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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
532 lines
19 KiB
Plaintext
532 lines
19 KiB
Plaintext
/* Pens!
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* Contains:
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* Pens
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* Sleepy Pens
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* Parapens
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* Edaggers
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*/
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/*
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* Pens
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*/
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/obj/item/pen
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desc = "It's a normal black ink pen."
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name = "pen"
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icon = 'icons/obj/service/bureaucracy.dmi'
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icon_state = "pen"
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inhand_icon_state = "pen"
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worn_icon_state = "pen"
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slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_EARS
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.1)
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pressure_resistance = 2
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grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
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var/colour = COLOR_BLACK //what colour the ink is!
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var/degrees = 0
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var/font = PEN_FONT
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var/requires_gravity = TRUE // can you use this to write in zero-g
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embedding = list(embed_chance = 50)
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sharpness = SHARP_POINTY
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var/dart_insert_icon = 'icons/obj/weapons/guns/toy.dmi'
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var/dart_insert_casing_icon_state = "overlay_pen"
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var/dart_insert_projectile_icon_state = "overlay_pen_proj"
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/obj/item/pen/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/dart_insert, \
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dart_insert_icon, \
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dart_insert_casing_icon_state, \
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dart_insert_icon, \
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dart_insert_projectile_icon_state, \
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CALLBACK(src, PROC_REF(get_dart_var_modifiers))\
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)
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AddElement(/datum/element/tool_renaming)
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RegisterSignal(src, COMSIG_DART_INSERT_ADDED, PROC_REF(on_inserted_into_dart))
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RegisterSignal(src, COMSIG_DART_INSERT_REMOVED, PROC_REF(on_removed_from_dart))
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/obj/item/pen/proc/on_inserted_into_dart(datum/source, obj/projectile/dart, mob/user, embedded = FALSE)
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SIGNAL_HANDLER
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/obj/item/pen/proc/get_dart_var_modifiers()
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return list(
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"damage" = max(5, throwforce),
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"speed" = max(0, throw_speed - 3),
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"embedding" = embedding,
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"armour_penetration" = armour_penetration,
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"wound_bonus" = wound_bonus,
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"bare_wound_bonus" = bare_wound_bonus,
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"demolition_mod" = demolition_mod,
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)
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/obj/item/pen/proc/on_removed_from_dart(datum/source, obj/projectile/dart, mob/user)
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SIGNAL_HANDLER
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/obj/item/pen/suicide_act(mob/living/user)
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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..."))
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return BRUTELOSS
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/obj/item/pen/blue
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desc = "It's a normal blue ink pen."
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icon_state = "pen_blue"
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colour = COLOR_BLUE
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/obj/item/pen/red
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desc = "It's a normal red ink pen."
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icon_state = "pen_red"
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colour = COLOR_RED
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throw_speed = 4 // red ones go faster (in this case, fast enough to embed!)
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/obj/item/pen/invisible
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desc = "It's an invisible pen marker."
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icon_state = "pen"
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colour = COLOR_WHITE
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/obj/item/pen/fourcolor
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desc = "It's a fancy four-color ink pen, set to black."
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name = "four-color pen"
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icon_state = "pen_4color"
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colour = COLOR_BLACK
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/obj/item/pen/fourcolor/attack_self(mob/living/carbon/user)
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. = ..()
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var/chosen_color = "black"
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switch(colour)
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if(COLOR_BLACK)
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colour = COLOR_RED
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chosen_color = "red"
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throw_speed++
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if(COLOR_RED)
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colour = COLOR_VIBRANT_LIME
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chosen_color = "green"
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throw_speed--
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if(COLOR_VIBRANT_LIME)
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colour = COLOR_BLUE
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chosen_color = "blue"
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else
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colour = COLOR_BLACK
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to_chat(user, span_notice("\The [src] will now write in [chosen_color]."))
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desc = "It's a fancy four-color ink pen, set to [chosen_color]."
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/obj/item/pen/fountain
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name = "fountain pen"
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desc = "It's a common fountain pen, with a faux wood body. Rumored to work in zero gravity situations."
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icon_state = "pen-fountain"
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font = FOUNTAIN_PEN_FONT
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requires_gravity = FALSE // fancy spess pens
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dart_insert_casing_icon_state = "overlay_fountainpen"
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dart_insert_projectile_icon_state = "overlay_fountainpen_proj"
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/obj/item/pen/charcoal
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name = "charcoal stylus"
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desc = "It's just a wooden stick with some compressed ash on the end. At least it can write."
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icon_state = "pen-charcoal"
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colour = "#696969"
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font = CHARCOAL_FONT
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custom_materials = null
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grind_results = list(/datum/reagent/ash = 5, /datum/reagent/cellulose = 10)
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requires_gravity = FALSE // this is technically a pencil
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/datum/crafting_recipe/charcoal_stylus
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name = "Charcoal Stylus"
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result = /obj/item/pen/charcoal
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reqs = list(/obj/item/stack/sheet/mineral/wood = 1, /datum/reagent/ash = 30)
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time = 3 SECONDS
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category = CAT_TOOLS
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/obj/item/pen/fountain/captain
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name = "captain's fountain pen"
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desc = "It's an expensive Oak fountain pen. The nib is quite sharp."
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icon_state = "pen-fountain-o"
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force = 5
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throwforce = 5
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throw_speed = 4
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colour = "#DC143C"
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custom_materials = list(/datum/material/gold = SMALL_MATERIAL_AMOUNT*7.5)
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sharpness = SHARP_EDGED
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resistance_flags = FIRE_PROOF
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unique_reskin = list(
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"Oak" = "pen-fountain-o",
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"Gold" = "pen-fountain-g",
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"Rosewood" = "pen-fountain-r",
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"Black and Silver" = "pen-fountain-b",
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"Command Blue" = "pen-fountain-cb"
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)
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embedding = list("embed_chance" = 75)
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dart_insert_casing_icon_state = "overlay_fountainpen_gold"
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dart_insert_projectile_icon_state = "overlay_fountainpen_gold_proj"
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var/list/overlay_reskin = list(
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"Oak" = "overlay_fountainpen_gold",
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"Gold" = "overlay_fountainpen_gold",
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"Rosewood" = "overlay_fountainpen_gold",
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"Black and Silver" = "overlay_fountainpen",
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"Command Blue" = "overlay_fountainpen_gold"
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)
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/obj/item/pen/fountain/captain/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 20 SECONDS, \
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effectiveness = 115, \
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)
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//the pen is mightier than the sword
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RegisterSignal(src, COMSIG_DART_INSERT_PARENT_RESKINNED, PROC_REF(reskin_dart_insert))
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/obj/item/pen/fountain/captain/reskin_obj(mob/M)
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..()
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if(current_skin)
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desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp."
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/obj/item/pen/fountain/captain/proc/reskin_dart_insert(datum/component/dart_insert/insert_comp)
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if(!istype(insert_comp)) //You really shouldn't be sending this signal from anything other than a dart_insert component
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return
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insert_comp.casing_overlay_icon_state = overlay_reskin[current_skin]
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insert_comp.projectile_overlay_icon_state = "[overlay_reskin[current_skin]]_proj"
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/obj/item/pen/attack_self(mob/living/carbon/user)
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. = ..()
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if(.)
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return
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if(loc != user)
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to_chat(user, span_warning("You must be holding the pen to continue!"))
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return
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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)
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if(isnull(deg) || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH) || loc != user)
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return
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degrees = deg
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to_chat(user, span_notice("You rotate the top of the pen to [deg] degrees."))
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SEND_SIGNAL(src, COMSIG_PEN_ROTATED, deg, user)
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/obj/item/pen/attack(mob/living/M, mob/user, params)
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if(force) // If the pen has a force value, call the normal attack procs. Used for e-daggers and captain's pen mostly.
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return ..()
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if(!M.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
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return FALSE
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to_chat(user, span_warning("You stab [M] with the pen."))
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to_chat(M, span_danger("You feel a tiny prick!"))
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log_combat(user, M, "stabbed", src)
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return TRUE
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/obj/item/pen/get_writing_implement_details()
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return list(
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interaction_mode = MODE_WRITING,
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font = font,
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color = colour,
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use_bold = FALSE,
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)
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/*
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* Sleepypens
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*/
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/obj/item/pen/sleepy/attack(mob/living/M, mob/user, params)
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. = ..()
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if(!.)
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return
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if(!reagents.total_volume)
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return
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if(!M.reagents)
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return
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reagents.trans_to(M, reagents.total_volume, transferred_by = user, methods = INJECT)
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/obj/item/pen/sleepy/Initialize(mapload)
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. = ..()
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create_reagents(45, OPENCONTAINER)
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reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 20)
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reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 15)
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reagents.add_reagent(/datum/reagent/toxin/staminatoxin, 10)
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/obj/item/pen/sleepy/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
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. = ..()
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var/obj/projectile/proj = dart.loaded_projectile
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RegisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_dart_hit))
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/obj/item/pen/sleepy/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/proj, mob/user)
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. = ..()
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if(istype(proj))
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UnregisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT)
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/obj/item/pen/sleepy/proc/on_dart_hit(datum/source, atom/movable/firer, atom/target, angle, hit_limb, blocked)
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SIGNAL_HANDLER
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var/mob/living/carbon/carbon_target = target
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if(!istype(carbon_target) || blocked == 100)
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return
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if(carbon_target.can_inject(target_zone = hit_limb))
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reagents.trans_to(carbon_target, reagents.total_volume, transferred_by = firer, methods = INJECT)
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/*
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* (Alan) Edaggers
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*/
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/obj/item/pen/edagger
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attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") //these won't show up if the pen is off
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attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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sharpness = SHARP_POINTY
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armour_penetration = 20
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bare_wound_bonus = 10
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item_flags = NO_BLOOD_ON_ITEM
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light_system = OVERLAY_LIGHT
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light_range = 1.5
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light_power = 1.3
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light_color = "#FA8282"
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light_on = FALSE
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dart_insert_projectile_icon_state = "overlay_edagger"
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/// The real name of our item when extended.
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var/hidden_name = "energy dagger"
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/// The real desc of our item when extended.
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var/hidden_desc = "It's a normal black ink pe- Wait. That's a thing used to stab people!"
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/// The real icons used when extended.
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var/hidden_icon = "edagger"
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/obj/item/pen/edagger/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 6 SECONDS, \
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butcher_sound = 'sound/weapons/blade1.ogg', \
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)
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AddComponent( \
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/datum/component/transforming, \
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force_on = 18, \
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throwforce_on = 35, \
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throw_speed_on = 4, \
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sharpness_on = SHARP_EDGED, \
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w_class_on = WEIGHT_CLASS_NORMAL, \
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inhand_icon_change = FALSE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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RegisterSignal(src, COMSIG_DETECTIVE_SCANNED, PROC_REF(on_scan))
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/obj/item/pen/edagger/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
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. = ..()
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var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
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if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
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transform_comp.do_transform(src, user)
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RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_FIRE, PROC_REF(on_containing_dart_fired))
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RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_DROP, PROC_REF(on_containing_dart_drop))
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RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED, PROC_REF(on_containing_dart_embedded))
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/obj/item/pen/edagger/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/projectile, mob/user)
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. = ..()
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if(istype(dart))
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UnregisterSignal(dart, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
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if(istype(projectile))
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UnregisterSignal(projectile, list(COMSIG_PROJECTILE_FIRE, COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED))
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/obj/item/pen/edagger/get_dart_var_modifiers()
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. = ..()
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var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
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.["damage"] = max(5, transform_comp.throwforce_on)
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.["speed"] = max(0, transform_comp.throw_speed_on - 3)
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var/list/embed_params = .["embedding"]
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embed_params["embed_chance"] = 100
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/obj/item/pen/edagger/proc/on_containing_dart_fired(obj/projectile/source)
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SIGNAL_HANDLER
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playsound(source, 'sound/weapons/saberon.ogg', 5, TRUE)
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var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
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source.hitsound = transform_comp.hitsound_on
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source.set_light(light_range, light_power, light_color, l_on = TRUE)
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/obj/item/pen/edagger/proc/on_containing_dart_drop(datum/source, obj/item/ammo_casing/new_casing)
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SIGNAL_HANDLER
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playsound(new_casing, 'sound/weapons/saberoff.ogg', 5, TRUE)
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/obj/item/pen/edagger/proc/on_containing_dart_embedded(datum/source, obj/item/ammo_casing/new_casing)
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SIGNAL_HANDLER
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RegisterSignal(new_casing, COMSIG_ITEM_UNEMBEDDED, PROC_REF(on_embedded_removed))
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RegisterSignal(new_casing, COMSIG_ITEM_FAILED_EMBED, PROC_REF(on_containing_dart_failed_embed))
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/obj/item/pen/edagger/proc/on_containing_dart_failed_embed(obj/item/ammo_casing/source)
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SIGNAL_HANDLER
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playsound(source, 'sound/weapons/saberoff.ogg', 5, TRUE)
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UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
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/obj/item/pen/edagger/proc/on_embedded_removed(obj/item/ammo_casing/source, mob/living/carbon/victim)
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SIGNAL_HANDLER
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playsound(source, 'sound/weapons/saberoff.ogg', 5, TRUE)
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UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
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victim.visible_message(
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message = span_warning("The blade of the [hidden_name] retracts as the [source.name] is removed from [victim]!"),
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self_message = span_warning("The blade of the [hidden_name] retracts as the [source.name] is removed from you!"),
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blind_message = span_warning("You hear an energy blade retract!"),
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vision_distance = 1
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)
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/obj/item/pen/edagger/suicide_act(mob/living/user)
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if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
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user.visible_message(span_suicide("[user] forcefully rams the pen into their mouth!"))
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else
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user.visible_message(span_suicide("[user] is holding a pen up to their mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
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attack_self(user)
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return BRUTELOSS
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Handles swapping their icon files to edagger related icon files -
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* as they're supposed to look like a normal pen.
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*/
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/obj/item/pen/edagger/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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if(active)
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name = hidden_name
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desc = hidden_desc
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icon_state = hidden_icon
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|
inhand_icon_state = hidden_icon
|
|
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
|
|
embedding = list(embed_chance = 100) // Rule of cool
|
|
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)
|
|
embedding = list(embed_chance = EMBED_CHANCE)
|
|
|
|
updateEmbedding()
|
|
if(user)
|
|
balloon_alert(user, "[hidden_name] [active ? "active" : "concealed"]")
|
|
playsound(src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 5, TRUE)
|
|
set_light_on(active)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/pen/edagger/proc/on_scan(datum/source, mob/user, list/extra_data)
|
|
SIGNAL_HANDLER
|
|
LAZYADD(extra_data[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
|
|
grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
|
|
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"
|
|
|
|
/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, TRUE)
|
|
|
|
/obj/item/pen/destroyer
|
|
name = "Fine Tipped Pen"
|
|
desc = "A pen with an infinitly 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)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
throwforce_on = 5, \
|
|
w_class_on = WEIGHT_CLASS_SMALL, \
|
|
sharpness_on = TRUE, \
|
|
inhand_icon_change = FALSE, \
|
|
)
|
|
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(toggle_screwdriver))
|
|
AddElement(/datum/element/update_icon_updates_onmob)
|
|
|
|
/obj/item/pen/screwdriver/proc/toggle_screwdriver(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
if(user)
|
|
balloon_alert(user, active ? "extended" : "retracted")
|
|
playsound(src, 'sound/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)
|
|
|
|
/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!"))
|