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GS13NG/code/game/objects/items/cardboard_cutouts.dm

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//Cardboard cutouts! They're man-shaped and can be colored with a crayon to look like a human in a certain outfit, although it's limited, discolored, and obvious to more than a cursory glance.
/obj/item/cardboard_cutout
name = "cardboard cutout"
desc = "A vaguely humanoid cardboard cutout. It's completely blank."
icon = 'icons/obj/cardboard_cutout.dmi'
icon_state = "cutout_basic"
w_class = WEIGHT_CLASS_BULKY
resistance_flags = FLAMMABLE
/// Possible restyles for the cutout, add an entry in change_appearance() if you add to here
var/static/list/possible_appearances
/// If the cutout is pushed over and has to be righted
var/pushed_over = FALSE
/// If the cutout actually appears as what it portray and not a discolored version
var/deceptive = FALSE
/obj/item/cardboard_cutout/Initialize()
. = ..()
if(possible_appearances)
return
possible_appearances = sortList(list(
"Assistant" = image(icon = src.icon, icon_state = "cutout_greytide"),
"Clown" = image(icon = src.icon, icon_state = "cutout_clown"),
"Mime" = image(icon = src.icon, icon_state = "cutout_mime"),
"Traitor" = image(icon = src.icon, icon_state = "cutout_traitor"),
"Nuke Op" = image(icon = src.icon, icon_state = "cutout_fluke"),
"Cultist" = image(icon = src.icon, icon_state = "cutout_cultist"),
"Brass Cultist" = image(icon = src.icon, icon_state = "cutout_servant"),
"Clockwork Cultist" = image(icon = src.icon, icon_state = "cutout_new_servant"),
"Revolutionary" = image(icon = src.icon, icon_state = "cutout_viva"),
"Wizard" = image(icon = src.icon, icon_state = "cutout_wizard"),
"Shadowling" = image(icon = src.icon, icon_state = "cutout_shadowling"),
"Xenomorph" = image(icon = src.icon, icon_state = "cutout_fukken_xeno"),
"Xenomorph Maid" = image(icon = src.icon, icon_state = "cutout_lusty"),
"Swarmer" = image(icon = src.icon, icon_state = "cutout_swarmer"),
"Ash Walker" = image(icon = src.icon, icon_state = "cutout_free_antag"),
"Deathsquad Officer" = image(icon = src.icon, icon_state = "cutout_deathsquad"),
"Ian" = image(icon = src.icon, icon_state = "cutout_ian"),
"Slaughter Demon" = image(icon = 'icons/mob/mob.dmi', icon_state = "daemon"),
"Laughter Demon" = image(icon = 'icons/mob/mob.dmi', icon_state = "bowmon"),
"Private Security Officer" = image(icon = src.icon, icon_state = "cutout_ntsec"),
"Securitron" = image(icon = src.icon, icon_state = "cutout_law"),
"Gondola" = image(icon = src.icon, icon_state = "cutout_gondola"),
"Monkey" = image(icon = src.icon, icon_state = "cutout_monky"),
))
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/cardboard_cutout/attack_hand(mob/living/user)
if(user.a_intent == INTENT_HELP || pushed_over)
return ..()
user.visible_message("<span class='warning'>[user] pushes over [src]!</span>", "<span class='danger'>You push over [src]!</span>")
playsound(src, 'sound/weapons/genhit.ogg', 50, 1)
push_over()
/obj/item/cardboard_cutout/proc/push_over()
name = initial(name)
desc = "[initial(desc)] It's been pushed over."
icon = initial(icon)
icon_state = "cutout_pushed_over"
remove_atom_colour(FIXED_COLOUR_PRIORITY)
alpha = initial(alpha)
pushed_over = TRUE
/obj/item/cardboard_cutout/attack_self(mob/living/user)
if(!pushed_over)
return
to_chat(user, "<span class='notice'>You right [src].</span>")
desc = initial(desc)
icon = initial(icon)
icon_state = initial(icon_state) //This resets a cutout to its blank state - this is intentional to allow for resetting
pushed_over = FALSE
/obj/item/cardboard_cutout/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/toy/crayon))
change_appearance(I, user)
return
// Why yes, this does closely resemble mob and object attack code.
if(I.item_flags & NOBLUDGEON)
return
if(!I.force)
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)
else if(I.hitsound)
playsound(loc, I.hitsound, get_clamped_volume(), 1, -1)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(I.force)
user.visible_message("<span class='danger'>[user] has hit \
[src] with [I]!</span>", "<span class='danger'>You hit [src] \
with [I]!</span>")
if(prob(I.force))
push_over()
/obj/item/cardboard_cutout/bullet_act(obj/item/projectile/P)
if(istype(P, /obj/item/projectile/bullet/reusable))
P.on_hit(src, 0)
visible_message("<span class='danger'>[src] has been hit by [P]!</span>")
playsound(src, 'sound/weapons/slice.ogg', 50, 1)
if(prob(P.damage))
push_over()
return BULLET_ACT_HIT
/**
* change_appearance: Changes a skin of the cardboard cutout based on a user's choice
*
* Arguments:
* * crayon The crayon used to change and recolor the cardboard cutout
* * user The mob choosing a skin of the cardboard cutout
*/
/obj/item/cardboard_cutout/proc/change_appearance(obj/item/toy/crayon/crayon, mob/living/user)
var/new_appearance = show_radial_menu(user, src, possible_appearances, custom_check = CALLBACK(src, .proc/check_menu, user, crayon), radius = 36, require_near = TRUE)
if(!new_appearance)
return
if(!do_after(user, 10, FALSE, src, TRUE))
return FALSE
if(!check_menu(user, crayon))
return FALSE
user.visible_message("<span class='notice'>[user] gives [src] a new look.</span>", "<span class='notice'>Voila! You give [src] a new look.</span>")
crayon.use_charges(1)
crayon.check_empty(user)
alpha = 255
icon = initial(icon)
if(!deceptive)
add_atom_colour("#FFD7A7", FIXED_COLOUR_PRIORITY)
switch(new_appearance)
if("Assistant")
name = "[pick(GLOB.first_names_male)] [pick(GLOB.last_names)]"
desc = "A cardboat cutout of an assistant."
icon_state = "cutout_greytide"
if("Clown")
name = pick(GLOB.clown_names)
desc = "A cardboard cutout of a clown. You get the feeling that it should be in a corner."
icon_state = "cutout_clown"
if("Mime")
name = pick(GLOB.mime_names)
desc = "...(A cardboard cutout of a mime.)"
icon_state = "cutout_mime"
if("Traitor")
name = "[pick("Unknown", "Captain")]"
desc = "A cardboard cutout of a traitor."
icon_state = "cutout_traitor"
if("Nuke Op")
name = "[pick("Unknown", "COMMS", "Telecomms", "AI", "stealthy op", "STEALTH", "sneakybeaky", "MEDIC", "Medic")]"
desc = "A cardboard cutout of a nuclear operative."
icon_state = "cutout_fluke"
if("Cultist")
name = "Unknown"
desc = "A cardboard cutout of a cultist."
icon_state = "cutout_cultist"
if("Brass Cultist")
name = "[pick(GLOB.first_names_male)] [pick(GLOB.last_names)]"
desc = "A cardboard cutout of a \"servant\" of Ratvar."
icon_state = "cutout_servant"
if("Clockwork Cultist")
name = "[pick(GLOB.first_names_male)] [pick(GLOB.last_names)]"
desc = "A cardboard cutout of a servant of Ratvar."
icon_state = "cutout_new_servant"
if("Revolutionary")
name = "Unknown"
desc = "A cardboard cutout of a revolutionary."
icon_state = "cutout_viva"
if("Wizard")
name = "[pick(GLOB.wizard_first)], [pick(GLOB.wizard_second)]"
desc = "A cardboard cutout of a wizard."
icon_state = "cutout_wizard"
if("Shadowling")
name = "Unknown"
desc = "A cardboard cutout of a shadowling."
icon_state = "cutout_shadowling"
if("Xenomorph")
name = "alien hunter ([rand(1, 999)])"
desc = "A cardboard cutout of a xenomorph."
icon_state = "cutout_fukken_xeno"
if(prob(25))
alpha = 75 //Spooky sneaking!
if("Xenomorph Maid")
name = "lusty xenomorph maid ([rand(1, 999)])"
desc = "A cardboard cutout of a xenomorph maid."
icon_state = "cutout_lusty"
if("Swarmer")
name = "Swarmer ([rand(1, 999)])"
desc = "A cardboard cutout of a swarmer."
icon_state = "cutout_swarmer"
if("Ash Walker")
name = lizard_name(pick(MALE, FEMALE))
desc = "A cardboard cutout of an ash walker."
icon_state = "cutout_free_antag"
if("Deathsquad Officer")
name = pick(GLOB.commando_names)
desc = "A cardboard cutout of a death commando."
icon_state = "cutout_deathsquad"
if("Ian")
name = "Ian"
desc = "A cardboard cutout of the HoP's beloved corgi."
icon_state = "cutout_ian"
if("Slaughter Demon")
name = "slaughter demon"
desc = "A cardboard cutout of a slaughter demon."
icon = 'icons/mob/mob.dmi'
icon_state = "daemon"
if("Laughter Demon")
name = "laughter demon"
desc = "A cardboard cutout of a laughter demon."
icon = 'icons/mob/mob.dmi'
icon_state = "bowmon"
if("Private Security Officer")
name = "Private Security Officer"
desc = "A cardboard cutout of a private security officer."
icon_state = "cutout_ntsec"
if("Securitron")
name = "[pick("Officer", "Oftiser", "Sergeant", "General")][pick(" Genesky", " Pingsky", " Beepsky", " Pipsqueak", "-at-Armsky")]"
desc = "A cardboard cutout of a securitron."
icon_state = "cutout_law"
if("Gondola")
name = "gondola"
desc = "A cardboard cutout of a gondola."
icon_state = "cutout_gondola"
if("Monkey")
name = "monkey ([rand(1, 999)])"
desc = "A cardboard cutout of a monkey."
icon_state = "cutout_monky"
else
return FALSE
return TRUE
/**
* check_menu: Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The mob interacting with a menu
* * crayon The crayon used to interact with a menu
*/
/obj/item/cardboard_cutout/proc/check_menu(mob/living/user, obj/item/toy/crayon/crayon)
if(!istype(user))
return FALSE
if(user.incapacitated())
return FALSE
if(pushed_over)
to_chat(user, "<span class='warning'>Right [src] first!</span>")
return FALSE
if(!crayon || !user.is_holding(crayon))
return FALSE
if(crayon.check_empty(user))
return FALSE
if(crayon.is_capped)
to_chat(user, "<span class='warning'>Take the cap off first!</span>")
return FALSE
return TRUE
/obj/item/cardboard_cutout/setDir(newdir)
dir = SOUTH
/obj/item/cardboard_cutout/adaptive //Purchased by Syndicate agents, these cutouts are indistinguishable from normal cutouts but aren't discolored when their appearance is changed
deceptive = TRUE