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* 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>
353 lines
11 KiB
Plaintext
353 lines
11 KiB
Plaintext
/obj/structure/displaycase
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name = "display case"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "glassbox0"
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desc = "A display case for prized possessions."
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density = TRUE
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anchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
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max_integrity = 200
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integrity_failure = 0.25
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var/obj/item/showpiece = null
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var/obj/item/showpiece_type = null //This allows for showpieces that can only hold items if they're the same istype as this.
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var/alert = TRUE
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var/open = FALSE
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var/openable = TRUE
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var/obj/item/electronics/airlock/electronics
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var/start_showpiece_type = null //add type for items on display
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var/list/start_showpieces = list() //Takes sublists in the form of list("type" = /obj/item/bikehorn, "trophy_message" = "henk")
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var/trophy_message = ""
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var/glass_fix = TRUE
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/obj/structure/displaycase/Initialize()
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. = ..()
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if(start_showpieces.len && !start_showpiece_type)
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var/list/showpiece_entry = pick(start_showpieces)
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if (showpiece_entry && showpiece_entry["type"])
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start_showpiece_type = showpiece_entry["type"]
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if (showpiece_entry["trophy_message"])
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trophy_message = showpiece_entry["trophy_message"]
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if(start_showpiece_type)
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showpiece = new start_showpiece_type (src)
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update_icon()
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/obj/structure/displaycase/Destroy()
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if(electronics)
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QDEL_NULL(electronics)
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if(showpiece)
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QDEL_NULL(showpiece)
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return ..()
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/obj/structure/displaycase/examine(mob/user)
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. = ..()
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if(alert)
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. += span_notice("Hooked up with an anti-theft system.")
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if(showpiece)
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. += span_notice("There's [showpiece] inside.")
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if(trophy_message)
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. += "The plaque reads:\n [trophy_message]"
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/obj/structure/displaycase/proc/dump()
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if (showpiece)
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showpiece.forceMove(loc)
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showpiece = null
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/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/displaycase/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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dump()
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if(!disassembled)
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new /obj/item/shard( src.loc )
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trigger_alarm()
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qdel(src)
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/obj/structure/displaycase/obj_break(damage_flag)
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if(!broken && !(flags_1 & NODECONSTRUCT_1))
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density = FALSE
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broken = 1
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new /obj/item/shard( src.loc )
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playsound(src, "shatter", 70, TRUE)
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update_icon()
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trigger_alarm()
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/obj/structure/displaycase/proc/trigger_alarm()
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//Activate Anti-theft
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if(alert)
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var/area/alarmed = get_area(src)
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alarmed.burglaralert(src)
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playsound(src, 'sound/effects/alert.ogg', 50, TRUE)
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/obj/structure/displaycase/update_icon()
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var/icon/I
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if(open)
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I = icon('icons/obj/stationobjs.dmi',"glassbox_open")
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else
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I = icon('icons/obj/stationobjs.dmi',"glassbox0")
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if(broken)
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I = icon('icons/obj/stationobjs.dmi',"glassboxb0")
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if(showpiece)
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var/icon/S = getFlatIcon(showpiece)
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S.Scale(17,17)
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I.Blend(S,ICON_UNDERLAY,8,8)
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src.icon = I
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return
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/obj/structure/displaycase/attackby(obj/item/W, mob/user, params)
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if(W.GetID() && !broken && openable)
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if(allowed(user))
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to_chat(user, span_notice("You [open ? "close":"open"] [src]."))
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toggle_lock(user)
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else
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to_chat(user, span_alert("Access denied."))
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else if(W.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HELP && !broken)
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if(obj_integrity < max_integrity)
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if(!W.tool_start_check(user, amount=5))
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return
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to_chat(user, span_notice("You begin repairing [src]..."))
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if(W.use_tool(src, user, 40, amount=5, volume=50))
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obj_integrity = max_integrity
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update_icon()
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to_chat(user, span_notice("You repair [src]."))
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else
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to_chat(user, span_warning("[src] is already in good condition!"))
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return
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else if(!alert && W.tool_behaviour == TOOL_CROWBAR && openable) //Only applies to the lab cage and player made display cases
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if(broken)
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if(showpiece)
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to_chat(user, span_warning("Remove the displayed object first!"))
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else
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to_chat(user, span_notice("You remove the destroyed case."))
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qdel(src)
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else
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to_chat(user, span_notice("You start to [open ? "close":"open"] [src]..."))
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if(W.use_tool(src, user, 20))
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to_chat(user, span_notice("You [open ? "close":"open"] [src]."))
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toggle_lock(user)
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else if(open && !showpiece)
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if(showpiece_type && !istype(W, showpiece_type))
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to_chat(user, span_notice("This doesn't belong in this kind of display."))
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return TRUE
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if(user.transferItemToLoc(W, src))
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showpiece = W
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to_chat(user, span_notice("You put [W] on display."))
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update_icon()
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else if(glass_fix && broken && istype(W, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = W
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if(G.get_amount() < 2)
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to_chat(user, span_warning("You need two glass sheets to fix the case!"))
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return
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to_chat(user, span_notice("You start fixing [src]..."))
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if(do_after(user, 2 SECONDS, src))
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G.use(2)
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broken = 0
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obj_integrity = max_integrity
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update_icon()
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else
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return ..()
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/obj/structure/displaycase/proc/toggle_lock(mob/user)
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open = !open
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update_icon()
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/obj/structure/displaycase/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/displaycase/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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if (showpiece && (broken || open))
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to_chat(user, span_notice("You deactivate the hover field built into the case."))
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log_combat(user, src, "deactivates the hover field of")
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dump()
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src.add_fingerprint(user)
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update_icon()
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return
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else
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//prevents remote "kicks" with TK
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if (!Adjacent(user))
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return
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if (user.a_intent == INTENT_HELP)
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user.examinate(src)
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return
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user.visible_message(span_danger("[user] kicks the display case."), null, null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "kicks")
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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take_damage(2)
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/obj/structure/displaycase_chassis
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anchored = TRUE
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density = FALSE
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name = "display case chassis"
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desc = "The wooden base of a display case."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "glassbox_chassis"
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var/obj/item/electronics/airlock/electronics
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/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WRENCH) //The player can only deconstruct the wooden frame
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to_chat(user, span_notice("You start disassembling [src]..."))
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I.play_tool_sound(src)
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if(I.use_tool(src, user, 30))
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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new /obj/item/stack/sheet/mineral/wood(get_turf(src), 5)
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qdel(src)
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else if(istype(I, /obj/item/electronics/airlock))
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to_chat(user, span_notice("You start installing the electronics into [src]..."))
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I.play_tool_sound(src)
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if(do_after(user, 3 SECONDS, src) && user.transferItemToLoc(I,src))
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electronics = I
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to_chat(user, span_notice("You install the airlock electronics."))
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else if(istype(I, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = I
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if(G.get_amount() < 10)
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to_chat(user, span_warning("You need ten glass sheets to do this!"))
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return
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to_chat(user, span_notice("You start adding [G] to [src]..."))
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if(do_after(user, 2 SECONDS, src))
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G.use(10)
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var/obj/structure/displaycase/noalert/display = new(src.loc)
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if(electronics)
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electronics.forceMove(display)
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display.electronics = electronics
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if(electronics.one_access)
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display.req_one_access = electronics.accesses
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else
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display.req_access = electronics.accesses
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qdel(src)
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else
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return ..()
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//The lab cage and captain's display case do not spawn with electronics, which is why req_access is needed.
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/obj/structure/displaycase/captain
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start_showpiece_type = /obj/item/gun/energy/laser/captain
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req_access = list(ACCESS_CENT_SPECOPS) //this was intentional, presumably to make it slightly harder for caps to grab their gun roundstart
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/obj/structure/displaycase/labcage
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name = "lab cage"
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desc = "A glass lab container for storing interesting creatures."
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start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
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req_access = list(ACCESS_RD)
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/obj/structure/displaycase/cmo
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start_showpiece_type = /obj/item/toy/rod_of_asclepius
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req_access = list(ACCESS_CMO)
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/obj/structure/displaycase/noalert
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alert = FALSE
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/obj/structure/displaycase/trophy
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name = "trophy display case"
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desc = "Store your trophies of accomplishment in here, and they will stay forever."
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var/placer_key = ""
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var/added_roundstart = TRUE
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var/is_locked = TRUE
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integrity_failure = 0
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openable = FALSE
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/obj/structure/displaycase/trophy/Initialize()
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. = ..()
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GLOB.trophy_cases += src
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/obj/structure/displaycase/trophy/Destroy()
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GLOB.trophy_cases -= src
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return ..()
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/obj/structure/displaycase/trophy/attackby(obj/item/W, mob/user, params)
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if(!user.Adjacent(src)) //no TK museology
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return
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if(user.a_intent == INTENT_HARM)
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return ..()
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if(user.is_holding_item_of_type(/obj/item/key/displaycase))
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if(added_roundstart)
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is_locked = !is_locked
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to_chat(user, span_notice("You [!is_locked ? "un" : ""]lock the case."))
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else
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to_chat(user, span_warning("The lock is stuck shut!"))
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return
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if(is_locked)
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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?"))
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return
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if(!added_roundstart)
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to_chat(user, span_warning("You've already put something new in this case!"))
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return
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if(is_type_in_typecache(W, GLOB.blacklisted_cargo_types))
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to_chat(user, span_warning("The case rejects the [W]!"))
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return
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for(var/a in W.GetAllContents())
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if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
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to_chat(user, span_warning("The case rejects the [W]!"))
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return
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if(user.transferItemToLoc(W, src))
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if(showpiece)
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to_chat(user, span_notice("You press a button, and [showpiece] descends into the floor of the case."))
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QDEL_NULL(showpiece)
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to_chat(user, span_notice("You insert [W] into the case."))
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showpiece = W
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added_roundstart = FALSE
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update_icon()
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placer_key = user.ckey
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trophy_message = W.desc //default value
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var/chosen_plaque = stripped_input(user, "What would you like the plaque to say? Default value is item's description.", "Trophy Plaque")
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if(chosen_plaque)
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if(user.Adjacent(src))
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trophy_message = chosen_plaque
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to_chat(user, span_notice("You set the plaque's text."))
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else
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to_chat(user, span_warning("You are too far to set the plaque's text!"))
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SSpersistence.SaveTrophy(src)
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return TRUE
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else
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to_chat(user, span_warning("\The [W] is stuck to your hand, you can't put it in the [src.name]!"))
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return
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/obj/structure/displaycase/trophy/dump()
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if (showpiece)
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if(added_roundstart)
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visible_message(span_danger("The [showpiece] crumbles to dust!"))
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new /obj/effect/decal/cleanable/ash(loc)
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QDEL_NULL(showpiece)
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else
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..()
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/obj/item/key/displaycase
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name = "display case key"
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desc = "The key to the curator's display cases."
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/obj/item/showpiece_dummy
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name = "Cheap replica"
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/obj/item/showpiece_dummy/Initialize(mapload, path)
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. = ..()
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var/obj/item/I = path
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name = initial(I.name)
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icon = initial(I.icon)
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icon_state = initial(I.icon_state)
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