Files
Yogstation/code/game/objects/items/cards_ids.dm
Redd 9d88851f02 [READY] Mass English Fixes PHASE 1 (#16484)
* fixes contractions to proper english in negative.dm

* fixes possessives in miscellaneous.dm

* fixes capitalization in brain_item.dm

* fixes capitalization in liver.dm

* Fixes negative.dm typo

* adds a missing i to ai _DEFINES

* Fixes typo in cargo defines to spell auxiliary properly

* fixes contractions in code\datums\action.dm

* fixes capitalization in code\datums\components\religious_tool.dm

* Fixes spelling of sudoriferous in code\datums\diseases\advance\symptoms\fire.dm

* changes necrotizing tissues and organs to necrosing tissues and organs in code\datums\diseases\advance\symptoms\flesh_eating.dm

necrosing is proper english here

* Fixes a missing letter in code\datums\diseases\advance\symptoms\itching.dm

* Changes s to z in code\datums\diseases\advance\symptoms\radiation.dm

* Updates clarity in code\datums\diseases\brainrot.dm

* spells vengeance properly in code\datums\diseases\parrotpossession.dm

* fixes grammar in code\datums\diseases\wizarditis.dm

* fixes the spelling of "casualties" in code\datums\ert.dm

* removes extra t in code\datums\martial\cqc.dm

* Updates code\datums\martial\flying_fang.dm to match style of previous code

* adds t to code\datums\mutations\antenna.dm

* spells agitation right in code\datums\mutations\hulk.dm

* spells perceive right in code\datums\mutations\sight.dm

* fixes a contraction in code\datums\ruins\lavaland.dm

* changes "unbreachable" to "impenetrable" and "tradestation" to "trade station", as well as fixing a typo in code\datums\ruins\space.dm

* fixes typos in code\datums\shuttles.dm

* fixes a typo in code\datums\station_traits\negative_traits.dm

* Fixes a typo in code\datums\station_traits\positive_traits.dm

* Fixes spelling in code\datums\wires\mech_fabricator.dm

* fixes typo in code\datums\wounds\burns.dm

* resanguination is not a real word

* fixes typo in code\game\gamemodes\changeling\traitor_chan.dm

* fixes typos in code\game\gamemodes\clock_cult\clock_cult.dm

* fixes spelling in code\game\gamemodes\cult\cult.dm

* adds an s to posses in code\game\gamemodes\eldritch_cult\eldritch_cult.dm

* fixes a spelling mistake in code\game\gamemodes\hivemind\radar.dm

* fixes a typo in code\game\gamemodes\malfunction\malf.dm

* fixes spelling mistake in code\game\gamemodes\wizard\wizard.dm

* Fixes a spelling mistake in code\game\machinery\bounty_board.dm

* fixes whatever the fuck medical kiosks were spelling wise

* removes a t and lowercases bluespace as it isn't a proper noun in code\game\machinery\sci_bombardment.dm

* Fixes spelling mistake in code\game\machinery\shuttle\shuttle_heater.dm

* Fixes spelling issue in code\game\machinery\stasis.dm

* Fixes spelling issue in code\game\machinery\telecomms\computers\logbrowser.dm

* oranges can't fucking spell in code\game\mecha\equipment\tools\medical_tools.dm

* authentication is now spelled correctly in code\game\mecha\mech_fabricator.dm

* fixes spelling mistake in code\game\mecha\mecha.dm

* Updates "Defence" to "Defense" to be more in line with sprite information

* Fixes spelling issue in code\game\objects\items\grenades\chem_grenade.dm

* updates mecha defence mode to defense mode to be more in line with what is written as the icon_state

* Fixes english in code\game\objects\items\implants\implant_greytide.dm

* fixes spelling issue in code\game\objects\items\robot\robot_parts.dm

* fixes spelling issues in code\game\objects\items\storage\lockbox.dm

* Revert "Changes s to z in code\datums\diseases\advance\symptoms\radiation.dm"

This reverts commit 170f514f67 to change the z back to an s

* updates an extra m in object path in code\game\objects\structures\signs\signs_departments.dm

* spelling fix in code\game\objects\structures\crates_lockers\closets\bodybag.dm

* spells otherworldly correctly in code\game\objects\items\twohanded.dm

* food service is 2 separate words in code\game\objects\structures\crates_lockers\closets\job_closets.dm

* Fixes a spelling mistake in code\game\objects\items\toys.dm

* Fixes spelling of Nanotrasen in code\game\objects\items\supermatter_delaminator.dm

* Adderall is a proper noun in code\game\objects\items\sharpener.dm

* fixes spelling mistake in code\game\objects\items\religion.dm

* code\game\objects\items\puzzle_pieces.dm

* Janitalia is a proper noun

* Fixes spelling of occurrence in code\game\objects\items\miscellaneous.dm

* fixes the spelling of nurture and fixes a title in code\game\objects\items\manuals.dm

* @cuackles can't capitalize in code\game\objects\items\holy_weapons.dm

* nobody can spell environment in code\game\objects\items\holosign_creator.dm

* code\game\objects\items\gems.dm spelling fix

* spelling fix in code\game\objects\items\cards_ids.dm

* spelling fix code\game\objects\items\airlock_painter.dm

* map object paths updated for the one letter change to an object path

* more fixes

* Revert "updates an extra m in object path in code\game\objects\structures\signs\signs_departments.dm"

This reverts commit 98cb63b396.

* Revert "map object paths updated for the one letter change to an object path"

This reverts commit f4220a3505.

* Update mecha_topic.dm

* i hate myself
2022-11-26 15:52:14 +00:00

847 lines
30 KiB
Plaintext

/* 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_suicide("[user] begins to swipe [user.p_their()] neck with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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/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 inexplicably 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
/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/improvised
name = "improvised cryptographic sequencer"
desc = "It's a card with some junk circuitry strapped to it. It doesn't look like it would be reliable or fast due to shoddy construction, and needs to be manually recharged with uranium sheets."
icon_state = "emag_shitty"
var/charges = 5 //how many times can we use the emag before needing to reload it?
var/max_charges = 5
var/emagging //are we currently emagging something
/obj/item/card/emag/improvised/afterattack(atom/target, mob/user, proximity)
if(charges > 0)
if(emagging)
return
if(!proximity && prox_check) //left in for badmins
return
emagging = TRUE
if(do_after(user, rand(5, 10) SECONDS, target))
charges--
if (prob(40))
to_chat(user, span_notice("[src] emits a puff of smoke, but nothing happens."))
emagging = FALSE
return
if (prob(5))
var/mob/living/M = user
M.adjust_fire_stacks(1)
M.IgniteMob()
to_chat(user, span_danger("The card shorts out and catches fire in your hands!"))
log_combat(user, target, "attempted to emag")
if (!istype(target, /obj/machinery/computer/cargo))
target.emag_act(user)
else
to_chat(user, span_notice("The cheap circuitry isn't strong enough to subvert this!"))
emagging = FALSE
/obj/item/card/emag/improvised/attackby(obj/item/W, mob/user, params)
. = ..()
if (max_charges > charges)
if (istype(W, /obj/item/stack/sheet/mineral/uranium))
var/obj/item/stack/sheet/mineral/uranium/T = W
T.use(1)
charges++
to_chat(user, span_notice("You add another charge to the [src]. It now has [charges] use[charges == 1 ? "" : "s"] remaining."))
/obj/item/card/emag/improvised/examine(mob/user)
. = ..()
. += span_notice("The charge meter indicates that it has [charges] charge[charges == 1 ? "" : "s"] remaining out of [max_charges] charges.")
/obj/item/card/emag/attack()
return
/obj/item/card/emag/afterattack(atom/target, mob/user, proximity)
. = ..()
var/atom/A = target
if(!proximity && prox_check)
return
log_combat(user, A, "attempted to emag")
A.emag_act(user)
/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 = 25, 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/originalassignment = null
var/access_txt // mapping aid
var/datum/bank_account/registered_account
var/obj/machinery/paystand/my_store
var/registered_age = 21 // default age for ss13 players
var/critter_money = FALSE //does exactly what it says
/obj/item/card/id/Initialize(mapload)
. = ..()
if(mapload && access_txt)
access = text2access(access_txt)
/obj/item/card/id/Destroy()
if (registered_account)
registered_account.bank_cards -= src
if (my_store && my_store.my_card == src)
my_store.my_card = null
return ..()
/obj/item/card/id/attack_self(mob/user)
if(Adjacent(user))
var/minor
if(registered_name && registered_age && registered_age < AGE_MINOR)
minor = " <b>(MINOR)</b>"
user.visible_message(span_notice("[user] shows you: [icon2html(src, viewers(user))] [src.name][minor]."), span_notice("You show \the [src.name][minor]."))
/obj/item/card/id/vv_edit_var(var_name, var_value)
. = ..()
if(.)
switch(var_name)
if("assignment","registered_name","registered_age")
update_label()
/obj/item/card/id/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/holochip))
insert_money(W, user)
return
else if(istype(W, /obj/item/stack/spacecash))
insert_money(W, user, TRUE)
return
else if(istype(W, /obj/item/coin))
insert_money(W, user, TRUE)
return
else
return ..()
/obj/item/card/id/proc/insert_money(obj/item/I, mob/user, physical_currency)
var/cash_money = I.get_item_credit_value()
if(!cash_money)
to_chat(user, span_warning("[I] doesn't seem to be worth anything!"))
return
if(!registered_account)
to_chat(user, span_warning("[src] doesn't have a linked account to deposit [I] into!"))
return
registered_account.adjust_money(cash_money)
if(physical_currency)
to_chat(user, span_notice("You stuff [I] into [src]. It disappears in a small puff of bluespace smoke, adding [cash_money] credits to the linked account."))
else
to_chat(user, span_notice("You insert [I] into [src], adding [cash_money] credits to the linked account."))
to_chat(user, span_notice("The linked account now reports a balance of $[registered_account.account_balance]."))
qdel(I)
/obj/item/card/id/proc/alt_click_can_use_id(mob/living/user)
if(!isliving(user))
return
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
return TRUE
/obj/item/card/id/AltClick(mob/living/user)
if(!alt_click_can_use_id(user))
return
if(!registered_account)
var/new_bank_id = input(user, "Enter your account ID number.", "Account Reclamation", 111111) as num
if(!alt_click_can_use_id(user))
return
if(!new_bank_id || new_bank_id < 111111 || new_bank_id > 999999)
to_chat(user, span_warning("The account ID number needs to be between 111111 and 999999."))
return
var/bank_id = "[new_bank_id]"
if(bank_id in SSeconomy.bank_accounts)
var/datum/bank_account/B = SSeconomy.bank_accounts[bank_id]
B.bank_cards += src
registered_account = B
to_chat(user, span_notice("The provided account has been linked to this ID card."))
return
to_chat(user, span_warning("The account ID number provided is invalid."))
return
if (world.time < registered_account.withdrawDelay)
registered_account.bank_card_talk(span_warning("ERROR: UNABLE TO LOGIN DUE TO SCHEDULED MAINTENANCE. MAINTENANCE IS SCHEDULED TO COMPLETE IN [(registered_account.withdrawDelay - world.time)/10] SECONDS."), TRUE)
return
var/amount_to_remove = FLOOR(input(user, "How much do you want to withdraw? Current Balance: [registered_account.account_balance]", "Withdraw Funds", 5) as num, 1)
if(!amount_to_remove || amount_to_remove < 0)
to_chat(user, span_warning("You're pretty sure that's not how money works."))
return
if(!alt_click_can_use_id(user))
return
if(registered_account.adjust_money(-amount_to_remove))
if(!critter_money)
var/obj/item/holochip/holochip = new (user.drop_location(), amount_to_remove)
user.put_in_hands(holochip)
to_chat(user, span_notice("You withdraw [amount_to_remove] credits into a holochip."))
else
var/mob/living/simple_animal/critter
switch(amount_to_remove)
if(1 to 10)
critter = new /mob/living/simple_animal/mouse(get_turf(src))
if(10 to 25)
if(prob(50))
critter = new /mob/living/simple_animal/hostile/lizard(get_turf(src))
else
critter = new /mob/living/simple_animal/turtle(get_turf(src))
if(25 to 50)
if(prob(50))
critter = new /mob/living/simple_animal/pet/cat(get_turf(src))
else
critter = new /mob/living/simple_animal/pet/dog/corgi(get_turf(src))
if(50 to 100)
if(prob(50))
critter = new /mob/living/simple_animal/opossum(get_turf(src))
else
critter = new /mob/living/simple_animal/pet/catslug(get_turf(src))
if(100 to 200)
if(prob(50))
critter = new /mob/living/simple_animal/pet/fox(get_turf(src))
else
critter = new /mob/living/simple_animal/hostile/retaliate/poison/snake(get_turf(src))
if(200 to 250)
critter = new /mob/living/simple_animal/pet/gondola(get_turf(src))
if(250 to INFINITY)
critter = new /mob/living/simple_animal/cheese(get_turf(src))
var/list/candidates = pollCandidatesForMob("Do you want to play as cheese?", ROLE_SENTIENCE, null, ROLE_SENTIENCE, 5 SECONDS, critter, POLL_IGNORE_SENTIENCE_POTION) // see poll_ignore.dm
if(!LAZYLEN(candidates))
return
var/mob/dead/observer/O = pick(candidates)
critter.key = O.key
critter.sentience_act()
to_chat(critter, span_warning(span_danger("CHEESE!")))
return
var/obj/item/clothing/mob_holder/holder = new (get_turf(src), critter, critter.held_state, critter.held_icon, critter.held_lh, critter.held_rh, \
critter.worn_layer, critter.mob_size, critter.worn_slot_flags)
user.put_in_hands(holder)
return
else
var/difference = amount_to_remove - registered_account.account_balance
registered_account.bank_card_talk(span_warning("ERROR: The linked account requires [difference] more credit\s to perform that withdrawal."), TRUE)
/obj/item/card/id/examine(mob/user)
.=..()
if(registered_age)
. += "The card indicates that the holder is [registered_age] years old. [(registered_age < AGE_MINOR) ? "There's a holographic stripe that reads <b>[span_danger("'MINOR: DO NOT SERVE ALCOHOL OR TOBACCO'")]</b> along the bottom of the card." : ""]"
if(mining_points)
. += "There's [mining_points] mining equipment redemption point\s loaded onto this card."
if(registered_account)
. += "The account linked to the ID belongs to '[registered_account.account_holder]' and reports a balance of $[registered_account.account_balance]."
if(registered_account.account_job)
var/datum/bank_account/D = SSeconomy.get_dep_account(registered_account.account_job.paycheck_department)
if(D)
. += "The [D.account_holder] reports a balance of $[D.account_balance]."
. += span_info("Alt-Click the ID to pull money from the linked account in the form of holochips.")
. += span_info("You can insert credits into the linked account by pressing holochips, cash, or coins against the ID.")
if(registered_account.account_holder == user.real_name)
. += span_boldnotice("If you lose this ID card, you can reclaim your account by Alt-Clicking a blank ID card while holding it and entering your account ID number.")
else
. += span_info("There is no registered account linked to this card. Alt-Click to add one.")
/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"
originalassignment = "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?
var/forged = FALSE //have we set a custom name and job assignment, or will we use what we're given when we chameleon change?
/obj/item/card/id/syndicate/Initialize()
. = ..()
var/datum/action/item_action/chameleon/change/chameleon_action = new(src)
chameleon_action.syndicate = TRUE
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 || anyone)
to_chat(usr, span_notice("The card's microscanners activate as you pass it over the ID, copying its access."))
/obj/item/card/id/syndicate/attack_self(mob/user)
if(isliving(user) && user.mind)
var/first_use = registered_name ? FALSE : TRUE
if(!(user.mind.special_role || anyone)) //Unless anyone is allowed, only syndies can use the card, to stop metagaming.
if(first_use) //If a non-syndie is the first to forge an unassigned agent ID, then anyone can forge it.
anyone = TRUE
else
return ..()
var/popup_input = alert(user, "Choose Action", "Agent ID", "Show", "Forge/Reset", "Change Account ID")
if(user.incapacitated())
return
if(popup_input == "Forge/Reset" && !forged)
var/input_name = stripped_input(user, "What name would you like to put on this card? Leave blank to randomise.", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name), MAX_NAME_LEN)
input_name = reject_bad_name(input_name)
if(!input_name)
// Invalid/blank names give a randomly generated one.
if(user.gender == FEMALE)
input_name = "[pick(GLOB.first_names_female)] [pick(GLOB.last_names)]"
else
input_name = "[pick(GLOB.first_names_male)] [pick(GLOB.last_names)]"
var/target_occupation = 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", assignment ? assignment : "Assistant", MAX_MESSAGE_LEN)
if(!target_occupation)
return
var/newAge = input(user, "Choose the ID's age:\n([AGE_MIN]-[AGE_MAX])", "Agent card age") as num|null
if(newAge)
registered_age = max(round(text2num(newAge)), 0)
registered_name = input_name
assignment = target_occupation
originalassignment = target_occupation
update_label()
forged = TRUE
to_chat(user, span_notice("You successfully forge the ID card."))
log_game("[key_name(user)] has forged \the [initial(name)] with name \"[registered_name]\" and occupation \"[assignment]\".")
// First time use automatically sets the account id to the user.
if (first_use && !registered_account)
if(ishuman(user))
var/mob/living/carbon/human/accountowner = user
var/acc_id = "[accountowner.account_id]"
if(acc_id in SSeconomy.bank_accounts)
var/datum/bank_account/account = SSeconomy.bank_accounts[acc_id]
account.bank_cards += src
registered_account = account
to_chat(user, span_notice("Your account number has been automatically assigned."))
return
else if (popup_input == "Forge/Reset" && forged)
registered_name = initial(registered_name)
assignment = initial(assignment)
originalassignment = initial(originalassignment)
log_game("[key_name(user)] has reset \the [initial(name)] named \"[src]\" to default.")
update_label()
forged = FALSE
to_chat(user, span_notice("You successfully reset the ID card."))
return
else if (popup_input == "Change Account ID")
set_new_account(user)
return
return ..()
/obj/item/card/id/syndicate/on_chameleon_change()
. = ..()
update_label()
// Returns true if new account was set.
/obj/item/card/id/proc/set_new_account(mob/living/user)
. = FALSE
var/datum/bank_account/old_account = registered_account
var/new_bank_id = input(user, "Enter your account ID number.", "Account Reclamation", 111111) as num | null
if (isnull(new_bank_id))
return
if(!alt_click_can_use_id(user))
return
if(!new_bank_id || new_bank_id < 111111 || new_bank_id > 999999)
to_chat(user, span_warning("The account ID number needs to be between 111111 and 999999."))
return
if (registered_account && registered_account.account_id == new_bank_id)
to_chat(user, span_warning("The account ID was already assigned to this card."))
return
var/acc_id = "[new_bank_id]"
if(acc_id in SSeconomy.bank_accounts)
var/datum/bank_account/B = SSeconomy.bank_accounts[acc_id]
if (old_account)
old_account.bank_cards -= src
B.bank_cards += src
registered_account = B
to_chat(user, span_notice("The provided account has been linked to this ID card."))
return TRUE
to_chat(user, span_warning("The account ID number provided is invalid."))
return
/obj/item/card/id/makeshift
name = "makeshift ID"
desc = "A humble piece of cardboard with a name written on it. This will probably never fool anyone."
icon = 'icons/obj/card.dmi'
icon_state = "makeshift"
item_state = "makeshift"
registered_name = "John Doe"
var/bank_account = FALSE
var/forged = FALSE
/obj/item/card/id/makeshift/attack_self(mob/user)
if(isliving(user) && user.mind)
var/popup_input = alert(user, "Choose Action", "ID", "Show", "Forge/Reset")
if(user.incapacitated())
return
if(popup_input == "Forge/Reset")
var/input_name = stripped_input(user, "What name would you like to write on this card? Leave blank to randomize.", "Agent card name", registered_name ? registered_name : (ishuman(user) ? user.real_name : user.name), MAX_NAME_LEN)
input_name = reject_bad_name(input_name)
if(!input_name)
// Invalid/blank names give a randomly generated one.
if(user.gender == FEMALE)
input_name = "[pick(GLOB.first_names_female)] [pick(GLOB.last_names)]"
else
input_name = "[pick(GLOB.first_names_male)] [pick(GLOB.last_names)]"
var/newAge = input(user, "Choose an age to display:\n([AGE_MIN]-[AGE_MAX])", "Agent card age") as num|null
if(newAge)
registered_age = max(round(text2num(newAge)), 0)
registered_name = input_name
forged = TRUE
to_chat(user, span_notice("You scribble a new name onto the makeshift ID."))
/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)
registered_age = null
/obj/item/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
originalassignment = "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"
originalassignment = "Captain"
registered_age = null
/obj/item/card/id/captains_spare/Initialize()
var/datum/job/captain/J = new/datum/job/captain
access = J.get_access()
. = ..()
/obj/item/card/id/captains_spare/temporary
name = "emergency id card"
desc = "A temporary ID for access to secure areas in the event of an emergency"
resistance_flags = FLAMMABLE
/obj/item/card/id/captains_spare/temporary/Initialize()
. = ..()
access -= ACCESS_CHANGE_IDS
access -= ACCESS_HEADS
addtimer(CALLBACK(src, .proc/wipe_id), 50 SECONDS)
/obj/item/card/id/captains_spare/temporary/proc/wipe_id()
visible_message(span_danger("The temporary spare begins to smolder"), span_userdanger("The temporary spare begins to smolder"), span_userdanger("The temporary spare begins to smolder"))
sleep(10 SECONDS)
if(isliving(loc))
var/mob/living/M = loc
M.adjust_fire_stacks(1)
M.IgniteMob()
if(istype(loc,/obj/structure/fireaxecabinet/bridge/spare)) //if somebody is being naughty and putting the temporary spare in the cabinet
var/obj/structure/fireaxecabinet/bridge/spare/holder = loc
forceMove(holder.loc)
holder.spareid = null
if(holder.obj_integrity > holder.integrity_failure) //we dont want to heal it by accident
holder.take_damage(holder.obj_integrity - holder.integrity_failure, BURN) //we do a bit of trolling for being naughty
else
holder.update_icon() //update the icon anyway so it pops out
visible_message(span_danger("The heat of the temporary spare shatters the glass!"));
fire_act()
sleep(2 SECONDS)
if(istype(loc,/obj/structure/fireaxecabinet/bridge/spare)) //dude you put it back?
var/obj/structure/fireaxecabinet/bridge/spare/holder = loc
forceMove(holder.loc)
holder.spareid = null
holder.update_icon()
burn()
/obj/item/card/id/centcom
name = "\improper CentCom ID"
desc = "An ID straight from Central Command."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "CentCom Official"
originalassignment = "CentCom Official"
registered_age = null
/obj/item/card/id/centcom/silver
name = "\improper silver CentCom ID"
desc = "A silver ID straight from Central Command."
icon_state = "centcom_silver"
/obj/item/card/id/centcom/gold
name = "\improper gold CentCom ID"
desc = "A gold ID straight from Central Command."
icon_state = "centcom_gold"
/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"
originalassignment = "Emergency Response Team Commander"
registered_age = null
/obj/item/card/id/ert/debug/Initialize()
. = ..()
access = get_debug_access()
/obj/item/card/id/ert/amber
name = "\improper Amber Task Force ID"
desc = "An Amber Task Force ID card."
assignment = "Amber Task Force"
originalassignment = "Amber Task Force"
/obj/item/card/id/ert/occupying
name = "\improper Occupying Force ID"
desc = "An Occupying Force ID card."
assignment = "Occupying Officer"
originalassignment = "Occupying Officer"
/obj/item/card/id/ert/occupying/Initialize()
access = list(ACCESS_SECURITY,ACCESS_BRIG,ACCESS_WEAPONS,ACCESS_SEC_DOORS,ACCESS_MAINT_TUNNELS)+get_ert_access("sec")
. = ..()
/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"
originalassignment = "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"
originalassignment = "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"
originalassignment = "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"
originalassignment = "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/ert/Janitor
registered_name = "Janitorial Response Officer"
assignment = "Janitorial Response Officer"
originalassignment = "Janitorial Response Officer"
/obj/item/card/id/ert/Janitor/Initialize()
access = get_all_accesses()
. = ..()
/obj/item/card/id/ert/clown
registered_name = "Clown"
assignment = "Clown ERT"
originalassignment = "Clown ERT"
/obj/item/card/id/ert/clown/Initialize()
access = get_all_accesses()
. = ..()
/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"
originalassignment = "Prisoner"
registered_name = "Scum"
var/goal = 0 //How far from freedom?
var/points = 0
registered_age = null
/obj/item/card/id/prisoner/attack_self(mob/user)
to_chat(usr, span_notice("You have accumulated [points] out of the [goal] points you need for freedom."))
/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_MECH_MINING, 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)
registered_age = null
/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"
originalassignment = "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"
originalassignment = "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"
originalassignment = "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)
/obj/item/card/id/away/deep_storage //deepstorage.dmm space ruin
name = "bunker access ID"
/obj/item/card/id/departmental_budget
name = "departmental card (FUCK)"
desc = "Provides access to the departmental budget."
var/department_ID = ACCOUNT_CIV
var/department_name = ACCOUNT_CIV_NAME
registered_age = null
/obj/item/card/id/departmental_budget/Initialize()
. = ..()
var/datum/bank_account/B = SSeconomy.get_dep_account(department_ID)
if(B)
registered_account = B
if(!B.bank_cards.Find(src))
B.bank_cards += src
name = "departmental card ([department_name])"
desc = "Provides access to the [department_name]."
SSeconomy.dep_cards += src
/obj/item/card/id/departmental_budget/Destroy()
SSeconomy.dep_cards -= src
return ..()
/obj/item/card/id/departmental_budget/car
department_ID = ACCOUNT_CAR
department_name = ACCOUNT_CAR_NAME
/obj/item/card/id/departmental_budget/sec
department_ID = ACCOUNT_SEC
department_name = ACCOUNT_SEC_NAME