Files
Yogstation/code/game/objects/structures/displaycase.dm
tattax c278cf30cf moves atom/target in do_after() forward (#14161)
* wowzers

* s2

Co-authored-by: Maxim Nikitin <mnmaxim@gmail.com>

* s3

Co-authored-by: Maxim Nikitin <mnmaxim@gmail.com>

Co-authored-by: Maxim Nikitin <mnmaxim@gmail.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
2022-05-30 21:25:59 +01:00

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/obj/structure/displaycase
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
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 = 0.25
var/obj/item/showpiece = null
var/obj/item/showpiece_type = null //This allows for showpieces that can only hold items if they're the same istype as this.
var/alert = TRUE
var/open = FALSE
var/openable = TRUE
var/obj/item/electronics/airlock/electronics
var/start_showpiece_type = null //add type for items on display
var/list/start_showpieces = list() //Takes sublists in the form of list("type" = /obj/item/bikehorn, "trophy_message" = "henk")
var/trophy_message = ""
var/glass_fix = TRUE
/obj/structure/displaycase/Initialize()
. = ..()
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)
showpiece = new start_showpiece_type (src)
update_icon()
/obj/structure/displaycase/Destroy()
if(electronics)
QDEL_NULL(electronics)
if(showpiece)
QDEL_NULL(showpiece)
return ..()
/obj/structure/displaycase/examine(mob/user)
. = ..()
if(alert)
. += span_notice("Hooked up with an anti-theft system.")
if(showpiece)
. += span_notice("There's [showpiece] inside.")
if(trophy_message)
. += "The plaque reads:\n [trophy_message]"
/obj/structure/displaycase/proc/dump()
if (showpiece)
showpiece.forceMove(loc)
showpiece = null
/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)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/displaycase/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
dump()
if(!disassembled)
new /obj/item/shard( src.loc )
trigger_alarm()
qdel(src)
/obj/structure/displaycase/obj_break(damage_flag)
if(!broken && !(flags_1 & NODECONSTRUCT_1))
density = FALSE
broken = 1
new /obj/item/shard( src.loc )
playsound(src, "shatter", 70, TRUE)
update_icon()
trigger_alarm()
/obj/structure/displaycase/proc/trigger_alarm()
//Activate Anti-theft
if(alert)
var/area/alarmed = get_area(src)
alarmed.burglaralert(src)
playsound(src, 'sound/effects/alert.ogg', 50, TRUE)
/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")
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)
src.icon = I
return
/obj/structure/displaycase/attackby(obj/item/W, mob/user, params)
if(W.GetID() && !broken && openable)
if(allowed(user))
to_chat(user, span_notice("You [open ? "close":"open"] [src]."))
toggle_lock(user)
else
to_chat(user, span_alert("Access denied."))
else if(W.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HELP && !broken)
if(obj_integrity < max_integrity)
if(!W.tool_start_check(user, amount=5))
return
to_chat(user, span_notice("You begin repairing [src]..."))
if(W.use_tool(src, user, 40, amount=5, volume=50))
obj_integrity = max_integrity
update_icon()
to_chat(user, span_notice("You repair [src]."))
else
to_chat(user, span_warning("[src] is already in good condition!"))
return
else if(!alert && W.tool_behaviour == TOOL_CROWBAR && openable) //Only applies to the lab cage and player made display cases
if(broken)
if(showpiece)
to_chat(user, span_warning("Remove the displayed object first!"))
else
to_chat(user, span_notice("You remove the destroyed case."))
qdel(src)
else
to_chat(user, span_notice("You start to [open ? "close":"open"] [src]..."))
if(W.use_tool(src, user, 20))
to_chat(user, span_notice("You [open ? "close":"open"] [src]."))
toggle_lock(user)
else if(open && !showpiece)
if(showpiece_type && !istype(W, showpiece_type))
to_chat(user, span_notice("This doesn't belong in this kind of display."))
return TRUE
if(user.transferItemToLoc(W, src))
showpiece = W
to_chat(user, span_notice("You put [W] on display."))
update_icon()
else if(glass_fix && broken && istype(W, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = W
if(G.get_amount() < 2)
to_chat(user, span_warning("You need two glass sheets to fix the case!"))
return
to_chat(user, span_notice("You start fixing [src]..."))
if(do_after(user, 2 SECONDS, 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_paw(mob/user)
return attack_hand(user)
/obj/structure/displaycase/attack_hand(mob/user)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
if (showpiece && (broken || open))
to_chat(user, span_notice("You deactivate the hover field built into the case."))
log_combat(user, src, "deactivates the hover field of")
dump()
src.add_fingerprint(user)
update_icon()
return
else
//prevents remote "kicks" with TK
if (!Adjacent(user))
return
if (user.a_intent == INTENT_HELP)
user.examinate(src)
return
user.visible_message(span_danger("[user] kicks the display case."), null, null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "kicks")
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
take_damage(2)
/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/electronics/airlock/electronics
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WRENCH) //The player can only deconstruct the wooden frame
to_chat(user, span_notice("You start disassembling [src]..."))
I.play_tool_sound(src)
if(I.use_tool(src, user, 30))
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
new /obj/item/stack/sheet/mineral/wood(get_turf(src), 5)
qdel(src)
else if(istype(I, /obj/item/electronics/airlock))
to_chat(user, span_notice("You start installing the electronics into [src]..."))
I.play_tool_sound(src)
if(do_after(user, 3 SECONDS, src) && user.transferItemToLoc(I,src))
electronics = I
to_chat(user, span_notice("You install the airlock electronics."))
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_warning("You need ten glass sheets to do this!"))
return
to_chat(user, span_notice("You start adding [G] to [src]..."))
if(do_after(user, 2 SECONDS, src))
G.use(10)
var/obj/structure/displaycase/noalert/display = new(src.loc)
if(electronics)
electronics.forceMove(display)
display.electronics = electronics
if(electronics.one_access)
display.req_one_access = electronics.accesses
else
display.req_access = electronics.accesses
qdel(src)
else
return ..()
//The lab cage and captain's display case do not spawn with electronics, which is why req_access is needed.
/obj/structure/displaycase/captain
start_showpiece_type = /obj/item/gun/energy/laser/captain
req_access = list(ACCESS_CENT_SPECOPS) //this was intentional, presumably to make it slightly harder for caps to grab their gun roundstart
/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/cmo
start_showpiece_type = /obj/item/toy/rod_of_asclepius
req_access = list(ACCESS_CMO)
/obj/structure/displaycase/noalert
alert = FALSE
/obj/structure/displaycase/trophy
name = "trophy display case"
desc = "Store your trophies of accomplishment in here, and they will stay forever."
var/placer_key = ""
var/added_roundstart = TRUE
var/is_locked = TRUE
integrity_failure = 0
openable = FALSE
/obj/structure/displaycase/trophy/Initialize()
. = ..()
GLOB.trophy_cases += src
/obj/structure/displaycase/trophy/Destroy()
GLOB.trophy_cases -= src
return ..()
/obj/structure/displaycase/trophy/attackby(obj/item/W, mob/user, params)
if(!user.Adjacent(src)) //no TK museology
return
if(user.a_intent == INTENT_HARM)
return ..()
if(user.is_holding_item_of_type(/obj/item/key/displaycase))
if(added_roundstart)
is_locked = !is_locked
to_chat(user, span_notice("You [!is_locked ? "un" : ""]lock the case."))
else
to_chat(user, span_warning("The lock is stuck shut!"))
return
if(is_locked)
to_chat(user, span_warning("The case is shut tight with an old-fashioned physical lock. Maybe you should ask the curator for the key?"))
return
if(!added_roundstart)
to_chat(user, span_warning("You've already put something new in this case!"))
return
if(is_type_in_typecache(W, GLOB.blacklisted_cargo_types))
to_chat(user, span_warning("The case rejects the [W]!"))
return
for(var/a in W.GetAllContents())
if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
to_chat(user, span_warning("The case rejects the [W]!"))
return
if(user.transferItemToLoc(W, src))
if(showpiece)
to_chat(user, span_notice("You press a button, and [showpiece] descends into the floor of the case."))
QDEL_NULL(showpiece)
to_chat(user, span_notice("You insert [W] into the case."))
showpiece = W
added_roundstart = FALSE
update_icon()
placer_key = user.ckey
trophy_message = W.desc //default value
var/chosen_plaque = stripped_input(user, "What would you like the plaque to say? Default value is item's description.", "Trophy Plaque")
if(chosen_plaque)
if(user.Adjacent(src))
trophy_message = chosen_plaque
to_chat(user, span_notice("You set the plaque's text."))
else
to_chat(user, span_warning("You are too far to set the plaque's text!"))
SSpersistence.SaveTrophy(src)
return TRUE
else
to_chat(user, span_warning("\The [W] is stuck to your hand, you can't put it in the [src.name]!"))
return
/obj/structure/displaycase/trophy/dump()
if (showpiece)
if(added_roundstart)
visible_message(span_danger("The [showpiece] crumbles to dust!"))
new /obj/effect/decal/cleanable/ash(loc)
QDEL_NULL(showpiece)
else
..()
/obj/item/key/displaycase
name = "display case key"
desc = "The key to the curator's display cases."
/obj/item/showpiece_dummy
name = "Cheap replica"
/obj/item/showpiece_dummy/Initialize(mapload, path)
. = ..()
var/obj/item/I = path
name = initial(I.name)
icon = initial(I.icon)
icon_state = initial(I.icon_state)