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GhomandGitHub 6eb2d1674a Implementing materials checks for techweb designs. (#96257)
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.

"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.

TL;DR consistency and stuff

## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:

- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.

## Changelog

🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
2026-07-06 00:13:02 -07:00

612 lines
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/* Pens!
* Contains:
* Pens
* Sleepy Pens
* Parapens
* Edaggers
*/
/*
* Pens
*/
/obj/item/pen
name = "pen"
desc = "It's a normal black ink pen."
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "pen"
inhand_icon_state = "pen"
worn_icon_state = "pen"
icon_angle = -135
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_EARS
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.1)
pressure_resistance = 2
var/colour = COLOR_BLACK //what colour the ink is!
var/degrees = 0
var/font = PEN_FONT
var/requires_gravity = TRUE // can you use this to write in zero-g
embed_type = /datum/embedding/pen
sharpness = SHARP_POINTY
var/dart_insert_icon = 'icons/obj/weapons/guns/toy.dmi'
var/dart_insert_casing_icon_state = "overlay_pen"
var/dart_insert_projectile_icon_state = "overlay_pen_proj"
/// If this pen can be clicked in order to retract it
var/can_click = TRUE
/datum/embedding/pen
embed_chance = 50
/obj/item/pen/Initialize(mapload)
. = ..()
AddComponent(/datum/component/dart_insert, \
dart_insert_icon, \
dart_insert_casing_icon_state, \
dart_insert_icon, \
dart_insert_projectile_icon_state, \
CALLBACK(src, PROC_REF(get_dart_var_modifiers))\
)
AddElement(/datum/element/tool_renaming)
RegisterSignal(src, COMSIG_DART_INSERT_ADDED, PROC_REF(on_inserted_into_dart))
RegisterSignal(src, COMSIG_DART_INSERT_REMOVED, PROC_REF(on_removed_from_dart))
if (!can_click)
return
create_transform_component()
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/obj/item/pen/grind_results()
return list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
/// Proc that child classes can override to have custom transforms, like edaggers or pendrivers
/obj/item/pen/proc/create_transform_component()
AddComponent( \
/datum/component/transforming, \
sharpness_on = NONE, \
inhand_icon_change = FALSE, \
w_class_on = w_class, \
)
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Clicks the pen to make an annoying sound. Clickity clickery click!
*/
/obj/item/pen/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(user)
balloon_alert(user, "clicked")
playsound(src, 'sound/items/pen_click.ogg', 30, TRUE, -3)
icon_state = initial(icon_state) + (active ? "_retracted" : "")
update_appearance(UPDATE_ICON)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/pen/proc/on_inserted_into_dart(datum/source, obj/projectile/dart, mob/user, embedded = FALSE)
SIGNAL_HANDLER
/obj/item/pen/proc/get_dart_var_modifiers(obj/projectile/projectile)
return list(
"damage" = max(5, throwforce),
"speed" = max(0, throw_speed - 3),
"embedding" = get_embed().create_copy(),
"armour_penetration" = armour_penetration,
"wound_bonus" = wound_bonus,
"exposed_wound_bonus" = exposed_wound_bonus,
"demolition_mod" = demolition_mod,
)
/obj/item/pen/proc/on_removed_from_dart(datum/source, obj/projectile/dart, mob/user)
SIGNAL_HANDLER
/obj/item/pen/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is scribbling numbers all over [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit sudoku..."))
return BRUTELOSS
/obj/item/pen/blue
desc = "It's a normal blue ink pen."
icon_state = "pen_blue"
colour = COLOR_BLUE
/obj/item/pen/red
desc = "It's a normal red ink pen."
icon_state = "pen_red"
colour = COLOR_RED
throw_speed = 4 // red ones go faster (in this case, fast enough to embed!)
/obj/item/pen/invisible
desc = "It's an invisible pen marker."
icon_state = "pen"
colour = COLOR_WHITE
/obj/item/pen/fourcolor
desc = "It's a fancy four-color ink pen, set to black."
name = "four-color pen"
icon_state = "pen_4color"
colour = COLOR_BLACK
can_click = FALSE
/obj/item/pen/fourcolor/attack_self(mob/living/carbon/user)
. = ..()
var/chosen_color = "black"
switch(colour)
if(COLOR_BLACK)
colour = COLOR_RED
chosen_color = "red"
throw_speed++
if(COLOR_RED)
colour = COLOR_VIBRANT_LIME
chosen_color = "green"
throw_speed--
if(COLOR_VIBRANT_LIME)
colour = COLOR_BLUE
chosen_color = "blue"
else
colour = COLOR_BLACK
to_chat(user, span_notice("\The [src] will now write in [chosen_color]."))
desc = "It's a fancy four-color ink pen, set to [chosen_color]."
balloon_alert(user, "clicked")
playsound(src, 'sound/machines/click.ogg', 30, TRUE, -3)
/obj/item/pen/fountain
name = "fountain pen"
desc = "It's a common fountain pen, with a faux wood body. Rumored to work in zero gravity situations."
icon_state = "pen-fountain"
font = FOUNTAIN_PEN_FONT
requires_gravity = FALSE // fancy spess pens
dart_insert_casing_icon_state = "overlay_fountainpen"
dart_insert_projectile_icon_state = "overlay_fountainpen_proj"
can_click = FALSE
/obj/item/pen/charcoal
name = "charcoal stylus"
desc = "It's just a wooden stick with some compressed ash on the end. At least it can write."
icon_state = "pen-charcoal"
colour = "#696969"
font = CHARCOAL_FONT
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT)
requires_gravity = FALSE // this is technically a pencil
can_click = FALSE
/obj/item/pen/charcoal/grind_results()
return list(/datum/reagent/ash = 5, /datum/reagent/cellulose = 10)
/datum/crafting_recipe/charcoal_stylus
name = "Charcoal Stylus"
result = /obj/item/pen/charcoal
reqs = list(/obj/item/stack/sheet/mineral/wood = 1, /datum/reagent/ash = 30)
time = 3 SECONDS
category = CAT_TOOLS
// Skins for captain's fountain pen
/datum/atom_skin/cap_pen
abstract_type = /datum/atom_skin/cap_pen
/datum/atom_skin/cap_pen/apply(atom/apply_to, mob/user)
. = ..()
apply_to.desc = "It's an expensive [preview_name] fountain pen. The nib is quite sharp."
apply_to.update_desc()
/datum/atom_skin/cap_pen/clear_skin(atom/clear_from, mob/user)
. = ..()
clear_from.desc = initial(clear_from.desc)
/datum/atom_skin/cap_pen/oak
preview_name = "Oak"
new_icon_state = "pen-fountain-o"
/datum/atom_skin/cap_pen/gold
preview_name = "Gold"
new_icon_state = "pen-fountain-g"
/datum/atom_skin/cap_pen/rosewood
preview_name = "Rosewood"
new_icon_state = "pen-fountain-r"
/datum/atom_skin/cap_pen/black_silver
preview_name = "Black and Silver"
new_icon_state = "pen-fountain-b"
/datum/atom_skin/cap_pen/command_blue
preview_name = "Command Blue"
new_icon_state = "pen-fountain-cb"
/obj/item/pen/fountain/captain
name = "captain's fountain pen"
desc = "It's an expensive Oak fountain pen. The nib is quite sharp."
icon_state = "pen-fountain-o"
force = 5
throwforce = 5
throw_speed = 4
custom_materials = list(/datum/material/gold = SMALL_MATERIAL_AMOUNT*7.5)
sharpness = SHARP_EDGED
resistance_flags = FIRE_PROOF
embed_type = /datum/embedding/pen/captain
dart_insert_casing_icon_state = "overlay_fountainpen_gold"
dart_insert_projectile_icon_state = "overlay_fountainpen_gold_proj"
var/list/overlay_reskin = list(
/datum/atom_skin/cap_pen/black_silver::preview_name = "overlay_fountainpen",
/datum/atom_skin/cap_pen/command_blue::preview_name = "overlay_fountainpen_gold",
/datum/atom_skin/cap_pen/gold::preview_name = "overlay_fountainpen_gold",
/datum/atom_skin/cap_pen/oak::preview_name = "overlay_fountainpen_gold",
/datum/atom_skin/cap_pen/rosewood::preview_name = "overlay_fountainpen_gold",
)
/datum/embedding/pen/captain
embed_chance = 50
/obj/item/pen/fountain/captain/Initialize(mapload)
. = ..()
AddComponent( \
/datum/component/butchering, \
speed = 20 SECONDS, \
effectiveness = 115, \
)
//the pen is mightier than the sword
RegisterSignal(src, COMSIG_DART_INSERT_PARENT_RESKINNED, PROC_REF(reskin_dart_insert))
/obj/item/pen/fountain/captain/setup_reskins()
AddComponent(/datum/component/reskinable_item, /datum/atom_skin/cap_pen)
/obj/item/pen/fountain/captain/proc/reskin_dart_insert(datum/component/dart_insert/insert_comp, skin)
SIGNAL_HANDLER
if(!istype(insert_comp)) //You really shouldn't be sending this signal from anything other than a dart_insert component
return
insert_comp.casing_overlay_icon_state = overlay_reskin[skin]
insert_comp.projectile_overlay_icon_state = "[overlay_reskin[skin]]_proj"
/obj/item/pen/item_ctrl_click(mob/living/carbon/user)
if(loc != user)
to_chat(user, span_warning("You must be holding the pen to continue!"))
return CLICK_ACTION_BLOCKING
var/deg = tgui_input_number(user, "What angle would you like to rotate the pen head to? (0-360)", "Rotate Pen Head", max_value = 360)
if(isnull(deg) || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH) || loc != user)
return CLICK_ACTION_BLOCKING
degrees = deg
to_chat(user, span_notice("You rotate the top of the pen to [deg] degrees."))
SEND_SIGNAL(src, COMSIG_PEN_ROTATED, deg, user)
return CLICK_ACTION_SUCCESS
/obj/item/pen/attack(mob/living/M, mob/user, list/modifiers, list/attack_modifiers)
if(force) // If the pen has a force value, call the normal attack procs. Used for e-daggers and captain's pen mostly.
return ..()
if(!M.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
return FALSE
to_chat(user, span_warning("You stab [M] with the pen."))
to_chat(M, span_danger("You feel a tiny prick!"))
log_combat(user, M, "stabbed", src)
return TRUE
/obj/item/pen/get_writing_implement_details()
if (HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
return null
return list(
interaction_mode = MODE_WRITING,
font = font,
color = colour,
use_bold = FALSE,
)
/*
* Sleepypens
*/
/obj/item/pen/sleepy/attack(mob/living/M, mob/user, list/modifiers, list/attack_modifiers)
. = ..()
if(!.)
return
if(!reagents.total_volume)
return
if(!M.reagents)
return
reagents.trans_to(M, reagents.total_volume, transferred_by = user, methods = INJECT)
/obj/item/pen/sleepy/Initialize(mapload)
. = ..()
create_reagents(45, OPENCONTAINER)
reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 20)
reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 15)
reagents.add_reagent(/datum/reagent/toxin/staminatoxin, 10)
/obj/item/pen/sleepy/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
. = ..()
var/obj/projectile/proj = dart.loaded_projectile
RegisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_dart_hit))
/obj/item/pen/sleepy/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/proj, mob/user)
. = ..()
if(istype(proj))
UnregisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT)
/obj/item/pen/sleepy/proc/on_dart_hit(datum/source, atom/movable/firer, atom/target, angle, hit_limb, blocked)
SIGNAL_HANDLER
var/mob/living/carbon/carbon_target = target
if(!istype(carbon_target) || blocked == 100)
return
if(carbon_target.can_inject(target_zone = hit_limb))
reagents.trans_to(carbon_target, reagents.total_volume, transferred_by = firer, methods = INJECT)
/*
* (Alan) Edaggers
*/
/obj/item/pen/edagger
attack_verb_continuous = list("slashes", "slices", "tears", "lacerates", "rips", "dices", "cuts") //these won't show up if the pen is off
attack_verb_simple = list("slash", "slice", "tear", "lacerate", "rip", "dice", "cut")
sharpness = SHARP_POINTY
armour_penetration = 20
exposed_wound_bonus = 10
item_flags = NO_BLOOD_ON_ITEM
light_system = OVERLAY_LIGHT
light_range = 1.5
light_power = 1.3
light_color = "#FA8282"
light_on = FALSE
dart_insert_projectile_icon_state = "overlay_edagger"
/// The real name of our item when extended.
var/hidden_name = "energy dagger"
/// The real desc of our item when extended.
var/hidden_desc = "It's a normal black ink pe- Wait. That's a thing used to stab people!"
/// The real icons used when extended.
var/hidden_icon = "edagger"
var/list/alt_continuous = list("stabs", "pierces", "shanks")
var/list/alt_simple = list("stab", "pierce", "shank")
/obj/item/pen/edagger/Initialize(mapload)
. = ..()
alt_continuous = string_list(alt_continuous)
alt_simple = string_list(alt_simple)
AddComponent(/datum/component/alternative_sharpness, SHARP_POINTY, alt_continuous, alt_simple, -5, TRAIT_TRANSFORM_ACTIVE)
AddComponent(/datum/component/butchering, \
speed = 6 SECONDS, \
butcher_sound = 'sound/items/weapons/blade1.ogg', \
)
RegisterSignal(src, COMSIG_DETECTIVE_SCANNED, PROC_REF(on_scan))
/obj/item/pen/edagger/create_transform_component()
AddComponent( \
/datum/component/transforming, \
force_on = 18, \
throwforce_on = 35, \
throw_speed_on = 4, \
sharpness_on = SHARP_EDGED, \
w_class_on = WEIGHT_CLASS_NORMAL, \
inhand_icon_change = FALSE, \
)
/obj/item/pen/edagger/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
. = ..()
var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
transform_comp.do_transform(src, user)
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_FIRE, PROC_REF(on_containing_dart_fired))
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_DROP, PROC_REF(on_containing_dart_drop))
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED, PROC_REF(on_containing_dart_embedded))
/obj/item/pen/edagger/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/projectile, mob/user)
. = ..()
if(istype(dart))
UnregisterSignal(dart, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
if(istype(projectile))
UnregisterSignal(projectile, list(COMSIG_PROJECTILE_FIRE, COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED))
/obj/item/pen/edagger/get_dart_var_modifiers()
. = ..()
var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
.["damage"] = max(5, transform_comp.throwforce_on)
.["speed"] = max(0, transform_comp.throw_speed_on - 3)
var/datum/embedding/data = .["embedding"]
data.embed_chance = 100
/obj/item/pen/edagger/proc/on_containing_dart_fired(obj/projectile/source)
SIGNAL_HANDLER
playsound(source, 'sound/items/weapons/saberon.ogg', 5, TRUE)
var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
source.hitsound = transform_comp.hitsound_on
source.set_light(light_range, light_power, light_color, l_on = TRUE)
/obj/item/pen/edagger/proc/on_containing_dart_drop(datum/source, obj/item/ammo_casing/new_casing)
SIGNAL_HANDLER
playsound(new_casing, 'sound/items/weapons/saberoff.ogg', 5, TRUE)
/obj/item/pen/edagger/proc/on_containing_dart_embedded(datum/source, obj/item/ammo_casing/new_casing)
SIGNAL_HANDLER
RegisterSignal(new_casing, COMSIG_ITEM_UNEMBEDDED, PROC_REF(on_embedded_removed))
RegisterSignal(new_casing, COMSIG_ITEM_FAILED_EMBED, PROC_REF(on_containing_dart_failed_embed))
/obj/item/pen/edagger/proc/on_containing_dart_failed_embed(obj/item/ammo_casing/source)
SIGNAL_HANDLER
playsound(source, 'sound/items/weapons/saberoff.ogg', 5, TRUE)
UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
/obj/item/pen/edagger/proc/on_embedded_removed(obj/item/ammo_casing/source, mob/living/carbon/victim)
SIGNAL_HANDLER
playsound(source, 'sound/items/weapons/saberoff.ogg', 5, TRUE)
UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
victim.visible_message(
message = span_warning("The blade of the [hidden_name] retracts as \the [source] is removed from [victim]!"),
self_message = span_warning("The blade of the [hidden_name] retracts as \the [source] is removed from you!"),
blind_message = span_warning("You hear an energy blade retract!"),
vision_distance = 1
)
/obj/item/pen/edagger/suicide_act(mob/living/user)
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
user.visible_message(span_suicide("[user] forcefully rams the pen into their mouth!"))
else
user.visible_message(span_suicide("[user] is holding a pen up to their mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
attack_self(user)
return BRUTELOSS
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Handles swapping their icon files to edagger related icon files -
* as they're supposed to look like a normal pen.
*/
/obj/item/pen/edagger/on_transform(obj/item/source, mob/user, active)
if(active)
name = hidden_name
desc = hidden_desc
icon_state = hidden_icon
inhand_icon_state = hidden_icon
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
set_embed(/datum/embedding/edagger_active)
else
name = initial(name)
desc = initial(desc)
icon_state = initial(icon_state)
inhand_icon_state = initial(inhand_icon_state)
lefthand_file = initial(lefthand_file)
righthand_file = initial(righthand_file)
set_embed(embed_type)
if(user)
balloon_alert(user, "[hidden_name] [active ? "active" : "concealed"]")
playsound(src, active ? 'sound/items/weapons/saberon.ogg' : 'sound/items/weapons/saberoff.ogg', 5, TRUE)
set_light_on(active)
return COMPONENT_NO_DEFAULT_MESSAGE
/datum/embedding/edagger_active
embed_chance = 100
/obj/item/pen/edagger/proc/on_scan(datum/source, mob/user, datum/detective_scanner_log/entry)
SIGNAL_HANDLER
entry.add_data_entry(DETSCAN_CATEGORY_ILLEGAL, "Hard-light generator detected.")
/obj/item/pen/survival
name = "survival pen"
desc = "The latest in portable survival technology, this pen was designed as a miniature diamond pickaxe. Watchers find them very desirable for their diamond exterior."
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "digging_pen"
inhand_icon_state = "pen"
worn_icon_state = "pen"
force = 3
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/diamond=SMALL_MATERIAL_AMOUNT, /datum/material/titanium = SMALL_MATERIAL_AMOUNT*0.1)
pressure_resistance = 2
tool_behaviour = TOOL_MINING //For the classic "digging out of prison with a spoon but you're in space so this analogy doesn't work" situation.
toolspeed = 10 //You will never willingly choose to use one of these over a shovel.
font = FOUNTAIN_PEN_FONT
colour = COLOR_BLUE
dart_insert_casing_icon_state = "overlay_survivalpen"
dart_insert_projectile_icon_state = "overlay_survivalpen_proj"
can_click = FALSE
/obj/item/pen/survival/grind_results()
return list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
/obj/item/pen/survival/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
. = ..()
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_dart_hit))
/obj/item/pen/survival/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/proj, mob/user)
. = ..()
if(istype(proj))
UnregisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT)
/obj/item/pen/survival/proc/on_dart_hit(obj/projectile/source, atom/movable/firer, atom/target)
var/turf/target_turf = get_turf(target)
if(!target_turf)
target_turf = get_turf(src)
if(ismineralturf(target_turf))
var/turf/closed/mineral/mineral_turf = target_turf
mineral_turf.gets_drilled(firer, 1)
/obj/item/pen/destroyer
name = "Fine Tipped Pen"
desc = "A pen with an infinitely-sharpened tip. Capable of striking the weakest point of a strucutre or robot and annihilating it instantly. Good at putting holes in people too."
force = 5
wound_bonus = 100
demolition_mod = 9000
// screwdriver pen!
/obj/item/pen/screwdriver
desc = "A pen with an extendable screwdriver tip. This one has a yellow cap."
icon_state = "pendriver"
toolspeed = 1.2 // gotta have some downside
dart_insert_projectile_icon_state = "overlay_pendriver"
/obj/item/pen/screwdriver/get_all_tool_behaviours()
return list(TOOL_SCREWDRIVER)
/obj/item/pen/screwdriver/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/pen/screwdriver/create_transform_component()
AddComponent( \
/datum/component/transforming, \
throwforce_on = 5, \
w_class_on = WEIGHT_CLASS_SMALL, \
sharpness_on = TRUE, \
inhand_icon_change = FALSE, \
)
/obj/item/pen/screwdriver/on_transform(obj/item/source, mob/user, active)
if(user)
balloon_alert(user, active ? "extended" : "retracted")
playsound(src, 'sound/items/weapons/batonextend.ogg', 50, TRUE)
if(!active)
tool_behaviour = initial(tool_behaviour)
RemoveElement(/datum/element/eyestab)
else
tool_behaviour = TOOL_SCREWDRIVER
AddElement(/datum/element/eyestab)
update_appearance(UPDATE_ICON)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/pen/screwdriver/update_icon_state()
. = ..()
icon_state = "[initial(icon_state)][HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) ? "_out" : null]"
inhand_icon_state = initial(inhand_icon_state) //since transforming component switches the icon.
//The Security holopen
/obj/item/pen/red/security
name = "security pen"
desc = "This is a red ink pen exclusively provided to members of the Security Department. Its opposite end features a built-in holographic projector designed for issuing arrest prompts to individuals."
icon_state = "pen_sec"
COOLDOWN_DECLARE(holosign_cooldown)
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT)
/obj/item/pen/red/security/examine(mob/user)
. = ..()
. += span_notice("To initiate the surrender prompt, simply click on an individual within your proximity.")
//Code from the medical penlight
/obj/item/pen/red/security/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!COOLDOWN_FINISHED(src, holosign_cooldown))
balloon_alert(user, "not ready!")
return ITEM_INTERACT_BLOCKING
var/turf/target_turf = get_turf(interacting_with)
var/mob/living/living_target = locate(/mob/living) in target_turf
if(!living_target || (living_target == user))
return ITEM_INTERACT_BLOCKING
living_target.apply_status_effect(/datum/status_effect/surrender_timed)
to_chat(living_target, span_userdanger("[user] requests your immediate surrender! You are given 30 seconds to comply!"))
new /obj/effect/temp_visual/security_holosign(target_turf, user) //produce a holographic glow
COOLDOWN_START(src, holosign_cooldown, 30 SECONDS)
return ITEM_INTERACT_SUCCESS
/obj/effect/temp_visual/security_holosign
name = "security holosign"
desc = "A small holographic glow that indicates you're under arrest."
icon_state = "sec_holo"
duration = 60
/obj/effect/temp_visual/security_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/chime.ogg', 50, FALSE) //make some noise!
if(creator)
visible_message(span_danger("[creator] created a security hologram!"))