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GS13NG/code/modules/paperwork/paper.dm

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/*
* Paper
* also scraps of paper
*
* lipstick wiping is in code/game/objects/items/weapons/cosmetics.dm!
*/
/**
** Paper is now using markdown (like in github pull notes) for ALL rendering
** so we do loose a bit of functionality but we gain in easy of use of
** paper and getting rid of that crashing bug
**/
/obj/item/paper
name = "paper"
gender = NEUTER
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "paper"
item_state = "paper"
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_range = 1
throw_speed = 1
pressure_resistance = 0
slot_flags = ITEM_SLOT_HEAD
body_parts_covered = HEAD
resistance_flags = FLAMMABLE
max_integrity = 50
dog_fashion = /datum/dog_fashion/head
color = "white"
/// What's actually written on the paper.
var/info
/// The (text for the) stamps on the paper.
var/stamps
var/list/stamped
/// This REALLY should be a componenet. Basicly used during, april fools
/// to honk at you
var/rigged = 0
var/spam_flag = 0
///
var/contact_poison // Reagent ID to transfer on contact
var/contact_poison_volume = 0
var/ui_x = 600
var/ui_y = 800
/// When a piece of paper cannot be edited, this makes it mutable
var/finalized = FALSE
/// We MAY be edited, mabye we are just looking at it or something.
var/readonly = FALSE
/// Color of the pin that wrote on this paper
var/pen_color = "black"
/**
** This proc copies this sheet of paper to a new
** sheet, Makes it nice and easy for carbon and
** the copyer machine
**/
/obj/item/paper/proc/copy()
var/obj/item/paper/N = new(arglist(args))
N.info = info
N.pen_color = pen_color
N.color = color
N.finalized = TRUE
N.update_icon_state()
N.stamps = stamps
N.stamped = stamped.Copy()
copy_overlays(N, TRUE)
return N
/**
** This proc sets the text of the paper and updates the
** icons. You can modify the pen_color after if need
** be.
**/
/obj/item/paper/proc/setText(text, read_only = TRUE)
readonly = read_only
info = text
update_icon_state()
/obj/item/paper/pickup(user)
if(contact_poison && ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/G = H.gloves
if(!istype(G) || G.transfer_prints)
H.reagents.add_reagent(contact_poison,contact_poison_volume)
contact_poison = null
. = ..()
/obj/item/paper/Initialize()
. = ..()
pixel_y = rand(-8, 8)
pixel_x = rand(-9, 9)
update_icon_state()
/obj/item/paper/update_icon_state()
if(resistance_flags & ON_FIRE)
icon_state = "paper_onfire"
return
if(info)
icon_state = "paper_words"
return
icon_state = "paper"
/obj/item/paper/ui_base_html(html)
/// This might change in a future PR
var/datum/asset/spritesheet/assets = get_asset_datum(/datum/asset/spritesheet/simple/paper)
. = replacetext(html, "<!--customheadhtml-->", assets.css_tag())
/obj/item/paper/verb/rename()
set name = "Rename paper"
set category = "Object"
set src in usr
if(usr.incapacitated() || !usr.is_literate())
return
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(HAS_TRAIT(H, TRAIT_CLUMSY) && prob(25))
to_chat(H, "<span class='warning'>You cut yourself on the paper! Ahhhh! Ahhhhh!</span>")
H.damageoverlaytemp = 9001
H.update_damage_hud()
return
var/n_name = stripped_input(usr, "What would you like to label the paper?", "Paper Labelling", null, MAX_NAME_LEN)
if((loc == usr && usr.stat == CONSCIOUS))
name = "paper[(n_name ? text("- '[n_name]'") : null)]"
add_fingerprint(usr)
/obj/item/paper/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] scratches a grid on [user.p_their()] wrist with the paper! It looks like [user.p_theyre()] trying to commit sudoku...</span>")
return (BRUTELOSS)
/// ONLY USED FOR APRIL FOOLS
/obj/item/paper/proc/reset_spamflag()
spam_flag = FALSE
/obj/item/paper/attack_self(mob/user)
readonly = TRUE /// Assume we are just reading it
if(rigged && (SSevents.holidays && SSevents.holidays[APRIL_FOOLS]))
if(!spam_flag)
spam_flag = TRUE
playsound(loc, 'sound/items/bikehorn.ogg', 50, TRUE)
addtimer(CALLBACK(src, .proc/reset_spamflag), 20)
. = ..()
/obj/item/paper/proc/clearpaper()
finalized = FALSE
info = null
stamps = null
LAZYCLEARLIST(stamped)
cut_overlays()
update_icon_state()
/obj/item/paper/can_interact(mob/user)
if(!..())
return FALSE
if(resistance_flags & ON_FIRE) /// Are we on fire? Hard ot read if so
return FALSE
if(user.is_blind()) /// Even harder to read if your blind...braile? humm
return FALSE
return user.can_read(src) // checks if the user can read.
/obj/item/paper/attackby(obj/item/P, mob/living/carbon/human/user, params)
readonly = TRUE /// Assume we are just reading it
if(istype(P, /obj/item/pen) || istype(P, /obj/item/toy/crayon))
if(finalized)
to_chat(user, "<span class='warning'>This sheet of paper has already been written too!</span>")
return
readonly = FALSE /// Nope we are going to write stuff
/// should a crayon be in the same subtype as a pen? How about a brush or charcoal?
if(istype(P, /obj/item/pen))
var/obj/item/pen/PEN = P
pen_color = PEN.colour
else
var/obj/item/toy/crayon/PEN = P
pen_color = PEN.crayon_color
ui_interact(user)
return
else if(istype(P, /obj/item/stamp))
if(!in_range(src, user))
return
var/datum/asset/spritesheet/sheet = get_asset_datum(/datum/asset/spritesheet/simple/paper)
if(isnull(stamps))
stamps = sheet.css_tag()
stamps += sheet.icon_tag(P.icon_state)
var/mutable_appearance/stampoverlay = mutable_appearance('icons/obj/bureaucracy.dmi', "paper_[P.icon_state]")
stampoverlay.pixel_x = rand(-2, 2)
stampoverlay.pixel_y = rand(-3, 2)
LAZYADD(stamped, P.icon_state)
add_overlay(stampoverlay)
to_chat(user, "<span class='notice'>You stamp the paper with your rubber stamp.</span>")
return /// Normaly you just stamp, you don't need to read the thing
if(P.get_temperature())
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(10))
user.visible_message("<span class='warning'>[user] accidentally ignites [user.p_them()]self!</span>", \
"<span class='userdanger'>You miss the paper and accidentally light yourself on fire!</span>")
user.dropItemToGround(P)
user.adjust_fire_stacks(1)
user.IgniteMob()
return
if(!(in_range(user, src))) //to prevent issues as a result of telepathically lighting a paper
return
user.dropItemToGround(src)
user.visible_message("<span class='danger'>[user] lights [src] ablaze with [P]!</span>", "<span class='danger'>You light [src] on fire!</span>")
fire_act()
. = ..()
/obj/item/paper/fire_act(exposed_temperature, exposed_volume)
..()
if(!(resistance_flags & FIRE_PROOF))
add_overlay("paper_onfire_overlay")
info = "[stars(info)]"
/obj/item/paper/extinguish()
..()
cut_overlay("paper_onfire_overlay")
/obj/item/paper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/simple/paper)
assets.send(user)
/// The x size is because we double the width for the editor
ui = new(user, src, ui_key, "PaperSheet", name, 400, 600, master_ui, state)
ui.set_autoupdate(FALSE)
ui.open()
/obj/item/paper/proc/ui_update()
var/datum/tgui/ui = SStgui.try_update_ui(usr, src, "main");
if(ui)
ui.update()
/obj/item/paper/ui_data(mob/user)
var/list/data = list()
data["text"] = info
data["paper_state"] = icon_state /// TODO: show the sheet will bloodied or crinkling
data["pen_color"] = pen_color
data["paper_color"] = color || "white" // color might not be set
data["edit_sheet"] = readonly || finalized ? FALSE : TRUE
/// data["stamps_info"] = list(stamp_info)
data["stamps"] = stamps
return data
/obj/item/paper/ui_act(action, params)
if(..())
return
switch(action)
if("save")
var/in_paper = params["text"]
if(length(in_paper) > 0 && length(in_paper) < 1000) // Sheet must have less than 1000 charaters
info = in_paper
finalized = TRUE // once you have writen to a sheet you cannot write again
to_chat(usr, "You have finished your paper masterpiece!");
ui_update()
else
to_chat(usr, pick("Writing block strikes again!", "You forgot to write anthing!"))
ui_update()
update_icon()
. = TRUE
/*
* Construction paper
*/
/obj/item/paper/construction
/obj/item/paper/construction/Initialize()
. = ..()
color = pick("FF0000", "#33cc33", "#ffb366", "#551A8B", "#ff80d5", "#4d94ff")
/*
* Natural paper
*/
/obj/item/paper/natural/Initialize()
. = ..()
color = "#FFF5ED"
/obj/item/paper/crumpled
name = "paper scrap"
icon_state = "scrap"
slot_flags = null
/obj/item/paper/crumpled/update_icon_state()
return
/obj/item/paper/crumpled/bloody
icon_state = "scrap_bloodied"
/obj/item/paper/crumpled/muddy
icon_state = "scrap_mud"