_chat(user, "<span class='danger'>You can't put this into the case.</span>")
return
if(user.a_intent == INTENT_HARM)
if(locked && !destroyed)
src.health -= W.force
src.healthcheck()
..()
else if(!locked)
dump()
to_chat(user, "<span class='danger'>You smash \the [W] into the delicate electronics at the bottom of the case, and deactivate the hover field.</span>")
update_icon()
else
if(locked)
to_chat(user, "<span class='warning'>It's locked, you can't put anything into it.</span>")
//prevents remote "kicks" with TK
if(!Adjacent(user))
return
if(!occupant)
if(!user.drop_item())
to_chat(user, "<span class='notice'>[W] is stuck to you. You cannot put it in [src]!</span>")
return
to_chat(user, "<span class='notice'>You insert \the [W] into \the [src], and it floats as the hoverfield activates.</span>")
user.drop_item()
W.forceMove(src)
occupant=W
update_icon()
user.visible_message("<span class='danger'>[user] kicks the display case.</span>")
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
take_damage(2)
/obj/structure/displaycase/attack_hand(mob/user as mob)
if(destroyed || (!locked && user.a_intent == INTENT_HARM))
if(occupant)
dump()
to_chat(user, "<span class='danger'>You smash your fist into the delicate electronics at the bottom of the case, and deactivate the hover field.</span>")
src.add_fingerprint(user)
update_icon()
else
if(user.a_intent == INTENT_HARM)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("<span class='danger'>[user.name] kicks \the [src]!</span>", \
"<span class='danger'>You kick \the [src]!</span>", \
"You hear glass crack.")
src.health -= 2
healthcheck()
else if(!locked)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/print = H.get_full_print()
if(!ue)
to_chat(user, "<span class='notice'>Your press your thumb against the fingerprint scanner, registering your identity with the case.</span>")
ue = print
return
if(ue != print)
to_chat(user, "<span class='warning'>Access denied.</span>")
return
/obj/structure/displaycase_chassis
anchored = TRUE
density = FALSE
name = "display case chassis"
desc = "The wooden base of a display case."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox_chassis"
var/obj/item/airlock_electronics/electronics
if(occupant)
to_chat(user, "<span class='notice'>Your press your thumb against the fingerprint scanner, and deactivate the hover field built into the case.</span>")
dump()
update_icon()
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
if(iswrench(I)) //The player can only deconstruct the wooden frame
to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
playsound(src.loc, I.usesound, 50, 1)
if(do_after(user, 30 * I.toolspeed, target = src))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
new /obj/item/stack/sheet/wood(get_turf(src), 5)
qdel(src)
else 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)
if(do_after(user, 30, target = src))
if(user.drop_item())
I.forceMove(src)
electronics = I
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
else if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 10)
to_chat(user, "<span class='warning'>You need ten glass sheets to do this!</span>")
return
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)
if(electronics)
electronics.forceMove(display)
display.electronics = electronics
if(electronics.one_access)
display.req_one_access = electronics.conf_access
else
to_chat(src, "[bicon(src)] <span class='warning'>\The [src] is empty!</span>")
else
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("[user.name] gently runs [user.p_their()] hands over [src] in appreciation of its contents.", \
"You gently run your hands over [src] in appreciation of its contents.", \
"You hear someone streaking glass with their greasy hands.")
display.req_access = electronics.conf_access
qdel(src)
else
return ..()
#undef DISPLAYCASE_FRAME_CIRCUIT
#undef DISPLAYCASE_FRAME_SCREWDRIVER
//The captains display case requiring specops ID access is intentional.
//The lab cage and captains display case do not spawn with electronics, which is why req_access is needed.
/obj/structure/displaycase/captain
alert = TRUE
start_showpiece_type = /obj/item/gun/energy/laser/captain
req_access = list(access_cent_specops)
/obj/structure/displaycase/labcage
name = "lab cage"
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"
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)