Files
Bubberstation/code/modules/projectiles/pins.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00

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/obj/item/firing_pin
name = "electronic firing pin"
desc = "A small authentication device, to be inserted into a firearm receiver to allow operation. NT safety regulations require all new designs to incorporate one."
icon = 'icons/obj/devices/gunmod.dmi'
icon_state = "firing_pin"
inhand_icon_state = "pen"
worn_icon_state = "pen"
obj_flags = CONDUCTS_ELECTRICITY
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("pokes")
attack_verb_simple = list("poke")
var/fail_message = "invalid user!"
/// Explode when user check is failed.
var/selfdestruct = FALSE
/// Can forcefully replace other pins.
var/force_replace = FALSE
/// Can be replaced by any pin.
var/pin_hot_swappable = FALSE
///Can be removed from the gun using tools or replaced by a pin with force_replace
var/pin_removable = TRUE
var/obj/item/gun/gun
/obj/item/firing_pin/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!isgun(interacting_with))
return NONE
var/obj/item/gun/targeted_gun = interacting_with
var/obj/item/firing_pin/old_pin = targeted_gun.pin
if(old_pin?.pin_removable && (force_replace || old_pin.pin_hot_swappable))
if(Adjacent(user))
user.put_in_hands(old_pin)
else
old_pin.forceMove(targeted_gun.drop_location())
old_pin.gun_remove(user)
if(!targeted_gun.pin)
if(!user.temporarilyRemoveItemFromInventory(src))
return .
if(gun_insert(user, targeted_gun))
if(old_pin)
balloon_alert(user, "swapped firing pin")
else
balloon_alert(user, "inserted firing pin")
else
to_chat(user, span_notice("This firearm already has a firing pin installed."))
return ITEM_INTERACT_SUCCESS
/obj/item/firing_pin/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
obj_flags |= EMAGGED
balloon_alert(user, "authentication checks overridden")
return TRUE
/obj/item/firing_pin/proc/gun_insert(mob/living/user, obj/item/gun/new_gun)
gun = new_gun
forceMove(gun)
gun.pin = src
return TRUE
/obj/item/firing_pin/proc/gun_remove(mob/living/user)
gun.pin = null
gun = null
return
/obj/item/firing_pin/proc/pin_auth(mob/living/user)
return TRUE
/obj/item/firing_pin/proc/auth_fail(mob/living/user)
if(user)
balloon_alert(user, fail_message)
if(selfdestruct)
if(user)
user.show_message("[span_danger("SELF-DESTRUCTING...")]<br>", MSG_VISUAL)
to_chat(user, span_userdanger("[gun] explodes!"))
explosion(src, devastation_range = -1, light_impact_range = 2, flash_range = 3)
if(gun)
qdel(gun)
/obj/item/firing_pin/magic
name = "magic crystal shard"
desc = "A small enchanted shard which allows magical weapons to fire."
// Test pin, works only near firing range.
/obj/item/firing_pin/test_range
name = "test-range firing pin"
desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
fail_message = "test range check failed!"
pin_hot_swappable = TRUE
/obj/item/firing_pin/test_range/pin_auth(mob/living/user)
if(!istype(user))
return FALSE
if (istype(get_area(user), /area/station/security/range))
return TRUE
return FALSE
// Implant pin, checks for implant
/obj/item/firing_pin/implant
name = "implant-keyed firing pin"
desc = "This is a security firing pin which only authorizes users who are implanted with a certain device."
fail_message = "implant check failed!"
var/obj/item/implant/req_implant = null
/obj/item/firing_pin/implant/pin_auth(mob/living/user)
if(user)
for(var/obj/item/implant/I in user.implants)
if(req_implant && I.type == req_implant)
return TRUE
return FALSE
/obj/item/firing_pin/implant/mindshield
name = "mindshield firing pin"
desc = "This Security firing pin authorizes the weapon for only mindshield-implanted users."
icon_state = "firing_pin_loyalty"
req_implant = /obj/item/implant/mindshield
/obj/item/firing_pin/implant/pindicate
name = "syndicate firing pin"
icon_state = "firing_pin_pindi"
req_implant = /obj/item/implant/weapons_auth
// Honk pin, clown's joke item.
// Can replace other pins. Replace a pin in cap's laser for extra fun!
/obj/item/firing_pin/clown
name = "hilarious firing pin"
desc = "Advanced clowntech that can convert any firearm into a far more useful object."
color = COLOR_YELLOW
fail_message = "honk!"
force_replace = TRUE
/obj/item/firing_pin/clown/pin_auth(mob/living/user)
playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
return FALSE
// Ultra-honk pin, clown's deadly joke item.
// A gun with ultra-honk pin is useful for clown and useless for everyone else.
/obj/item/firing_pin/clown/ultra
name = "ultra hilarious firing pin"
/obj/item/firing_pin/clown/ultra/pin_auth(mob/living/user)
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, TRUE)
if(QDELETED(user)) //how the hell...?
stack_trace("/obj/item/firing_pin/clown/ultra/pin_auth called with a [isnull(user) ? "null" : "invalid"] user.")
return TRUE
if(HAS_TRAIT(user, TRAIT_CLUMSY)) //clumsy
return TRUE
if(user.mind)
if(is_clown_job(user.mind.assigned_role)) //traitor clowns can use this, even though they're technically not clumsy
return TRUE
if(user.mind.has_antag_datum(/datum/antagonist/nukeop/clownop)) //clown ops aren't clumsy by default and technically don't have an assigned role of "Clown", but come on, they're basically clowns
return TRUE
if(user.mind.has_antag_datum(/datum/antagonist/nukeop/leader/clownop)) //Wanna hear a funny joke?
return TRUE //The clown op leader antag datum isn't a subtype of the normal clown op antag datum.
return FALSE
/obj/item/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/gun/new_gun)
..()
new_gun.clumsy_check = FALSE
/obj/item/firing_pin/clown/ultra/gun_remove(mob/living/user)
gun.clumsy_check = initial(gun.clumsy_check)
..()
// Now two times deadlier!
/obj/item/firing_pin/clown/ultra/selfdestruct
name = "super ultra hilarious firing pin"
desc = "Advanced clowntech that can convert any firearm into a far more useful object. It has a small nitrobananium charge on it."
selfdestruct = TRUE
// DNA-keyed pin.
// When you want to keep your toys for yourself.
/obj/item/firing_pin/dna
name = "DNA-keyed firing pin"
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
icon_state = "firing_pin_dna"
fail_message = "dna check failed!"
var/unique_enzymes = null
/obj/item/firing_pin/dna/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(iscarbon(interacting_with))
var/mob/living/carbon/M = interacting_with
if(M.dna && M.dna.unique_enzymes)
unique_enzymes = M.dna.unique_enzymes
balloon_alert(user, "dna lock set")
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
return ..()
/obj/item/firing_pin/dna/pin_auth(mob/living/carbon/user)
if(user && user.dna && user.dna.unique_enzymes)
if(user.dna.unique_enzymes == unique_enzymes)
return TRUE
return FALSE
/obj/item/firing_pin/dna/auth_fail(mob/living/carbon/user)
if(!unique_enzymes)
if(user && user.dna && user.dna.unique_enzymes)
unique_enzymes = user.dna.unique_enzymes
balloon_alert(user, "dna lock set")
else
..()
/obj/item/firing_pin/dna/dredd
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link. It has a small explosive charge on it."
selfdestruct = TRUE
// Paywall pin, brought to you by ARMA 3 DLC.
// Checks if the user has a valid bank account on an ID and if so attempts to extract a one-time payment to authorize use of the gun. Otherwise fails to shoot.
/obj/item/firing_pin/paywall
name = "paywall firing pin"
desc = "A firing pin with a built-in configurable paywall."
color = COLOR_GOLD
fail_message = ""
///list of account IDs which have accepted the license prompt. If this is the multi-payment pin, then this means they accepted the waiver that each shot will cost them money
var/list/gun_owners = list()
///how much gets paid out to license yourself to the gun
var/payment_amount
var/datum/bank_account/pin_owner
///if true, user has to pay everytime they fire the gun
var/multi_payment = FALSE
var/owned = FALSE
///purchase prompt to prevent spamming it, set to the user who opens to prompt to prevent locking the gun up for other users.
var/active_prompt_user
/obj/item/firing_pin/paywall/attack_self(mob/user)
multi_payment = !multi_payment
to_chat(user, span_notice("You set the pin to [( multi_payment ) ? "process payment for every shot" : "one-time license payment"]."))
/obj/item/firing_pin/paywall/examine(mob/user)
. = ..()
if(pin_owner)
. += span_notice("This firing pin is currently authorized to pay into the account of [pin_owner.account_holder].")
/obj/item/firing_pin/paywall/gun_insert(mob/living/user, obj/item/gun/new_gun)
if(!pin_owner)
if(isnull(user))
forceMove(new_gun.drop_location())
else
to_chat(user, span_warning("ERROR: Please swipe valid identification card before installing firing pin!"))
user.put_in_hands(src)
return FALSE
..()
if(multi_payment)
gun.desc += span_notice(" This [gun.name] has a per-shot cost of [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""].")
return TRUE
gun.desc += span_notice(" This [gun.name] has a license permit cost of [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""].")
return TRUE
/obj/item/firing_pin/paywall/gun_remove(mob/living/user)
gun.desc = gun::desc
..()
/obj/item/firing_pin/paywall/attackby(obj/item/M, mob/living/user, list/modifiers, list/attack_modifiers)
if(isidcard(M))
var/obj/item/card/id/id = M
if(!id.registered_account)
to_chat(user, span_warning("ERROR: Identification card lacks registered bank account!"))
return
if(id.registered_account != pin_owner && owned)
to_chat(user, span_warning("ERROR: This firing pin has already been authorized!"))
return
if(id.registered_account == pin_owner)
to_chat(user, span_notice("You unlink the card from the firing pin."))
gun_owners -= user.get_bank_account()
pin_owner = null
owned = FALSE
return
var/transaction_amount = tgui_input_number(user, "Insert valid deposit amount for gun purchase", "Money Deposit")
if(!transaction_amount || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
pin_owner = id.registered_account
owned = TRUE
payment_amount = transaction_amount
gun_owners += user.get_bank_account()
to_chat(user, span_notice("You link the card to the firing pin."))
/obj/item/firing_pin/paywall/pin_auth(mob/living/user)
if(!istype(user))//nice try commie
return FALSE
var/datum/bank_account/credit_card_details = user.get_bank_account()
if(credit_card_details in gun_owners)
if(multi_payment && credit_card_details)
if(!gun.can_shoot())
return TRUE //So you don't get charged for attempting to fire an empty gun.
if(credit_card_details.adjust_money(-payment_amount, "Firing Pin: Gun Rent"))
if(pin_owner)
pin_owner.adjust_money(payment_amount, "Firing Pin: Payout For Gun Rent")
return TRUE
to_chat(user, span_warning("ERROR: User balance insufficent for successful transaction!"))
return FALSE
return TRUE
if(!credit_card_details)
to_chat(user, span_warning("ERROR: User has no valid bank account to subtract neccesary funds from!"))
return FALSE
if(active_prompt_user == user)
return FALSE
active_prompt_user = user
var/license_request = tgui_alert(user, "Do you wish to pay [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""] for [( multi_payment ) ? "each shot of [gun.name]" : "usage license of [gun.name]"]?", "Weapon Purchase", list("Yes", "No"), 15 SECONDS)
if(!user.can_perform_action(src))
active_prompt_user = null
return FALSE
switch(license_request)
if("Yes")
if(multi_payment)
gun_owners += credit_card_details
to_chat(user, span_notice("Gun rental terms agreed to, have a secure day!"))
else if(credit_card_details.adjust_money(-payment_amount, "Firing Pin: Gun License"))
if(pin_owner)
pin_owner.adjust_money(payment_amount, "Firing Pin: Gun License Bought")
gun_owners += credit_card_details
to_chat(user, span_notice("Gun license purchased, have a secure day!"))
else
to_chat(user, span_warning("ERROR: User balance insufficent for successful transaction!"))
if("No", null)
to_chat(user, span_warning("ERROR: User has declined to purchase gun license!"))
active_prompt_user = null
return FALSE //we return false here so you don't click initially to fire, get the prompt, accept the prompt, and THEN the gun
// Explorer Firing Pin- Prevents use on station Z-Level, so it's justifiable to give Explorers guns that don't suck.
/obj/item/firing_pin/explorer
name = "outback firing pin"
desc = "A firing pin used by the Australian defense force, retrofit to prevent weapon discharge on the station."
icon_state = "firing_pin_explorer"
fail_message = "cannot fire while on station, mate!"
// This checks that the user isn't on the station Z-level.
/obj/item/firing_pin/explorer/pin_auth(mob/living/user)
var/turf/station_check = get_turf(user)
if(!station_check || is_station_level(station_check.z))
return FALSE
return TRUE
// Laser tag pins
/obj/item/firing_pin/tag
name = "laser tag firing pin"
desc = "A recreational firing pin, used in laser tag units to ensure users have their vests on."
fail_message = "suit check failed!"
var/obj/item/clothing/suit/suit_requirement = null
var/tagcolor = ""
/obj/item/firing_pin/tag/pin_auth(mob/living/user)
if(ishuman(user))
var/mob/living/carbon/human/M = user
if(istype(M.wear_suit, suit_requirement))
return TRUE
to_chat(user, span_warning("You need to be wearing [tagcolor] laser tag armor!"))
return FALSE
/obj/item/firing_pin/tag/red
name = "red laser tag firing pin"
icon_state = "firing_pin_red"
suit_requirement = /obj/item/clothing/suit/redtag
tagcolor = "red"
/obj/item/firing_pin/tag/blue
name = "blue laser tag firing pin"
icon_state = "firing_pin_blue"
suit_requirement = /obj/item/clothing/suit/bluetag
tagcolor = "blue"
/obj/item/firing_pin/monkey
name = "monkeylock firing pin"
desc = "This firing pin prevents non-monkeys from firing a gun."
fail_message = "not a monkey!"
/obj/item/firing_pin/monkey/pin_auth(mob/living/user)
if(!is_simian(user))
playsound(src, SFX_SCREECH, 75, TRUE)
return FALSE
return TRUE
/obj/item/firing_pin/Destroy()
if(gun)
gun.pin = null
gun = null
return ..()