Files
Bubberstation/code/modules/projectiles/pins.dm
SmArtKar 7e3a91f297 Fixes M90 underbarrel having its separate inaccessible firing pin (#92305)
## About The Pull Request

Underbarrel now depends on the gun's own firing pin, instead of having a
separate inaccessible pin.
Closes #92292

## Changelog
🆑
fix: Fixed M90 underbarrel having its separate inaccessible firing pin
/🆑
2025-07-31 21:05:10 -04:00

390 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/Destroy()
if(gun)
gun_remove()
return ..()
/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
SEND_SIGNAL(gun, COMSIG_GUN_PIN_INSERTED, src, user)
return TRUE
/obj/item/firing_pin/proc/gun_remove(mob/living/user)
gun.pin = null
SEND_SIGNAL(gun, COMSIG_GUN_PIN_REMOVED, src, user)
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