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S.P.L.U.R.T-Station-13/code/game/objects/items/cards_ids.dm
2020-01-31 05:32:00 +01:00

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/* Cards
* Contains:
* DATA CARD
* ID CARD
* FINGERPRINT CARD HOLDER
* FINGERPRINT CARD
*/
/*
* DATA CARDS - Used for the IC data card reader
*/
/obj/item/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
w_class = WEIGHT_CLASS_TINY
var/list/files = list()
/obj/item/card/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins to swipe [user.p_their()] neck with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/card/data
name = "data card"
desc = "A plastic magstripe card for simple and speedy data storage and transfer. This one has a stripe running down the middle."
icon_state = "data_1"
obj_flags = UNIQUE_RENAME
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
var/detail_color = COLOR_ASSEMBLY_ORANGE
/obj/item/card/data/Initialize()
.=..()
update_icon()
/obj/item/card/data/update_icon()
cut_overlays()
if(detail_color == COLOR_FLOORTILE_GRAY)
return
var/mutable_appearance/detail_overlay = mutable_appearance('icons/obj/card.dmi', "[icon_state]-color")
detail_overlay.color = detail_color
add_overlay(detail_overlay)
/obj/item/card/data/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/integrated_electronics/detailer))
var/obj/item/integrated_electronics/detailer/D = I
detail_color = D.detail_color
update_icon()
return ..()
/obj/item/proc/GetCard()
/obj/item/card/data/GetCard()
return src
/obj/item/card/data/full_color
desc = "A plastic magstripe card for simple and speedy data storage and transfer. This one has the entire card colored."
icon_state = "data_2"
/obj/item/card/data/disk
desc = "A plastic magstripe card for simple and speedy data storage and transfer. This one inexplicibly looks like a floppy disk."
icon_state = "data_3"
/*
* ID CARDS
*/
/obj/item/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
var/prox_check = TRUE //If the emag requires you to be in range
var/uses = 15
/obj/item/card/emag/bluespace
name = "bluespace cryptographic sequencer"
desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
color = rgb(40, 130, 255)
prox_check = FALSE
/obj/item/card/emag/attack()
return
/obj/item/card/emag/afterattack(atom/target, mob/user, proximity)
. = ..()
var/atom/A = target
if(!proximity && prox_check || !(isobj(A) || issilicon(A) || isbot(A) || isdrone(A)))
return
if(istype(A, /obj/item/storage) && !(istype(A, /obj/item/storage/lockbox) || istype(A, /obj/item/storage/pod)))
return
if(!uses)
user.visible_message("<span class='warning'>[src] emits a weak spark. It's burnt out!</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
return
else if(uses <= 3)
playsound(src, 'sound/effects/light_flicker.ogg', 30, 1) //Tiiiiiiny warning sound to let ya know your emag's almost dead
if(!A.emag_act(user))
return
uses = max(uses - 1, 0)
if(!uses)
user.visible_message("<span class='warning'>[src] fizzles and sparks. It seems like it's out of charges.</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
/obj/item/card/emag/examine(mob/user)
. = ..()
. += "<span class='notice'>It has <b>[uses ? uses : "no"]</b> charges left.</span>"
/obj/item/card/emag/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/emagrecharge))
var/obj/item/emagrecharge/ER = W
if(ER.uses)
uses += ER.uses
to_chat(user, "<span class='notice'>You have added [ER.uses] charges to [src]. It now has [uses] charges.</span>")
playsound(src, "sparks", 100, 1)
ER.uses = 0
else
to_chat(user, "<span class='warning'>[ER] has no charges left.</span>")
return
. = ..()
/obj/item/emagrecharge
name = "electromagnet charging device"
desc = "A small cell with two prongs lazily jabbed into it. It looks like it's made for charging the small batteries found in electromagnetic devices, sadly this can't be recharged like a normal cell."
icon = 'icons/obj/module.dmi'
icon_state = "cell_mini"
item_flags = NOBLUDGEON
var/uses = 5 //Dictates how many charges the device adds to compatible items
/obj/item/emagrecharge/examine(mob/user)
. = ..()
if(uses)
. += "<span class='notice'>It can add up to [uses] charges to compatible devices</span>"
else
. += "<span class='warning'>It has a small, red, blinking light coming from inside of it. It's spent.</span>"
/obj/item/card/emagfake
desc = "It's a card with a magnetic strip attached to some circuitry. Closer inspection shows that this card is a poorly made replica, with a \"DonkCo\" logo stamped on the back."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/emagfake/afterattack()
. = ..()
playsound(src, 'sound/items/bikehorn.ogg', 50, 1)
/obj/item/card/id
name = "identification card"
desc = "A card used to provide ID and determine access across the station."
icon_state = "id"
item_state = "card-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
slot_flags = ITEM_SLOT_ID
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/mining_points = 0 //For redeeming at mining equipment vendors
var/list/access = list()
var/registered_name = null // The name registered_name on the card
var/assignment = null
var/access_txt // mapping aid
/obj/item/card/id/Initialize(mapload)
. = ..()
if(mapload && access_txt)
access = text2access(access_txt)
/obj/item/card/id/vv_edit_var(var_name, var_value)
. = ..()
if(.)
switch(var_name)
if("assignment","registered_name")
update_label()
/obj/item/card/id/attack_self(mob/user)
if(Adjacent(user))
user.visible_message("<span class='notice'>[user] shows you: [icon2html(src, viewers(user))] [src.name].</span>", \
"<span class='notice'>You show \the [src.name].</span>")
add_fingerprint(user)
return
/obj/item/card/id/examine(mob/user)
. = ..()
if(mining_points)
. += "There's [mining_points] mining equipment redemption point\s loaded onto this card."
/obj/item/card/id/GetAccess()
return access
/obj/item/card/id/GetID()
return src
/obj/item/card/id/RemoveID()
return src
/*
Usage:
update_label()
Sets the id name to whatever registered_name and assignment is
update_label("John Doe", "Clowny")
Properly formats the name and occupation and sets the id name to the arguments
*/
/obj/item/card/id/proc/update_label(newname, newjob)
if(newname || newjob)
name = "[(!newname) ? "identification card" : "[newname]'s ID Card"][(!newjob) ? "" : " ([newjob])"]"
return
name = "[(!registered_name) ? "identification card" : "[registered_name]'s ID Card"][(!assignment) ? "" : " ([assignment])"]"
/obj/item/card/id/silver
name = "silver identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
item_state = "silver_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/id/silver/reaper
name = "Thirteen's ID Card (Reaper)"
access = list(ACCESS_MAINT_TUNNELS)
assignment = "Reaper"
registered_name = "Thirteen"
/obj/item/card/id/gold
name = "gold identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
item_state = "gold_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
/obj/item/card/id/syndicate
name = "agent card"
access = list(ACCESS_MAINT_TUNNELS, ACCESS_SYNDICATE)
var/anyone = FALSE //Can anyone forge the ID or just syndicate?
/obj/item/card/id/syndicate/Initialize()
. = ..()
var/datum/action/item_action/chameleon/change/chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/card/id
chameleon_action.chameleon_name = "ID Card"
chameleon_action.initialize_disguises()
/obj/item/card/id/syndicate/afterattack(obj/item/O, mob/user, proximity)
if(!proximity)
return
if(istype(O, /obj/item/card/id))
var/obj/item/card/id/I = O
src.access |= I.access
if(isliving(user) && user.mind)
if(user.mind.special_role)
to_chat(usr, "<span class='notice'>The card's microscanners activate as you pass it over the ID, copying its access.</span>")
/obj/item/card/id/syndicate/attack_self(mob/user)
if(isliving(user) && user.mind)
if(user.mind.special_role || anyone)
if(alert(user, "Action", "Agent ID", "Show", "Forge") == "Forge")
var/input_name = reject_bad_name(stripped_input(user, "What name would you like to put on this card?", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name), MAX_NAME_LEN), TRUE)
if(!input_name)
return
var/u = stripped_input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant", MAX_MESSAGE_LEN)
if(!u)
registered_name = ""
return
assignment = u
update_label()
to_chat(user, "<span class='notice'>You successfully forge the ID card.</span>")
return
..()
/obj/item/card/id/syndicate/anyone
anyone = TRUE
/obj/item/card/id/syndicate/nuke_leader
name = "lead agent card"
access = list(ACCESS_MAINT_TUNNELS, ACCESS_SYNDICATE, ACCESS_SYNDICATE_LEADER)
/obj/item/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(ACCESS_SYNDICATE)
/obj/item/card/id/captains_spare
name = "captain's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
registered_name = "Captain"
assignment = "Captain"
/obj/item/card/id/captains_spare/Initialize()
var/datum/job/captain/J = new/datum/job/captain
access = J.get_access()
. = ..()
/obj/item/card/id/centcom
name = "\improper CentCom ID"
desc = "An ID straight from Central Command."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "General"
/obj/item/card/id/centcom/Initialize()
access = get_all_centcom_access()
. = ..()
/obj/item/card/id/ert
name = "\improper CentCom ID"
desc = "An ERT ID card."
icon_state = "centcom"
registered_name = "Emergency Response Team Commander"
assignment = "Emergency Response Team Commander"
/obj/item/card/id/ert/Initialize()
access = get_all_accesses()+get_ert_access("commander")-ACCESS_CHANGE_IDS
. = ..()
/obj/item/card/id/ert/Security
registered_name = "Security Response Officer"
assignment = "Security Response Officer"
/obj/item/card/id/ert/Security/Initialize()
access = get_all_accesses()+get_ert_access("sec")-ACCESS_CHANGE_IDS
. = ..()
/obj/item/card/id/ert/Engineer
registered_name = "Engineer Response Officer"
assignment = "Engineer Response Officer"
/obj/item/card/id/ert/Engineer/Initialize()
access = get_all_accesses()+get_ert_access("eng")-ACCESS_CHANGE_IDS
. = ..()
/obj/item/card/id/ert/Medical
registered_name = "Medical Response Officer"
assignment = "Medical Response Officer"
/obj/item/card/id/ert/Medical/Initialize()
access = get_all_accesses()+get_ert_access("med")-ACCESS_CHANGE_IDS
. = ..()
/obj/item/card/id/ert/chaplain
registered_name = "Religious Response Officer"
assignment = "Religious Response Officer"
/obj/item/card/id/ert/chaplain/Initialize()
access = get_all_accesses()+get_ert_access("sec")-ACCESS_CHANGE_IDS
. = ..()
/obj/item/card/id/prisoner
name = "prisoner ID card"
desc = "You are a number, you are not a free man."
icon_state = "orange"
item_state = "orange-id"
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
assignment = "Prisoner"
access = list(ACCESS_ENTER_GENPOP)
//Lavaland labor camp
var/goal = 0 //How far from freedom?
var/points = 0
//Genpop
var/sentence = 0 //When world.time is greater than this number, the card will have its ACCESS_ENTER_GENPOP access replaced with ACCESS_LEAVE_GENPOP the next time it's checked, unless this value is 0/null
var/crime= "\[REDACTED\]"
/obj/item/card/id/prisoner/GetAccess()
if((sentence && world.time >= sentence) || (goal && points >= goal))
access = list(ACCESS_LEAVE_GENPOP)
return ..()
/obj/item/card/id/prisoner/process()
if(!sentence)
STOP_PROCESSING(SSobj, src)
return
if(world.time >= sentence)
playsound(loc, 'sound/machines/ping.ogg', 50, 1)
if(isliving(loc))
to_chat(loc, "<span class='boldnotice'>[src]</span><span class='notice'> buzzes: You have served your sentence! You may now exit prison through the turnstiles and collect your belongings.</span>")
STOP_PROCESSING(SSobj, src)
return
/obj/item/card/id/prisoner/examine(mob/user)
. = ..()
if(sentence && world.time < sentence)
. += "<span class='notice'>You're currently serving a sentence for [crime]. <b>[DisplayTimeText(sentence - world.time)]</b> left.</span>"
else if(goal)
. += "<span class='notice'>You have accumulated [points] out of the [goal] points you need for freedom.</span>"
else if(!sentence)
. += "<span class='warning'>You are currently serving a permanent sentence for [crime].</span>"
else
. += "<span class='notice'>Your sentence is up! You're free!</span>"
/obj/item/card/id/prisoner/one
name = "Prisoner #13-001"
registered_name = "Prisoner #13-001"
/obj/item/card/id/prisoner/two
name = "Prisoner #13-002"
registered_name = "Prisoner #13-002"
/obj/item/card/id/prisoner/three
name = "Prisoner #13-003"
registered_name = "Prisoner #13-003"
/obj/item/card/id/prisoner/four
name = "Prisoner #13-004"
registered_name = "Prisoner #13-004"
/obj/item/card/id/prisoner/five
name = "Prisoner #13-005"
registered_name = "Prisoner #13-005"
/obj/item/card/id/prisoner/six
name = "Prisoner #13-006"
registered_name = "Prisoner #13-006"
/obj/item/card/id/prisoner/seven
name = "Prisoner #13-007"
registered_name = "Prisoner #13-007"
/obj/item/card/id/mining
name = "mining ID"
access = list(ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
/obj/item/card/id/away
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
access = list(ACCESS_AWAY_GENERAL)
/obj/item/card/id/away/hotel
name = "Staff ID"
desc = "A staff ID used to access the hotel's doors."
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_MAINT)
/obj/item/card/id/away/hotel/securty
name = "Officer ID"
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_MAINT, ACCESS_AWAY_SEC)
/obj/item/card/id/away/old
name = "a perfectly generic identification card"
desc = "A perfectly generic identification card. Looks like it could use some flavor."
icon_state = "centcom"
/obj/item/card/id/away/old/sec
name = "Charlie Station Security Officer's ID card"
desc = "A faded Charlie Station ID card. You can make out the rank \"Security Officer\"."
assignment = "Charlie Station Security Officer"
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_SEC)
/obj/item/card/id/away/old/sci
name = "Charlie Station Scientist's ID card"
desc = "A faded Charlie Station ID card. You can make out the rank \"Scientist\"."
assignment = "Charlie Station Scientist"
access = list(ACCESS_AWAY_GENERAL)
/obj/item/card/id/away/old/eng
name = "Charlie Station Engineer's ID card"
desc = "A faded Charlie Station ID card. You can make out the rank \"Station Engineer\"."
assignment = "Charlie Station Engineer"
access = list(ACCESS_AWAY_GENERAL, ACCESS_AWAY_ENGINE)
/obj/item/card/id/away/old/apc
name = "APC Access ID"
desc = "A special ID card that allows access to APC terminals."
access = list(ACCESS_ENGINE_EQUIP)
//Polychromatic Knight Badge
/obj/item/card/id/knight
var/id_color = "#00FF00" //defaults to green
name = "knight badge"
icon_state = "knight"
desc = "A badge denoting the owner as a knight! It has a strip for swiping like an ID"
/obj/item/card/id/knight/update_label(newname, newjob)
if(newname || newjob)
name = "[(!newname) ? "knight badge" : "[newname]'s Knight Badge"][(!newjob) ? "" : " ([newjob])"]"
return
name = "[(!registered_name) ? "knight badge" : "[registered_name]'s Knight Badge"][(!assignment) ? "" : " ([assignment])"]"
/obj/item/card/id/knight/update_icon()
var/mutable_appearance/id_overlay = mutable_appearance(icon, "knight_overlay")
if(id_color)
id_overlay.color = id_color
cut_overlays()
add_overlay(id_overlay)
/obj/item/card/id/knight/AltClick(mob/living/user)
. = ..()
if(!in_range(src, user)) //Basic checks to prevent abuse
return
if(user.incapacitated() || !istype(user))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return TRUE
if(alert("Are you sure you want to recolor your id?", "Confirm Repaint", "Yes", "No") == "Yes")
var/energy_color_input = input(usr,"","Choose Energy Color",id_color) as color|null
if(!in_range(src, user) || !energy_color_input)
return TRUE
if(user.incapacitated() || !istype(user))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return TRUE
id_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
update_icon()
return TRUE
/obj/item/card/id/knight/Initialize()
. = ..()
update_icon()
/obj/item/card/id/knight/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/card/id/knight/blue
id_color = "#0000FF"
/obj/item/card/id/knight/captain
id_color = "#FFD700"