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* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there. * Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
190 lines
5.7 KiB
Plaintext
190 lines
5.7 KiB
Plaintext
//
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// Paper Shredder Machine
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//
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/obj/machinery/papershredder
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name = "paper shredder"
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desc = "For those documents you don't want seen."
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icon = 'icons/obj/papershredder.dmi'
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icon_state = "shredder-off"
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var/shred_anim = "shredder-shredding"
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density = 1
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anchored = 1
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use_power = 1
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idle_power_usage = 10
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active_power_usage = 200
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power_channel = EQUIP
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circuit = /obj/item/weapon/circuitboard/papershredder
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var/max_paper = 10
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var/paperamount = 0
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var/list/shred_amounts = list(
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/obj/item/weapon/photo = 1,
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/obj/item/weapon/shreddedp = 1,
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/obj/item/weapon/paper = 1,
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/obj/item/weapon/newspaper = 3,
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/obj/item/weapon/card/id = 3,
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/obj/item/weapon/paper_bundle = 3,
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)
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/obj/machinery/papershredder/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/stock_parts/motor(src)
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component_parts += new /obj/item/weapon/stock_parts/gear(src)
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component_parts += new /obj/item/weapon/stock_parts/gear(src)
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component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
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RefreshParts()
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update_icon()
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/obj/machinery/papershredder/attackby(var/obj/item/W, var/mob/user)
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if(istype(W, /obj/item/weapon/storage))
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empty_bin(user, W)
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return
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else if(istype(W, /obj/item/weapon/wrench))
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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anchored = !anchored
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user << "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>"
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return
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else if(default_part_replacement(user, W))
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return
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else if(default_deconstruction_screwdriver(user, W))
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return
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else if(default_deconstruction_crowbar(user, W))
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return
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else
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var/paper_result
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for(var/shred_type in shred_amounts)
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if(istype(W, shred_type))
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paper_result = shred_amounts[shred_type]
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if(paper_result)
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if(inoperable())
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return // Need powah!
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if(paperamount == max_paper)
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user << "<span class='warning'>\The [src] is full; please empty it before you continue.</span>"
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return
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paperamount += paper_result
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user.drop_from_inventory(W)
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qdel(W)
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playsound(src.loc, 'sound/items/pshred.ogg', 75, 1)
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flick(shred_anim, src)
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if(paperamount > max_paper)
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user <<"<span class='danger'>\The [src] was too full, and shredded paper goes everywhere!</span>"
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for(var/i=(paperamount-max_paper);i>0;i--)
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var/obj/item/weapon/shreddedp/SP = get_shredded_paper()
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SP.loc = get_turf(src)
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SP.throw_at(get_edge_target_turf(src,pick(alldirs)),1,5)
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paperamount = max_paper
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update_icon()
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return
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return ..()
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/obj/machinery/papershredder/verb/empty_contents()
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set name = "Empty bin"
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set category = "Object"
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set src in range(1)
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if(usr.stat || usr.restrained() || usr.weakened || usr.paralysis || usr.lying || usr.stunned)
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return
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if(!paperamount)
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usr << "<span class='notice'>\The [src] is empty.</span>"
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return
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empty_bin(usr)
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/obj/machinery/papershredder/proc/empty_bin(var/mob/living/user, var/obj/item/weapon/storage/empty_into)
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// Sanity.
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if(empty_into && !istype(empty_into))
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empty_into = null
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if(empty_into && empty_into.contents.len >= empty_into.storage_slots)
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user << "<span class='notice'>\The [empty_into] is full.</span>"
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return
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while(paperamount)
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var/obj/item/weapon/shreddedp/SP = get_shredded_paper()
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if(!SP) break
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if(empty_into)
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empty_into.handle_item_insertion(SP)
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if(empty_into.contents.len >= empty_into.storage_slots)
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break
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if(empty_into)
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if(paperamount)
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user << "<span class='notice'>You fill \the [empty_into] with as much shredded paper as it will carry.</span>"
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else
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user << "<span class='notice'>You empty \the [src] into \the [empty_into].</span>"
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else
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user << "<span class='notice'>You empty \the [src].</span>"
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update_icon()
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/obj/machinery/papershredder/proc/get_shredded_paper()
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if(!paperamount)
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return
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paperamount--
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return new /obj/item/weapon/shreddedp(get_turf(src))
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/obj/machinery/papershredder/power_change()
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..()
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spawn(rand(0,15))
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update_icon()
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/obj/machinery/papershredder/update_icon()
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overlays.Cut()
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if(operable())
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icon_state = "shredder-on"
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else
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icon_state = "shredder-off"
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// Fullness overlay
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overlays += "shredder-[max(0,min(5,Floor(paperamount/max_paper*5)))]"
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if (panel_open)
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overlays += "panel_open"
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//
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// Shredded Paper Item
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//
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/obj/item/weapon/shreddedp
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name = "shredded paper"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "shredp"
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throwforce = 0
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w_class = ITEMSIZE_TINY
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throw_range = 3
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throw_speed = 1
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/obj/item/weapon/shreddedp/New()
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..()
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pixel_x = rand(-5,5)
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pixel_y = rand(-5,5)
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if(prob(65)) color = pick("#BABABA","#7F7F7F")
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/obj/item/weapon/shreddedp/attackby(var/obj/item/W as obj, var/mob/user)
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if(istype(W, /obj/item/weapon/flame/lighter))
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burnpaper(W, user)
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else
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..()
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/obj/item/weapon/shreddedp/proc/burnpaper(var/obj/item/weapon/flame/lighter/P, var/mob/user)
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if(user.restrained())
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return
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if(!P.lit)
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user << "<span class='warning'>\The [P] is not lit.</span>"
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return
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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>", \
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"<span class='warning'>You hold \the [P] up to \the [src], burning it slowly.</span>")
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if(!do_after(user,20))
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user << "<span class='warning'>You must hold \the [P] steady to burn \the [src].</span>"
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return
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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>", \
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"<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>")
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FireBurn()
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/obj/item/weapon/shreddedp/proc/FireBurn()
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var/mob/living/M = loc
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if(istype(M))
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M.drop_from_inventory(src)
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new /obj/effect/decal/cleanable/ash(get_turf(src))
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qdel(src)
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