# Catalogue System ## Premise - System for cataloguing items for data and techpoints - Likely to be unused on Main for a while - built for unified backend on both servers as RP will use this a ton at first. ## Catalogue Data - /datum/catalogue_data - Lazygenerated by path, or pregenerated for complex items - name - desc - category - scan difficulty - partial scan data (name, desc, etc) - points - science data - returned by a proc: things like someone's species can have catalogue data on it. - each atom in the world can hold either one typepath to this data, or a /datum/catalogue_group of all the data it has - comsigs are fired on scan: can modify this. - comsigs and data can return information on failed/partial scan as hints ## Scanners - handheld scanners - machinery that scans anything under it - deconstructor analyzer - usually not preferred, bad idea to use this unless required as it destroys the object - dedicated coolant-required scanner pads for high difficulty objects - each one has a scan power that corrosponds to scan difficulty ## Catalogue Points - Arbitrary mining-point redemption like system - Configured via server config to store into research network, globals, or onto the individual scanner (which is then extracted by ID cards), or even disabled - On RP this would be ship-networked, on main this would be individual or disabled - If shared, vendors would directly access the network, or a network junction would be in the room with a vendor. If individual, you'd insert your ID. Points work either way, the config just determines default. ## Catalogue Data - Stored into a linked research network - Stores both the datum itself, and optionally, points of associated data types. - Obviously you can't scan the same thing multiple times for more data. ## Items - Scan data can be on any /atom - Handheld scanners can highlight any /atom around them that can be scanned. ### Discovery - Some things aren't obvious and require a manual scan. Especially if you have, say, an archeology component on something and it returns custom data ### Artifacts, Seeding - Some things aren't fully scannable until you manage to make them work; see: artifacts. - Optimally scannable items would be seeded deterministically from world seed, or at the very least be in ruins for ones taht are not. - The station will have no scannable things spawn on it, ever.