mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-11 10:11:09 +00:00
## 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) /🆑
389 lines
14 KiB
Plaintext
389 lines
14 KiB
Plaintext
/obj/item/firing_pin
|
|
name = "electronic firing pin"
|
|
desc = "A small authentication device, to be inserted into a firearm receiver to allow operation. NT safety regulations require all new designs to incorporate one."
|
|
icon = 'icons/obj/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 ..()
|