Files
Polaris/code/modules/paperwork/papershredder.dm
Neerti 828dacf485 Centralizes weight class definitions
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.
2016-09-22 00:51:51 -04:00

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/obj/machinery/papershredder
name = "paper shredder"
desc = "For those documents you don't want seen."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "papershredder0"
density = 1
anchored = 1
var/max_paper = 10
var/paperamount = 0
var/list/shred_amounts = list(
/obj/item/weapon/photo = 1,
/obj/item/weapon/shreddedp = 1,
/obj/item/weapon/paper = 1,
/obj/item/weapon/newspaper = 3,
/obj/item/weapon/card/id = 3,
/obj/item/weapon/paper_bundle = 3,
)
/obj/machinery/papershredder/attackby(var/obj/item/W, var/mob/user)
if(istype(W, /obj/item/weapon/storage))
empty_bin(user, W)
return
else
var/paper_result
for(var/shred_type in shred_amounts)
if(istype(W, shred_type))
paper_result = shred_amounts[shred_type]
if(paper_result)
if(paperamount == max_paper)
user << "<span class='warning'>\The [src] is full; please empty it before you continue.</span>"
return
paperamount += paper_result
user.drop_from_inventory(W)
qdel(W)
playsound(src.loc, 'sound/items/pshred.ogg', 75, 1)
if(paperamount > max_paper)
user <<"<span class='danger'>\The [src] was too full, and shredded paper goes everywhere!</span>"
for(var/i=(paperamount-max_paper);i>0;i--)
var/obj/item/weapon/shreddedp/SP = get_shredded_paper()
SP.loc = get_turf(src)
SP.throw_at(get_edge_target_turf(src,pick(alldirs)),1,5)
paperamount = max_paper
update_icon()
return
return ..()
/obj/machinery/papershredder/verb/empty_contents()
set name = "Empty bin"
set category = "Object"
set src in range(1)
if(usr.stat || usr.restrained() || usr.weakened || usr.paralysis || usr.lying || usr.stunned)
return
if(!paperamount)
usr << "<span class='notice'>\The [src] is empty.</span>"
return
empty_bin(usr)
/obj/machinery/papershredder/proc/empty_bin(var/mob/living/user, var/obj/item/weapon/storage/empty_into)
// Sanity.
if(empty_into && !istype(empty_into))
empty_into = null
if(empty_into && empty_into.contents.len >= empty_into.storage_slots)
user << "<span class='notice'>\The [empty_into] is full.</span>"
return
while(paperamount)
var/obj/item/weapon/shreddedp/SP = get_shredded_paper()
if(!SP) break
if(empty_into)
empty_into.handle_item_insertion(SP)
if(empty_into.contents.len >= empty_into.storage_slots)
break
if(empty_into)
if(paperamount)
user << "<span class='notice'>You fill \the [empty_into] with as much shredded paper as it will carry.</span>"
else
user << "<span class='notice'>You empty \the [src] into \the [empty_into].</span>"
else
user << "<span class='notice'>You empty \the [src].</span>"
update_icon()
/obj/machinery/papershredder/proc/get_shredded_paper()
if(!paperamount)
return
paperamount--
return PoolOrNew(/obj/item/weapon/shreddedp, get_turf(src))
/obj/machinery/papershredder/update_icon()
icon_state = "papershredder[max(0,min(5,Floor(paperamount/2)))]"
/obj/item/weapon/shreddedp/attackby(var/obj/item/W as obj, var/mob/user)
if(istype(W, /obj/item/weapon/flame/lighter))
burnpaper(W, user)
else
..()
/obj/item/weapon/shreddedp/proc/burnpaper(var/obj/item/weapon/flame/lighter/P, var/mob/user)
if(user.restrained())
return
if(!P.lit)
user << "<span class='warning'>\The [P] is not lit.</span>"
return
user.visible_message("<span class='warning'>\The [user] holds \the [P] up to \the [src]. It looks like \he's trying to burn it!</span>", \
"<span class='warning'>You hold \the [P] up to \the [src], burning it slowly.</span>")
if(!do_after(user,20))
user << "<span class='warning'>You must hold \the [P] steady to burn \the [src].</span>"
return
user.visible_message("<span class='danger'>\The [user] burns right through \the [src], turning it to ash. It flutters through the air before settling on the floor in a heap.</span>", \
"<span class='danger'>You burn right through \the [src], turning it to ash. It flutters through the air before settling on the floor in a heap.</span>")
FireBurn()
/obj/item/weapon/shreddedp/proc/FireBurn()
var/mob/living/M = loc
if(istype(M))
M.drop_from_inventory(src)
PoolOrNew(/obj/effect/decal/cleanable/ash,get_turf(src))
qdel(src)
/obj/item/weapon/shreddedp
name = "shredded paper"
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "shredp"
throwforce = 0
w_class = ITEMSIZE_TINY
throw_range = 3
throw_speed = 1
/obj/item/weapon/shreddedp/New()
..()
pixel_x = rand(-5,5)
pixel_y = rand(-5,5)
if(prob(65)) color = pick("#BABABA","#7F7F7F")