mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
252 lines
6.8 KiB
Plaintext
252 lines
6.8 KiB
Plaintext
/obj/structure/displaycase_frame
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name = "display case frame"
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icon = 'icons/obj/stock_parts.dmi'
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icon_state="box_glass"
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var/obj/item/weapon/circuitboard/airlock/circuit=null
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var/state=0
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/obj/structure/displaycase_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
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var/pstate=state
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var/turf/T=get_turf(src)
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switch(state)
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if(0)
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if(istype(W, /obj/item/weapon/circuitboard/airlock))
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user.drop_item()
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circuit=W
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circuit.loc=src
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state++
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playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1)
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if(istype(W, /obj/item/weapon/crowbar))
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new /obj/machinery/constructable_frame(T)
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new /obj/item/stack/sheet/glass(T)
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del(src)
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playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
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return
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if(1)
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if(isscrewdriver(W))
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var/obj/structure/displaycase/C=new(T)
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if(circuit.one_access)
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C.req_access = null
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C.req_one_access = circuit.conf_access
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else
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C.req_access = circuit.conf_access
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C.req_one_access = null
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playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1)
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del(src)
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return
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if(istype(W, /obj/item/weapon/crowbar))
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circuit.loc=T
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circuit=null
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state--
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playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
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if(pstate!=state)
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pstate=state
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update_icon()
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/obj/structure/displaycase_frame/update_icon()
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switch(state)
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if(1)
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icon_state="box_glass_circuit"
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else
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icon_state="box_glass"
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/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 = "glassbox20"
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desc = "A display case for prized possessions. It taunts you to kick it."
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density = 1
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anchored = 1
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unacidable = 1//Dissolving the case would also delete the gun.
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var/health = 30
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var/obj/item/occupant = null
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var/destroyed = 0
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var/locked = 0
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var/ue=null
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var/icon/occupant_overlay=null
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var/obj/item/weapon/circuitboard/airlock/circuit
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/obj/structure/displaycase/captains_laser/New()
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occupant=new /obj/item/weapon/gun/energy/laser/captain(src)
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locked=1
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req_access=list(access_captain)
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update_icon()
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/obj/structure/displaycase/examine()
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..()
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usr << "\blue Peering through the glass, you see that it contains:"
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if(occupant)
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usr << "\icon[occupant] \blue \A [occupant]"
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else:
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usr << "Nothing."
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/obj/structure/displaycase/proc/dump()
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if(occupant)
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occupant.loc=get_turf(src)
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occupant=null
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occupant_overlay=null
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/obj/structure/displaycase/ex_act(severity)
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switch(severity)
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if (1)
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new /obj/item/weapon/shard( src.loc )
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if (occupant)
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dump()
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qdel(src)
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if (2)
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if (prob(50))
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src.health -= 15
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src.healthcheck()
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if (3)
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if (prob(50))
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src.health -= 5
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src.healthcheck()
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/obj/structure/displaycase/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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src.healthcheck()
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return
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/obj/structure/displaycase/blob_act()
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if (prob(75))
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new /obj/item/weapon/shard( src.loc )
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if(occupant) dump()
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del(src)
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/obj/structure/displaycase/meteorhit(obj/O as obj)
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new /obj/item/weapon/shard( src.loc )
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if(occupant) dump()
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del(src)
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/obj/structure/displaycase/proc/healthcheck()
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if (src.health <= 0)
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if (!( src.destroyed ))
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src.density = 0
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src.destroyed = 1
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new /obj/item/weapon/shard( src.loc )
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playsound(get_turf(src), "shatter", 70, 1)
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update_icon()
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else
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playsound(get_turf(src), 'sound/effects/Glasshit.ogg', 75, 1)
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return
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/obj/structure/displaycase/update_icon()
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if(src.destroyed)
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src.icon_state = "glassbox2b"
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else
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src.icon_state = "glassbox2[locked]"
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underlays.Cut()
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if(occupant)
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if(!occupant_overlay)
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occupant_overlay=getFlatIcon(occupant)
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occupant_overlay.Scale(16,16)
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occupant_overlay.Shift(NORTH, 8)
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occupant_overlay.Shift(EAST, 8)
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underlays += occupant_overlay
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return
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/obj/structure/displaycase/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/card))
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var/obj/item/weapon/card/id/I=W
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if(!check_access(I))
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user << "\red Access denied."
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return
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locked = !locked
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if(!locked)
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user << "\icon[src] \blue \The [src] clicks as locks release, and it slowly opens for you."
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else
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user << "\icon[src] \blue You close \the [src] and swipe your card, locking it."
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update_icon()
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return
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if(istype(W,/obj/item/weapon/crowbar) && (!locked || destroyed))
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user.visible_message("[user.name] pries \the [src] apart.", \
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"You pry \the [src] apart.", \
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"You hear something pop.")
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var/turf/T=get_turf(src)
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playsound(T, 'sound/items/Crowbar.ogg', 50, 1)
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dump()
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var/obj/item/weapon/circuitboard/airlock/C=circuit
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if(!C)
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C=new (src)
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C.one_access=!(req_access && req_access.len>0)
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if(!C.one_access)
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C.conf_access=req_access
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else
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C.conf_access=req_one_access
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if(!destroyed)
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var/obj/structure/displaycase_frame/F=new(T)
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F.state=1
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F.circuit=C
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F.circuit.loc=F
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F.update_icon()
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else
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C.loc=T
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circuit=null
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new /obj/machinery/constructable_frame(T)
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del(src)
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if(user.a_intent == "hurt")
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src.health -= W.force
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src.healthcheck()
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..()
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else
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if(locked)
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user << "\red It's locked, you can't put anything into it."
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return
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if(!occupant)
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user << "\blue You insert \the [W] into \the [src], and it floats as the hoverfield activates."
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user.drop_item()
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W.loc=src
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occupant=W
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update_icon()
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/obj/structure/displaycase/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/displaycase/proc/getPrint(mob/user as mob)
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return md5(user:dna:uni_identity)
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/obj/structure/displaycase/attack_hand(mob/user as mob)
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if (destroyed)
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if(occupant)
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dump()
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user << "\red You smash your fist into the delicate electronics at the bottom of the case, and deactivate the hover field permanently."
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src.add_fingerprint(user)
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update_icon()
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else
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if(user.a_intent == "hurt")
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user.visible_message("\red [user.name] kicks \the [src]!", \
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"\red You kick \the [src]!", \
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"You hear glass crack.")
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src.health -= 2
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healthcheck()
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else if(!locked)
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if(ishuman(user))
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if(!ue)
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user << "\blue Your press your thumb against the fingerprint scanner, registering your identity with the case."
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ue = getPrint(user)
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return
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if(ue!=getPrint(user))
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user << "\red Access denied."
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return
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user << "\blue Your press your thumb against the fingerprint scanner, and deactivate the hover field built into the case."
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if(occupant)
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dump()
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update_icon()
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else
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src << "\icon[src] \red \The [src] is empty!"
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else
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user.visible_message("[user.name] gently runs his hands over \the [src] in appreciation of its contents.", \
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"You gently run your hands over \the [src] in appreciation of its contents.", \
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"You hear someone streaking glass with their greasy hands.")
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