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* Fixes some invisible inhands from the transforming component (#73807) ## About The Pull Request The original issue caused by #70037 Esword issue caused by #73716 Originally the transforming component did not override the inhand icon state of the the item on its own (instead putting the onus on the item itself if they wanted unique behavior). It was changed to always update inhand icon state, most of which don't have one I don't really like this fix, it should be explicit "I want inhand to change" and not default, but this will work for now Also the PR that fixed the Jaws issue didn't actually set the var they created Fixes #73805 Fixes #73711 (Actually) ## Why It's Good For The Game Invisible sword bad ## Changelog 🆑 Melbert fix: Fixed a eswords, some tools, and some other misc. items from being invisible while extended / active fix: Teleshields and other misc items not extending in hand when active fix: Switchblades click on extend again fix: Pendrivers click on extend /🆑 * Fixes some invisible inhands from the transforming component --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
409 lines
13 KiB
Plaintext
409 lines
13 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/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=10)
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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 = "#000000" //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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/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 = "#0000FF"
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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 = "#FF0000"
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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 = "#FFFFFF"
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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 = "#000000"
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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("#000000")
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colour = "#FF0000"
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chosen_color = "red"
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throw_speed++
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if("#FF0000")
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colour = "#00FF00"
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chosen_color = "green"
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throw_speed = initial(throw_speed)
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if("#00FF00")
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colour = "#0000FF"
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chosen_color = "blue"
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else
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colour = "#000000"
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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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/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 = 750)
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sharpness = SHARP_EDGED
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resistance_flags = FIRE_PROOF
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unique_reskin = list("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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/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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/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/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.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE) || 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/afterattack(obj/O, mob/living/user, proximity)
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. = ..()
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if (!proximity)
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return .
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. |= AFTERATTACK_PROCESSED_ITEM
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//Changing name/description of items. Only works if they have the UNIQUE_RENAME object flag set
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if(isobj(O) && (O.obj_flags & UNIQUE_RENAME))
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var/penchoice = tgui_input_list(user, "What would you like to edit?", "Pen Setting", list("Rename", "Description", "Reset"))
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if(QDELETED(O) || !user.canUseTopic(O, be_close = TRUE))
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return
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if(penchoice == "Rename")
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var/input = tgui_input_text(user, "What do you want to name [O]?", "Object Name", "[O.name]", MAX_NAME_LEN)
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var/oldname = O.name
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if(QDELETED(O) || !user.canUseTopic(O, be_close = TRUE))
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return
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if(input == oldname || !input)
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to_chat(user, span_notice("You changed [O] to... well... [O]."))
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else
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O.AddComponent(/datum/component/rename, input, O.desc)
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var/datum/component/label/label = O.GetComponent(/datum/component/label)
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if(label)
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label.remove_label()
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label.apply_label()
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to_chat(user, span_notice("You have successfully renamed \the [oldname] to [O]."))
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O.renamedByPlayer = TRUE
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if(penchoice == "Description")
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var/input = tgui_input_text(user, "Describe [O]", "Description", "[O.desc]", 140)
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var/olddesc = O.desc
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if(QDELETED(O) || !user.canUseTopic(O, be_close = TRUE))
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return
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if(input == olddesc || !input)
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to_chat(user, span_notice("You decide against changing [O]'s description."))
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else
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O.AddComponent(/datum/component/rename, O.name, input)
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to_chat(user, span_notice("You have successfully changed [O]'s description."))
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O.renamedByPlayer = TRUE
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if(penchoice == "Reset")
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if(QDELETED(O) || !user.canUseTopic(O, be_close = TRUE))
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return
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qdel(O.GetComponent(/datum/component/rename))
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//reapply any label to name
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var/datum/component/label/label = O.GetComponent(/datum/component/label)
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if(label)
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label.remove_label()
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label.apply_label()
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to_chat(user, span_notice("You have successfully reset [O]'s name and description."))
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O.renamedByPlayer = FALSE
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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, transfered_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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/*
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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 = MOVABLE_LIGHT
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light_range = 1.5
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light_power = 0.75
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light_color = COLOR_SOFT_RED
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light_on = FALSE
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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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/// Whether or pen is extended
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var/extended = FALSE
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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(/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/suicide_act(mob/living/user)
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if(extended)
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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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extended = active
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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
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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embedding = list(embed_chance = 100) // Rule of cool
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else
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name = initial(name)
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desc = initial(desc)
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icon_state = initial(icon_state)
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inhand_icon_state = initial(inhand_icon_state)
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lefthand_file = initial(lefthand_file)
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righthand_file = initial(righthand_file)
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embedding = list(embed_chance = EMBED_CHANCE)
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updateEmbedding()
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balloon_alert(user, "[hidden_name] [active ? "active":"concealed"]")
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playsound(user ? user : src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 5, TRUE)
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set_light_on(active)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/pen/edagger/proc/on_scan(datum/source, mob/user, list/extra_data)
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SIGNAL_HANDLER
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LAZYADD(extra_data[DETSCAN_CATEGORY_ILLEGAL], "Hard-light generator detected.")
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/obj/item/pen/survival
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name = "survival pen"
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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."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "digging_pen"
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inhand_icon_state = "pen"
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worn_icon_state = "pen"
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force = 3
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron=10, /datum/material/diamond=100, /datum/material/titanium = 10)
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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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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.
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toolspeed = 10 //You will never willingly choose to use one of these over a shovel.
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font = FOUNTAIN_PEN_FONT
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colour = "#0000FF"
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/obj/item/pen/destroyer
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name = "Fine Tipped Pen"
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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."
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force = 5
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wound_bonus = 100
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demolition_mod = 9000
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// screwdriver pen!
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/obj/item/pen/screwdriver
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desc = "A pen with an extendable screwdriver tip. This one has a yellow cap."
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icon_state = "pendriver"
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toolspeed = 1.2 // gotta have some downside
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/// whether the pen is extended
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var/extended = FALSE
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/obj/item/pen/screwdriver/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/transforming, \
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throwforce_on = 5, \
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w_class_on = WEIGHT_CLASS_SMALL, \
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sharpness_on = TRUE, \
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inhand_icon_change = FALSE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(toggle_screwdriver))
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/pen/screwdriver/vv_edit_var(var_name, var_value)
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if(var_name == NAMEOF(src, extended))
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if(var_value != extended)
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var/datum/component/transforming/transforming_comp = GetComponent(/datum/component/transforming)
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transforming_comp.on_attack_self(src)
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datum_flags |= DF_VAR_EDITED
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return
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return ..()
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/obj/item/pen/screwdriver/proc/toggle_screwdriver(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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extended = active
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if(user)
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balloon_alert(user, "[extended ? "extended" : "retracted"]")
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playsound(src, 'sound/weapons/batonextend.ogg', 50, TRUE)
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if(!extended)
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tool_behaviour = initial(tool_behaviour)
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RemoveElement(/datum/element/eyestab)
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else
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tool_behaviour = TOOL_SCREWDRIVER
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AddElement(/datum/element/eyestab)
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update_appearance(UPDATE_ICON)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/pen/screwdriver/update_icon_state()
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. = ..()
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icon_state = "[initial(icon_state)][extended ? "_out":null]"
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inhand_icon_state = initial(inhand_icon_state) //since transforming component switches the icon.
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