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* 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>
574 lines
21 KiB
Plaintext
574 lines
21 KiB
Plaintext
/* Pens!
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* Contains:
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* Pens
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* Sleepy Pens
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* Parapens
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* Edaggers
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*/
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/*
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* Pens
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*/
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/obj/item/pen
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desc = "It's a normal black ink pen."
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name = "pen"
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icon = 'icons/obj/service/bureaucracy.dmi'
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icon_state = "pen"
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inhand_icon_state = "pen"
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worn_icon_state = "pen"
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slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_EARS
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.1)
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pressure_resistance = 2
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grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
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var/colour = COLOR_BLACK //what colour the ink is!
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var/degrees = 0
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var/font = PEN_FONT
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var/requires_gravity = TRUE // can you use this to write in zero-g
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embed_type = /datum/embed_data/pen
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sharpness = SHARP_POINTY
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var/dart_insert_icon = 'icons/obj/weapons/guns/toy.dmi'
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var/dart_insert_casing_icon_state = "overlay_pen"
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var/dart_insert_projectile_icon_state = "overlay_pen_proj"
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/// If this pen can be clicked in order to retract it
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var/can_click = TRUE
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/datum/embed_data/pen
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embed_chance = 50
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/obj/item/pen/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/dart_insert, \
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dart_insert_icon, \
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dart_insert_casing_icon_state, \
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dart_insert_icon, \
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dart_insert_projectile_icon_state, \
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CALLBACK(src, PROC_REF(get_dart_var_modifiers))\
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)
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AddElement(/datum/element/tool_renaming)
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RegisterSignal(src, COMSIG_DART_INSERT_ADDED, PROC_REF(on_inserted_into_dart))
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RegisterSignal(src, COMSIG_DART_INSERT_REMOVED, PROC_REF(on_removed_from_dart))
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if (!can_click)
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return
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create_transform_component()
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/// Proc that child classes can override to have custom transforms, like edaggers or pendrivers
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/obj/item/pen/proc/create_transform_component()
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AddComponent( \
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/datum/component/transforming, \
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sharpness_on = NONE, \
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inhand_icon_change = FALSE, \
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w_class_on = w_class, \
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)
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Clicks the pen to make an annoying sound. Clickity clickery click!
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*/
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/obj/item/pen/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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if(user)
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balloon_alert(user, "clicked")
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playsound(src, 'sound/machines/click.ogg', 30, TRUE, -3)
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icon_state = initial(icon_state) + (active ? "_retracted" : "")
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update_appearance(UPDATE_ICON)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/pen/proc/on_inserted_into_dart(datum/source, obj/projectile/dart, mob/user, embedded = FALSE)
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SIGNAL_HANDLER
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/obj/item/pen/proc/get_dart_var_modifiers()
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return list(
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"damage" = max(5, throwforce),
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"speed" = max(0, throw_speed - 3),
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"embedding" = get_embed(),
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"armour_penetration" = armour_penetration,
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"wound_bonus" = wound_bonus,
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"bare_wound_bonus" = bare_wound_bonus,
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"demolition_mod" = demolition_mod,
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)
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/obj/item/pen/proc/on_removed_from_dart(datum/source, obj/projectile/dart, mob/user)
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SIGNAL_HANDLER
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/obj/item/pen/suicide_act(mob/living/user)
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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..."))
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return BRUTELOSS
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/obj/item/pen/blue
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desc = "It's a normal blue ink pen."
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icon_state = "pen_blue"
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colour = COLOR_BLUE
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/obj/item/pen/red
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desc = "It's a normal red ink pen."
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icon_state = "pen_red"
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colour = COLOR_RED
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throw_speed = 4 // red ones go faster (in this case, fast enough to embed!)
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/obj/item/pen/invisible
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desc = "It's an invisible pen marker."
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icon_state = "pen"
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colour = COLOR_WHITE
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/obj/item/pen/fourcolor
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desc = "It's a fancy four-color ink pen, set to black."
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name = "four-color pen"
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icon_state = "pen_4color"
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colour = COLOR_BLACK
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can_click = FALSE
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/obj/item/pen/fourcolor/attack_self(mob/living/carbon/user)
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. = ..()
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var/chosen_color = "black"
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switch(colour)
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if(COLOR_BLACK)
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colour = COLOR_RED
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chosen_color = "red"
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throw_speed++
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if(COLOR_RED)
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colour = COLOR_VIBRANT_LIME
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chosen_color = "green"
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throw_speed--
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if(COLOR_VIBRANT_LIME)
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colour = COLOR_BLUE
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chosen_color = "blue"
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else
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colour = COLOR_BLACK
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to_chat(user, span_notice("\The [src] will now write in [chosen_color]."))
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desc = "It's a fancy four-color ink pen, set to [chosen_color]."
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balloon_alert(user, "clicked")
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playsound(src, 'sound/machines/click.ogg', 30, TRUE, -3)
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/obj/item/pen/fountain
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name = "fountain pen"
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desc = "It's a common fountain pen, with a faux wood body. Rumored to work in zero gravity situations."
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icon_state = "pen-fountain"
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font = FOUNTAIN_PEN_FONT
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requires_gravity = FALSE // fancy spess pens
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dart_insert_casing_icon_state = "overlay_fountainpen"
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dart_insert_projectile_icon_state = "overlay_fountainpen_proj"
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can_click = FALSE
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/obj/item/pen/charcoal
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name = "charcoal stylus"
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desc = "It's just a wooden stick with some compressed ash on the end. At least it can write."
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icon_state = "pen-charcoal"
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colour = "#696969"
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font = CHARCOAL_FONT
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custom_materials = null
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grind_results = list(/datum/reagent/ash = 5, /datum/reagent/cellulose = 10)
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requires_gravity = FALSE // this is technically a pencil
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can_click = FALSE
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/datum/crafting_recipe/charcoal_stylus
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name = "Charcoal Stylus"
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result = /obj/item/pen/charcoal
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reqs = list(/obj/item/stack/sheet/mineral/wood = 1, /datum/reagent/ash = 30)
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time = 3 SECONDS
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category = CAT_TOOLS
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/obj/item/pen/fountain/captain
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name = "captain's fountain pen"
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desc = "It's an expensive Oak fountain pen. The nib is quite sharp."
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icon_state = "pen-fountain-o"
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force = 5
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throwforce = 5
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throw_speed = 4
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colour = "#DC143C"
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custom_materials = list(/datum/material/gold = SMALL_MATERIAL_AMOUNT*7.5)
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sharpness = SHARP_EDGED
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resistance_flags = FIRE_PROOF
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unique_reskin = list(
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"Oak" = "pen-fountain-o",
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"Gold" = "pen-fountain-g",
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"Rosewood" = "pen-fountain-r",
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"Black and Silver" = "pen-fountain-b",
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"Command Blue" = "pen-fountain-cb"
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)
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embed_type = /datum/embed_data/pen/captain
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dart_insert_casing_icon_state = "overlay_fountainpen_gold"
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dart_insert_projectile_icon_state = "overlay_fountainpen_gold_proj"
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var/list/overlay_reskin = list(
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"Oak" = "overlay_fountainpen_gold",
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"Gold" = "overlay_fountainpen_gold",
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"Rosewood" = "overlay_fountainpen_gold",
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"Black and Silver" = "overlay_fountainpen",
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"Command Blue" = "overlay_fountainpen_gold"
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)
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/datum/embed_data/pen/captain
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embed_chance = 50
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/obj/item/pen/fountain/captain/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 20 SECONDS, \
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effectiveness = 115, \
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)
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//the pen is mightier than the sword
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RegisterSignal(src, COMSIG_DART_INSERT_PARENT_RESKINNED, PROC_REF(reskin_dart_insert))
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/obj/item/pen/fountain/captain/reskin_obj(mob/M)
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..()
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if(current_skin)
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desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp."
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/obj/item/pen/fountain/captain/proc/reskin_dart_insert(datum/component/dart_insert/insert_comp)
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if(!istype(insert_comp)) //You really shouldn't be sending this signal from anything other than a dart_insert component
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return
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insert_comp.casing_overlay_icon_state = overlay_reskin[current_skin]
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insert_comp.projectile_overlay_icon_state = "[overlay_reskin[current_skin]]_proj"
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/obj/item/pen/item_ctrl_click(mob/living/carbon/user)
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if(loc != user)
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to_chat(user, span_warning("You must be holding the pen to continue!"))
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return CLICK_ACTION_BLOCKING
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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)
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if(isnull(deg) || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH) || loc != user)
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return CLICK_ACTION_BLOCKING
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degrees = deg
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to_chat(user, span_notice("You rotate the top of the pen to [deg] degrees."))
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SEND_SIGNAL(src, COMSIG_PEN_ROTATED, deg, user)
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return CLICK_ACTION_SUCCESS
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/obj/item/pen/attack(mob/living/M, mob/user, params)
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if(force) // If the pen has a force value, call the normal attack procs. Used for e-daggers and captain's pen mostly.
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return ..()
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if(!M.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
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return FALSE
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to_chat(user, span_warning("You stab [M] with the pen."))
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to_chat(M, span_danger("You feel a tiny prick!"))
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log_combat(user, M, "stabbed", src)
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return TRUE
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/obj/item/pen/get_writing_implement_details()
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if (HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
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return null
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return list(
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interaction_mode = MODE_WRITING,
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font = font,
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color = colour,
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use_bold = FALSE,
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)
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/*
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* Sleepypens
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*/
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/obj/item/pen/sleepy/attack(mob/living/M, mob/user, params)
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. = ..()
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if(!.)
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return
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if(!reagents.total_volume)
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return
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if(!M.reagents)
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return
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reagents.trans_to(M, reagents.total_volume, transferred_by = user, methods = INJECT)
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/obj/item/pen/sleepy/Initialize(mapload)
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. = ..()
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create_reagents(45, OPENCONTAINER)
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reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 20)
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reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 15)
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reagents.add_reagent(/datum/reagent/toxin/staminatoxin, 10)
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/obj/item/pen/sleepy/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
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. = ..()
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var/obj/projectile/proj = dart.loaded_projectile
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RegisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_dart_hit))
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/obj/item/pen/sleepy/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/proj, mob/user)
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. = ..()
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if(istype(proj))
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UnregisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT)
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/obj/item/pen/sleepy/proc/on_dart_hit(datum/source, atom/movable/firer, atom/target, angle, hit_limb, blocked)
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SIGNAL_HANDLER
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var/mob/living/carbon/carbon_target = target
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if(!istype(carbon_target) || blocked == 100)
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return
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if(carbon_target.can_inject(target_zone = hit_limb))
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reagents.trans_to(carbon_target, reagents.total_volume, transferred_by = firer, methods = INJECT)
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/*
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* (Alan) Edaggers
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*/
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/obj/item/pen/edagger
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attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") //these won't show up if the pen is off
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attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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sharpness = SHARP_POINTY
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armour_penetration = 20
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bare_wound_bonus = 10
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item_flags = NO_BLOOD_ON_ITEM
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light_system = OVERLAY_LIGHT
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light_range = 1.5
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light_power = 1.3
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light_color = "#FA8282"
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light_on = FALSE
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dart_insert_projectile_icon_state = "overlay_edagger"
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/// The real name of our item when extended.
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var/hidden_name = "energy dagger"
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/// The real desc of our item when extended.
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var/hidden_desc = "It's a normal black ink pe- Wait. That's a thing used to stab people!"
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/// The real icons used when extended.
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var/hidden_icon = "edagger"
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/obj/item/pen/edagger/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 6 SECONDS, \
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butcher_sound = 'sound/weapons/blade1.ogg', \
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)
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RegisterSignal(src, COMSIG_DETECTIVE_SCANNED, PROC_REF(on_scan))
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/obj/item/pen/edagger/create_transform_component()
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AddComponent( \
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/datum/component/transforming, \
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force_on = 18, \
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throwforce_on = 35, \
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throw_speed_on = 4, \
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sharpness_on = SHARP_EDGED, \
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w_class_on = WEIGHT_CLASS_NORMAL, \
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inhand_icon_change = FALSE, \
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)
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/obj/item/pen/edagger/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
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. = ..()
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var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
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if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
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transform_comp.do_transform(src, user)
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RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_FIRE, PROC_REF(on_containing_dart_fired))
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RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_DROP, PROC_REF(on_containing_dart_drop))
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RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED, PROC_REF(on_containing_dart_embedded))
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/obj/item/pen/edagger/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/projectile, mob/user)
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. = ..()
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if(istype(dart))
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UnregisterSignal(dart, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
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if(istype(projectile))
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UnregisterSignal(projectile, list(COMSIG_PROJECTILE_FIRE, COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED))
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/obj/item/pen/edagger/get_dart_var_modifiers()
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. = ..()
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var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
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.["damage"] = max(5, transform_comp.throwforce_on)
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.["speed"] = max(0, transform_comp.throw_speed_on - 3)
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var/list/embed_params = .["embedding"]
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embed_params["embed_chance"] = 100
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/obj/item/pen/edagger/proc/on_containing_dart_fired(obj/projectile/source)
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SIGNAL_HANDLER
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playsound(source, 'sound/weapons/saberon.ogg', 5, TRUE)
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var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
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source.hitsound = transform_comp.hitsound_on
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source.set_light(light_range, light_power, light_color, l_on = TRUE)
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/obj/item/pen/edagger/proc/on_containing_dart_drop(datum/source, obj/item/ammo_casing/new_casing)
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SIGNAL_HANDLER
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playsound(new_casing, 'sound/weapons/saberoff.ogg', 5, TRUE)
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/obj/item/pen/edagger/proc/on_containing_dart_embedded(datum/source, obj/item/ammo_casing/new_casing)
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SIGNAL_HANDLER
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RegisterSignal(new_casing, COMSIG_ITEM_UNEMBEDDED, PROC_REF(on_embedded_removed))
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RegisterSignal(new_casing, COMSIG_ITEM_FAILED_EMBED, PROC_REF(on_containing_dart_failed_embed))
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/obj/item/pen/edagger/proc/on_containing_dart_failed_embed(obj/item/ammo_casing/source)
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SIGNAL_HANDLER
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playsound(source, 'sound/weapons/saberoff.ogg', 5, TRUE)
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UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
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/obj/item/pen/edagger/proc/on_embedded_removed(obj/item/ammo_casing/source, mob/living/carbon/victim)
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SIGNAL_HANDLER
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playsound(source, 'sound/weapons/saberoff.ogg', 5, TRUE)
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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!"))
|