Files
Bubberstation/code/modules/paperwork/pen.dm
SkyratBot f4e244fb49 [MIRROR] Refactors embedding to use datums instead of storing data in bespoke elements (#28699)
* Refactors embedding to use datums instead of storing data in bespoke elements (#84599)

## About The Pull Request

This refactors embedding elements to make them use singleton datums
(similarly to armor) instead being bespoke and creating a new element
every time armor values are supposed to be adjusted.
Default values have been removed from defines due to now being declared
in base class itself.
Additionally fixes vending machines and tackling gloves setting
generated shards (which they instantly embed into their victim) embed
properties to null after running the embedding code, despite said shards
having non-null embedding values by default, making them not be able to
embed into anyone else, also potentially breaking the pain/jostling code
if they somehow get updated.

## Why It's Good For The Game

Current embedding system is an unnecessarily complicated mess as bespoke
elements are hard to work with, and creating a new element every time
you change values is hacky at best. This change should make it easier to
read and work with.

## Changelog
🆑
fix: Fixed glass shards generated from falling vending machines or
tackling windows not being able to embed into anyone.
refactor: Refactored embedding code to use datums instead of bespoke
elements and ugly associated lists.
/🆑

* Refactors embedding to use datums instead of storing data in bespoke elements

* modular fixes

* fix c14

* paint -> pain ugggh

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-08 14:50:05 +05:30

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/* Pens!
* Contains:
* Pens
* Sleepy Pens
* Parapens
* Edaggers
*/
/*
* Pens
*/
/obj/item/pen
desc = "It's a normal black ink pen."
name = "pen"
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "pen"
inhand_icon_state = "pen"
worn_icon_state = "pen"
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_EARS
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.1)
pressure_resistance = 2
grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
var/colour = COLOR_BLACK //what colour the ink is!
var/degrees = 0
var/font = PEN_FONT
var/requires_gravity = TRUE // can you use this to write in zero-g
embed_type = /datum/embed_data/pen
sharpness = SHARP_POINTY
var/dart_insert_icon = 'icons/obj/weapons/guns/toy.dmi'
var/dart_insert_casing_icon_state = "overlay_pen"
var/dart_insert_projectile_icon_state = "overlay_pen_proj"
/// If this pen can be clicked in order to retract it
var/can_click = TRUE
/datum/embed_data/pen
embed_chance = 50
/obj/item/pen/Initialize(mapload)
. = ..()
AddComponent(/datum/component/dart_insert, \
dart_insert_icon, \
dart_insert_casing_icon_state, \
dart_insert_icon, \
dart_insert_projectile_icon_state, \
CALLBACK(src, PROC_REF(get_dart_var_modifiers))\
)
AddElement(/datum/element/tool_renaming)
RegisterSignal(src, COMSIG_DART_INSERT_ADDED, PROC_REF(on_inserted_into_dart))
RegisterSignal(src, COMSIG_DART_INSERT_REMOVED, PROC_REF(on_removed_from_dart))
if (!can_click)
return
create_transform_component()
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/// Proc that child classes can override to have custom transforms, like edaggers or pendrivers
/obj/item/pen/proc/create_transform_component()
AddComponent( \
/datum/component/transforming, \
sharpness_on = NONE, \
inhand_icon_change = FALSE, \
w_class_on = w_class, \
)
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Clicks the pen to make an annoying sound. Clickity clickery click!
*/
/obj/item/pen/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(user)
balloon_alert(user, "clicked")
playsound(src, 'sound/machines/click.ogg', 30, TRUE, -3)
icon_state = initial(icon_state) + (active ? "_retracted" : "")
update_appearance(UPDATE_ICON)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/pen/proc/on_inserted_into_dart(datum/source, obj/projectile/dart, mob/user, embedded = FALSE)
SIGNAL_HANDLER
/obj/item/pen/proc/get_dart_var_modifiers()
return list(
"damage" = max(5, throwforce),
"speed" = max(0, throw_speed - 3),
"embedding" = get_embed(),
"armour_penetration" = armour_penetration,
"wound_bonus" = wound_bonus,
"bare_wound_bonus" = bare_wound_bonus,
"demolition_mod" = demolition_mod,
)
/obj/item/pen/proc/on_removed_from_dart(datum/source, obj/projectile/dart, mob/user)
SIGNAL_HANDLER
/obj/item/pen/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is scribbling numbers all over [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit sudoku..."))
return BRUTELOSS
/obj/item/pen/blue
desc = "It's a normal blue ink pen."
icon_state = "pen_blue"
colour = COLOR_BLUE
/obj/item/pen/red
desc = "It's a normal red ink pen."
icon_state = "pen_red"
colour = COLOR_RED
throw_speed = 4 // red ones go faster (in this case, fast enough to embed!)
/obj/item/pen/invisible
desc = "It's an invisible pen marker."
icon_state = "pen"
colour = COLOR_WHITE
/obj/item/pen/fourcolor
desc = "It's a fancy four-color ink pen, set to black."
name = "four-color pen"
icon_state = "pen_4color"
colour = COLOR_BLACK
can_click = FALSE
/obj/item/pen/fourcolor/attack_self(mob/living/carbon/user)
. = ..()
var/chosen_color = "black"
switch(colour)
if(COLOR_BLACK)
colour = COLOR_RED
chosen_color = "red"
throw_speed++
if(COLOR_RED)
colour = COLOR_VIBRANT_LIME
chosen_color = "green"
throw_speed--
if(COLOR_VIBRANT_LIME)
colour = COLOR_BLUE
chosen_color = "blue"
else
colour = COLOR_BLACK
to_chat(user, span_notice("\The [src] will now write in [chosen_color]."))
desc = "It's a fancy four-color ink pen, set to [chosen_color]."
balloon_alert(user, "clicked")
playsound(src, 'sound/machines/click.ogg', 30, TRUE, -3)
/obj/item/pen/fountain
name = "fountain pen"
desc = "It's a common fountain pen, with a faux wood body. Rumored to work in zero gravity situations."
icon_state = "pen-fountain"
font = FOUNTAIN_PEN_FONT
requires_gravity = FALSE // fancy spess pens
dart_insert_casing_icon_state = "overlay_fountainpen"
dart_insert_projectile_icon_state = "overlay_fountainpen_proj"
can_click = FALSE
/obj/item/pen/charcoal
name = "charcoal stylus"
desc = "It's just a wooden stick with some compressed ash on the end. At least it can write."
icon_state = "pen-charcoal"
colour = "#696969"
font = CHARCOAL_FONT
custom_materials = null
grind_results = list(/datum/reagent/ash = 5, /datum/reagent/cellulose = 10)
requires_gravity = FALSE // this is technically a pencil
can_click = FALSE
/datum/crafting_recipe/charcoal_stylus
name = "Charcoal Stylus"
result = /obj/item/pen/charcoal
reqs = list(/obj/item/stack/sheet/mineral/wood = 1, /datum/reagent/ash = 30)
time = 3 SECONDS
category = CAT_TOOLS
/obj/item/pen/fountain/captain
name = "captain's fountain pen"
desc = "It's an expensive Oak fountain pen. The nib is quite sharp."
icon_state = "pen-fountain-o"
force = 5
throwforce = 5
throw_speed = 4
colour = "#DC143C"
custom_materials = list(/datum/material/gold = SMALL_MATERIAL_AMOUNT*7.5)
sharpness = SHARP_EDGED
resistance_flags = FIRE_PROOF
unique_reskin = list(
"Oak" = "pen-fountain-o",
"Gold" = "pen-fountain-g",
"Rosewood" = "pen-fountain-r",
"Black and Silver" = "pen-fountain-b",
"Command Blue" = "pen-fountain-cb"
)
embed_type = /datum/embed_data/pen/captain
dart_insert_casing_icon_state = "overlay_fountainpen_gold"
dart_insert_projectile_icon_state = "overlay_fountainpen_gold_proj"
var/list/overlay_reskin = list(
"Oak" = "overlay_fountainpen_gold",
"Gold" = "overlay_fountainpen_gold",
"Rosewood" = "overlay_fountainpen_gold",
"Black and Silver" = "overlay_fountainpen",
"Command Blue" = "overlay_fountainpen_gold"
)
/datum/embed_data/pen/captain
embed_chance = 50
/obj/item/pen/fountain/captain/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 20 SECONDS, \
effectiveness = 115, \
)
//the pen is mightier than the sword
RegisterSignal(src, COMSIG_DART_INSERT_PARENT_RESKINNED, PROC_REF(reskin_dart_insert))
/obj/item/pen/fountain/captain/reskin_obj(mob/M)
..()
if(current_skin)
desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp."
/obj/item/pen/fountain/captain/proc/reskin_dart_insert(datum/component/dart_insert/insert_comp)
if(!istype(insert_comp)) //You really shouldn't be sending this signal from anything other than a dart_insert component
return
insert_comp.casing_overlay_icon_state = overlay_reskin[current_skin]
insert_comp.projectile_overlay_icon_state = "[overlay_reskin[current_skin]]_proj"
/obj/item/pen/item_ctrl_click(mob/living/carbon/user)
if(loc != user)
to_chat(user, span_warning("You must be holding the pen to continue!"))
return CLICK_ACTION_BLOCKING
var/deg = tgui_input_number(user, "What angle would you like to rotate the pen head to? (0-360)", "Rotate Pen Head", max_value = 360)
if(isnull(deg) || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH) || loc != user)
return CLICK_ACTION_BLOCKING
degrees = deg
to_chat(user, span_notice("You rotate the top of the pen to [deg] degrees."))
SEND_SIGNAL(src, COMSIG_PEN_ROTATED, deg, user)
return CLICK_ACTION_SUCCESS
/obj/item/pen/attack(mob/living/M, mob/user, params)
if(force) // If the pen has a force value, call the normal attack procs. Used for e-daggers and captain's pen mostly.
return ..()
if(!M.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
return FALSE
to_chat(user, span_warning("You stab [M] with the pen."))
to_chat(M, span_danger("You feel a tiny prick!"))
log_combat(user, M, "stabbed", src)
return TRUE
/obj/item/pen/get_writing_implement_details()
if (HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
return null
return list(
interaction_mode = MODE_WRITING,
font = font,
color = colour,
use_bold = FALSE,
)
/*
* Sleepypens
*/
/obj/item/pen/sleepy/attack(mob/living/M, mob/user, params)
. = ..()
if(!.)
return
if(!reagents.total_volume)
return
if(!M.reagents)
return
reagents.trans_to(M, reagents.total_volume, transferred_by = user, methods = INJECT)
/obj/item/pen/sleepy/Initialize(mapload)
. = ..()
create_reagents(45, OPENCONTAINER)
reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 20)
reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 15)
reagents.add_reagent(/datum/reagent/toxin/staminatoxin, 10)
/obj/item/pen/sleepy/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
. = ..()
var/obj/projectile/proj = dart.loaded_projectile
RegisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_dart_hit))
/obj/item/pen/sleepy/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/proj, mob/user)
. = ..()
if(istype(proj))
UnregisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT)
/obj/item/pen/sleepy/proc/on_dart_hit(datum/source, atom/movable/firer, atom/target, angle, hit_limb, blocked)
SIGNAL_HANDLER
var/mob/living/carbon/carbon_target = target
if(!istype(carbon_target) || blocked == 100)
return
if(carbon_target.can_inject(target_zone = hit_limb))
reagents.trans_to(carbon_target, reagents.total_volume, transferred_by = firer, methods = INJECT)
/*
* (Alan) Edaggers
*/
/obj/item/pen/edagger
attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") //these won't show up if the pen is off
attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
sharpness = SHARP_POINTY
armour_penetration = 20
bare_wound_bonus = 10
item_flags = NO_BLOOD_ON_ITEM
light_system = OVERLAY_LIGHT
light_range = 1.5
light_power = 1.3
light_color = "#FA8282"
light_on = FALSE
dart_insert_projectile_icon_state = "overlay_edagger"
/// The real name of our item when extended.
var/hidden_name = "energy dagger"
/// The real desc of our item when extended.
var/hidden_desc = "It's a normal black ink pe- Wait. That's a thing used to stab people!"
/// The real icons used when extended.
var/hidden_icon = "edagger"
/obj/item/pen/edagger/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 6 SECONDS, \
butcher_sound = 'sound/weapons/blade1.ogg', \
)
RegisterSignal(src, COMSIG_DETECTIVE_SCANNED, PROC_REF(on_scan))
/obj/item/pen/edagger/create_transform_component()
AddComponent( \
/datum/component/transforming, \
force_on = 18, \
throwforce_on = 35, \
throw_speed_on = 4, \
sharpness_on = SHARP_EDGED, \
w_class_on = WEIGHT_CLASS_NORMAL, \
inhand_icon_change = FALSE, \
)
/obj/item/pen/edagger/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
. = ..()
var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
transform_comp.do_transform(src, user)
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_FIRE, PROC_REF(on_containing_dart_fired))
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_DROP, PROC_REF(on_containing_dart_drop))
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED, PROC_REF(on_containing_dart_embedded))
/obj/item/pen/edagger/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/projectile, mob/user)
. = ..()
if(istype(dart))
UnregisterSignal(dart, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
if(istype(projectile))
UnregisterSignal(projectile, list(COMSIG_PROJECTILE_FIRE, COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED))
/obj/item/pen/edagger/get_dart_var_modifiers()
. = ..()
var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
.["damage"] = max(5, transform_comp.throwforce_on)
.["speed"] = max(0, transform_comp.throw_speed_on - 3)
var/list/embed_params = .["embedding"]
embed_params["embed_chance"] = 100
/obj/item/pen/edagger/proc/on_containing_dart_fired(obj/projectile/source)
SIGNAL_HANDLER
playsound(source, 'sound/weapons/saberon.ogg', 5, TRUE)
var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
source.hitsound = transform_comp.hitsound_on
source.set_light(light_range, light_power, light_color, l_on = TRUE)
/obj/item/pen/edagger/proc/on_containing_dart_drop(datum/source, obj/item/ammo_casing/new_casing)
SIGNAL_HANDLER
playsound(new_casing, 'sound/weapons/saberoff.ogg', 5, TRUE)
/obj/item/pen/edagger/proc/on_containing_dart_embedded(datum/source, obj/item/ammo_casing/new_casing)
SIGNAL_HANDLER
RegisterSignal(new_casing, COMSIG_ITEM_UNEMBEDDED, PROC_REF(on_embedded_removed))
RegisterSignal(new_casing, COMSIG_ITEM_FAILED_EMBED, PROC_REF(on_containing_dart_failed_embed))
/obj/item/pen/edagger/proc/on_containing_dart_failed_embed(obj/item/ammo_casing/source)
SIGNAL_HANDLER
playsound(source, 'sound/weapons/saberoff.ogg', 5, TRUE)
UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
/obj/item/pen/edagger/proc/on_embedded_removed(obj/item/ammo_casing/source, mob/living/carbon/victim)
SIGNAL_HANDLER
playsound(source, 'sound/weapons/saberoff.ogg', 5, TRUE)
UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
victim.visible_message(
message = span_warning("The blade of the [hidden_name] retracts as the [source.name] is removed from [victim]!"),
self_message = span_warning("The blade of the [hidden_name] retracts as the [source.name] is removed from you!"),
blind_message = span_warning("You hear an energy blade retract!"),
vision_distance = 1
)
/obj/item/pen/edagger/suicide_act(mob/living/user)
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
user.visible_message(span_suicide("[user] forcefully rams the pen into their mouth!"))
else
user.visible_message(span_suicide("[user] is holding a pen up to their mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
attack_self(user)
return BRUTELOSS
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Handles swapping their icon files to edagger related icon files -
* as they're supposed to look like a normal pen.
*/
/obj/item/pen/edagger/on_transform(obj/item/source, mob/user, active)
if(active)
name = hidden_name
desc = hidden_desc
icon_state = hidden_icon
inhand_icon_state = hidden_icon
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
set_embed(/datum/embed_data/edagger_active)
else
name = initial(name)
desc = initial(desc)
icon_state = initial(icon_state)
inhand_icon_state = initial(inhand_icon_state)
lefthand_file = initial(lefthand_file)
righthand_file = initial(righthand_file)
set_embed(embed_type)
if(user)
balloon_alert(user, "[hidden_name] [active ? "active" : "concealed"]")
playsound(src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 5, TRUE)
set_light_on(active)
return COMPONENT_NO_DEFAULT_MESSAGE
/datum/embed_data/edagger_active
embed_chance = 100
/obj/item/pen/edagger/proc/on_scan(datum/source, mob/user, list/extra_data)
SIGNAL_HANDLER
LAZYADD(extra_data[DETSCAN_CATEGORY_ILLEGAL], "Hard-light generator detected.")
/obj/item/pen/survival
name = "survival pen"
desc = "The latest in portable survival technology, this pen was designed as a miniature diamond pickaxe. Watchers find them very desirable for their diamond exterior."
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "digging_pen"
inhand_icon_state = "pen"
worn_icon_state = "pen"
force = 3
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/diamond=SMALL_MATERIAL_AMOUNT, /datum/material/titanium = SMALL_MATERIAL_AMOUNT*0.1)
pressure_resistance = 2
grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
tool_behaviour = TOOL_MINING //For the classic "digging out of prison with a spoon but you're in space so this analogy doesn't work" situation.
toolspeed = 10 //You will never willingly choose to use one of these over a shovel.
font = FOUNTAIN_PEN_FONT
colour = COLOR_BLUE
dart_insert_casing_icon_state = "overlay_survivalpen"
dart_insert_projectile_icon_state = "overlay_survivalpen_proj"
can_click = FALSE
/obj/item/pen/survival/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
. = ..()
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_dart_hit))
/obj/item/pen/survival/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/proj, mob/user)
. = ..()
if(istype(proj))
UnregisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT)
/obj/item/pen/survival/proc/on_dart_hit(obj/projectile/source, atom/movable/firer, atom/target)
var/turf/target_turf = get_turf(target)
if(!target_turf)
target_turf = get_turf(src)
if(ismineralturf(target_turf))
var/turf/closed/mineral/mineral_turf = target_turf
mineral_turf.gets_drilled(firer, TRUE)
/obj/item/pen/destroyer
name = "Fine Tipped Pen"
desc = "A pen with an infinitly sharpened tip. Capable of striking the weakest point of a strucutre or robot and annihilating it instantly. Good at putting holes in people too."
force = 5
wound_bonus = 100
demolition_mod = 9000
// screwdriver pen!
/obj/item/pen/screwdriver
desc = "A pen with an extendable screwdriver tip. This one has a yellow cap."
icon_state = "pendriver"
toolspeed = 1.2 // gotta have some downside
dart_insert_projectile_icon_state = "overlay_pendriver"
/obj/item/pen/screwdriver/get_all_tool_behaviours()
return list(TOOL_SCREWDRIVER)
/obj/item/pen/screwdriver/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/pen/screwdriver/create_transform_component()
AddComponent( \
/datum/component/transforming, \
throwforce_on = 5, \
w_class_on = WEIGHT_CLASS_SMALL, \
sharpness_on = TRUE, \
inhand_icon_change = FALSE, \
)
/obj/item/pen/screwdriver/on_transform(obj/item/source, mob/user, active)
if(user)
balloon_alert(user, active ? "extended" : "retracted")
playsound(src, 'sound/weapons/batonextend.ogg', 50, TRUE)
if(!active)
tool_behaviour = initial(tool_behaviour)
RemoveElement(/datum/element/eyestab)
else
tool_behaviour = TOOL_SCREWDRIVER
AddElement(/datum/element/eyestab)
update_appearance(UPDATE_ICON)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/pen/screwdriver/update_icon_state()
. = ..()
icon_state = "[initial(icon_state)][HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) ? "_out" : null]"
inhand_icon_state = initial(inhand_icon_state) //since transforming component switches the icon.
//The Security holopen
/obj/item/pen/red/security
name = "security pen"
desc = "This is a red ink pen exclusively provided to members of the Security Department. Its opposite end features a built-in holographic projector designed for issuing arrest prompts to individuals."
icon_state = "pen_sec"
COOLDOWN_DECLARE(holosign_cooldown)
/obj/item/pen/red/security/examine(mob/user)
. = ..()
. += span_notice("To initiate the surrender prompt, simply click on an individual within your proximity.")
//Code from the medical penlight
/obj/item/pen/red/security/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!COOLDOWN_FINISHED(src, holosign_cooldown))
balloon_alert(user, "not ready!")
return ITEM_INTERACT_BLOCKING
var/turf/target_turf = get_turf(interacting_with)
var/mob/living/living_target = locate(/mob/living) in target_turf
if(!living_target || (living_target == user))
return ITEM_INTERACT_BLOCKING
living_target.apply_status_effect(/datum/status_effect/surrender_timed)
to_chat(living_target, span_userdanger("[user] requests your immediate surrender! You are given 30 seconds to comply!"))
new /obj/effect/temp_visual/security_holosign(target_turf, user) //produce a holographic glow
COOLDOWN_START(src, holosign_cooldown, 30 SECONDS)
return ITEM_INTERACT_SUCCESS
/obj/effect/temp_visual/security_holosign
name = "security holosign"
desc = "A small holographic glow that indicates you're under arrest."
icon_state = "sec_holo"
duration = 60
/obj/effect/temp_visual/security_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/chime.ogg', 50, FALSE) //make some noise!
if(creator)
visible_message(span_danger("[creator] created a security hologram!"))