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https://github.com/vgstation-coders/vgstation13.git
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I don't think adding cultify to mobs is necessary since it's more a matter of "are they cultists or not" and "are they constructs or not"? The only exceptions are the hostile creatures that roam in hell.
313 lines
9.5 KiB
Plaintext
313 lines
9.5 KiB
Plaintext
/* Library Items
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*
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* Contains:
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* Bookcase
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* Book
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* Barcode Scanner
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*/
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/*
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* Bookcase
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*/
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/obj/structure/bookcase
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name = "bookcase"
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icon = 'icons/obj/library.dmi'
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icon_state = "book-0"
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anchored = 1
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density = 1
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opacity = 1
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var/health = 50
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autoignition_temperature = AUTOIGNITION_WOOD
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fire_fuel = 10
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/obj/structure/bookcase/cultify()
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return
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/obj/structure/bookcase/initialize()
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for(var/obj/item/I in loc)
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if(istype(I, /obj/item/weapon/book))
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I.loc = src
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update_icon()
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/obj/structure/bookcase/attackby(obj/O as obj, mob/user as mob)
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if(istype(O, /obj/item/weapon/book))
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user.drop_item()
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O.loc = src
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update_icon()
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else if(istype(O, /obj/item/weapon/wrench))
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user << "\blue Now disassembling bookcase"
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playsound(get_turf(src), 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user,50))
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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density = 0
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qdel(src)
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return
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else if(istype(O, /obj/item/weapon/pen))
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var/newname = stripped_input(usr, "What would you like to title this bookshelf?")
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if(!newname)
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return
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else
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name = ("bookcase ([sanitize(newname)])")
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else
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switch(O.damtype)
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if("fire")
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src.health -= O.force * 1
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if("brute")
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src.health -= O.force * 0.75
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else
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if (src.health <= 0)
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visible_message("<span class=warning>The bookcase is smashed apart!</span>")
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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new /obj/item/stack/sheet/wood(get_turf(src))
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qdel(src)
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..()
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/obj/structure/bookcase/attack_hand(var/mob/user as mob)
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if(contents.len)
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var/obj/item/weapon/book/choice = input("Which book would you like to remove from the shelf?") in contents as obj|null
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if(choice)
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if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
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return
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(choice)
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else
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choice.loc = get_turf(src)
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update_icon()
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/obj/structure/bookcase/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/obj/item/weapon/book/b in contents)
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qdel(b)
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qdel(src)
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return
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if(2.0)
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for(var/obj/item/weapon/book/b in contents)
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if (prob(50)) b.loc = (get_turf(src))
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else qdel(b)
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qdel(src)
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return
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if(3.0)
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if (prob(50))
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for(var/obj/item/weapon/book/b in contents)
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b.loc = (get_turf(src))
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qdel(src)
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return
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else
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return
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/obj/structure/bookcase/update_icon()
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if(contents.len < 5)
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icon_state = "book-[contents.len]"
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else
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icon_state = "book-5"
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/obj/structure/bookcase/manuals/medical
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name = "Medical Manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/medical_cloning(src)
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update_icon()
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/obj/structure/bookcase/manuals/engineering
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name = "Engineering Manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/engineering_construction(src)
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new /obj/item/weapon/book/manual/engineering_particle_accelerator(src)
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new /obj/item/weapon/book/manual/engineering_hacking(src)
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new /obj/item/weapon/book/manual/engineering_guide(src)
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new /obj/item/weapon/book/manual/engineering_singularity_safety(src)
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new /obj/item/weapon/book/manual/robotics_cyborgs(src)
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update_icon()
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/obj/structure/bookcase/manuals/research_and_development
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name = "R&D Manuals bookcase"
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New()
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..()
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new /obj/item/weapon/book/manual/research_and_development(src)
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update_icon()
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/*
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* Book
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*/
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/obj/item/weapon/book
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name = "book"
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icon = 'icons/obj/library.dmi'
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icon_state ="book"
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throw_speed = 1
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throw_range = 5
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w_class = 3 //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
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flags = FPRINT | TABLEPASS
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attack_verb = list("bashed", "whacked", "educated")
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autoignition_temperature = AUTOIGNITION_PAPER
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fire_fuel = 3
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var/dat // Actual page content
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var/due_date = 0 // Game time in 1/10th seconds
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var/author // Who wrote the thing, can be changed by pen or PC. It is not automatically assigned
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var/unique = 0 // 0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
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var/title // The real name of the book.
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var/carved = 0 // Has the book been hollowed out for use as a secret storage item?
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var/obj/item/store //What's in the book?
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/obj/item/weapon/book/cultify()
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new /obj/item/weapon/tome(loc)
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..()
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/obj/item/weapon/book/attack_self(var/mob/user as mob)
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if(carved)
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if(store)
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user << "<span class='notice'>[store] falls out of [title]!</span>"
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store.loc = get_turf(src.loc)
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store = null
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return
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else
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user << "<span class='notice'>The pages of [title] have been cut out!</span>"
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return
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if(src.dat)
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user << browse("<TT><I>Penned by [author].</I></TT> <BR>" + "[dat]", "window=book")
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user.visible_message("[user] opens a book titled \"[src.title]\" and begins reading intently.")
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onclose(user, "book")
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else
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user << "This book is completely blank!"
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/obj/item/weapon/book/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(carved)
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if(!store)
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if(W.w_class < 3)
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user.drop_item()
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W.loc = src
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store = W
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user << "<span class='notice'>You put [W] in [title].</span>"
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return
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else
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user << "<span class='notice'>[W] won't fit in [title].</span>"
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return
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else
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user << "<span class='notice'>There's already something in [title]!</span>"
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return
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if(istype(W, /obj/item/weapon/pen))
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if(unique)
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user << "These pages don't seem to take the ink well. Looks like you can't modify it."
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return
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var/choice = input("What would you like to change?") in list("Title", "Contents", "Author", "Cancel")
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switch(choice)
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if("Title")
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var/newtitle = reject_bad_text(stripped_input(usr, "Write a new title:"))
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if(!newtitle)
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usr << "The title is invalid."
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return
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else
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src.name = newtitle
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src.title = newtitle
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if("Contents")
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var/content = sanitize(input(usr, "Write your book's contents (HTML NOT allowed):") as message|null)
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if(!content)
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usr << "The content is invalid."
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return
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else
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src.dat += content
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if("Author")
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var/newauthor = stripped_input(usr, "Write the author's name:")
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if(!newauthor)
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usr << "The name is invalid."
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return
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else
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src.author = newauthor
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else
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return
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else if(istype(W, /obj/item/weapon/barcodescanner))
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var/obj/item/weapon/barcodescanner/scanner = W
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if(!scanner.computer)
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user << "[W]'s screen flashes: 'No associated computer found!'"
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else
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switch(scanner.mode)
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if(0)
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scanner.book = src
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user << "[W]'s screen flashes: 'Book stored in buffer.'"
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if(1)
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scanner.book = src
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scanner.computer.buffer_book = src.name
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user << "[W]'s screen flashes: 'Book stored in buffer. Book title stored in associated computer buffer.'"
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if(2)
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scanner.book = src
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for(var/datum/borrowbook/b in scanner.computer.checkouts)
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if(b.bookname == src.name)
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scanner.computer.checkouts.Remove(b)
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user << "[W]'s screen flashes: 'Book stored in buffer. Book has been checked in.'"
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return
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user << "[W]'s screen flashes: 'Book stored in buffer. No active check-out record found for current title.'"
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if(3)
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scanner.book = src
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for(var/obj/item/weapon/book in scanner.computer.inventory)
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if(book == src)
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user << "[W]'s screen flashes: 'Book stored in buffer. Title already present in inventory, aborting to avoid duplicate entry.'"
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return
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scanner.computer.inventory.Add(src)
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user << "[W]'s screen flashes: 'Book stored in buffer. Title added to general inventory.'"
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else if(istype(W, /obj/item/weapon/kitchenknife) || istype(W, /obj/item/weapon/wirecutters))
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if(carved) return
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user << "<span class='notice'>You begin to carve out [title].</span>"
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if(do_after(user, 30))
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user << "<span class='notice'>You carve out the pages from [title]! You didn't want to read it anyway.</span>"
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carved = 1
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return
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else
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..()
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/*
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* Barcode Scanner
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*/
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/obj/item/weapon/barcodescanner
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name = "barcode scanner"
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icon = 'icons/obj/library.dmi'
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icon_state ="scanner"
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throw_speed = 1
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throw_range = 5
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w_class = 1.0
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flags = FPRINT | TABLEPASS
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var/obj/machinery/librarycomp/computer // Associated computer - Modes 1 to 3 use this
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var/obj/item/weapon/book/book // Currently scanned book
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var/mode = 0 // 0 - Scan only, 1 - Scan and Set Buffer, 2 - Scan and Attempt to Check In, 3 - Scan and Attempt to Add to Inventory
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attack_self(mob/user as mob)
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mode += 1
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if(mode > 3)
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mode = 0
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user << "[src] Status Display:"
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var/modedesc
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switch(mode)
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if(0)
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modedesc = "Scan book to local buffer."
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if(1)
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modedesc = "Scan book to local buffer and set associated computer buffer to match."
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if(2)
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modedesc = "Scan book to local buffer, attempt to check in scanned book."
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if(3)
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modedesc = "Scan book to local buffer, attempt to add book to general inventory."
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else
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modedesc = "ERROR"
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user << " - Mode [mode] : [modedesc]"
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if(src.computer)
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user << "<font color=green>Computer has been associated with this unit.</font>"
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else
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user << "<font color=red>No associated computer found. Only local scans will function properly.</font>"
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user << "\n" |