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Bubberstation/code/modules/projectiles/pins.dm
SkyratBot 1fe9efd00a [MIRROR] Rebuilds Luxury Shuttle (mostly), makes it emag-only [MDB IGNORE] (#19229)
* Rebuilds Luxury Shuttle (mostly), makes it emag-only (#72940)

## About The Pull Request
![2023 02 07-06 49
54](https://user-images.githubusercontent.com/70376633/217159751-790e6ded-8525-4d13-a5b5-6a3d8076a00e.png)
Changes the really goofy old lux shuttle to a cooler layout with some
additions to make it a luxury and not just
"anti-poor-people protection + food"

Shuttle was made bigger to make it less cramped for the luxury class,
pool was moved to its own room, added an arcade
and a bar corner, has real lasers to shoot poors with (20c each shot),
has fire extinguishers now
Adds a new preopen variant of hardened shutters
Adds a paywall pin subtype for the luxury shuttle, and a laser gun
subtype

Made emag-only at a price of 10000 credits
## Why It's Good For The Game

The old luxury shuttle looked REALLY awful with its pool, was pretty
cramped even in the luxury section and BARELY resembled a luxury..
This luxury shuttle provides luxuries such as a less poorly designed
pool, more space for legs, arcade, to make it resemble a luxury unlike
the old one

## Changelog
🆑
add: Luxury Shuttle is now bigger, and less ugly! Poor people still get
it rough though...
/🆑

* Rebuilds Luxury Shuttle (mostly), makes it emag-only

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2023-02-08 10:24:00 -05:00

358 lines
13 KiB
Plaintext

/obj/item/firing_pin
name = "electronic firing pin"
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."
icon = 'icons/obj/device.dmi'
icon_state = "firing_pin"
inhand_icon_state = "pen"
worn_icon_state = "pen"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("pokes")
attack_verb_simple = list("poke")
var/fail_message = "invalid user!"
var/selfdestruct = FALSE // Explode when user check is failed.
var/force_replace = FALSE // Can forcefully replace other pins.
var/pin_removeable = FALSE // Can be replaced by any pin.
var/obj/item/gun/gun
/obj/item/firing_pin/New(newloc)
..()
if(isgun(newloc))
gun = newloc
/obj/item/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag)
if(isgun(target))
. |= AFTERATTACK_PROCESSED_ITEM
var/obj/item/gun/G = target
var/obj/item/firing_pin/old_pin = G.pin
if(old_pin && (force_replace || old_pin.pin_removeable))
to_chat(user, span_notice("You remove [old_pin] from [G]."))
if(Adjacent(user))
user.put_in_hands(old_pin)
else
old_pin.forceMove(G.drop_location())
old_pin.gun_remove(user)
if(!G.pin)
if(!user.temporarilyRemoveItemFromInventory(src))
return .
gun_insert(user, G)
to_chat(user, span_notice("You insert [src] into [G]."))
else
to_chat(user, span_notice("This firearm already has a firing pin installed."))
return .
/obj/item/firing_pin/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, span_notice("You override the authentication mechanism."))
/obj/item/firing_pin/proc/gun_insert(mob/living/user, obj/item/gun/G)
gun = G
forceMove(gun)
gun.pin = src
return
/obj/item/firing_pin/proc/gun_remove(mob/living/user)
gun.pin = null
gun = null
return
/obj/item/firing_pin/proc/pin_auth(mob/living/user)
return TRUE
/obj/item/firing_pin/proc/auth_fail(mob/living/user)
if(user)
balloon_alert(user, fail_message)
if(selfdestruct)
if(user)
user.show_message("[span_danger("SELF-DESTRUCTING...")]<br>", MSG_VISUAL)
to_chat(user, span_userdanger("[gun] explodes!"))
explosion(src, devastation_range = -1, light_impact_range = 2, flash_range = 3)
if(gun)
qdel(gun)
/obj/item/firing_pin/magic
name = "magic crystal shard"
desc = "A small enchanted shard which allows magical weapons to fire."
// Test pin, works only near firing range.
/obj/item/firing_pin/test_range
name = "test-range firing pin"
desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
fail_message = "test range check failed!"
pin_removeable = TRUE
/obj/item/firing_pin/test_range/pin_auth(mob/living/user)
if(!istype(user))
return FALSE
if (istype(get_area(user), /area/station/security/range))
return TRUE
return FALSE
// Implant pin, checks for implant
/obj/item/firing_pin/implant
name = "implant-keyed firing pin"
desc = "This is a security firing pin which only authorizes users who are implanted with a certain device."
fail_message = "implant check failed!"
var/obj/item/implant/req_implant = null
/obj/item/firing_pin/implant/pin_auth(mob/living/user)
if(user)
for(var/obj/item/implant/I in user.implants)
if(req_implant && I.type == req_implant)
return TRUE
return FALSE
/obj/item/firing_pin/implant/mindshield
name = "mindshield firing pin"
desc = "This Security firing pin authorizes the weapon for only mindshield-implanted users."
icon_state = "firing_pin_loyalty"
req_implant = /obj/item/implant/mindshield
/obj/item/firing_pin/implant/pindicate
name = "syndicate firing pin"
icon_state = "firing_pin_pindi"
req_implant = /obj/item/implant/weapons_auth
// Honk pin, clown's joke item.
// Can replace other pins. Replace a pin in cap's laser for extra fun!
/obj/item/firing_pin/clown
name = "hilarious firing pin"
desc = "Advanced clowntech that can convert any firearm into a far more useful object."
color = "#FFFF00"
fail_message = "honk!"
force_replace = TRUE
/obj/item/firing_pin/clown/pin_auth(mob/living/user)
playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
return FALSE
// Ultra-honk pin, clown's deadly joke item.
// A gun with ultra-honk pin is useful for clown and useless for everyone else.
/obj/item/firing_pin/clown/ultra
name = "ultra hilarious firing pin"
/obj/item/firing_pin/clown/ultra/pin_auth(mob/living/user)
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, TRUE)
if(QDELETED(user)) //how the hell...?
stack_trace("/obj/item/firing_pin/clown/ultra/pin_auth called with a [isnull(user) ? "null" : "invalid"] user.")
return TRUE
if(HAS_TRAIT(user, TRAIT_CLUMSY)) //clumsy
return TRUE
if(user.mind)
if(is_clown_job(user.mind.assigned_role)) //traitor clowns can use this, even though they're technically not clumsy
return TRUE
if(user.mind.has_antag_datum(/datum/antagonist/nukeop/clownop)) //clown ops aren't clumsy by default and technically don't have an assigned role of "Clown", but come on, they're basically clowns
return TRUE
if(user.mind.has_antag_datum(/datum/antagonist/nukeop/leader/clownop)) //Wanna hear a funny joke?
return TRUE //The clown op leader antag datum isn't a subtype of the normal clown op antag datum.
return FALSE
/obj/item/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/gun/G)
..()
G.clumsy_check = FALSE
/obj/item/firing_pin/clown/ultra/gun_remove(mob/living/user)
gun.clumsy_check = initial(gun.clumsy_check)
..()
// Now two times deadlier!
/obj/item/firing_pin/clown/ultra/selfdestruct
name = "super ultra hilarious firing pin"
desc = "Advanced clowntech that can convert any firearm into a far more useful object. It has a small nitrobananium charge on it."
selfdestruct = TRUE
// DNA-keyed pin.
// When you want to keep your toys for yourself.
/obj/item/firing_pin/dna
name = "DNA-keyed firing pin"
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
icon_state = "firing_pin_dna"
fail_message = "dna check failed!"
var/unique_enzymes = null
/obj/item/firing_pin/dna/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag && iscarbon(target))
var/mob/living/carbon/M = target
if(M.dna && M.dna.unique_enzymes)
unique_enzymes = M.dna.unique_enzymes
balloon_alert(user, "dna lock set")
/obj/item/firing_pin/dna/pin_auth(mob/living/carbon/user)
if(user && user.dna && user.dna.unique_enzymes)
if(user.dna.unique_enzymes == unique_enzymes)
return TRUE
return FALSE
/obj/item/firing_pin/dna/auth_fail(mob/living/carbon/user)
if(!unique_enzymes)
if(user && user.dna && user.dna.unique_enzymes)
unique_enzymes = user.dna.unique_enzymes
balloon_alert(user, "dna lock set")
else
..()
/obj/item/firing_pin/dna/dredd
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."
selfdestruct = TRUE
// Paywall pin, brought to you by ARMA 3 DLC.
// Checks if the user has a valid bank account on an ID and if so attempts to extract a one-time payment to authorize use of the gun. Otherwise fails to shoot.
/obj/item/firing_pin/paywall
name = "paywall firing pin"
desc = "A firing pin with a built-in configurable paywall."
color = "#FFD700"
fail_message = ""
var/list/gun_owners = list() //list of people who've accepted the license prompt. If this is the multi-payment pin, then this means they accepted the waiver that each shot will cost them money
var/payment_amount //how much gets paid out to license yourself to the gun
var/obj/item/card/id/pin_owner
var/multi_payment = FALSE //if true, user has to pay everytime they fire the gun
var/owned = FALSE
var/active_prompt = FALSE //purchase prompt to prevent spamming it
/obj/item/firing_pin/paywall/attack_self(mob/user)
multi_payment = !multi_payment
to_chat(user, span_notice("You set the pin to [( multi_payment ) ? "process payment for every shot" : "one-time license payment"]."))
/obj/item/firing_pin/paywall/examine(mob/user)
. = ..()
if(pin_owner)
. += span_notice("This firing pin is currently authorized to pay into the account of [pin_owner.registered_name].")
/obj/item/firing_pin/paywall/gun_insert(mob/living/user, obj/item/gun/G)
if(!pin_owner)
to_chat(user, span_warning("ERROR: Please swipe valid identification card before installing firing pin!"))
return
gun = G
forceMove(gun)
gun.pin = src
if(multi_payment)
gun.desc += span_notice(" This [gun.name] has a per-shot cost of [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""].")
return
gun.desc += span_notice(" This [gun.name] has a license permit cost of [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""].")
return
/obj/item/firing_pin/paywall/gun_remove(mob/living/user)
gun.desc = initial(desc)
..()
/obj/item/firing_pin/paywall/attackby(obj/item/M, mob/user, params)
if(isidcard(M))
var/obj/item/card/id/id = M
if(!id.registered_account)
to_chat(user, span_warning("ERROR: Identification card lacks registered bank account!"))
return
if(id != pin_owner && owned)
to_chat(user, span_warning("ERROR: This firing pin has already been authorized!"))
return
if(id == pin_owner)
to_chat(user, span_notice("You unlink the card from the firing pin."))
gun_owners -= user
pin_owner = null
owned = FALSE
return
var/transaction_amount = tgui_input_number(user, "Insert valid deposit amount for gun purchase", "Money Deposit")
if(!transaction_amount || QDELETED(user) || QDELETED(src) || !user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return
pin_owner = id
owned = TRUE
payment_amount = transaction_amount
gun_owners += user
to_chat(user, span_notice("You link the card to the firing pin."))
/obj/item/firing_pin/paywall/pin_auth(mob/living/user)
if(!istype(user))//nice try commie
return FALSE
var/datum/bank_account/credit_card_details = user.get_bank_account()
if(user in gun_owners)
if(multi_payment && credit_card_details)
if(credit_card_details.adjust_money(-payment_amount, "Firing Pin: Gun Rent"))
if(pin_owner)
pin_owner.registered_account.adjust_money(payment_amount, "Firing Pin: Payout For Gun Rent")
return TRUE
to_chat(user, span_warning("ERROR: User balance insufficent for successful transaction!"))
return FALSE
return TRUE
if(credit_card_details && !active_prompt)
var/license_request = tgui_alert(user, "Do you wish to pay [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""] for [( multi_payment ) ? "each shot of [gun.name]" : "usage license of [gun.name]"]?", "Weapon Purchase", list("Yes", "No"))
active_prompt = TRUE
if(!user.canUseTopic(src, be_close = TRUE))
active_prompt = FALSE
return FALSE
switch(license_request)
if("Yes")
if(credit_card_details.adjust_money(-payment_amount, "Firing Pin: Gun License"))
if(pin_owner)
pin_owner.registered_account.adjust_money(payment_amount, "Firing Pin: Gun License Bought")
gun_owners += user
to_chat(user, span_notice("Gun license purchased, have a secure day!"))
active_prompt = FALSE
return FALSE //we return false here so you don't click initially to fire, get the prompt, accept the prompt, and THEN the gun
to_chat(user, span_warning("ERROR: User balance insufficent for successful transaction!"))
return FALSE
if("No")
to_chat(user, span_warning("ERROR: User has declined to purchase gun license!"))
return FALSE
to_chat(user, span_warning("ERROR: User has no valid bank account to substract neccesary funds from!"))
return FALSE
// Explorer Firing Pin- Prevents use on station Z-Level, so it's justifiable to give Explorers guns that don't suck.
/obj/item/firing_pin/explorer
name = "outback firing pin"
desc = "A firing pin used by the austrailian defense force, retrofit to prevent weapon discharge on the station."
icon_state = "firing_pin_explorer"
fail_message = "cannot fire while on station, mate!"
// This checks that the user isn't on the station Z-level.
/obj/item/firing_pin/explorer/pin_auth(mob/living/user)
var/turf/station_check = get_turf(user)
if(!station_check || is_station_level(station_check.z))
return FALSE
return TRUE
// Laser tag pins
/obj/item/firing_pin/tag
name = "laser tag firing pin"
desc = "A recreational firing pin, used in laser tag units to ensure users have their vests on."
fail_message = "suit check failed!"
var/obj/item/clothing/suit/suit_requirement = null
var/tagcolor = ""
/obj/item/firing_pin/tag/pin_auth(mob/living/user)
if(ishuman(user))
var/mob/living/carbon/human/M = user
if(istype(M.wear_suit, suit_requirement))
return TRUE
to_chat(user, span_warning("You need to be wearing [tagcolor] laser tag armor!"))
return FALSE
/obj/item/firing_pin/tag/red
name = "red laser tag firing pin"
icon_state = "firing_pin_red"
suit_requirement = /obj/item/clothing/suit/redtag
tagcolor = "red"
/obj/item/firing_pin/tag/blue
name = "blue laser tag firing pin"
icon_state = "firing_pin_blue"
suit_requirement = /obj/item/clothing/suit/bluetag
tagcolor = "blue"
/obj/item/firing_pin/Destroy()
if(gun)
gun.pin = null
return ..()