mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
361 lines
14 KiB
Plaintext
361 lines
14 KiB
Plaintext
/*
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Alright boys, Firing pins. hopefully with minimal shitcode.
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"pin_auth(mob/living/user)" is the check to see if it fires, put the snowflake code here. return one to fire, zero to flop. ezpz
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Firing pins as a rule can't be removed without replacing them, blame a really shitty mechanism for it by NT or something idk, this is to stop people from just taking pins from like a capgun or something.
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*/
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/obj/item/device/firing_pin
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name = "electronic firing pin"
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desc = "A small authentication device, to be inserted into a firearm receiver to allow operation. NT safety regulations require all new designs to incorporate one."
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icon = 'icons/obj/firingpins.dmi'
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icon_state = "firing_pin"
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item_state = "pen"
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origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 2)
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flags = CONDUCT
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w_class = ITEMSIZE_TINY
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attack_verb = list("poked")
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var/emagged = FALSE
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var/fail_message = "<span class='warning'>INVALID USER.</span>"
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var/selfdestruct = 0 // Explode when user check is failed.
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var/force_replace = 0 // Can forcefully replace other pins.
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var/pin_replaceable = 0 // Can be replaced by any pin.
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var/durable = FALSE //is destroyed when it's pried out with a screwdriver, see gun.dm
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var/obj/item/gun/gun
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drop_sound = 'sound/items/drop/component.ogg'
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pickup_sound = 'sound/items/pickup/component.ogg'
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/obj/item/device/firing_pin/Initialize(mapload)
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.=..()
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if(istype(loc, /obj/item/gun))
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gun = loc
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/obj/item/device/firing_pin/proc/examine_info() // Part of what allows people to see what firing mode their wireless control pin is in. Returns nothing here if there's no wireless-control firing pin.
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return
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/obj/item/device/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
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if(proximity_flag)
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if(istype(target, /obj/item/gun))
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var/obj/item/gun/G = target
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if(G.pin && (force_replace || G.pin.pin_replaceable))
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G.pin.forceMove(get_turf(G))
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G.pin.gun_remove(user)
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to_chat(user, "<span class ='notice'>You remove [G]'s old pin.</span>")
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if(!G.pin)
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gun_insert(user, G)
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to_chat(user, "<span class ='notice'>You insert [src] into [G].</span>")
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else
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to_chat(user, "<span class ='notice'>This firearm already has a firing pin installed.</span>")
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/obj/item/device/firing_pin/emag_act()
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if(!emagged)
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emagged = TRUE
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to_chat(get_holding_mob(src), "<span class='notice'>You override the authentication mechanism.</span>")
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/obj/item/device/firing_pin/proc/gun_insert(mob/living/user, obj/item/gun/G)
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gun = G
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user.drop_from_inventory(src,gun)
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gun.pin = src
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return
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/obj/item/device/firing_pin/proc/gun_remove(mob/living/user)
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gun.pin = null
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gun = null
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qdel(src)
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return
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/obj/item/device/firing_pin/proc/pin_auth(mob/living/user)
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return 1
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/obj/item/device/firing_pin/proc/auth_fail(mob/living/carbon/human/user)
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user.show_message(fail_message, 1)
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if(selfdestruct)//sound stolen from the lawgiver. todo, remove this from the lawgiver. there can only be one.
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user.show_message("<span class='danger'>SELF-DESTRUCTING...</span><br>", 1)
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visible_message("<span class='danger'>\The [gun] explodes!</span>")
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playsound(user, 'sound/weapons/lawgiver_idfail.ogg', 40, 1)
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var/obj/item/organ/external/E = user.organs_by_name[user.hand ? BP_L_HAND : BP_R_HAND]
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E.droplimb(0,DROPLIMB_BLUNT)
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explosion(get_turf(gun), -1, 0, 2, 3)
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if(gun)
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qdel(gun)
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/*
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Pins Below.
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*/
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//only used in wizard staffs/wands.
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/obj/item/device/firing_pin/magic
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name = "magic crystal shard"
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desc = "A small enchanted shard which allows magical weapons to fire."
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icon_state = "firing_pin_wizwoz"
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// Test pin, works only near firing ranges.
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/obj/item/device/firing_pin/test_range
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name = "test-range firing pin"
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desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
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fail_message = "<span class='warning'>TEST RANGE CHECK FAILED.</span>"
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pin_replaceable = 1
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durable = TRUE
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origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 2)
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/obj/item/device/firing_pin/test_range/pin_auth(mob/living/user)
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var/area/A = get_area(src)
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if (A && (A.flags & FIRING_RANGE))
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return 1
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else
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return 0
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// Implant pin, checks for implant
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/obj/item/device/firing_pin/implant
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name = "implant-keyed firing pin"
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desc = "This is a implant-locked firing pin which only authorizes users who are implanted with a certain device."
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fail_message = "<span class='warning'>IMPLANT CHECK FAILED.</span>"
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var/req_implant
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/obj/item/device/firing_pin/implant/pin_auth(mob/living/user)
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if (locate(req_implant) in user)
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return 1
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else
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return 0
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/obj/item/device/firing_pin/implant/loyalty
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name = "mind shield firing pin"
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desc = "This implant-locked firing pin authorizes the weapon for only mind shielded users."
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icon_state = "firing_pin_loyalty"
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req_implant = /obj/item/implant/mindshield
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// Honk pin, clown joke item.
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// Can replace other pins. Replace a pin in cap's laser for extra fun! This is generally adminbus only unless someone thinks of a use for it.
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/obj/item/device/firing_pin/clown
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name = "hilarious firing pin"
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desc = "Advanced clowntech that can convert any firearm into a far more useful object."
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color = "#FFFF00"
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fail_message = "<span class='warning'>HONK!</span>"
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force_replace = 1
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/obj/item/device/firing_pin/clown/pin_auth(mob/living/user)
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
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return 0
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// DNA-keyed pin.
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// When you want to keep your toys for youself.
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/obj/item/device/firing_pin/dna
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name = "DNA-keyed firing pin"
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desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
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icon_state = "firing_pin_dna"
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fail_message = "<span class='warning'>DNA CHECK FAILED.</span>"
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var/unique_enzymes = null
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/obj/item/device/firing_pin/dna/afterattack(atom/target, mob/user, proximity_flag)
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..()
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if(proximity_flag && iscarbon(target))
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var/mob/living/carbon/M = target
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if(M.dna && M.dna.unique_enzymes)
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unique_enzymes = M.dna.unique_enzymes
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to_chat(user, "<span class='notice'>DNA-LOCK SET.</span>")
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/obj/item/device/firing_pin/dna/pin_auth(mob/living/carbon/user)
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if(istype(user) && user.dna && user.dna.unique_enzymes)
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if(user.dna.unique_enzymes == unique_enzymes)
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return 1
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return 0
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/obj/item/device/firing_pin/dna/auth_fail(mob/living/carbon/user)
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if(!unique_enzymes)
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if(istype(user) && user.dna && user.dna.unique_enzymes)
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unique_enzymes = user.dna.unique_enzymes
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to_chat(user, "<span class='notice'>DNA-LOCK SET.</span>")
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else
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..()
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/obj/item/device/firing_pin/dna/dredd
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desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link. It has a small explosive charge on it."
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selfdestruct = 1
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// Laser tag pins
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/obj/item/device/firing_pin/tag
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name = "laser tag firing pin"
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desc = "A recreational firing pin, used in laser tag units to ensure users have their vests on."
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fail_message = "<span class='warning'>SUIT CHECK FAILED.</span>"
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var/obj/item/clothing/suit/suit_requirement = null
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var/tagcolor = ""
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/obj/item/device/firing_pin/tag/pin_auth(mob/living/user)
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if(ishuman(user))
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var/mob/living/carbon/human/M = user
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if(istype(M.wear_suit, suit_requirement))
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return 1
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to_chat(user, "<span class='warning'>You need to be wearing [tagcolor] laser tag armor!</span>")
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return 0
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/obj/item/device/firing_pin/tag/red
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name = "red laser tag firing pin"
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icon_state = "firing_pin_red"
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suit_requirement = /obj/item/clothing/suit/redtag
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tagcolor = "red"
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/obj/item/device/firing_pin/tag/blue
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name = "blue laser tag firing pin"
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icon_state = "firing_pin_blue"
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suit_requirement = /obj/item/clothing/suit/bluetag
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tagcolor = "blue"
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/obj/item/device/firing_pin/Destroy()
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if(gun)
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gun.pin = null
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return ..()
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//this firing pin checks for access
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/obj/item/device/firing_pin/access
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name = "access-keyed firing pin"
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desc = "This access locked firing pin allows weapons to be fired only when the user has the required access."
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fail_message = "<span class='warning'>ACCESS CHECK FAILED.</span>"
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req_access = list(access_weapons)
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/obj/item/device/firing_pin/access/pin_auth(mob/living/user)
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return !allowed(user)
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/obj/item/device/firing_pin/away_site
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name = "away site firing pin"
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desc = "This access locked firing pin allows weapons to be fired only when the user is not on-station."
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fail_message = "<span class='warning'>USER ON STATION LEVEL.</span>"
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/obj/item/device/firing_pin/away_site/pin_auth(mob/living/user)
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var/turf/T = get_turf(src)
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return !isStationLevel(T.z)
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var/list/wireless_firing_pins = list() //A list of all initialized wireless firing pins. Used in the firearm tracking program in guntracker.dm
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/obj/item/device/firing_pin/wireless
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name = "wireless-control firing pin"
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desc = "This firing pin is wirelessly controlled. On automatic mode it allow allows weapons to be fired on stun unless the alert level is elevated. Otherwise, it can be controlled from a firearm control console."
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fail_message = "<span class='warning'>The wireless-control firing pin clicks!</span>"
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var/registered_user = null
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var/lockstatus = WIRELESS_PIN_AUTOMATIC
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/obj/item/device/firing_pin/wireless/examine_info(mob/user)
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var/wireless_description
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switch(lockstatus)
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if(WIRELESS_PIN_AUTOMATIC)
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wireless_description = "is in automatic mode"
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if(WIRELESS_PIN_DISABLED)
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wireless_description = "has locked the trigger"
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if(WIRELESS_PIN_STUN)
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wireless_description = "is in stun-only mode"
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if(WIRELESS_PIN_LETHAL)
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wireless_description = "is in unrestricted mode"
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to_chat(user, "The wireless-control firing pin [wireless_description].")
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/obj/item/device/firing_pin/wireless/Initialize() //Adds wireless pins to the list of initialized wireless firing pins.
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wireless_firing_pins += src
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return ..()
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/obj/item/device/firing_pin/wireless/Destroy() //Removes the wireless pins from the list of initialized wireless firing pins.
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wireless_firing_pins -= src
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return ..()
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/*
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The return of this pin_auth is dependent on the wireless pin's lockstatus. For the purposes of this, only energy projectiles
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that have a taser_effect are considered "stun" projectiles. All ballistic firearms are considered as being lethal, regardless
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of ammunition loaded. Behaviours should be as follows:
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Automatic: The weapon will only fire on stun while the security level is Green or Blue. On Yellow, Red & Delta alert the weapon is unrestricted
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Disabled: The weapon will not fire under any circumstance.
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Stun-Only: The weapon will only fire on stun regardless of the current security level.
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Lethal: The weapon will fire on all modes regardless of the current security level.
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*/
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/obj/item/device/firing_pin/wireless/pin_auth(mob/living/user)
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if(!registered_user)
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fail_message = "Unable to fire - User not registered"
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return FALSE
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if(emagged)
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return TRUE
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if(lockstatus == WIRELESS_PIN_DISABLED)
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fail_message = "Unable to fire - Weapon Disabled"
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return FALSE
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else if(lockstatus == WIRELESS_PIN_LETHAL)
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return TRUE
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else if(lockstatus == WIRELESS_PIN_STUN)
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if(istype(gun, /obj/item/gun/energy))
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var/obj/item/gun/energy/EG = gun
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var/obj/item/projectile/energy/P = new EG.projectile_type
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if(!P)
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fail_message = "Unable to fire - Internal Error"
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return FALSE
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if(!P.taser_effect)
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fail_message = "Unable to fire - Weapon not in stun-mode"
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return FALSE
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return TRUE
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else
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fail_message = "Unable to fire - Weapon has not stun-mode"
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return FALSE
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else //Automatic Mode
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if(istype(gun, /obj/item/gun/energy))
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var/obj/item/gun/energy/EG = gun
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var/obj/item/projectile/energy/P = new EG.projectile_type
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if(!P)
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fail_message = "Unable to fire - Internal Error"
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return FALSE
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if(P.taser_effect) //The gun can always be used on stun
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return TRUE
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else if (security_level == SEC_LEVEL_YELLOW || security_level == SEC_LEVEL_RED)
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return TRUE
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else
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fail_message = "Unable to fire - Insufficient security level for lethal mode"
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return FALSE
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else
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if (security_level == SEC_LEVEL_YELLOW || security_level == SEC_LEVEL_RED)
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return TRUE
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else
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fail_message = "Unable to fire - Insufficient security level for lethal mode"
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return FALSE
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/obj/item/device/firing_pin/wireless/proc/set_mode(var/new_mode) // Changes the current lockstatus of the weapon, and sends a message and sfx to whoever is holding it.
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var/mob/user = get_holding_mob(src)
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if(new_mode == lockstatus)
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return
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else if(new_mode == WIRELESS_PIN_AUTOMATIC)
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playsound(user, 'sound/weapons/laser_safetyon.ogg')
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to_chat(user, SPAN_NOTICE("<b>\The [gun.name]'s wireless-control firing pin is now set to automatic.</b>"))
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lockstatus = WIRELESS_PIN_AUTOMATIC
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else if(new_mode == WIRELESS_PIN_DISABLED)
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playsound(user, 'sound/weapons/laser_safetyoff.ogg')
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to_chat(user, SPAN_WARNING("<b>\The wireless-control firing pin locks \the [gun.name]'s trigger!</b>"))
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lockstatus = WIRELESS_PIN_DISABLED
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else if(new_mode == WIRELESS_PIN_STUN)
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playsound(user, 'sound/weapons/laser_safetyon.ogg')
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to_chat(user, SPAN_NOTICE("<b>\The [gun.name]'s wireless-control firing pin is now set to stun only.</b>"))
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lockstatus = WIRELESS_PIN_STUN
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else if(new_mode == WIRELESS_PIN_LETHAL)
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playsound(user, 'sound/weapons/laser_safetyon.ogg')
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to_chat(user, SPAN_NOTICE("<b>\The [gun.name]'s wireless-control firing pin is now unrestricted.</b>"))
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lockstatus = WIRELESS_PIN_LETHAL
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return
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/obj/item/device/firing_pin/wireless/attackby(obj/item/C, mob/user) //Lets people register their IDs to the pin. Using it once registers you, using it again clears you.
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if(istype(C, /obj/item/card/id))
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var/obj/item/card/id/idcard = C
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if(idcard.registered_name == registered_user)
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to_chat(user, SPAN_NOTICE("You press your ID against the RFID reader and it deregisters your identity."))
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registered_user = null
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return TRUE
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to_chat(user, SPAN_NOTICE("You press your ID against the RFID reader and it chimes as it registers your identity."))
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registered_user = idcard.registered_name
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return TRUE
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return FALSE
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