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Conflicts: code/_helpers/names.dm code/game/jobs/job/silicon.dm code/game/objects/items.dm code/modules/mining/abandonedcrates.dm code/modules/mob/living/carbon/brain/life.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/simple_animal/friendly/spiderbot.dm code/modules/nano/modules/alarm_monitor.dm code/setup.dm
259 lines
8.0 KiB
Plaintext
259 lines
8.0 KiB
Plaintext
/* Cards
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* Contains:
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* DATA CARD
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* ID CARD
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* FINGERPRINT CARD HOLDER
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* FINGERPRINT CARD
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*/
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/*
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* DATA CARDS - Used for the teleporter
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*/
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/obj/item/weapon/card
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name = "card"
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desc = "Does card things."
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icon = 'icons/obj/card.dmi'
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w_class = 1.0
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var/associated_account_number = 0
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var/list/files = list( )
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/obj/item/weapon/card/data
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name = "data disk"
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desc = "A disk of data."
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icon_state = "data"
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var/function = "storage"
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var/data = "null"
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var/special = null
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item_state = "card-id"
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/obj/item/weapon/card/data/verb/label(t as text)
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set name = "Label Disk"
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set category = "Object"
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set src in usr
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if (t)
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src.name = text("data disk- '[]'", t)
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else
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src.name = "data disk"
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src.add_fingerprint(usr)
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return
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/obj/item/weapon/card/data/clown
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name = "\proper the coordinates to clown planet"
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icon_state = "data"
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item_state = "card-id"
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layer = 3
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level = 2
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desc = "This card contains coordinates to the fabled Clown Planet. Handle with care."
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function = "teleporter"
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data = "Clown Land"
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/*
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* ID CARDS
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*/
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/obj/item/weapon/card/emag_broken
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desc = "It's a card with a magnetic strip attached to some circuitry. It looks too busted to be used for anything but salvage."
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name = "broken cryptographic sequencer"
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icon_state = "emag"
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item_state = "card-id"
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origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 2)
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/obj/item/weapon/card/emag
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desc = "It's a card with a magnetic strip attached to some circuitry."
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name = "cryptographic sequencer"
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icon_state = "emag"
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item_state = "card-id"
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origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 2)
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var/uses = 10
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/obj/item/weapon/card/emag/resolve_attackby(atom/A, mob/user)
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var/used_uses = A.emag_act(uses, user)
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if(used_uses < 0)
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return ..(A, user)
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uses -= used_uses
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A.add_fingerprint(user)
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log_and_message_admins("emagged \an [A].")
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if(uses<1)
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user.visible_message("<span class='warning'>\The [src] fizzles and sparks - it seems it's been used once too often, and is now spent.</span>")
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user.drop_item()
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var/obj/item/weapon/card/emag_broken/junk = new(user.loc)
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junk.add_fingerprint(user)
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qdel(src)
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return 1
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/obj/item/weapon/card/id
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name = "identification card"
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desc = "A card used to provide ID and determine access across the station."
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icon_state = "id"
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item_state = "card-id"
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var/access = list()
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var/registered_name = "Unknown" // The name registered_name on the card
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slot_flags = SLOT_ID
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var/blood_type = "\[UNSET\]"
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var/dna_hash = "\[UNSET\]"
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var/fingerprint_hash = "\[UNSET\]"
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//alt titles are handled a bit weirdly in order to unobtrusively integrate into existing ID system
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var/assignment = null //can be alt title or the actual job
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var/rank = null //actual job
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var/dorm = 0 // determines if this ID has claimed a dorm already
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/obj/item/weapon/card/id/New()
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..()
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spawn(30)
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = loc
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blood_type = H.dna.b_type
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dna_hash = H.dna.unique_enzymes
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fingerprint_hash = md5(H.dna.uni_identity)
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/obj/item/weapon/card/id/attack_self(mob/user as mob)
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for(var/mob/O in viewers(user, null))
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O.show_message(text("[] shows you: \icon[] []: assignment: []", user, src, src.name, src.assignment), 1)
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src.add_fingerprint(user)
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return
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/obj/item/weapon/card/id/GetAccess()
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return access
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/obj/item/weapon/card/id/GetID()
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return src
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/obj/item/weapon/card/id/verb/read()
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set name = "Read ID Card"
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set category = "Object"
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set src in usr
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usr << text("\icon[] []: The current assignment on the card is [].", src, src.name, src.assignment)
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usr << "The blood type on the card is [blood_type]."
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usr << "The DNA hash on the card is [dna_hash]."
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usr << "The fingerprint hash on the card is [fingerprint_hash]."
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return
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/obj/item/weapon/card/id/silver
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name = "identification card"
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desc = "A silver card which shows honour and dedication."
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icon_state = "silver"
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item_state = "silver_id"
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/obj/item/weapon/card/id/gold
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name = "identification card"
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desc = "A golden card which shows power and might."
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icon_state = "gold"
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item_state = "gold_id"
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/obj/item/weapon/card/id/syndicate
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name = "agent card"
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access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
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origin_tech = list(TECH_ILLEGAL = 3)
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var/registered_user=null
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/obj/item/weapon/card/id/syndicate/New(mob/user as mob)
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..()
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if(!isnull(user)) // Runtime prevention on laggy starts or where users log out because of lag at round start.
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registered_name = ishuman(user) ? user.real_name : user.name
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else
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registered_name = "Agent Card"
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assignment = "Agent"
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name = "[registered_name]'s ID Card ([assignment])"
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/obj/item/weapon/card/id/syndicate/afterattack(var/obj/item/weapon/O as obj, mob/user as mob, proximity)
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if(!proximity) return
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if(istype(O, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/I = O
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src.access |= I.access
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if(istype(user, /mob/living) && user.mind)
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if(user.mind.special_role)
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usr << "<span class='notice'>The card's microscanners activate as you pass it over the ID, copying its access.</span>"
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/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
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if(!src.registered_name)
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//Stop giving the players unsanitized unputs! You are giving ways for players to intentionally crash clients! -Nodrak
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var t = sanitizeName(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name), MAX_NAME_LEN)
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if(!t) //Same as mob/new_player/prefrences.dm
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alert("Invalid name.")
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return
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src.registered_name = t
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var u = sanitize(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", "Agent"), MAX_LNAME_LEN)
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if(!u)
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alert("Invalid assignment.")
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src.registered_name = ""
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return
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src.assignment = u
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src.name = "[src.registered_name]'s ID Card ([src.assignment])"
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user << "<span class='notice'>You successfully forge the ID card.</span>"
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registered_user = user
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else if(!registered_user || registered_user == user)
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if(!registered_user) registered_user = user //
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switch(alert("Would you like to display the ID, or retitle it?","Choose.","Rename","Show"))
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if("Rename")
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var t = sanitize(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name), 26)
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if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/new_player/prefrences.dm
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alert("Invalid name.")
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return
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src.registered_name = t
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var u = sanitize(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"))
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if(!u)
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alert("Invalid assignment.")
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return
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src.assignment = u
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src.name = "[src.registered_name]'s ID Card ([src.assignment])"
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user << "<span class='notice'>You successfully forge the ID card.</span>"
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return
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if("Show")
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..()
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else
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..()
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/obj/item/weapon/card/id/syndicate_command
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name = "syndicate ID card"
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desc = "An ID straight from the Syndicate."
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registered_name = "Syndicate"
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assignment = "Syndicate Overlord"
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access = list(access_syndicate, access_external_airlocks)
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/obj/item/weapon/card/id/captains_spare
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name = "captain's spare ID"
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desc = "The spare ID of the High Lord himself."
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icon_state = "gold"
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item_state = "gold_id"
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registered_name = "Captain"
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assignment = "Captain"
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New()
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access = get_all_station_access()
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..()
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/obj/item/weapon/card/id/centcom
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name = "\improper CentCom. ID"
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desc = "An ID straight from Cent. Com."
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icon_state = "centcom"
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registered_name = "Central Command"
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assignment = "General"
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New()
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access = get_all_centcom_access()
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..()
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/obj/item/weapon/card/id/centcom/ERT
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name = "\improper Emergency Response Team ID"
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assignment = "Emergency Response Team"
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/obj/item/weapon/card/id/centcom/ERT/New()
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..()
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access += get_all_station_access()
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