Files
VOREStation/code/game/objects/items/devices/gold_star_printer.dm
T
Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* Begin clickcode attack_self fix

Begins the work to make everything call back to parent for attack_self so that signals are sacred.

* Makes MORE things call the attack_self() parent

Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.

* Finishes making the rest of attack_self call parent.

As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.

* begone foul demon

* some more cleanup

* These

* GOD this was annoying

* yeh

* Fix this

* fLARES

* Thesee too

* toys!

* Even more!

* More fixes

* Even more

* rest of em

* these too

* Update syndie.dm

* hardref clear

* Update code/game/gamemodes/nuclear/pinpointer.dm

* Update code/game/objects/effects/mines.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/contraband_vr.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/weapons/gift_wrappaper.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* these too

* Update maintpanel_stack.dm

* angry warning

* Fixes packaged snacks.

Fixes improper var default.

* Special handling for these

* proper poly types

* Fixes magclaws

Makes the 'features' it had just part  of base magboots that can be adjusted via varswap.

* Fixes jackets

Fixes https://github.com/VOREStation/VOREStation/issues/18941

* Small bugfix

Makes p_Theyre properly capitialize
Makes examine show proper wording

* Update gift_wrappaper.dm
2025-12-29 13:21:10 -05:00

94 lines
3.3 KiB
Plaintext

// Base object works similar to ticket printers, but produces gold star accessories.
/obj/item/gold_star_printer
name = "gold star dispenser"
desc = "It prints gold stickers to reward the crew for their excellent contributions!"
icon = 'icons/obj/device.dmi'
icon_state = "gold_star_printer"
slot_flags = SLOT_BELT | SLOT_HOLSTER
var/print_cooldown = 1 MINUTE
var/last_print
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
/obj/item/gold_star_printer/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
if(last_print + print_cooldown <= world.time)
make_star(user)
else
to_chat(user, span_warning("\The [src] is not ready to print another star yet."))
/obj/item/gold_star_printer/proc/make_star(mob/user)
var/star_title = tgui_input_text(user, "Choose a title for the star, this can be an action or name. The name of the star will read Gold Star for 'Title'.", "Title", max_length = 32)
if(length(star_title) > 32)
tgui_alert_async(user, "Entered title too long. 100 character limit.","Error")
return
if(!star_title)
return
var/star_desc = tgui_input_text(user, "Choose the description of the 'Gold Star for [star_title]', this is what it will read on examination. (Max length: 200)", "Ticket Details", max_length = 200)
if(length(star_desc) > 200)
tgui_alert_async(user, "Entered details too long. 200 character limit.","Error")
return
if(!star_desc)
return
var/turf/our_turf = get_turf(user)
var/obj/item/clothing/accessory/gold_sticker/p = new /obj/item/clothing/accessory/gold_sticker(our_turf)
p.desc = "A gold star issued by [user] for [star_title], if you look closely, the fine print reads: [star_desc]"
p.name = "Gold Star for [star_title]"
playsound(user, 'sound/items/ticket_printer.ogg', 75, 1)
log_admin("[key_name(user)] has printed a Gold Star for [star_title] with the description: \"[star_desc]\"")
last_print = world.time
/obj/item/clothing/accessory/gold_sticker
name = "Gold Star"
desc = "A gold star!"
icon_state = "gold_sticker"
slot = ACCESSORY_SLOT_TIE
/obj/item/clothing/accessory/gold_sticker/afterattack(atom/target, mob/user)
if(!user)
return
if(!user.Adjacent(target))
return
if(isobj(target) && !istype(target,/obj/item/clothing/under))
var/obj/O = target
apply_sticker(O,user)
return
if(isanimal(target) || issilicon(target))
var/mob/living/M = target
if(M.client)
var/accepting = tgui_alert(M,"[user] is attempting to stick a [src] on you. Will you allow this?","Sticker!",list("No","Yes"))
if(!accepting || (accepting == "No"))
to_chat(user, span_warning("\The [M] does not allow you to stick the [src] on them."))
return
else
apply_sticker(M,user)
to_chat(M, span_notice("\The [user] stuck \the [src] to you!"))
return
else
apply_sticker(M,user)
return
. = ..()
/obj/item/clothing/accessory/gold_sticker/proc/apply_sticker(atom/target, mob/user)
if(!user)
return
if(!user.Adjacent(target))
return
if(user.get_active_hand() != src)
to_chat(user, span_warning("You need to have \the [src] in your active hand to apply it to something."))
return
target.desc = "[target.desc] It has a [src] stuck to it!"
target.description_fluff = "[target.description_fluff] Attached to it is [desc]"
to_chat(user, span_notice("You stick \the [src] to \the [target]."))
user.drop_item()
qdel(src)
return