Files
Bubberstation/code/modules/projectiles/pins.dm
SkyratBot ddd994e084 [MIRROR] New var on firing pins for admins to render them unremovable. Fixes firing pin swapping overlapping balloon alerts [MDB IGNORE] (#19773)
* 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>
2023-03-11 15:14:46 +00:00

379 lines
14 KiB
Plaintext

/obj/item/firing_pin
name = "electronic firing pin"
desc = "A small authentication device, to be inserted into a firearm receiver to allow operation. NT safety regulations require all new designs to incorporate one."
icon = 'icons/obj/device.dmi'
icon_state = "firing_pin"
inhand_icon_state = "pen"
worn_icon_state = "pen"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
attack_verb_continuous = list("pokes")
attack_verb_simple = list("poke")
var/fail_message = "invalid user!"
/// Explode when user check is failed.
var/selfdestruct = FALSE
/// Can forcefully replace other pins.
var/force_replace = FALSE
/// Can be replaced by any pin.
var/pin_hot_swappable = FALSE
///Can be removed from the gun using tools or replaced by a pin with force_replace
var/pin_removable = TRUE
var/obj/item/gun/gun
/obj/item/firing_pin/New(newloc)
..()
if(isgun(newloc))
gun = newloc
/obj/item/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag)
if(isgun(target))
. |= AFTERATTACK_PROCESSED_ITEM
var/obj/item/gun/targetted_gun = target
var/obj/item/firing_pin/old_pin = targetted_gun.pin
if(old_pin?.pin_removable && (force_replace || old_pin.pin_hot_swappable))
if(Adjacent(user))
user.put_in_hands(old_pin)
else
old_pin.forceMove(targetted_gun.drop_location())
old_pin.gun_remove(user)
if(!targetted_gun.pin)
if(!user.temporarilyRemoveItemFromInventory(src))
return .
if(gun_insert(user, targetted_gun))
if(old_pin)
balloon_alert(user, "swapped firing pin")
else
balloon_alert(user, "inserted firing pin")
else
to_chat(user, span_notice("This firearm already has a firing pin installed."))
return .
/obj/item/firing_pin/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, span_notice("You override the authentication mechanism."))
/obj/item/firing_pin/proc/gun_insert(mob/living/user, obj/item/gun/G)
gun = G
forceMove(gun)
gun.pin = src
return TRUE
/obj/item/firing_pin/proc/gun_remove(mob/living/user)
gun.pin = null
gun = null
return
/obj/item/firing_pin/proc/pin_auth(mob/living/user)
return TRUE
/obj/item/firing_pin/proc/auth_fail(mob/living/user)
if(user)
balloon_alert(user, fail_message)
if(selfdestruct)
if(user)
user.show_message("[span_danger("SELF-DESTRUCTING...")]<br>", MSG_VISUAL)
to_chat(user, span_userdanger("[gun] explodes!"))
explosion(src, devastation_range = -1, light_impact_range = 2, flash_range = 3)
if(gun)
qdel(gun)
/obj/item/firing_pin/magic
name = "magic crystal shard"
desc = "A small enchanted shard which allows magical weapons to fire."
// Test pin, works only near firing range.
/obj/item/firing_pin/test_range
name = "test-range firing pin"
desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
fail_message = "test range check failed!"
pin_hot_swappable = TRUE
/obj/item/firing_pin/test_range/pin_auth(mob/living/user)
if(!istype(user))
return FALSE
if (istype(get_area(user), /area/station/security/range))
return TRUE
return FALSE
// Implant pin, checks for implant
/obj/item/firing_pin/implant
name = "implant-keyed firing pin"
desc = "This is a security firing pin which only authorizes users who are implanted with a certain device."
fail_message = "implant check failed!"
var/obj/item/implant/req_implant = null
/obj/item/firing_pin/implant/pin_auth(mob/living/user)
if(user)
for(var/obj/item/implant/I in user.implants)
if(req_implant && I.type == req_implant)
return TRUE
return FALSE
/obj/item/firing_pin/implant/mindshield
name = "mindshield firing pin"
desc = "This Security firing pin authorizes the weapon for only mindshield-implanted users."
icon_state = "firing_pin_loyalty"
req_implant = /obj/item/implant/mindshield
/obj/item/firing_pin/implant/pindicate
name = "syndicate firing pin"
icon_state = "firing_pin_pindi"
req_implant = /obj/item/implant/weapons_auth
// Honk pin, clown's joke item.
// Can replace other pins. Replace a pin in cap's laser for extra fun!
/obj/item/firing_pin/clown
name = "hilarious firing pin"
desc = "Advanced clowntech that can convert any firearm into a far more useful object."
color = "#FFFF00"
fail_message = "honk!"
force_replace = TRUE
/obj/item/firing_pin/clown/pin_auth(mob/living/user)
playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
return FALSE
// Ultra-honk pin, clown's deadly joke item.
// A gun with ultra-honk pin is useful for clown and useless for everyone else.
/obj/item/firing_pin/clown/ultra
name = "ultra hilarious firing pin"
/obj/item/firing_pin/clown/ultra/pin_auth(mob/living/user)
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, TRUE)
if(QDELETED(user)) //how the hell...?
stack_trace("/obj/item/firing_pin/clown/ultra/pin_auth called with a [isnull(user) ? "null" : "invalid"] user.")
return TRUE
if(HAS_TRAIT(user, TRAIT_CLUMSY)) //clumsy
return TRUE
if(user.mind)
if(is_clown_job(user.mind.assigned_role)) //traitor clowns can use this, even though they're technically not clumsy
return TRUE
if(user.mind.has_antag_datum(/datum/antagonist/nukeop/clownop)) //clown ops aren't clumsy by default and technically don't have an assigned role of "Clown", but come on, they're basically clowns
return TRUE
if(user.mind.has_antag_datum(/datum/antagonist/nukeop/leader/clownop)) //Wanna hear a funny joke?
return TRUE //The clown op leader antag datum isn't a subtype of the normal clown op antag datum.
return FALSE
/obj/item/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/gun/G)
..()
G.clumsy_check = FALSE
/obj/item/firing_pin/clown/ultra/gun_remove(mob/living/user)
gun.clumsy_check = initial(gun.clumsy_check)
..()
// Now two times deadlier!
/obj/item/firing_pin/clown/ultra/selfdestruct
name = "super ultra hilarious firing pin"
desc = "Advanced clowntech that can convert any firearm into a far more useful object. It has a small nitrobananium charge on it."
selfdestruct = TRUE
// DNA-keyed pin.
// When you want to keep your toys for yourself.
/obj/item/firing_pin/dna
name = "DNA-keyed firing pin"
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
icon_state = "firing_pin_dna"
fail_message = "dna check failed!"
var/unique_enzymes = null
/obj/item/firing_pin/dna/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag && iscarbon(target))
var/mob/living/carbon/M = target
if(M.dna && M.dna.unique_enzymes)
unique_enzymes = M.dna.unique_enzymes
balloon_alert(user, "dna lock set")
/obj/item/firing_pin/dna/pin_auth(mob/living/carbon/user)
if(user && user.dna && user.dna.unique_enzymes)
if(user.dna.unique_enzymes == unique_enzymes)
return TRUE
return FALSE
/obj/item/firing_pin/dna/auth_fail(mob/living/carbon/user)
if(!unique_enzymes)
if(user && user.dna && user.dna.unique_enzymes)
unique_enzymes = user.dna.unique_enzymes
balloon_alert(user, "dna lock set")
else
..()
/obj/item/firing_pin/dna/dredd
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link. It has a small explosive charge on it."
selfdestruct = TRUE
// Paywall pin, brought to you by ARMA 3 DLC.
// Checks if the user has a valid bank account on an ID and if so attempts to extract a one-time payment to authorize use of the gun. Otherwise fails to shoot.
/obj/item/firing_pin/paywall
name = "paywall firing pin"
desc = "A firing pin with a built-in configurable paywall."
color = "#FFD700"
fail_message = ""
///list of account IDs which have accepted the license prompt. If this is the multi-payment pin, then this means they accepted the waiver that each shot will cost them money
var/list/gun_owners = list()
///how much gets paid out to license yourself to the gun
var/payment_amount
var/datum/bank_account/pin_owner
///if true, user has to pay everytime they fire the gun
var/multi_payment = FALSE
var/owned = FALSE
///purchase prompt to prevent spamming it, set to the user who opens to prompt to prevent locking the gun up for other users.
var/active_prompt_user
/obj/item/firing_pin/paywall/attack_self(mob/user)
multi_payment = !multi_payment
to_chat(user, span_notice("You set the pin to [( multi_payment ) ? "process payment for every shot" : "one-time license payment"]."))
/obj/item/firing_pin/paywall/examine(mob/user)
. = ..()
if(pin_owner)
. += span_notice("This firing pin is currently authorized to pay into the account of [pin_owner.account_holder].")
/obj/item/firing_pin/paywall/gun_insert(mob/living/user, obj/item/gun/G)
if(!pin_owner)
to_chat(user, span_warning("ERROR: Please swipe valid identification card before installing firing pin!"))
user.put_in_hands(src)
return FALSE
gun = G
forceMove(gun)
gun.pin = src
if(multi_payment)
gun.desc += span_notice(" This [gun.name] has a per-shot cost of [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""].")
return TRUE
gun.desc += span_notice(" This [gun.name] has a license permit cost of [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""].")
return TRUE
/obj/item/firing_pin/paywall/gun_remove(mob/living/user)
gun.desc = initial(desc)
..()
/obj/item/firing_pin/paywall/attackby(obj/item/M, mob/living/user, params)
if(isidcard(M))
var/obj/item/card/id/id = M
if(!id.registered_account)
to_chat(user, span_warning("ERROR: Identification card lacks registered bank account!"))
return
if(id.registered_account != pin_owner && owned)
to_chat(user, span_warning("ERROR: This firing pin has already been authorized!"))
return
if(id.registered_account == pin_owner)
to_chat(user, span_notice("You unlink the card from the firing pin."))
gun_owners -= user.get_bank_account()
pin_owner = null
owned = FALSE
return
var/transaction_amount = tgui_input_number(user, "Insert valid deposit amount for gun purchase", "Money Deposit")
if(!transaction_amount || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
pin_owner = id.registered_account
owned = TRUE
payment_amount = transaction_amount
gun_owners += user.get_bank_account()
to_chat(user, span_notice("You link the card to the firing pin."))
/obj/item/firing_pin/paywall/pin_auth(mob/living/user)
if(!istype(user))//nice try commie
return FALSE
var/datum/bank_account/credit_card_details = user.get_bank_account()
if(credit_card_details in gun_owners)
if(multi_payment && credit_card_details)
if(!gun.can_shoot())
return TRUE //So you don't get charged for attempting to fire an empty gun.
if(credit_card_details.adjust_money(-payment_amount, "Firing Pin: Gun Rent"))
if(pin_owner)
pin_owner.adjust_money(payment_amount, "Firing Pin: Payout For Gun Rent")
return TRUE
to_chat(user, span_warning("ERROR: User balance insufficent for successful transaction!"))
return FALSE
return TRUE
if(!credit_card_details)
to_chat(user, span_warning("ERROR: User has no valid bank account to subtract neccesary funds from!"))
return FALSE
if(active_prompt_user == user)
return FALSE
active_prompt_user = user
var/license_request = tgui_alert(user, "Do you wish to pay [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""] for [( multi_payment ) ? "each shot of [gun.name]" : "usage license of [gun.name]"]?", "Weapon Purchase", list("Yes", "No"), 15 SECONDS)
if(!user.can_perform_action(src))
active_prompt_user = null
return FALSE
switch(license_request)
if("Yes")
if(multi_payment)
gun_owners += credit_card_details
to_chat(user, span_notice("Gun rental terms agreed to, have a secure day!"))
else if(credit_card_details.adjust_money(-payment_amount, "Firing Pin: Gun License"))
if(pin_owner)
pin_owner.adjust_money(payment_amount, "Firing Pin: Gun License Bought")
gun_owners += credit_card_details
to_chat(user, span_notice("Gun license purchased, have a secure day!"))
else
to_chat(user, span_warning("ERROR: User balance insufficent for successful transaction!"))
if("No", null)
to_chat(user, span_warning("ERROR: User has declined to purchase gun license!"))
active_prompt_user = null
return FALSE //we return false here so you don't click initially to fire, get the prompt, accept the prompt, and THEN the gun
// Explorer Firing Pin- Prevents use on station Z-Level, so it's justifiable to give Explorers guns that don't suck.
/obj/item/firing_pin/explorer
name = "outback firing pin"
desc = "A firing pin used by the austrailian defense force, retrofit to prevent weapon discharge on the station."
icon_state = "firing_pin_explorer"
fail_message = "cannot fire while on station, mate!"
// This checks that the user isn't on the station Z-level.
/obj/item/firing_pin/explorer/pin_auth(mob/living/user)
var/turf/station_check = get_turf(user)
if(!station_check || is_station_level(station_check.z))
return FALSE
return TRUE
// Laser tag pins
/obj/item/firing_pin/tag
name = "laser tag firing pin"
desc = "A recreational firing pin, used in laser tag units to ensure users have their vests on."
fail_message = "suit check failed!"
var/obj/item/clothing/suit/suit_requirement = null
var/tagcolor = ""
/obj/item/firing_pin/tag/pin_auth(mob/living/user)
if(ishuman(user))
var/mob/living/carbon/human/M = user
if(istype(M.wear_suit, suit_requirement))
return TRUE
to_chat(user, span_warning("You need to be wearing [tagcolor] laser tag armor!"))
return FALSE
/obj/item/firing_pin/tag/red
name = "red laser tag firing pin"
icon_state = "firing_pin_red"
suit_requirement = /obj/item/clothing/suit/redtag
tagcolor = "red"
/obj/item/firing_pin/tag/blue
name = "blue laser tag firing pin"
icon_state = "firing_pin_blue"
suit_requirement = /obj/item/clothing/suit/bluetag
tagcolor = "blue"
/obj/item/firing_pin/Destroy()
if(gun)
gun.pin = null
return ..()