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* New var on firing pins for admins to render them unremovable. Fixes firing pin swapping overlapping balloon alerts (#73837) ## About The Pull Request A couple weeks ago I needed a gun that could not under any circumstances have its firing pin removed for an event, there was a var for "pin_removable" which didn't actually do this, I've reworked its purpose to allow admins to edit as firing pin to make it unremovable and renamed its old functionality to pin_hot_swappable to better clarify what the var actually did. Also I've changed the balloon alert for pin swapping to be a single balloon alert stating the pins have been swapped rather than two, one for removal and one for replacement. None of existing firing pins has had to functionality implemented on them so its admin only for the time being. ## Why It's Good For The Game Better readability for pin swapping and admins/future coders can make firing pins unremovable for events/code additions. ## Changelog 🆑 fix: Firing pin swapping's 2 balloon alerts have been replaced with a single more readable one. admin: Admins can now edit a pin_removable var on firing pins to render them unremovable from the weapons they're installed in. /🆑 * New var on firing pins for admins to render them unremovable. Fixes firing pin swapping overlapping balloon alerts --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
379 lines
14 KiB
Plaintext
379 lines
14 KiB
Plaintext
/obj/item/firing_pin
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name = "electronic firing pin"
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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."
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icon = 'icons/obj/device.dmi'
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icon_state = "firing_pin"
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inhand_icon_state = "pen"
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worn_icon_state = "pen"
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("pokes")
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attack_verb_simple = list("poke")
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var/fail_message = "invalid user!"
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/// Explode when user check is failed.
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var/selfdestruct = FALSE
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/// Can forcefully replace other pins.
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var/force_replace = FALSE
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/// Can be replaced by any pin.
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var/pin_hot_swappable = FALSE
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///Can be removed from the gun using tools or replaced by a pin with force_replace
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var/pin_removable = TRUE
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var/obj/item/gun/gun
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/obj/item/firing_pin/New(newloc)
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..()
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if(isgun(newloc))
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gun = newloc
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/obj/item/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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if(proximity_flag)
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if(isgun(target))
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. |= AFTERATTACK_PROCESSED_ITEM
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var/obj/item/gun/targetted_gun = target
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var/obj/item/firing_pin/old_pin = targetted_gun.pin
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if(old_pin?.pin_removable && (force_replace || old_pin.pin_hot_swappable))
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if(Adjacent(user))
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user.put_in_hands(old_pin)
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else
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old_pin.forceMove(targetted_gun.drop_location())
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old_pin.gun_remove(user)
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if(!targetted_gun.pin)
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if(!user.temporarilyRemoveItemFromInventory(src))
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return .
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if(gun_insert(user, targetted_gun))
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if(old_pin)
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balloon_alert(user, "swapped firing pin")
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else
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balloon_alert(user, "inserted firing pin")
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else
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to_chat(user, span_notice("This firearm already has a firing pin installed."))
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return .
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/obj/item/firing_pin/emag_act(mob/user)
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if(obj_flags & EMAGGED)
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return
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obj_flags |= EMAGGED
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to_chat(user, span_notice("You override the authentication mechanism."))
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/obj/item/firing_pin/proc/gun_insert(mob/living/user, obj/item/gun/G)
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gun = G
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forceMove(gun)
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gun.pin = src
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return TRUE
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/obj/item/firing_pin/proc/gun_remove(mob/living/user)
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gun.pin = null
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gun = null
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return
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/obj/item/firing_pin/proc/pin_auth(mob/living/user)
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return TRUE
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/obj/item/firing_pin/proc/auth_fail(mob/living/user)
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if(user)
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balloon_alert(user, fail_message)
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if(selfdestruct)
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if(user)
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user.show_message("[span_danger("SELF-DESTRUCTING...")]<br>", MSG_VISUAL)
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to_chat(user, span_userdanger("[gun] explodes!"))
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explosion(src, devastation_range = -1, light_impact_range = 2, flash_range = 3)
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if(gun)
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qdel(gun)
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/obj/item/firing_pin/magic
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name = "magic crystal shard"
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desc = "A small enchanted shard which allows magical weapons to fire."
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// Test pin, works only near firing range.
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/obj/item/firing_pin/test_range
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name = "test-range firing pin"
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desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
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fail_message = "test range check failed!"
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pin_hot_swappable = TRUE
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/obj/item/firing_pin/test_range/pin_auth(mob/living/user)
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if(!istype(user))
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return FALSE
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if (istype(get_area(user), /area/station/security/range))
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return TRUE
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return FALSE
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// Implant pin, checks for implant
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/obj/item/firing_pin/implant
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name = "implant-keyed firing pin"
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desc = "This is a security firing pin which only authorizes users who are implanted with a certain device."
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fail_message = "implant check failed!"
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var/obj/item/implant/req_implant = null
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/obj/item/firing_pin/implant/pin_auth(mob/living/user)
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if(user)
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for(var/obj/item/implant/I in user.implants)
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if(req_implant && I.type == req_implant)
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return TRUE
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return FALSE
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/obj/item/firing_pin/implant/mindshield
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name = "mindshield firing pin"
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desc = "This Security firing pin authorizes the weapon for only mindshield-implanted users."
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icon_state = "firing_pin_loyalty"
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req_implant = /obj/item/implant/mindshield
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/obj/item/firing_pin/implant/pindicate
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name = "syndicate firing pin"
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icon_state = "firing_pin_pindi"
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req_implant = /obj/item/implant/weapons_auth
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// Honk pin, clown's joke item.
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// Can replace other pins. Replace a pin in cap's laser for extra fun!
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/obj/item/firing_pin/clown
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name = "hilarious firing pin"
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desc = "Advanced clowntech that can convert any firearm into a far more useful object."
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color = "#FFFF00"
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fail_message = "honk!"
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force_replace = TRUE
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/obj/item/firing_pin/clown/pin_auth(mob/living/user)
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playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
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return FALSE
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// Ultra-honk pin, clown's deadly joke item.
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// A gun with ultra-honk pin is useful for clown and useless for everyone else.
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/obj/item/firing_pin/clown/ultra
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name = "ultra hilarious firing pin"
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/obj/item/firing_pin/clown/ultra/pin_auth(mob/living/user)
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, TRUE)
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if(QDELETED(user)) //how the hell...?
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stack_trace("/obj/item/firing_pin/clown/ultra/pin_auth called with a [isnull(user) ? "null" : "invalid"] user.")
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return TRUE
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if(HAS_TRAIT(user, TRAIT_CLUMSY)) //clumsy
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return TRUE
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if(user.mind)
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if(is_clown_job(user.mind.assigned_role)) //traitor clowns can use this, even though they're technically not clumsy
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return TRUE
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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
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return TRUE
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if(user.mind.has_antag_datum(/datum/antagonist/nukeop/leader/clownop)) //Wanna hear a funny joke?
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return TRUE //The clown op leader antag datum isn't a subtype of the normal clown op antag datum.
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return FALSE
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/obj/item/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/gun/G)
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..()
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G.clumsy_check = FALSE
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/obj/item/firing_pin/clown/ultra/gun_remove(mob/living/user)
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gun.clumsy_check = initial(gun.clumsy_check)
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..()
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// Now two times deadlier!
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/obj/item/firing_pin/clown/ultra/selfdestruct
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name = "super ultra hilarious firing pin"
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desc = "Advanced clowntech that can convert any firearm into a far more useful object. It has a small nitrobananium charge on it."
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selfdestruct = TRUE
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// DNA-keyed pin.
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// When you want to keep your toys for yourself.
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/obj/item/firing_pin/dna
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name = "DNA-keyed firing pin"
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desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
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icon_state = "firing_pin_dna"
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fail_message = "dna check failed!"
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var/unique_enzymes = null
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/obj/item/firing_pin/dna/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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if(proximity_flag && iscarbon(target))
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var/mob/living/carbon/M = target
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if(M.dna && M.dna.unique_enzymes)
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unique_enzymes = M.dna.unique_enzymes
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balloon_alert(user, "dna lock set")
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/obj/item/firing_pin/dna/pin_auth(mob/living/carbon/user)
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if(user && user.dna && user.dna.unique_enzymes)
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if(user.dna.unique_enzymes == unique_enzymes)
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return TRUE
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return FALSE
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/obj/item/firing_pin/dna/auth_fail(mob/living/carbon/user)
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if(!unique_enzymes)
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if(user && user.dna && user.dna.unique_enzymes)
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unique_enzymes = user.dna.unique_enzymes
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balloon_alert(user, "dna lock set")
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else
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..()
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/obj/item/firing_pin/dna/dredd
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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."
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selfdestruct = TRUE
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// Paywall pin, brought to you by ARMA 3 DLC.
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// 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.
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/obj/item/firing_pin/paywall
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name = "paywall firing pin"
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desc = "A firing pin with a built-in configurable paywall."
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color = "#FFD700"
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fail_message = ""
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///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
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var/list/gun_owners = list()
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///how much gets paid out to license yourself to the gun
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var/payment_amount
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var/datum/bank_account/pin_owner
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///if true, user has to pay everytime they fire the gun
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var/multi_payment = FALSE
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var/owned = FALSE
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///purchase prompt to prevent spamming it, set to the user who opens to prompt to prevent locking the gun up for other users.
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var/active_prompt_user
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/obj/item/firing_pin/paywall/attack_self(mob/user)
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multi_payment = !multi_payment
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to_chat(user, span_notice("You set the pin to [( multi_payment ) ? "process payment for every shot" : "one-time license payment"]."))
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/obj/item/firing_pin/paywall/examine(mob/user)
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. = ..()
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if(pin_owner)
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. += span_notice("This firing pin is currently authorized to pay into the account of [pin_owner.account_holder].")
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/obj/item/firing_pin/paywall/gun_insert(mob/living/user, obj/item/gun/G)
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if(!pin_owner)
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to_chat(user, span_warning("ERROR: Please swipe valid identification card before installing firing pin!"))
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user.put_in_hands(src)
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return FALSE
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gun = G
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forceMove(gun)
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gun.pin = src
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if(multi_payment)
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gun.desc += span_notice(" This [gun.name] has a per-shot cost of [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""].")
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return TRUE
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gun.desc += span_notice(" This [gun.name] has a license permit cost of [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""].")
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return TRUE
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/obj/item/firing_pin/paywall/gun_remove(mob/living/user)
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gun.desc = initial(desc)
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..()
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/obj/item/firing_pin/paywall/attackby(obj/item/M, mob/living/user, params)
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if(isidcard(M))
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var/obj/item/card/id/id = M
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if(!id.registered_account)
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to_chat(user, span_warning("ERROR: Identification card lacks registered bank account!"))
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return
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if(id.registered_account != pin_owner && owned)
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to_chat(user, span_warning("ERROR: This firing pin has already been authorized!"))
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return
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if(id.registered_account == pin_owner)
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to_chat(user, span_notice("You unlink the card from the firing pin."))
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gun_owners -= user.get_bank_account()
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pin_owner = null
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owned = FALSE
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return
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var/transaction_amount = tgui_input_number(user, "Insert valid deposit amount for gun purchase", "Money Deposit")
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if(!transaction_amount || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return
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pin_owner = id.registered_account
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owned = TRUE
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payment_amount = transaction_amount
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gun_owners += user.get_bank_account()
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to_chat(user, span_notice("You link the card to the firing pin."))
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/obj/item/firing_pin/paywall/pin_auth(mob/living/user)
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if(!istype(user))//nice try commie
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return FALSE
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var/datum/bank_account/credit_card_details = user.get_bank_account()
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if(credit_card_details in gun_owners)
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if(multi_payment && credit_card_details)
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if(!gun.can_shoot())
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return TRUE //So you don't get charged for attempting to fire an empty gun.
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if(credit_card_details.adjust_money(-payment_amount, "Firing Pin: Gun Rent"))
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if(pin_owner)
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pin_owner.adjust_money(payment_amount, "Firing Pin: Payout For Gun Rent")
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return TRUE
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to_chat(user, span_warning("ERROR: User balance insufficent for successful transaction!"))
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return FALSE
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return TRUE
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if(!credit_card_details)
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to_chat(user, span_warning("ERROR: User has no valid bank account to subtract neccesary funds from!"))
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return FALSE
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if(active_prompt_user == user)
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return FALSE
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active_prompt_user = user
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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)
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if(!user.can_perform_action(src))
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active_prompt_user = null
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return FALSE
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switch(license_request)
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if("Yes")
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if(multi_payment)
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gun_owners += credit_card_details
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to_chat(user, span_notice("Gun rental terms agreed to, have a secure day!"))
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else if(credit_card_details.adjust_money(-payment_amount, "Firing Pin: Gun License"))
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if(pin_owner)
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pin_owner.adjust_money(payment_amount, "Firing Pin: Gun License Bought")
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gun_owners += credit_card_details
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to_chat(user, span_notice("Gun license purchased, have a secure day!"))
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else
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to_chat(user, span_warning("ERROR: User balance insufficent for successful transaction!"))
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if("No", null)
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to_chat(user, span_warning("ERROR: User has declined to purchase gun license!"))
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active_prompt_user = null
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return FALSE //we return false here so you don't click initially to fire, get the prompt, accept the prompt, and THEN the gun
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// Explorer Firing Pin- Prevents use on station Z-Level, so it's justifiable to give Explorers guns that don't suck.
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/obj/item/firing_pin/explorer
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name = "outback firing pin"
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desc = "A firing pin used by the austrailian defense force, retrofit to prevent weapon discharge on the station."
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icon_state = "firing_pin_explorer"
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fail_message = "cannot fire while on station, mate!"
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// This checks that the user isn't on the station Z-level.
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/obj/item/firing_pin/explorer/pin_auth(mob/living/user)
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var/turf/station_check = get_turf(user)
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if(!station_check || is_station_level(station_check.z))
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return FALSE
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return TRUE
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// Laser tag pins
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/obj/item/firing_pin/tag
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name = "laser tag firing pin"
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desc = "A recreational firing pin, used in laser tag units to ensure users have their vests on."
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fail_message = "suit check failed!"
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var/obj/item/clothing/suit/suit_requirement = null
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var/tagcolor = ""
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/obj/item/firing_pin/tag/pin_auth(mob/living/user)
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if(ishuman(user))
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var/mob/living/carbon/human/M = user
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if(istype(M.wear_suit, suit_requirement))
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return TRUE
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to_chat(user, span_warning("You need to be wearing [tagcolor] laser tag armor!"))
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return FALSE
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/obj/item/firing_pin/tag/red
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name = "red laser tag firing pin"
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icon_state = "firing_pin_red"
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suit_requirement = /obj/item/clothing/suit/redtag
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tagcolor = "red"
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/obj/item/firing_pin/tag/blue
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name = "blue laser tag firing pin"
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icon_state = "firing_pin_blue"
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suit_requirement = /obj/item/clothing/suit/bluetag
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tagcolor = "blue"
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/obj/item/firing_pin/Destroy()
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if(gun)
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gun.pin = null
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return ..()
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