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Bubberstation/code/modules/clothing/neck/_neck.dm
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SmArtKarandGitHub b14a8f611a Collars can no longer be used to null a pet's name (#86719)
## About The Pull Request

Closes #86716

## Changelog
🆑
fix: Collars can no longer be used to null a pet's name
/🆑
2024-09-18 08:29:43 -04:00

535 lines
20 KiB
Plaintext

/obj/item/clothing/neck
name = "necklace"
icon = 'icons/obj/clothing/neck.dmi'
body_parts_covered = NECK
slot_flags = ITEM_SLOT_NECK
interaction_flags_click = NEED_DEXTERITY
strip_delay = 40
equip_delay_other = 40
/obj/item/clothing/neck/worn_overlays(mutable_appearance/standing, isinhands = FALSE)
. = ..()
if(isinhands)
return
if(body_parts_covered & HEAD)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
if(GET_ATOM_BLOOD_DNA_LENGTH(src))
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
/obj/item/clothing/neck/bowtie
name = "bow tie"
desc = "A small neosilk bowtie."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "bowtie_greyscale"
inhand_icon_state = "" //no inhands
w_class = WEIGHT_CLASS_SMALL
custom_price = PAYCHECK_CREW
greyscale_config = /datum/greyscale_config/ties
greyscale_config_worn = /datum/greyscale_config/ties/worn
greyscale_colors = "#151516ff"
flags_1 = IS_PLAYER_COLORABLE_1
/obj/item/clothing/neck/bowtie/rainbow
name = "rainbow bow tie"
desc = "An extremely large neosilk rainbow-colored bowtie."
icon_state = "bowtie_rainbow"
greyscale_config = null
greyscale_config_worn = null
greyscale_colors = null
/obj/item/clothing/neck/tie
name = "slick tie"
desc = "A neosilk tie."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "tie_greyscale_tied"
inhand_icon_state = "" //no inhands
alternate_worn_layer = LOW_NECK_LAYER // So that it renders below suit jackets, MODsuits, etc
w_class = WEIGHT_CLASS_SMALL
custom_price = PAYCHECK_CREW
greyscale_config = /datum/greyscale_config/ties
greyscale_config_worn = /datum/greyscale_config/ties/worn
greyscale_colors = "#4d4e4e"
flags_1 = IS_PLAYER_COLORABLE_1
/// All ties start untied unless otherwise specified
var/is_tied = FALSE
/// How long it takes to tie the tie
var/tie_timer = 4 SECONDS
/// Is this tie a clip-on, meaning it does not have an untied state?
var/clip_on = FALSE
/obj/item/clothing/neck/tie/Initialize(mapload)
. = ..()
if(!clip_on)
update_appearance(UPDATE_ICON)
register_context()
/obj/item/clothing/neck/tie/examine(mob/user)
. = ..()
. += span_notice("The tie can be worn above or below your suit. Alt-Right-click to toggle.")
if(clip_on)
. += span_notice("Looking closely, you can see that it's actually a cleverly disguised clip-on.")
else if(!is_tied)
. += span_notice("The tie can be tied with Alt-Click.")
else
. += span_notice("The tie can be untied with Alt-Click.")
/obj/item/clothing/neck/tie/click_alt(mob/user)
if(clip_on)
return NONE
to_chat(user, span_notice("You concentrate as you begin [is_tied ? "untying" : "tying"] [src]..."))
var/tie_timer_actual = tie_timer
// Mirrors give you a boost to your tying speed. I realize this stacks and I think that's hilarious.
for(var/obj/structure/mirror/reflection in view(2, user))
tie_timer_actual *= 0.8
// Heads of staff are experts at tying their ties.
if(HAS_TRAIT(user, TRAIT_FAST_TYING))
tie_timer_actual *= 0.5
// Tie/Untie our tie
if(!do_after(user, tie_timer_actual))
to_chat(user, span_notice("Your fingers fumble away from [src] as your concentration breaks."))
return CLICK_ACTION_BLOCKING
// Clumsy & Dumb people have trouble tying their ties.
if((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50))
to_chat(user, span_notice("You just can't seem to get a proper grip on [src]!"))
return CLICK_ACTION_BLOCKING
// Success!
is_tied = !is_tied
user.visible_message(
span_notice("[user] adjusts [user.p_their()] tie[HAS_TRAIT(user, TRAIT_BALD) ? "" : " and runs a hand across [user.p_their()] head"]."),
span_notice("You successfully [is_tied ? "tied" : "untied"] [src]!"),
)
update_appearance(UPDATE_ICON)
user.update_clothing(ITEM_SLOT_NECK)
return CLICK_ACTION_SUCCESS
/obj/item/clothing/neck/tie/click_alt_secondary(mob/user)
alternate_worn_layer = (alternate_worn_layer == initial(alternate_worn_layer) ? NONE : initial(alternate_worn_layer))
user.update_clothing(ITEM_SLOT_NECK)
balloon_alert(user, "wearing [alternate_worn_layer == initial(alternate_worn_layer) ? "below" : "above"] suits")
/obj/item/clothing/neck/tie/update_icon()
. = ..()
if(clip_on)
return
// Normal strip & equip delay, along with 2 second self equip since you need to squeeze your head through the hole.
if(is_tied)
icon_state = "tie_greyscale_tied"
strip_delay = 4 SECONDS
equip_delay_other = 4 SECONDS
equip_delay_self = 2 SECONDS
else // Extremely quick strip delay, it's practically a ribbon draped around your neck
icon_state = "tie_greyscale_untied"
strip_delay = 1 SECONDS
equip_delay_other = 1 SECONDS
equip_delay_self = 0
/obj/item/clothing/neck/tie/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
context[SCREENTIP_CONTEXT_ALT_RMB] = "Wear [alternate_worn_layer == initial(alternate_worn_layer) ? "above" : "below"] suit"
if(clip_on)
return CONTEXTUAL_SCREENTIP_SET
if(is_tied)
context[SCREENTIP_CONTEXT_ALT_LMB] = "Untie"
else
context[SCREENTIP_CONTEXT_ALT_LMB] = "Tie"
return CONTEXTUAL_SCREENTIP_SET
/obj/item/clothing/neck/tie/worn_overlays(mutable_appearance/standing, isinhands)
. = ..()
var/mob/living/carbon/human/wearer = loc
if(!ishuman(wearer) || !wearer.w_uniform)
return
var/obj/item/clothing/under/undershirt = wearer.w_uniform
if(!istype(undershirt) || !LAZYLEN(undershirt.attached_accessories))
return
if(alternate_worn_layer)
. += undershirt.accessory_overlay
/obj/item/clothing/neck/tie/blue
name = "blue tie"
icon_state = "tie_greyscale_untied"
greyscale_colors = "#5275b6ff"
/obj/item/clothing/neck/tie/red
name = "red tie"
icon_state = "tie_greyscale_untied"
greyscale_colors = "#c23838ff"
/obj/item/clothing/neck/tie/red/tied
is_tied = TRUE
/obj/item/clothing/neck/tie/red/hitman
desc = "This is a $47,000 custom-tailored Référence Du Tueur À Gages tie. The clot is from neosilkworms raised at a tie microfarm in Cookwell, from a secret pattern passed down by monk tailors since the twenty-first century!"
icon_state = "tie_greyscale_untied"
tie_timer = 1 SECONDS // You're a professional.
/obj/item/clothing/neck/tie/red/hitman/tied
is_tied = TRUE
/obj/item/clothing/neck/tie/black
name = "black tie"
icon_state = "tie_greyscale_untied"
greyscale_colors = "#151516ff"
/obj/item/clothing/neck/tie/black/tied
is_tied = TRUE
/obj/item/clothing/neck/tie/horrible
name = "horrible tie"
desc = "A neosilk tie. This one is disgusting."
icon_state = "horribletie"
clip_on = TRUE
greyscale_config = null
greyscale_config_worn = null
greyscale_colors = null
/obj/item/clothing/neck/tie/disco
name = "horrific necktie"
icon_state = "eldritch_tie"
desc = "The necktie is adorned with a garish pattern. It's disturbingly vivid. Somehow you feel as if it would be wrong to ever take it off. It's your friend now. You will betray it if you change it for some boring scarf."
clip_on = TRUE
greyscale_config = null
greyscale_config_worn = null
greyscale_colors = null
/obj/item/clothing/neck/tie/detective
name = "loose tie"
desc = "A loosely tied necktie, a perfect accessory for the over-worked detective."
icon_state = "detective"
clip_on = TRUE
greyscale_config = null
greyscale_config_worn = null
greyscale_colors = null
/obj/item/clothing/neck/maid
name = "maid neck cover"
desc = "A neckpiece for a maid costume, it smells faintly of disappointment."
icon_state = "maid_neck"
/obj/item/clothing/neck/stethoscope
name = "stethoscope"
desc = "An outdated medical apparatus for listening to the sounds of the human body. It also makes you look like you know what you're doing."
icon_state = "stethoscope"
/obj/item/clothing/neck/stethoscope/Initialize(mapload)
. = ..()
AddComponent(/datum/component/adjust_fishing_difficulty, -2) //FISH DOCTOR?!
/obj/item/clothing/neck/stethoscope/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] puts \the [src] to [user.p_their()] chest! It looks like [user.p_they()] won't hear much!"))
return OXYLOSS
/obj/item/clothing/neck/stethoscope/attack(mob/living/target, mob/living/user)
if(!ishuman(target) || !isliving(user))
return ..()
if(user.combat_mode)
return
var/mob/living/carbon/carbon_patient = target
var/body_part = carbon_patient.parse_zone_with_bodypart(user.zone_selected)
var/oxy_loss = carbon_patient.getOxyLoss()
var/heart_strength
var/pulse_pressure
var/obj/item/organ/internal/heart/heart = carbon_patient.get_organ_slot(ORGAN_SLOT_HEART)
var/obj/item/organ/internal/lungs/lungs = carbon_patient.get_organ_slot(ORGAN_SLOT_LUNGS)
var/obj/item/organ/internal/liver/liver = carbon_patient.get_organ_slot(ORGAN_SLOT_LIVER)
var/obj/item/organ/internal/appendix/appendix = carbon_patient.get_organ_slot(ORGAN_SLOT_APPENDIX)
var/render_list = list()//information will be packaged in a list for clean display to the user
//determine what specific action we're taking
switch (body_part)
if(BODY_ZONE_CHEST)//Listening to the chest
user.visible_message(span_notice("[user] places [src] against [carbon_patient]'s [body_part] and listens attentively."), ignored_mobs = user)
if(!user.can_hear())
to_chat(user, span_notice("You place [src] against [carbon_patient]'s [body_part]. Fat load of good it does you though, since you can't hear."))
return
else
render_list += span_info("You place [src] against [carbon_patient]'s [body_part]:\n")
//assess breathing
if(isnull(lungs) \
|| carbon_patient.stat == DEAD \
|| (HAS_TRAIT(carbon_patient, TRAIT_FAKEDEATH)) \
|| (HAS_TRAIT(carbon_patient, TRAIT_NOBREATH))\
|| carbon_patient.failed_last_breath \
|| carbon_patient.losebreath)//If pt is dead or otherwise not breathing
render_list += "<span class='danger ml-1'>[target.p_Theyre()] not breathing!</span>\n"
else if(lungs.damage > 10)//if breathing, check for lung damage
render_list += "<span class='danger ml-1'>You hear fluid in [target.p_their()] lungs!</span>\n"
else if(oxy_loss > 10)//if they have suffocation damage
render_list += "<span class='danger ml-1'>[target.p_Theyre()] breathing heavily!</span>\n"
else
render_list += "<span class='notice ml-1'>[target.p_Theyre()] breathing normally.</span>\n"//they're okay :D
//assess heart
if(body_part == BODY_ZONE_CHEST)//if we're listening to the chest
if(isnull(heart) || !heart.is_beating() || carbon_patient.stat == DEAD)
render_list += "<span class='danger ml-1'>You don't hear a heartbeat!</span>\n"//they're dead or their heart isn't beating
else if(heart.damage > 10 || carbon_patient.blood_volume <= BLOOD_VOLUME_OKAY)
render_list += "<span class='danger ml-1'>You hear a weak heartbeat.</span>\n"//their heart is damaged, or they have critical blood
else
render_list += "<span class='notice ml-1'>You hear a healthy heartbeat.</span>\n"//they're okay :D
if(BODY_ZONE_PRECISE_GROIN)//If we're targeting the groin
render_list += span_info("You carefully press down on [carbon_patient]'s abdomen:\n")
user.visible_message(span_notice("[user] presses their hands against [carbon_patient]'s abdomen."), ignored_mobs = user)
//assess abdominal organs
if(body_part == BODY_ZONE_PRECISE_GROIN)
var/appendix_okay = TRUE
var/liver_okay = TRUE
if(!liver)//sanity check, ensure the patient actually has a liver
render_list += "<span class='danger ml-1'>You can't feel anything where [target.p_their()] liver would be.</span>\n"
liver_okay = FALSE
else
if(liver.damage > 10)
render_list += "<span class='danger ml-1'>[target.p_Their()] liver feels firm.</span>\n"//their liver is damaged
liver_okay = FALSE
if(!appendix)//sanity check, ensure the patient actually has an appendix
render_list += "<span class='danger ml-1'>You can't feel anything where [target.p_their()] appendix would be.</span>\n"
appendix_okay = FALSE
else
if(appendix.damage > 10 && carbon_patient.stat == CONSCIOUS)
render_list += "<span class='danger ml-1'>[target] screams when you lift your hand from [target.p_their()] appendix!</span>\n"//scream if their appendix is damaged and they're awake
target.emote("scream")
appendix_okay = FALSE
if(liver_okay && appendix_okay)//if they have all their organs and have no detectable damage
render_list += "<span class='notice ml-1'>You don't find anything abnormal.</span>\n"//they're okay :D
if(BODY_ZONE_PRECISE_EYES)
balloon_alert(user, "can't do that!")
return
if(BODY_ZONE_PRECISE_MOUTH)
balloon_alert(user, "can't do that!")
return
else//targeting an extremity or the head
if(body_part == BODY_ZONE_HEAD)
render_list += span_info("You carefully press your fingers to [carbon_patient]'s neck:\n")
user.visible_message(span_notice("[user] presses their fingers against [carbon_patient]'s neck."), ignored_mobs = user)
else
render_list += span_info("You carefully press your fingers to [carbon_patient]'s [body_part]:\n")
user.visible_message(span_notice("[user] presses their fingers against [carbon_patient]'s [body_part]."), ignored_mobs = user)
//assess pulse (heart & blood level)
if(isnull(heart) || !heart.is_beating() || carbon_patient.blood_volume <= BLOOD_VOLUME_OKAY || carbon_patient.stat == DEAD)
render_list += "<span class='danger ml-1'>You can't find a pulse!</span>\n"//they're dead, their heart isn't beating, or they have critical blood
else
if(heart.damage > 10)
heart_strength = span_danger("irregular")//their heart is damaged
else
heart_strength = span_notice("regular")//they're okay :D
if(carbon_patient.blood_volume <= BLOOD_VOLUME_SAFE && carbon_patient.blood_volume > BLOOD_VOLUME_OKAY)
pulse_pressure = span_danger("thready")//low blood
else
pulse_pressure = span_notice("strong")//they're okay :D
render_list += "<span class='notice ml-1'>[target.p_Their()] pulse is [pulse_pressure] and [heart_strength].</span>\n"
//display our packaged information in an examine block for easy reading
to_chat(user, examine_block(jointext(render_list, "")), type = MESSAGE_TYPE_INFO)
///////////
//SCARVES//
///////////
/obj/item/clothing/neck/scarf
name = "scarf"
icon_state = "scarf"
icon_preview = 'icons/obj/fluff/previews.dmi'
icon_state_preview = "scarf_cloth"
desc = "A stylish scarf. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their necks."
w_class = WEIGHT_CLASS_TINY
custom_price = PAYCHECK_CREW
greyscale_colors = "#EEEEEE#EEEEEE"
greyscale_config = /datum/greyscale_config/scarf
greyscale_config_worn = /datum/greyscale_config/scarf/worn
flags_1 = IS_PLAYER_COLORABLE_1
/obj/item/clothing/neck/scarf/black
name = "black scarf"
greyscale_colors = "#4A4A4B#4A4A4B"
/obj/item/clothing/neck/scarf/pink
name = "pink scarf"
greyscale_colors = "#F699CD#F699CD"
/obj/item/clothing/neck/scarf/red
name = "red scarf"
greyscale_colors = "#D91414#D91414"
/obj/item/clothing/neck/scarf/green
name = "green scarf"
greyscale_colors = "#5C9E54#5C9E54"
/obj/item/clothing/neck/scarf/darkblue
name = "dark blue scarf"
greyscale_colors = "#1E85BC#1E85BC"
/obj/item/clothing/neck/scarf/purple
name = "purple scarf"
greyscale_colors = "#9557C5#9557C5"
/obj/item/clothing/neck/scarf/yellow
name = "yellow scarf"
greyscale_colors = "#E0C14F#E0C14F"
/obj/item/clothing/neck/scarf/orange
name = "orange scarf"
greyscale_colors = "#C67A4B#C67A4B"
/obj/item/clothing/neck/scarf/cyan
name = "cyan scarf"
greyscale_colors = "#54A3CE#54A3CE"
/obj/item/clothing/neck/scarf/zebra
name = "zebra scarf"
greyscale_colors = "#333333#EEEEEE"
/obj/item/clothing/neck/scarf/christmas
name = "christmas scarf"
greyscale_colors = "#038000#960000"
/obj/item/clothing/neck/large_scarf
name = "large scarf"
icon_state = "large_scarf"
icon_preview = 'icons/obj/fluff/previews.dmi'
icon_state_preview = "scarf_large"
w_class = WEIGHT_CLASS_TINY
custom_price = PAYCHECK_CREW
greyscale_colors = "#C6C6C6#EEEEEE"
greyscale_config = /datum/greyscale_config/scarf
greyscale_config_worn = /datum/greyscale_config/scarf/worn
flags_1 = IS_PLAYER_COLORABLE_1
/obj/item/clothing/neck/large_scarf/red
name = "large red scarf"
greyscale_colors = "#8A2908#A06D66"
/obj/item/clothing/neck/large_scarf/green
name = "large green scarf"
greyscale_colors = "#525629#888674"
/obj/item/clothing/neck/large_scarf/blue
name = "large blue scarf"
greyscale_colors = "#20396C#6F7F91"
/obj/item/clothing/neck/large_scarf/syndie
name = "suspicious looking striped scarf"
desc = "Ready to operate."
greyscale_colors = "#B40000#545350"
armor_type = /datum/armor/large_scarf_syndie
/obj/item/clothing/neck/infinity_scarf
name = "infinity scarf"
icon_state = "infinity_scarf"
w_class = WEIGHT_CLASS_TINY
custom_price = PAYCHECK_CREW
greyscale_colors = COLOR_VERY_LIGHT_GRAY
greyscale_config = /datum/greyscale_config/infinity_scarf
greyscale_config_worn = /datum/greyscale_config/infinity_scarf/worn
flags_1 = IS_PLAYER_COLORABLE_1
/obj/item/clothing/neck/petcollar
name = "pet collar"
desc = "It's for pets."
icon_state = "petcollar"
var/tagname = null
/datum/armor/large_scarf_syndie
fire = 50
acid = 40
/obj/item/clothing/neck/petcollar/mob_can_equip(mob/M, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE, ignore_equipped = FALSE, indirect_action = FALSE)
if(!ismonkey(M))
return FALSE
return ..()
/obj/item/clothing/neck/petcollar/attack_self(mob/user)
tagname = sanitize_name(tgui_input_text(user, "Would you like to change the name on the tag?", "Pet Naming", "Spot", MAX_NAME_LEN))
if (!tagname || !length(tagname))
name = initial(name)
tagname = null
return
name = "[initial(name)] - [tagname]"
//////////////
//DOPE BLING//
//////////////
/obj/item/clothing/neck/necklace/dope
name = "gold necklace"
desc = "Damn, it feels good to be a gangster."
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "bling"
/obj/item/clothing/neck/necklace/dope/merchant
desc = "Don't ask how it works, the proof is in the holochips!"
/// scales the amount received in case an admin wants to emulate taxes/fees.
var/profit_scaling = 1
/// toggles between sell (TRUE) and get price post-fees (FALSE)
var/selling = FALSE
/obj/item/clothing/neck/necklace/dope/merchant/attack_self(mob/user)
. = ..()
selling = !selling
to_chat(user, span_notice("[src] has been set to [selling ? "'Sell'" : "'Get Price'"] mode."))
/obj/item/clothing/neck/necklace/dope/merchant/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
var/datum/export_report/ex = export_item_and_contents(interacting_with, delete_unsold = selling, dry_run = !selling)
var/price = 0
for(var/x in ex.total_amount)
price += ex.total_value[x]
if(price)
var/true_price = round(price*profit_scaling)
to_chat(user, span_notice("[selling ? "Sold" : "Getting the price of"] [interacting_with], value: <b>[true_price]</b> credits[interacting_with.contents.len ? " (exportable contents included)" : ""].[profit_scaling < 1 && selling ? "<b>[round(price-true_price)]</b> credit\s taken as processing fee\s." : ""]"))
if(selling)
new /obj/item/holochip(get_turf(user), true_price)
else
to_chat(user, span_warning("There is no export value for [interacting_with] or any items within it."))
return ITEM_INTERACT_BLOCKING
/obj/item/clothing/neck/beads
name = "plastic bead necklace"
desc = "A cheap, plastic bead necklace. Show team spirit! Collect them! Throw them away! The posibilites are endless!"
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "beads"
color = "#ffffff"
custom_price = PAYCHECK_CREW * 0.2
custom_materials = (list(/datum/material/plastic = SMALL_MATERIAL_AMOUNT*5))
/obj/item/clothing/neck/beads/Initialize(mapload)
. = ..()
color = color = pick("#ff0077","#d400ff","#2600ff","#00ccff","#00ff2a","#e5ff00","#ffae00","#ff0000", "#ffffff")
/obj/item/clothing/neck/wreath
name = "\improper Watcher Wreath"
desc = "An elaborate crown made from the twisted flesh and sinew of a watcher. \
Wearing it makes you feel like you have eyes in the back of your head."
icon_state = "watcher_wreath"
worn_y_offset = 10
alternate_worn_layer = ABOVE_BODY_FRONT_HEAD_LAYER
resistance_flags = FIRE_PROOF
/obj/item/clothing/neck/wreath/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
. = ..()
if(!isinhands)
. += emissive_appearance(icon_file, "wreath_emissive", src, alpha = src.alpha)
/obj/item/clothing/neck/wreath/icewing
name = "\improper Icewing Wreath"
desc = "An elaborate crown made from the twisted flesh and sinew of an icewing watcher. \
Wearing it sends shivers down your spine just from being near it."
icon_state = "icewing_wreath"