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* ddsadsa ddsadsa * moderate again * revert * medical first steps * more work * lots more work done * more progress * finished up * attack chain linter * attack chain update * attack chain work * fixes + chemist update * gives comments
124 lines
4.3 KiB
Plaintext
124 lines
4.3 KiB
Plaintext
/**
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* Books that teach things.
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*
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* (Intrinsic actions like bar flinging, spells like fireball or smoke, or martial arts)
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*/
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/obj/item/book/granter
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/// Flavor messages displayed to mobs reading the granter
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var/list/remarks = list()
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/// Controls how long a mob must keep the book in his hand to actually successfully learn
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var/pages_to_mastery = 3
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/// Sanity, whether it's currently being read
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var/reading = FALSE
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/// The amount of uses on the granter.
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var/uses = 1
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/// The time it takes to read the book
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var/reading_time = 5 SECONDS
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/// The sounds played as the user's reading the book.
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var/list/book_sounds = list(
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'sound/effects/pageturn1.ogg',
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'sound/effects/pageturn2.ogg',
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'sound/effects/pageturn3.ogg'
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)
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/obj/item/book/granter/Initialize(mapload, datum/cachedbook/CB, _copyright, _protected)
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. = ..()
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RegisterSignal(src, COMSIG_ACTIVATE_SELF, TYPE_PROC_REF(/datum, signal_cancel_activate_self))
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/obj/item/book/granter/activate_self(mob/user)
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if(..())
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return
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if(reading)
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to_chat(user, "<span class='warning'>You're already reading this!</span>")
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return FINISH_ATTACK
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if(!user.has_vision())
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to_chat(user, "<span class='warning'>You are blind and can't read anything!</span>")
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return FINISH_ATTACK
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if(!isliving(user))
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return FINISH_ATTACK
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if(!can_learn(user))
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return FINISH_ATTACK
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if(uses <= 0)
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recoil(user)
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return FINISH_ATTACK
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on_reading_start(user)
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reading = TRUE
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for(var/i in 1 to pages_to_mastery)
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if(!turn_page(user))
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on_reading_stopped(user)
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reading = FALSE
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return CONTINUE_ATTACK
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if(do_after(user, reading_time, src))
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uses--
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on_reading_finished(user)
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reading = FALSE
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/// Called when the user starts to read the granter.
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/obj/item/book/granter/proc/on_reading_start(mob/living/user)
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to_chat(user, "<span class='notice'>You start reading [name]...</span>")
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/// Called when the reading is interrupted without finishing.
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/obj/item/book/granter/proc/on_reading_stopped(mob/living/user)
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to_chat(user, "<span class='notice'>You stop reading...</span>")
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/// Called when the reading is completely finished. This is where the actual granting should happen.
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/obj/item/book/granter/proc/on_reading_finished(mob/living/user)
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to_chat(user, "<span class='notice'>You finish reading [name]!</span>")
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/// The actual "turning over of the page" flavor bit that happens while someone is reading the granter.
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/obj/item/book/granter/proc/turn_page(mob/living/user)
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playsound(user, pick(book_sounds), 30, TRUE)
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if(!do_after(user, reading_time, src))
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return FALSE
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to_chat(user, "<span class='notice'>[length(remarks) ? pick(remarks) : "You keep reading..."]</span>")
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return TRUE
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/// Effects that occur whenever the book is read when it has no uses left.
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/obj/item/book/granter/proc/recoil(mob/living/user)
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return
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/// Checks if the user can learn whatever this granter... grants
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/obj/item/book/granter/proc/can_learn(mob/living/user)
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return TRUE
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// Generic action giver
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/obj/item/book/granter/action
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/// The typepath of action that is given
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var/datum/action/granted_action
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/// The name of the action, formatted in a more text-friendly way.
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var/action_name = ""
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/obj/item/book/granter/action/can_learn(mob/living/user)
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if(!granted_action)
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CRASH("Someone attempted to learn [type], which did not have an action set.")
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if(locate(granted_action) in user.actions)
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to_chat(user, "<span class='warning'>You already know all about [action_name]!</span>")
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return FALSE
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return TRUE
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/obj/item/book/granter/action/on_reading_start(mob/living/user)
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to_chat(user, "<span class='notice'>You start reading about [action_name]...</span>")
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/obj/item/book/granter/action/on_reading_finished(mob/living/user)
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to_chat(user, "<span class='notice'>You feel like you've got a good handle on [action_name]!</span>")
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// Action goes on the mind as the user actually learns the thing in your brain
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var/datum/action/new_action = new granted_action(user.mind || user)
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new_action.Grant(user)
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// Generic action giver
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/obj/item/book/granter/spell
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/// The typepath of spell that is given
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var/datum/spell/granted_spell
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/// The name of the spell, formatted in a more text-friendly way
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var/spell_name = ""
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/obj/item/book/granter/spell/on_reading_finished(mob/living/user)
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if(!user.mind)
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return
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to_chat(user, "<span class='notice'>You feel like you've got a good handle on [spell_name]!</span>")
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user.mind.AddSpell(new granted_spell(null))
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