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2020-02-19 19:48:29 -08:00

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/datum/puzzlewizard/button
name = "AB CREATE: Button (single state)"
var/color_rgb = ""
var/button_type
var/button_name
var/button_density = ""
var/list/selected_triggerable = list()
var/selection
initialize()
selection = unpool(/obj/adventurepuzzle/marker)
button_type = input("Button type", "Button type", "ancient") in list("ancient", "red", "runes")
color_rgb = input("Color", "Color", "#ffffff") as color
button_name = input("Button name", "Button name", "button") as text
var/bdstr = input("Is the button dense (impassable)?", "Passability", "yes") in list("yes", "no")
button_density = (bdstr == "yes") ? 1 : 0
boutput(usr, "<span style=\"color:blue\">Left click to place buttons, right click triggerables to (de)select them for automatic assignment to the buttons. Ctrl+click anywhere to finish.</span>")
boutput(usr, "<span style=\"color:blue\">NOTE: Select stuff first, then make buttons for extra comfort!</span>")
proc/clear_selections()
for (var/obj/O in selected_triggerable)
O.overlays -= selection
selected_triggerable.len = 0
disposing()
clear_selections()
pool(selection)
build_click(var/mob/user, var/datum/buildmode_holder/holder, var/list/pa, var/atom/object)
if (pa.Find("left"))
var/turf/T = get_turf(object)
if (pa.Find("ctrl"))
finished = 1
clear_selections()
return
if (T)
var/obj/adventurepuzzle/triggerer/button/button = new /obj/adventurepuzzle/triggerer/button(T)
button.name = button_name
button.dir = holder.dir
button.icon_state = "button_[button_type]_unpressed"
button.button_type = button_type
button.set_density(button.density)
button.triggered = selected_triggerable.Copy()
SPAWN_DBG(1 SECOND)
button.color = color_rgb
else if (pa.Find("right"))
if (istype(object, /obj/adventurepuzzle/triggerable))
if (object in selected_triggerable)
object.overlays -= selection
selected_triggerable -= object
else
var/list/actions = object:trigger_actions()
if (islist(actions) && actions.len)
var/act_name = input("Do what?", "Do what?", actions[1]) in actions
var/act = actions[act_name]
object.overlays += selection
selected_triggerable += object
selected_triggerable[object] = act
else
boutput(usr, "<span style=\"color:red\">ERROR: Missing actions definition for triggerable [object].</span>")
/obj/adventurepuzzle/triggerer/button
icon = 'icons/obj/randompuzzles.dmi'
name = "button"
desc = "A button. Perhaps it opens something? Or something worse?"
icon_state = "button_red_unpressed"
density = 0
opacity = 0
anchored = 1
var/button_type = "red"
var/pressed = 0
attack_hand(var/mob/living/user as mob)
if (!istype(user))
return
if (!(user in range(1)))
boutput(user, "<span style=\"color:red\">You must go closer!</span>")
return
if (!pressed)
pressed = 1
icon_state = "button_[button_type]_pressed"
post_trigger()
SPAWN_DBG(2 SECONDS)
icon_state = "button_[button_type]_unpressed"
pressed = 0
serialize(var/savefile/F, var/path, var/datum/sandbox/sandbox)
..()
F["[path].button_type"] << button_type
deserialize(var/savefile/F, var/path, var/datum/sandbox/sandbox)
. = ..()
F["[path].button_type"] >> button_type
/obj/adventurepuzzle/triggerer/bookcase
name = "bookcase"
desc = "A wooden furniture used for the storage of books. One of the books appears to be loose."
density = 0
opacity = 0
anchored = 1
icon = 'icons/turf/adventure.dmi'
icon_state = "bookcase_full_alone_button"
var/pressed = 0
var/obj/overlay/tile_effect/secondary/effect_overlay
disposing()
if (effect_overlay)
effect_overlay.loc = null
qdel(effect_overlay)
effect_overlay = null
..()
disposing()
if (effect_overlay)
qdel(effect_overlay)
..()
New(var/L)
..()
set_dir(dir)
effect_overlay = new/obj/overlay/tile_effect/secondary/bookcase(loc)
if (isturf(loc))
if (loc:effect_overlay)
effect_overlay.color = loc:effect_overlay.color
onVarChanged(var/varname, var/oldvalue, var/newvalue)
if (varname == "dir")
set_dir(newvalue)
proc/set_dir(var/D)
dir = D
if (!(dir & 2))
dir = 2
pixel_y = 28
effect_overlay.dir = dir
attack_hand(var/mob/user)
if (user.y != src.y || user.x < src.x - 1 || user.x > src.x + 1)
return 0
if (!pressed)
pressed = 1
icon_state = "bookcase_full_alone_0"
post_trigger()