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S.P.L.U.R.T-Station-13/code/modules/projectiles/pins.dm
2022-04-06 18:41:31 -03:00

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/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"
item_state = "pen"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
attack_verb = list("poked")
var/fail_message = "<span class='warning'>INVALID USER.</span>"
var/selfdestruct = 0 // Explode when user check is failed.
var/force_replace = 0 // Can forcefully replace other pins.
var/pin_removeable = 0 // Can be replaced by any pin.
var/obj/item/gun/gun
/obj/item/firing_pin/Initialize(mapload, newloc)
. = ..()
if(istype(newloc, /obj/item/gun))
gun = newloc
/obj/item/firing_pin/Destroy()
if(gun)
gun.pin = null
return ..()
/obj/item/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag)
if(istype(target, /obj/item/gun))
var/obj/item/gun/G = target
if(G.no_pin_required)
return
if(G.pin && (force_replace || G.pin.pin_removeable))
G.pin.forceMove(get_turf(G))
G.pin.gun_remove(user)
to_chat(user, "<span class ='notice'>You remove [G]'s old pin.</span>")
if(!G.pin)
if(!user.temporarilyRemoveItemFromInventory(src))
return
gun_insert(user, G)
to_chat(user, "<span class ='notice'>You insert [src] into [G].</span>")
else
to_chat(user, "<span class ='notice'>This firearm already has a firing pin installed.</span>")
/obj/item/firing_pin/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, "<span class='notice'>You override the authentication mechanism.</span>")
return TRUE
/obj/item/firing_pin/proc/gun_insert(mob/living/user, obj/item/gun/G)
gun = G
forceMove(gun)
gun.pin = src
return
/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)
user.show_message(fail_message, MSG_VISUAL)
if(selfdestruct)
if(user)
user.show_message("<span class='danger'>SELF-DESTRUCTING...</span><br>", MSG_VISUAL)
to_chat(user, "<span class='userdanger'>[gun] explodes!</span>")
explosion(get_turf(gun), -1, 0, 2, 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 = "<span class='warning'>TEST RANGE CHECK FAILED.</span>"
pin_removeable = TRUE
/obj/item/firing_pin/test_range/pin_auth(mob/living/user)
if(!istype(user))
return FALSE
for(var/obj/machinery/magnetic_controller/M in range(user, 3))
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 = "<span class='warning'>IMPLANT CHECK FAILED.</span>"
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 = "<span class='warning'>HONK!</span>"
force_replace = TRUE
/obj/item/firing_pin/clown/pin_auth(mob/living/user)
playsound(src, 'sound/items/bikehorn.ogg', 50, 1)
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/pin_auth(mob/living/user)
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
if(user && (!(HAS_TRAIT(user, TRAIT_CLUMSY)) && !(user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY))))
return FALSE
return TRUE
/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
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 = "<span class='warning'>DNA CHECK FAILED.</span>"
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
to_chat(user, "<span class='notice'>DNA-LOCK SET.</span>")
/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
to_chat(user, "<span class='notice'>DNA-LOCK SET.</span>")
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
/obj/item/firing_pin/holy
name = "blessed pin"
desc = "A firing pin that only responds to those who are holier than thou."
/obj/item/firing_pin/holy/pin_auth(mob/living/user)
if(user.mind.isholy)
return TRUE
return FALSE
// 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 = "<span class='warning'>SUIT CHECK FAILED.</span>"
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 class='warning'>You need to be wearing [tagcolor] laser tag armor!</span>")
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/security_level
name = "security level firing pin"
desc = "A sophisticated firing pin that authorizes operation based on its settings and current security level."
icon_state = "firing_pin_sec_level"
var/min_sec_level = SEC_LEVEL_GREEN
var/max_sec_level = SEC_LEVEL_DELTA
var/only_lethals = FALSE
var/can_toggle = TRUE
/obj/item/firing_pin/security_level/Initialize(mapload)
. = ..()
fail_message = "<span class='warning'>INVALID SECURITY LEVEL. CURRENT: [uppertext(NUM2SECLEVEL(GLOB.security_level))]. \
MIN: [uppertext(NUM2SECLEVEL(min_sec_level))]. MAX: [uppertext(NUM2SECLEVEL(max_sec_level))]. \
ONLY LETHALS: [only_lethals ? "YES" : "NO"].</span>"
update_icon()
/obj/item/firing_pin/security_level/examine(mob/user)
. = ..()
var/lethal = only_lethals ? "only lethal " : ""
if(min_sec_level != max_sec_level)
. += "<span class='notice'>It's currently set to disallow [lethal]operation when the security level isn't between <b>[NUM2SECLEVEL(min_sec_level)]</b> and <b>[NUM2SECLEVEL(max_sec_level)]</b>.</span>"
else
. += "<span class='notice'>It's currently set to disallow [lethal]operation when the security level isn't <b>[NUM2SECLEVEL(min_sec_level)]</b>.</span>"
if(can_toggle)
. += "<span class='notice'>You can use a <b>multitool</b> to modify its settings.</span>"
/obj/item/firing_pin/security_level/multitool_act(mob/living/user, obj/item/I)
. = TRUE
if(!can_toggle || !user.canUseTopic(src, BE_CLOSE))
return
var/selection = alert(user, "Which setting would you want to modify?", "Firing Pin Settings", "Minimum Level Setting", "Maximum Level Setting", "Lethals Only Toggle")
if(QDELETED(src) || QDELETED(user) || !user.canUseTopic(src, BE_CLOSE))
return
var/static/list/till_designs_pr_isnt_merged = list("green", "blue", "amber", "red", "delta")
switch(selection)
if("Minimum Level Setting")
var/input = input(user, "Input the new minimum level setting.", "Firing Pin Settings", NUM2SECLEVEL(min_sec_level)) as null|anything in till_designs_pr_isnt_merged
if(!input)
return
min_sec_level = till_designs_pr_isnt_merged.Find(input) - 1
if(min_sec_level > max_sec_level)
max_sec_level = SEC_LEVEL_DELTA
if("Maximum Level Setting")
var/input = input(user, "Input the new maximum level setting.", "Firing Pin Settings", NUM2SECLEVEL(max_sec_level)) as null|anything in till_designs_pr_isnt_merged
if(!input)
return
max_sec_level = till_designs_pr_isnt_merged.Find(input) - 1
if(max_sec_level < max_sec_level)
min_sec_level = SEC_LEVEL_GREEN
if("Lethals Only Toggle")
only_lethals = !only_lethals
fail_message = "<span class='warning'>INVALID SECURITY LEVEL. CURRENT: [uppertext(NUM2SECLEVEL(GLOB.security_level))]. \
MIN: [uppertext(NUM2SECLEVEL(min_sec_level))]. MAX: [uppertext(NUM2SECLEVEL(max_sec_level))]. \
ONLY LETHALS: [only_lethals ? "YES" : "NO"].</span>"
update_icon()
/obj/item/firing_pin/security_level/update_overlays()
. = ..()
var/offset = 0
for(var/level in list(min_sec_level, max_sec_level))
var/mutable_appearance/overlay = mutable_appearance(icon, "pin_sec_level_overlay")
overlay.pixel_x += offset
offset += 4
switch(level)
if(SEC_LEVEL_GREEN)
overlay.color = "#b2ff59" //light green
if(SEC_LEVEL_BLUE)
overlay.color = "#99ccff" //light blue
if(SEC_LEVEL_AMBER)
overlay.color = "#ffae42" //light yellow/orange
if(SEC_LEVEL_RED)
overlay.color = "#ff3f34" //light red
else
overlay.color = "#fe59c2" //neon fuchsia
. += overlay
var/mutable_appearance/overlay = mutable_appearance(icon, "pin_sec_level_overlay")
overlay.pixel_x += offset
overlay.color = only_lethals ? "#b2ff59" : "#ff3f34"
. += overlay
/obj/item/firing_pin/security_level/pin_auth(mob/living/user)
return (only_lethals && !(gun.chambered?.harmful)) || ISINRANGE(GLOB.security_level, min_sec_level, max_sec_level)
// 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 = "<span class='warning'>CANNOT FIRE WHILE ON STATION, MATE!</span>"
// 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))
to_chat(user, "<span class='warning'>You cannot use your weapon while on the station!</span>")
return FALSE
return TRUE