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Bubberstation/code/game/objects/items/toys.dm
nightred 15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00

1527 lines
47 KiB
Plaintext

/* Toys!
* Contains
* Balloons
* Fake singularity
* Toy gun
* Toy crossbow
* Toy swords
* Crayons
* Snap pops
* Mech prizes
* AI core prizes
* Toy codex gigas
* Skeleton toys
* Cards
* Toy nuke
* Fake meteor
* Foam armblade
* Toy big red button
* Beach ball
* Toy xeno
* Kitty toys!
* Snowballs
* Clockwork Watches
* Toy Daggers
* Squeaky Brain
* Broken Radio
*/
/obj/item/toy
throwforce = 0
throw_speed = 3
throw_range = 7
force = 0
/*
* Balloons
*/
/obj/item/toy/waterballoon
name = "water balloon"
desc = "A translucent balloon. There's nothing in it."
icon = 'icons/obj/toy.dmi'
icon_state = "waterballoon-e"
item_state = "balloon-empty"
/obj/item/toy/waterballoon/Initialize()
. = ..()
create_reagents(10)
/obj/item/toy/waterballoon/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/toy/waterballoon/attack(mob/living/carbon/human/M, mob/user)
return
/obj/item/toy/waterballoon/afterattack(atom/A as mob|obj, mob/user, proximity)
. = ..()
if(!proximity)
return
if (istype(A, /obj/structure/reagent_dispensers))
var/obj/structure/reagent_dispensers/RD = A
if(RD.reagents.total_volume <= 0)
to_chat(user, "<span class='warning'>[RD] is empty.</span>")
else if(reagents.total_volume >= 10)
to_chat(user, "<span class='warning'>[src] is full.</span>")
else
A.reagents.trans_to(src, 10, transfered_by = user)
to_chat(user, "<span class='notice'>You fill the balloon with the contents of [A].</span>")
desc = "A translucent balloon with some form of liquid sloshing around in it."
update_icon()
/obj/item/toy/waterballoon/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/glass))
if(I.reagents)
if(I.reagents.total_volume <= 0)
to_chat(user, "<span class='warning'>[I] is empty.</span>")
else if(reagents.total_volume >= 10)
to_chat(user, "<span class='warning'>[src] is full.</span>")
else
desc = "A translucent balloon with some form of liquid sloshing around in it."
to_chat(user, "<span class='notice'>You fill the balloon with the contents of [I].</span>")
I.reagents.trans_to(src, 10, transfered_by = user)
update_icon()
else if(I.get_sharpness())
balloon_burst()
else
return ..()
/obj/item/toy/waterballoon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!..()) //was it caught by a mob?
balloon_burst(hit_atom)
/obj/item/toy/waterballoon/proc/balloon_burst(atom/AT)
if(reagents.total_volume >= 1)
var/turf/T
if(AT)
T = get_turf(AT)
else
T = get_turf(src)
T.visible_message("<span class='danger'>[src] bursts!</span>","<span class='hear'>You hear a pop and a splash.</span>")
reagents.reaction(T)
for(var/atom/A in T)
reagents.reaction(A)
icon_state = "burst"
qdel(src)
/obj/item/toy/waterballoon/update_icon_state()
if(src.reagents.total_volume >= 1)
icon_state = "waterballoon"
item_state = "balloon"
else
icon_state = "waterballoon-e"
item_state = "balloon-empty"
#define BALLOON_COLORS list("red", "blue", "green", "yellow")
/obj/item/toy/balloon
name = "balloon"
desc = "No birthday is complete without it."
icon = 'icons/obj/balloons.dmi'
icon_state = "balloon"
item_state = "balloon"
lefthand_file = 'icons/mob/inhands/balloons_lefthand.dmi'
righthand_file = 'icons/mob/inhands/balloons_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
throwforce = 0
throw_speed = 3
throw_range = 7
force = 0
var/random_color = TRUE
/obj/item/toy/balloon/Initialize(mapload)
. = ..()
if(random_color)
var/chosen_balloon_color = pick(BALLOON_COLORS)
name = "[chosen_balloon_color] [name]"
icon_state = "[icon_state]_[chosen_balloon_color]"
item_state = icon_state
/obj/item/toy/balloon/corgi
name = "corgi balloon"
desc = "A balloon with a corgi face on it. For the all year good boys."
icon_state = "corgi"
item_state = "corgi"
random_color = FALSE
/obj/item/toy/balloon/syndicate
name = "syndicate balloon"
desc = "There is a tag on the back that reads \"FUK NT!11!\"."
icon_state = "syndballoon"
item_state = "syndballoon"
random_color = FALSE
/obj/item/toy/balloon/syndicate/pickup(mob/user)
. = ..()
if(user && user.mind && user.mind.has_antag_datum(/datum/antagonist, TRUE))
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "badass_antag", /datum/mood_event/badass_antag)
/obj/item/toy/balloon/syndicate/dropped(mob/user)
if(user)
SEND_SIGNAL(user, COMSIG_CLEAR_MOOD_EVENT, "badass_antag", /datum/mood_event/badass_antag)
. = ..()
/obj/item/toy/balloon/syndicate/Destroy()
if(ismob(loc))
var/mob/M = loc
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "badass_antag", /datum/mood_event/badass_antag)
. = ..()
/*
* Fake singularity
*/
/obj/item/toy/spinningtoy
name = "gravitational singularity"
desc = "\"Singulo\" brand spinning toy."
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
/*
* Toy gun: Why isnt this an /obj/item/gun?
*/
/obj/item/toy/gun
name = "cap gun"
desc = "Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "revolver"
item_state = "gun"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=10, /datum/material/glass=10)
attack_verb = list("struck", "pistol whipped", "hit", "bashed")
var/bullets = 7
/obj/item/toy/gun/examine(mob/user)
. = ..()
. += "There [bullets == 1 ? "is" : "are"] [bullets] cap\s left."
/obj/item/toy/gun/attackby(obj/item/toy/ammo/gun/A, mob/user, params)
if(istype(A, /obj/item/toy/ammo/gun))
if (src.bullets >= 7)
to_chat(user, "<span class='warning'>It's already fully loaded!</span>")
return 1
if (A.amount_left <= 0)
to_chat(user, "<span class='warning'>There are no more caps!</span>")
return 1
if (A.amount_left < (7 - src.bullets))
src.bullets += A.amount_left
to_chat(user, text("<span class='notice'>You reload [] cap\s.</span>", A.amount_left))
A.amount_left = 0
else
to_chat(user, text("<span class='notice'>You reload [] cap\s.</span>", 7 - src.bullets))
A.amount_left -= 7 - src.bullets
src.bullets = 7
A.update_icon()
return 1
else
return ..()
/obj/item/toy/gun/afterattack(atom/target as mob|obj|turf|area, mob/user, flag)
. = ..()
if (flag)
return
if (!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
src.add_fingerprint(user)
if (src.bullets < 1)
user.show_message("<span class='warning'>*click*</span>", MSG_AUDIBLE)
playsound(src, 'sound/weapons/gun/revolver/dry_fire.ogg', 30, TRUE)
return
playsound(user, 'sound/weapons/gun/revolver/shot.ogg', 100, TRUE)
src.bullets--
user.visible_message("<span class='danger'>[user] fires [src] at [target]!</span>", \
"<span class='danger'>You fire [src] at [target]!</span>", \
"<span class='hear'>You hear a gunshot!</span>")
/obj/item/toy/ammo/gun
name = "capgun ammo"
desc = "Make sure to recyle the box in an autolathe when it gets empty."
icon = 'icons/obj/ammo.dmi'
icon_state = "357OLD-7"
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron=10, /datum/material/glass=10)
var/amount_left = 7
/obj/item/toy/ammo/gun/update_icon_state()
icon_state = "357OLD-[amount_left]"
/obj/item/toy/ammo/gun/examine(mob/user)
. = ..()
. += "There [amount_left == 1 ? "is" : "are"] [amount_left] cap\s left."
/*
* Toy swords
*/
/obj/item/toy/sword
name = "toy sword"
desc = "A cheap, plastic replica of an energy sword. Realistic sounds! Ages 8 and up."
icon = 'icons/obj/transforming_energy.dmi'
icon_state = "sword0"
item_state = "sword0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
var/active = 0
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("attacked", "struck", "hit")
var/hacked = FALSE
var/saber_color
/obj/item/toy/sword/attack_self(mob/user)
active = !( active )
if (active)
to_chat(user, "<span class='notice'>You extend the plastic blade with a quick flick of your wrist.</span>")
playsound(user, 'sound/weapons/saberon.ogg', 20, TRUE)
if(hacked)
icon_state = "swordrainbow"
item_state = "swordrainbow"
else
icon_state = "swordblue"
item_state = "swordblue"
w_class = WEIGHT_CLASS_BULKY
else
to_chat(user, "<span class='notice'>You push the plastic blade back down into the handle.</span>")
playsound(user, 'sound/weapons/saberoff.ogg', 20, TRUE)
icon_state = "sword0"
item_state = "sword0"
w_class = WEIGHT_CLASS_SMALL
add_fingerprint(user)
// Copied from /obj/item/melee/transforming/energy/sword/attackby
/obj/item/toy/sword/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/toy/sword))
if(HAS_TRAIT(W, TRAIT_NODROP) || HAS_TRAIT(src, TRAIT_NODROP))
to_chat(user, "<span class='warning'>\the [HAS_TRAIT(src, TRAIT_NODROP) ? src : W] is stuck to your hand, you can't attach it to \the [HAS_TRAIT(src, TRAIT_NODROP) ? W : src]!</span>")
return
else
to_chat(user, "<span class='notice'>You attach the ends of the two plastic swords, making a single double-bladed toy! You're fake-cool.</span>")
var/obj/item/dualsaber/toy/newSaber = new /obj/item/dualsaber/toy(user.loc)
if(hacked) // That's right, we'll only check the "original" "sword".
newSaber.hacked = TRUE
newSaber.saber_color = "rainbow"
qdel(W)
qdel(src)
else if(W.tool_behaviour == TOOL_MULTITOOL)
if(!hacked)
hacked = TRUE
saber_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
user.update_inv_hands()
else
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
else
return ..()
/*
* Foam armblade
*/
/obj/item/toy/foamblade
name = "foam armblade"
desc = "It says \"Sternside Changs #1 fan\" on it."
icon = 'icons/obj/toy.dmi'
icon_state = "foamblade"
item_state = "arm_blade"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
attack_verb = list("pricked", "absorbed", "gored")
w_class = WEIGHT_CLASS_SMALL
resistance_flags = FLAMMABLE
/obj/item/toy/windupToolbox
name = "windup toolbox"
desc = "A replica toolbox that rumbles when you turn the key."
icon_state = "his_grace"
item_state = "artistic_toolbox"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
var/active = FALSE
icon = 'icons/obj/items_and_weapons.dmi'
hitsound = 'sound/weapons/smash.ogg'
attack_verb = list("robusted")
/obj/item/toy/windupToolbox/attack_self(mob/user)
if(!active)
icon_state = "his_grace_awakened"
to_chat(user, "<span class='notice'>You wind up [src], it begins to rumble.</span>")
active = TRUE
playsound(src, 'sound/effects/pope_entry.ogg', 100)
Rumble()
addtimer(CALLBACK(src, .proc/stopRumble), 600)
else
to_chat(user, "<span class='warning'>[src] is already active!</span>")
/obj/item/toy/windupToolbox/proc/Rumble()
var/static/list/transforms
if(!transforms)
var/matrix/M1 = matrix()
var/matrix/M2 = matrix()
var/matrix/M3 = matrix()
var/matrix/M4 = matrix()
M1.Translate(-1, 0)
M2.Translate(0, 1)
M3.Translate(1, 0)
M4.Translate(0, -1)
transforms = list(M1, M2, M3, M4)
animate(src, transform=transforms[1], time=0.2, loop=-1)
animate(transform=transforms[2], time=0.1)
animate(transform=transforms[3], time=0.2)
animate(transform=transforms[4], time=0.3)
/obj/item/toy/windupToolbox/proc/stopRumble()
icon_state = initial(icon_state)
active = FALSE
animate(src, transform=matrix())
/*
* Subtype of Double-Bladed Energy Swords
*/
/obj/item/dualsaber/toy
name = "double-bladed toy sword"
desc = "A cheap, plastic replica of TWO energy swords. Double the fun!"
force = 0
throwforce = 0
throw_speed = 3
throw_range = 5
attack_verb = list("attacked", "struck", "hit")
/obj/item/dualsaber/toy/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, wieldsound='sound/weapons/saberon.ogg', unwieldsound='sound/weapons/saberoff.ogg')
/obj/item/dualsaber/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/dualsaber/toy/IsReflect() //Stops Toy Dualsabers from reflecting energy projectiles
return 0
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "katana"
item_state = "katana"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("attacked", "slashed", "stabbed", "sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
/*
* Snap pops
*/
/obj/item/toy/snappop
name = "snap pop"
desc = "Wow!"
icon = 'icons/obj/toy.dmi'
icon_state = "snappop"
w_class = WEIGHT_CLASS_TINY
var/ash_type = /obj/effect/decal/cleanable/ash
/obj/item/toy/snappop/proc/pop_burst(n=3, c=1)
var/datum/effect_system/spark_spread/s = new()
s.set_up(n, c, src)
s.start()
new ash_type(loc)
visible_message("<span class='warning'>[src] explodes!</span>",
"<span class='hear'>You hear a snap!</span>")
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
qdel(src)
/obj/item/toy/snappop/fire_act(exposed_temperature, exposed_volume)
pop_burst()
/obj/item/toy/snappop/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!..())
pop_burst()
/obj/item/toy/snappop/Crossed(H as mob|obj)
if(ishuman(H) || issilicon(H)) //i guess carp and shit shouldn't set them off
var/mob/living/carbon/M = H
if(issilicon(H) || M.m_intent == MOVE_INTENT_RUN)
to_chat(M, "<span class='danger'>You step on the snap pop!</span>")
pop_burst(2, 0)
/obj/item/toy/snappop/phoenix
name = "phoenix snap pop"
desc = "Wow! And wow! And wow!"
ash_type = /obj/effect/decal/cleanable/ash/snappop_phoenix
/obj/effect/decal/cleanable/ash/snappop_phoenix
var/respawn_time = 300
/obj/effect/decal/cleanable/ash/snappop_phoenix/Initialize()
. = ..()
addtimer(CALLBACK(src, .proc/respawn), respawn_time)
/obj/effect/decal/cleanable/ash/snappop_phoenix/proc/respawn()
new /obj/item/toy/snappop/phoenix(get_turf(src))
qdel(src)
/*
* Mech prizes
*/
/obj/item/toy/prize
icon = 'icons/obj/toy.dmi'
icon_state = "ripleytoy"
var/timer = 0
var/cooldown = 30
var/quiet = 0
w_class = WEIGHT_CLASS_SMALL
//all credit to skasi for toy mech fun ideas
/obj/item/toy/prize/attack_self(mob/user)
if(timer < world.time)
to_chat(user, "<span class='notice'>You play with [src].</span>")
timer = world.time + cooldown
if(!quiet)
playsound(user, 'sound/mecha/mechstep.ogg', 20, TRUE)
else
. = ..()
/obj/item/toy/prize/attack_hand(mob/user)
. = ..()
if(.)
return
if(loc == user)
attack_self(user)
/obj/item/toy/prize/ripley
name = "toy Ripley"
desc = "Mini-Mecha action figure! Collect them all! 1/12."
/obj/item/toy/prize/fireripley
name = "toy firefighting Ripley"
desc = "Mini-Mecha action figure! Collect them all! 2/12."
icon_state = "fireripleytoy"
/obj/item/toy/prize/deathripley
name = "toy deathsquad Ripley"
desc = "Mini-Mecha action figure! Collect them all! 3/12."
icon_state = "deathripleytoy"
/obj/item/toy/prize/gygax
name = "toy Gygax"
desc = "Mini-Mecha action figure! Collect them all! 4/12."
icon_state = "gygaxtoy"
/obj/item/toy/prize/durand
name = "toy Durand"
desc = "Mini-Mecha action figure! Collect them all! 5/12."
icon_state = "durandprize"
/obj/item/toy/prize/honk
name = "toy H.O.N.K."
desc = "Mini-Mecha action figure! Collect them all! 6/12."
icon_state = "honkprize"
/obj/item/toy/prize/marauder
name = "toy Marauder"
desc = "Mini-Mecha action figure! Collect them all! 7/12."
icon_state = "marauderprize"
/obj/item/toy/prize/seraph
name = "toy Seraph"
desc = "Mini-Mecha action figure! Collect them all! 8/12."
icon_state = "seraphprize"
/obj/item/toy/prize/mauler
name = "toy Mauler"
desc = "Mini-Mecha action figure! Collect them all! 9/12."
icon_state = "maulerprize"
/obj/item/toy/prize/odysseus
name = "toy Odysseus"
desc = "Mini-Mecha action figure! Collect them all! 10/12."
icon_state = "odysseusprize"
/obj/item/toy/prize/phazon
name = "toy Phazon"
desc = "Mini-Mecha action figure! Collect them all! 11/12."
icon_state = "phazonprize"
/obj/item/toy/prize/reticence
name = "toy Reticence"
desc = "Mini-Mecha action figure! Collect them all! 12/12."
icon_state = "reticenceprize"
quiet = 1
/obj/item/toy/talking
name = "talking action figure"
desc = "A generic action figure modeled after nothing in particular."
icon = 'icons/obj/toy.dmi'
icon_state = "owlprize"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = FALSE
var/messages = list("I'm super generic!", "Mathematics class is of variable difficulty!")
var/span = "danger"
var/recharge_time = 30
var/chattering = FALSE
var/phomeme
// Talking toys are language universal, and thus all species can use them
/obj/item/toy/talking/attack_alien(mob/user)
return attack_hand(user)
/obj/item/toy/talking/attack_self(mob/user)
if(!cooldown)
activation_message(user)
playsound(loc, 'sound/machines/click.ogg', 20, TRUE)
INVOKE_ASYNC(src, .proc/do_toy_talk, user)
cooldown = TRUE
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), recharge_time)
return
..()
/obj/item/toy/talking/proc/activation_message(mob/user)
user.visible_message(
"<span class='notice'>[user] pulls the string on \the [src].</span>",
"<span class='notice'>You pull the string on \the [src].</span>",
"<span class='notice'>You hear a string being pulled.</span>")
/obj/item/toy/talking/proc/generate_messages()
return list(pick(messages))
/obj/item/toy/talking/proc/do_toy_talk(mob/user)
for(var/message in generate_messages())
toy_talk(user, message)
sleep(10)
/obj/item/toy/talking/proc/toy_talk(mob/user, message)
user.loc.visible_message("<span class='[span]'>[icon2html(src, viewers(user.loc))] [message]</span>")
if(chattering)
chatter(message, phomeme, user)
/*
* AI core prizes
*/
/obj/item/toy/talking/AI
name = "toy AI"
desc = "A little toy model AI core with real law announcing action!"
icon_state = "AI"
w_class = WEIGHT_CLASS_SMALL
/obj/item/toy/talking/AI/generate_messages()
return list(generate_ion_law())
/obj/item/toy/talking/codex_gigas
name = "Toy Codex Gigas"
desc = "A tool to help you write fictional devils!"
icon = 'icons/obj/library.dmi'
icon_state = "demonomicon"
lefthand_file = 'icons/mob/inhands/misc/books_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/books_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
recharge_time = 60
/obj/item/toy/talking/codex_gigas/activation_message(mob/user)
user.visible_message(
"<span class='notice'>[user] presses the button on \the [src].</span>",
"<span class='notice'>You press the button on \the [src].</span>",
"<span class='notice'>You hear a soft click.</span>")
/obj/item/toy/talking/codex_gigas/generate_messages()
var/datum/fakeDevil/devil = new
var/list/messages = list()
messages += "Some fun facts about: [devil.truename]"
messages += "[GLOB.lawlorify[LORE][devil.bane]]"
messages += "[GLOB.lawlorify[LORE][devil.obligation]]"
messages += "[GLOB.lawlorify[LORE][devil.ban]]"
messages += "[GLOB.lawlorify[LORE][devil.banish]]"
return messages
/obj/item/toy/talking/owl
name = "owl action figure"
desc = "An action figure modeled after 'The Owl', defender of justice."
icon_state = "owlprize"
messages = list("You won't get away this time, Griffin!", "Stop right there, criminal!", "Hoot! Hoot!", "I am the night!")
chattering = TRUE
phomeme = "owl"
w_class = WEIGHT_CLASS_SMALL
/obj/item/toy/talking/griffin
name = "griffin action figure"
desc = "An action figure modeled after 'The Griffin', criminal mastermind."
icon_state = "griffinprize"
messages = list("You can't stop me, Owl!", "My plan is flawless! The vault is mine!", "Caaaawwww!", "You will never catch me!")
chattering = TRUE
phomeme = "griffin"
w_class = WEIGHT_CLASS_SMALL
/*
|| A Deck of Cards for playing various games of chance ||
*/
/obj/item/toy/cards
resistance_flags = FLAMMABLE
max_integrity = 50
var/parentdeck = null
var/deckstyle = "nanotrasen"
var/card_hitsound = null
var/card_force = 0
var/card_throwforce = 0
var/card_throw_speed = 3
var/card_throw_range = 7
var/list/card_attack_verb = list("attacked")
/obj/item/toy/cards/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] wrists with \the [src]! It looks like [user.p_they()] [user.p_have()] a crummy hand!</span>")
playsound(src, 'sound/items/cardshuffle.ogg', 50, TRUE)
return BRUTELOSS
/obj/item/toy/cards/proc/apply_card_vars(obj/item/toy/cards/newobj, obj/item/toy/cards/sourceobj) // Applies variables for supporting multiple types of card deck
if(!istype(sourceobj))
return
/obj/item/toy/cards/deck
name = "deck of cards"
desc = "A deck of space-grade playing cards."
icon = 'icons/obj/toy.dmi'
deckstyle = "nanotrasen"
icon_state = "deck_nanotrasen_full"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
var/obj/machinery/computer/holodeck/holo = null // Holodeck cards should not be infinite
var/list/cards = list()
/obj/item/toy/cards/deck/Initialize()
. = ..()
populate_deck()
///Generates all the cards within the deck.
/obj/item/toy/cards/deck/proc/populate_deck()
icon_state = "deck_[deckstyle]_full"
for(var/suit in list("Hearts", "Spades", "Clubs", "Diamonds"))
cards += "Ace of [suit]"
for(var/i in 2 to 10)
cards += "[i] of [suit]"
for(var/person in list("Jack", "Queen", "King"))
cards += "[person] of [suit]"
//ATTACK HAND IGNORING PARENT RETURN VALUE
//ATTACK HAND NOT CALLING PARENT
/obj/item/toy/cards/deck/attack_hand(mob/user)
draw_card(user)
/obj/item/toy/cards/deck/proc/draw_card(mob/user)
if(isliving(user))
var/mob/living/L = user
if(!(L.mobility_flags & MOBILITY_PICKUP))
return
var/choice = null
if(cards.len == 0)
to_chat(user, "<span class='warning'>There are no more cards to draw!</span>")
return
var/obj/item/toy/cards/singlecard/H = new/obj/item/toy/cards/singlecard(user.loc)
if(holo)
holo.spawned += H // track them leaving the holodeck
choice = cards[1]
H.cardname = choice
H.parentdeck = src
var/O = src
H.apply_card_vars(H,O)
src.cards -= choice
H.pickup(user)
user.put_in_hands(H)
user.visible_message("<span class='notice'>[user] draws a card from the deck.</span>", "<span class='notice'>You draw a card from the deck.</span>")
update_icon()
/obj/item/toy/cards/deck/update_icon_state()
switch(cards.len)
if(27 to INFINITY)
icon_state = "deck_[deckstyle]_full"
if(11 to 27)
icon_state = "deck_[deckstyle]_half"
if(1 to 11)
icon_state = "deck_[deckstyle]_low"
else
icon_state = "deck_[deckstyle]_empty"
/obj/item/toy/cards/deck/attack_self(mob/user)
if(cooldown < world.time - 50)
cards = shuffle(cards)
playsound(src, 'sound/items/cardshuffle.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] shuffles the deck.</span>", "<span class='notice'>You shuffle the deck.</span>")
cooldown = world.time
/obj/item/toy/cards/deck/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/toy/cards/singlecard))
var/obj/item/toy/cards/singlecard/SC = I
if(SC.parentdeck == src)
if(!user.temporarilyRemoveItemFromInventory(SC))
to_chat(user, "<span class='warning'>The card is stuck to your hand, you can't add it to the deck!</span>")
return
cards += SC.cardname
user.visible_message("<span class='notice'>[user] adds a card to the bottom of the deck.</span>","<span class='notice'>You add the card to the bottom of the deck.</span>")
qdel(SC)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
update_icon()
else if(istype(I, /obj/item/toy/cards/cardhand))
var/obj/item/toy/cards/cardhand/CH = I
if(CH.parentdeck == src)
if(!user.temporarilyRemoveItemFromInventory(CH))
to_chat(user, "<span class='warning'>The hand of cards is stuck to your hand, you can't add it to the deck!</span>")
return
cards += CH.currenthand
user.visible_message("<span class='notice'>[user] puts [user.p_their()] hand of cards in the deck.</span>", "<span class='notice'>You put the hand of cards in the deck.</span>")
qdel(CH)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
update_icon()
else
return ..()
/obj/item/toy/cards/deck/MouseDrop(atom/over_object)
. = ..()
var/mob/living/M = usr
if(!istype(M) || !(M.mobility_flags & MOBILITY_PICKUP))
return
if(Adjacent(usr))
if(over_object == M && loc != M)
M.put_in_hands(src)
to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
else if(istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
if(M.putItemFromInventoryInHandIfPossible(src, H.held_index))
to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
else
to_chat(usr, "<span class='warning'>You can't reach it from here!</span>")
/obj/item/toy/cards/cardhand
name = "hand of cards"
desc = "A number of cards not in a deck, customarily held in ones hand."
icon = 'icons/obj/toy.dmi'
icon_state = "nanotrasen_hand2"
w_class = WEIGHT_CLASS_TINY
var/list/currenthand = list()
var/choice = null
/obj/item/toy/cards/cardhand/attack_self(mob/user)
user.set_machine(src)
interact(user)
/obj/item/toy/cards/cardhand/ui_interact(mob/user)
. = ..()
var/dat = "You have:<BR>"
for(var/t in currenthand)
dat += "<A href='?src=[REF(src)];pick=[t]'>A [t].</A><BR>"
dat += "Which card will you remove next?"
var/datum/browser/popup = new(user, "cardhand", "Hand of Cards", 400, 240)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.set_content(dat)
popup.open()
/obj/item/toy/cards/cardhand/Topic(href, href_list)
if(..())
return
if(usr.stat || !ishuman(usr))
return
var/mob/living/carbon/human/cardUser = usr
if(!(cardUser.mobility_flags & MOBILITY_USE))
return
var/O = src
if(href_list["pick"])
if (cardUser.is_holding(src))
var/choice = href_list["pick"]
var/obj/item/toy/cards/singlecard/C = new/obj/item/toy/cards/singlecard(cardUser.loc)
src.currenthand -= choice
C.parentdeck = src.parentdeck
C.cardname = choice
C.apply_card_vars(C,O)
C.pickup(cardUser)
cardUser.put_in_hands(C)
cardUser.visible_message("<span class='notice'>[cardUser] draws a card from [cardUser.p_their()] hand.</span>", "<span class='notice'>You take the [C.cardname] from your hand.</span>")
interact(cardUser)
if(src.currenthand.len < 3)
src.icon_state = "[deckstyle]_hand2"
else if(src.currenthand.len < 4)
src.icon_state = "[deckstyle]_hand3"
else if(src.currenthand.len < 5)
src.icon_state = "[deckstyle]_hand4"
if(src.currenthand.len == 1)
var/obj/item/toy/cards/singlecard/N = new/obj/item/toy/cards/singlecard(src.loc)
N.parentdeck = src.parentdeck
N.cardname = src.currenthand[1]
N.apply_card_vars(N,O)
qdel(src)
N.pickup(cardUser)
cardUser.put_in_hands(N)
to_chat(cardUser, "<span class='notice'>You also take [currenthand[1]] and hold it.</span>")
cardUser << browse(null, "window=cardhand")
return
/obj/item/toy/cards/cardhand/attackby(obj/item/toy/cards/singlecard/C, mob/living/user, params)
if(istype(C))
if(C.parentdeck == src.parentdeck)
src.currenthand += C.cardname
user.visible_message("<span class='notice'>[user] adds a card to [user.p_their()] hand.</span>", "<span class='notice'>You add the [C.cardname] to your hand.</span>")
qdel(C)
interact(user)
if(currenthand.len > 4)
src.icon_state = "[deckstyle]_hand5"
else if(currenthand.len > 3)
src.icon_state = "[deckstyle]_hand4"
else if(currenthand.len > 2)
src.icon_state = "[deckstyle]_hand3"
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
else
return ..()
/obj/item/toy/cards/cardhand/apply_card_vars(obj/item/toy/cards/newobj,obj/item/toy/cards/sourceobj)
..()
newobj.deckstyle = sourceobj.deckstyle
newobj.icon_state = "[deckstyle]_hand2" // Another dumb hack, without this the hand is invisible (or has the default deckstyle) until another card is added.
newobj.card_hitsound = sourceobj.card_hitsound
newobj.card_force = sourceobj.card_force
newobj.card_throwforce = sourceobj.card_throwforce
newobj.card_throw_speed = sourceobj.card_throw_speed
newobj.card_throw_range = sourceobj.card_throw_range
newobj.card_attack_verb = sourceobj.card_attack_verb
newobj.resistance_flags = sourceobj.resistance_flags
/obj/item/toy/cards/singlecard
name = "card"
desc = "A playing card used to play card games like poker."
icon = 'icons/obj/toy.dmi'
icon_state = "singlecard_down_nanotrasen"
w_class = WEIGHT_CLASS_TINY
var/cardname = null
var/flipped = 0
pixel_x = -5
/obj/item/toy/cards/singlecard/examine(mob/user)
. = ..()
if(ishuman(user))
var/mob/living/carbon/human/cardUser = user
if(cardUser.is_holding(src))
cardUser.visible_message("<span class='notice'>[cardUser] checks [cardUser.p_their()] card.</span>", "<span class='notice'>The card reads: [cardname].</span>")
else
. += "<span class='warning'>You need to have the card in your hand to check it!</span>"
/obj/item/toy/cards/singlecard/verb/Flip()
set name = "Flip Card"
set category = "Object"
set src in range(1)
if(!ishuman(usr) || !usr.canUseTopic(src, BE_CLOSE))
return
if(!flipped)
src.flipped = 1
if (cardname)
src.icon_state = "sc_[cardname]_[deckstyle]"
src.name = src.cardname
else
src.icon_state = "sc_Ace of Spades_[deckstyle]"
src.name = "What Card"
src.pixel_x = 5
else if(flipped)
src.flipped = 0
src.icon_state = "singlecard_down_[deckstyle]"
src.name = "card"
src.pixel_x = -5
/obj/item/toy/cards/singlecard/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/toy/cards/singlecard/))
var/obj/item/toy/cards/singlecard/C = I
if(C.parentdeck == src.parentdeck)
var/obj/item/toy/cards/cardhand/H = new/obj/item/toy/cards/cardhand(user.loc)
H.currenthand += C.cardname
H.currenthand += src.cardname
H.parentdeck = C.parentdeck
H.apply_card_vars(H,C)
to_chat(user, "<span class='notice'>You combine the [C.cardname] and the [src.cardname] into a hand.</span>")
qdel(C)
qdel(src)
H.pickup(user)
user.put_in_active_hand(H)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
if(istype(I, /obj/item/toy/cards/cardhand/))
var/obj/item/toy/cards/cardhand/H = I
if(H.parentdeck == parentdeck)
H.currenthand += cardname
user.visible_message("<span class='notice'>[user] adds a card to [user.p_their()] hand.</span>", "<span class='notice'>You add the [cardname] to your hand.</span>")
qdel(src)
H.interact(user)
if(H.currenthand.len > 4)
H.icon_state = "[deckstyle]_hand5"
else if(H.currenthand.len > 3)
H.icon_state = "[deckstyle]_hand4"
else if(H.currenthand.len > 2)
H.icon_state = "[deckstyle]_hand3"
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
else
return ..()
/obj/item/toy/cards/singlecard/attack_self(mob/living/carbon/human/user)
if(!ishuman(user) || !(user.mobility_flags & MOBILITY_USE))
return
Flip()
/obj/item/toy/cards/singlecard/apply_card_vars(obj/item/toy/cards/singlecard/newobj,obj/item/toy/cards/sourceobj)
..()
newobj.deckstyle = sourceobj.deckstyle
newobj.icon_state = "singlecard_down_[deckstyle]" // Without this the card is invisible until flipped. It's an ugly hack, but it works.
newobj.card_hitsound = sourceobj.card_hitsound
newobj.hitsound = newobj.card_hitsound
newobj.card_force = sourceobj.card_force
newobj.force = newobj.card_force
newobj.card_throwforce = sourceobj.card_throwforce
newobj.throwforce = newobj.card_throwforce
newobj.card_throw_speed = sourceobj.card_throw_speed
newobj.throw_speed = newobj.card_throw_speed
newobj.card_throw_range = sourceobj.card_throw_range
newobj.throw_range = newobj.card_throw_range
newobj.card_attack_verb = sourceobj.card_attack_verb
newobj.attack_verb = newobj.card_attack_verb
/*
|| Syndicate playing cards, for pretending you're Gambit and playing poker for the nuke disk. ||
*/
/obj/item/toy/cards/deck/syndicate
name = "suspicious looking deck of cards"
desc = "A deck of space-grade playing cards. They seem unusually rigid."
icon_state = "deck_syndicate_full"
deckstyle = "syndicate"
card_hitsound = 'sound/weapons/bladeslice.ogg'
card_force = 5
card_throwforce = 10
card_throw_speed = 3
card_throw_range = 7
card_attack_verb = list("attacked", "sliced", "diced", "slashed", "cut")
resistance_flags = NONE
/*
* Fake nuke
*/
/obj/item/toy/nuke
name = "\improper Nuclear Fission Explosive toy"
desc = "A plastic model of a Nuclear Fission Explosive."
icon = 'icons/obj/toy.dmi'
icon_state = "nuketoyidle"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/nuke/attack_self(mob/user)
if (obj_flags & EMAGGED && cooldown < world.time)
cooldown = world.time + 600
user.visible_message("<span class='hear'>You hear the click of a button.</span>", "<span class='notice'>You activate [src], it plays a loud noise!</span>")
sleep(5)
playsound(src, 'sound/machines/alarm.ogg', 20, FALSE)
sleep(140)
user.visible_message("<span class='alert'>[src] violently explodes!</span>")
explosion(src, 0, 0, 1, 0)
qdel(src)
else if (cooldown < world.time)
cooldown = world.time + 600 //1 minute
user.visible_message("<span class='warning'>[user] presses a button on [src].</span>", "<span class='notice'>You activate [src], it plays a loud noise!</span>", "<span class='hear'>You hear the click of a button.</span>")
sleep(5)
icon_state = "nuketoy"
playsound(src, 'sound/machines/alarm.ogg', 20, FALSE)
sleep(135)
icon_state = "nuketoycool"
sleep(cooldown - world.time)
icon_state = "nuketoyidle"
else
var/timeleft = (cooldown - world.time)
to_chat(user, "<span class='alert'>Nothing happens, and '</span>[round(timeleft/10)]<span class='alert'>' appears on the small display.</span>")
sleep(5)
/obj/item/toy/nuke/emag_act(mob/user)
if (obj_flags & EMAGGED)
return
to_chat(user, "<span class = 'notice'> You short-circuit \the [src].</span>")
obj_flags |= EMAGGED
/*
* Fake meteor
*/
/obj/item/toy/minimeteor
name = "\improper Mini-Meteor"
desc = "Relive the excitement of a meteor shower! SweetMeat-eor Co. is not responsible for any injuries, headaches or hearing loss caused by Mini-Meteor."
icon = 'icons/obj/toy.dmi'
icon_state = "minimeteor"
w_class = WEIGHT_CLASS_SMALL
/obj/item/toy/minimeteor/emag_act(mob/user)
if (obj_flags & EMAGGED)
return
to_chat(user, "<span class = 'notice'> You short-circuit whatever electronics exist inside \the [src], if there even are any.</span>")
obj_flags |= EMAGGED
/obj/item/toy/minimeteor/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if (obj_flags & EMAGGED)
playsound(src, 'sound/effects/meteorimpact.ogg', 40, TRUE)
explosion(get_turf(hit_atom), -1, -1, 1)
for(var/mob/M in urange(10, src))
if(!M.stat && !isAI(M))
shake_camera(M, 3, 1)
else
playsound(src, 'sound/effects/meteorimpact.ogg', 40, TRUE)
for(var/mob/M in urange(10, src))
if(!M.stat && !isAI(M))
shake_camera(M, 3, 1)
/*
* Toy big red button
*/
/obj/item/toy/redbutton
name = "big red button"
desc = "A big, plastic red button. Reads 'From HonkCo Pranks!' on the back."
icon = 'icons/obj/assemblies.dmi'
icon_state = "bigred"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/redbutton/attack_self(mob/user)
if (cooldown < world.time)
cooldown = (world.time + 300) // Sets cooldown at 30 seconds
user.visible_message("<span class='warning'>[user] presses the big red button.</span>", "<span class='notice'>You press the button, it plays a loud noise!</span>", "<span class='hear'>The button clicks loudly.</span>")
playsound(src, 'sound/effects/explosionfar.ogg', 50, FALSE)
for(var/mob/M in urange(10, src)) // Checks range
if(!M.stat && !isAI(M)) // Checks to make sure whoever's getting shaken is alive/not the AI
sleep(8) // Short delay to match up with the explosion sound
shake_camera(M, 2, 1) // Shakes player camera 2 squares for 1 second.
else
to_chat(user, "<span class='alert'>Nothing happens.</span>")
/*
* Snowballs
*/
/obj/item/toy/snowball
name = "snowball"
desc = "A compact ball of snow. Good for throwing at people."
icon = 'icons/obj/toy.dmi'
icon_state = "snowball"
throwforce = 12 //pelt your enemies to death with lumps of snow
/obj/item/toy/snowball/afterattack(atom/target as mob|obj|turf|area, mob/user)
. = ..()
if(user.dropItemToGround(src))
throw_at(target, throw_range, throw_speed)
/obj/item/toy/snowball/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!..())
playsound(src, 'sound/effects/pop.ogg', 20, TRUE)
qdel(src)
/*
* Beach ball
*/
/obj/item/toy/beach_ball
icon = 'icons/misc/beach.dmi'
icon_state = "ball"
name = "beach ball"
item_state = "beachball"
w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets
/*
* Clockwork Watch
*/
/obj/item/toy/clockwork_watch
name = "steampunk watch"
desc = "A stylish steampunk watch made out of thousands of tiny cogwheels."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "dread_ipad"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/clockwork_watch/attack_self(mob/user)
if (cooldown < world.time)
cooldown = world.time + 1800 //3 minutes
user.visible_message("<span class='warning'>[user] rotates a cogwheel on [src].</span>", "<span class='notice'>You rotate a cogwheel on [src], it plays a loud noise!</span>", "<span class='hear'>You hear cogwheels turning.</span>")
playsound(src, 'sound/magic/clockwork/ark_activation.ogg', 50, FALSE)
else
to_chat(user, "<span class='alert'>The cogwheels are already turning!</span>")
/obj/item/toy/clockwork_watch/examine(mob/user)
. = ..()
. += "<span class='info'>Station Time: [station_time_timestamp()]</span>"
/*
* Toy Dagger
*/
/obj/item/toy/toy_dagger
name = "toy dagger"
desc = "A cheap plastic replica of a dagger. Produced by THE ARM Toys, Inc."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
item_state = "cultdagger"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
/*
* Xenomorph action figure
*/
/obj/item/toy/toy_xeno
icon = 'icons/obj/toy.dmi'
icon_state = "toy_xeno"
name = "xenomorph action figure"
desc = "MEGA presents the new Xenos Isolated action figure! Comes complete with realistic sounds! Pull back string to use."
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/toy_xeno/attack_self(mob/user)
if(cooldown <= world.time)
cooldown = (world.time + 50) //5 second cooldown
user.visible_message("<span class='notice'>[user] pulls back the string on [src].</span>")
icon_state = "[initial(icon_state)]_used"
sleep(5)
audible_message("<span class='danger'>[icon2html(src, viewers(src))] Hiss!</span>")
var/list/possible_sounds = list('sound/voice/hiss1.ogg', 'sound/voice/hiss2.ogg', 'sound/voice/hiss3.ogg', 'sound/voice/hiss4.ogg')
var/chosen_sound = pick(possible_sounds)
playsound(get_turf(src), chosen_sound, 50, TRUE)
addtimer(VARSET_CALLBACK(src, icon_state, "[initial(icon_state)]"), 4.5 SECONDS)
else
to_chat(user, "<span class='warning'>The string on [src] hasn't rewound all the way!</span>")
return
// TOY MOUSEYS :3 :3 :3
/obj/item/toy/cattoy
name = "toy mouse"
desc = "A colorful toy mouse!"
icon = 'icons/obj/toy.dmi'
icon_state = "toy_mouse"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
resistance_flags = FLAMMABLE
/*
* Action Figures
*/
/obj/item/toy/figure
name = "Non-Specific Action Figure action figure"
desc = null
icon = 'icons/obj/toy.dmi'
icon_state = "nuketoy"
var/cooldown = 0
var/toysay = "What the fuck did you do?"
var/toysound = 'sound/machines/click.ogg'
w_class = WEIGHT_CLASS_SMALL
/obj/item/toy/figure/Initialize()
. = ..()
desc = "A \"Space Life\" brand [src]."
/obj/item/toy/figure/attack_self(mob/user as mob)
if(cooldown <= world.time)
cooldown = world.time + 50
to_chat(user, "<span class='notice'>[src] says \"[toysay]\"</span>")
playsound(user, toysound, 20, TRUE)
/obj/item/toy/figure/cmo
name = "Chief Medical Officer action figure"
icon_state = "cmo"
toysay = "Suit sensors!"
/obj/item/toy/figure/assistant
name = "Assistant action figure"
icon_state = "assistant"
toysay = "Grey tide world wide!"
/obj/item/toy/figure/atmos
name = "Atmospheric Technician action figure"
icon_state = "atmos"
toysay = "Glory to Atmosia!"
/obj/item/toy/figure/bartender
name = "Bartender action figure"
icon_state = "bartender"
toysay = "Where is Pun Pun?"
/obj/item/toy/figure/borg
name = "Cyborg action figure"
icon_state = "borg"
toysay = "I. LIVE. AGAIN."
toysound = 'sound/voice/liveagain.ogg'
/obj/item/toy/figure/botanist
name = "Botanist action figure"
icon_state = "botanist"
toysay = "Blaze it!"
/obj/item/toy/figure/captain
name = "Captain action figure"
icon_state = "captain"
toysay = "Any heads of staff?"
/obj/item/toy/figure/cargotech
name = "Cargo Technician action figure"
icon_state = "cargotech"
toysay = "For Cargonia!"
/obj/item/toy/figure/ce
name = "Chief Engineer action figure"
icon_state = "ce"
toysay = "Wire the solars!"
/obj/item/toy/figure/chaplain
name = "Chaplain action figure"
icon_state = "chaplain"
toysay = "Praise Space Jesus!"
/obj/item/toy/figure/chef
name = "Chef action figure"
icon_state = "chef"
toysay = " I'll make you into a burger!"
/obj/item/toy/figure/chemist
name = "Chemist action figure"
icon_state = "chemist"
toysay = "Get your pills!"
/obj/item/toy/figure/clown
name = "Clown action figure"
icon_state = "clown"
toysay = "Honk!"
toysound = 'sound/items/bikehorn.ogg'
/obj/item/toy/figure/ian
name = "Ian action figure"
icon_state = "ian"
toysay = "Arf!"
/obj/item/toy/figure/detective
name = "Detective action figure"
icon_state = "detective"
toysay = "This airlock has grey jumpsuit and insulated glove fibers on it."
/obj/item/toy/figure/dsquad
name = "Death Squad Officer action figure"
icon_state = "dsquad"
toysay = "Kill em all!"
/obj/item/toy/figure/engineer
name = "Engineer action figure"
icon_state = "engineer"
toysay = "Oh god, the singularity is loose!"
/obj/item/toy/figure/geneticist
name = "Geneticist action figure"
icon_state = "geneticist"
toysay = "Smash!"
/obj/item/toy/figure/hop
name = "Head of Personnel action figure"
icon_state = "hop"
toysay = "Giving out all access!"
/obj/item/toy/figure/hos
name = "Head of Security action figure"
icon_state = "hos"
toysay = "Go ahead, make my day."
/obj/item/toy/figure/qm
name = "Quartermaster action figure"
icon_state = "qm"
toysay = "Please sign this form in triplicate and we will see about geting you a welding mask within 3 business days."
/obj/item/toy/figure/janitor
name = "Janitor action figure"
icon_state = "janitor"
toysay = "Look at the signs, you idiot."
/obj/item/toy/figure/lawyer
name = "Lawyer action figure"
icon_state = "lawyer"
toysay = "My client is a dirty traitor!"
/obj/item/toy/figure/curator
name = "Curator action figure"
icon_state = "curator"
toysay = "One day while..."
/obj/item/toy/figure/md
name = "Medical Doctor action figure"
icon_state = "md"
toysay = "The patient is already dead!"
/obj/item/toy/figure/paramedic
name = "Paramedic action figure"
icon_state = "paramedic"
toysay = "And the best part? I'm not even a real doctor!"
/obj/item/toy/figure/mime
name = "Mime action figure"
icon_state = "mime"
toysay = "..."
toysound = null
/obj/item/toy/figure/miner
name = "Shaft Miner action figure"
icon_state = "miner"
toysay = "COLOSSUS RIGHT OUTSIDE THE BASE!"
/obj/item/toy/figure/ninja
name = "Ninja action figure"
icon_state = "ninja"
toysay = "Oh god! Stop shooting, I'm friendly!"
/obj/item/toy/figure/wizard
name = "Wizard action figure"
icon_state = "wizard"
toysay = "Ei Nath!"
toysound = 'sound/magic/disintegrate.ogg'
/obj/item/toy/figure/rd
name = "Research Director action figure"
icon_state = "rd"
toysay = "Blowing all of the borgs!"
/obj/item/toy/figure/roboticist
name = "Roboticist action figure"
icon_state = "roboticist"
toysay = "Big stompy mechs!"
toysound = 'sound/mecha/mechstep.ogg'
/obj/item/toy/figure/scientist
name = "Scientist action figure"
icon_state = "scientist"
toysay = "I call toxins."
toysound = 'sound/effects/explosionfar.ogg'
/obj/item/toy/figure/syndie
name = "Nuclear Operative action figure"
icon_state = "syndie"
toysay = "Get that fucking disk!"
/obj/item/toy/figure/secofficer
name = "Security Officer action figure"
icon_state = "secofficer"
toysay = "I am the law!"
toysound = 'sound/voice/complionator/dredd.ogg'
/obj/item/toy/figure/virologist
name = "Virologist action figure"
icon_state = "virologist"
toysay = "The cure is potassium!"
/obj/item/toy/figure/warden
name = "Warden action figure"
icon_state = "warden"
toysay = "Seventeen minutes for coughing at an officer!"
/obj/item/toy/dummy
name = "ventriloquist dummy"
desc = "It's a dummy, dummy."
icon = 'icons/obj/toy.dmi'
icon_state = "assistant"
item_state = "doll"
var/doll_name = "Dummy"
//Add changing looks when i feel suicidal about making 20 inhands for these.
/obj/item/toy/dummy/attack_self(mob/user)
var/new_name = stripped_input(usr,"What would you like to name the dummy?","Input a name",doll_name,MAX_NAME_LEN)
if(!new_name)
return
doll_name = new_name
to_chat(user, "<span class='notice'>You name the dummy as \"[doll_name]\".</span>")
name = "[initial(name)] - [doll_name]"
/obj/item/toy/dummy/talk_into(atom/movable/A, message, channel, list/spans, datum/language/language)
var/mob/M = A
if (istype(M))
M.log_talk(message, LOG_SAY, tag="dummy toy")
say(message, language)
return NOPASS
/obj/item/toy/dummy/GetVoice()
return doll_name
/obj/item/toy/seashell
name = "seashell"
desc = "May you always have a shell in your pocket and sand in your shoes. Whatever that's supposed to mean."
icon = 'icons/misc/beach.dmi'
icon_state = "shell1"
var/static/list/possible_colors = list("" = 2, COLOR_PURPLE_GRAY = 1, COLOR_OLIVE = 1, COLOR_PALE_BLUE_GRAY = 1, COLOR_RED_GRAY = 1)
/obj/item/toy/seashell/Initialize()
. = ..()
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
icon_state = "shell[rand(1,3)]"
color = pickweight(possible_colors)
setDir(pick(GLOB.cardinals))
/obj/item/toy/brokenradio
name = "broken radio"
desc = "An old radio that produces nothing but static when turned on."
icon = 'icons/obj/toy.dmi'
icon_state = "broken_radio"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
/obj/item/toy/brokenradio/attack_self(mob/user)
if(cooldown <= world.time)
cooldown = (world.time + 300)
user.visible_message("<span class='notice'>[user] adjusts the dial on [src].</span>")
sleep(5)
playsound(src, 'sound/items/radiostatic.ogg', 50, FALSE)
else
to_chat(user, "<span class='warning'>The dial on [src] jams up</span>")
return
/obj/item/toy/braintoy
name = "squeaky brain"
desc = "A Mr. Monstrous brand toy made to imitate a human brain in smell and texture."
icon = 'icons/obj/surgery.dmi'
icon_state = "brain-old"
var/cooldown = 0
/obj/item/toy/braintoy/attack_self(mob/user)
if(cooldown <= world.time)
cooldown = (world.time + 10)
sleep(5)
playsound(src, 'sound/effects/blobattack.ogg', 50, FALSE)