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toys.dm
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toys.dm
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/* Toys!
* Contains
* Balloons
* Fake singularity
* Toy gun
* Toy crossbow
* Toy swords
* Crayons
* Snap pops
* AI core prizes
* Toy codex gigas
* Skeleton toys
* Cards
* Toy nuke
* Fake meteor
* Foam armblade
* Toy big red button
* Beach ball
* Toy xeno
* Kitty toys!
* Snowballs
* Clockwork Watches
* Toy Daggers
* Squeaky Brain
* Broken Radio
*/
/obj/item/toy
throwforce = 0
throw_speed = 3
throw_range = 7
force = 0
/*
* Balloons
*/
/obj/item/toy/waterballoon
name = "water balloon"
desc = "A translucent balloon. There's nothing in it."
icon = 'icons/obj/toy.dmi'
icon_state = "waterballoon-e"
inhand_icon_state = "balloon-empty"
/obj/item/toy/waterballoon/Initialize()
. = ..()
create_reagents(10)
/obj/item/toy/waterballoon/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/toy/waterballoon/attack(mob/living/carbon/human/M, mob/user)
return
/obj/item/toy/waterballoon/afterattack(atom/A as mob|obj, mob/user, proximity)
. = ..()
if(!proximity)
return
if (istype(A, /obj/structure/reagent_dispensers))
var/obj/structure/reagent_dispensers/RD = A
if(RD.reagents.total_volume <= 0)
to_chat(user, "<span class='warning'>[RD] is empty.</span>")
else if(reagents.total_volume >= 10)
to_chat(user, "<span class='warning'>[src] is full.</span>")
else
A.reagents.trans_to(src, 10, transfered_by = user)
to_chat(user, "<span class='notice'>You fill the balloon with the contents of [A].</span>")
desc = "A translucent balloon with some form of liquid sloshing around in it."
update_appearance()
/obj/item/toy/waterballoon/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/glass))
if(I.reagents)
if(I.reagents.total_volume <= 0)
to_chat(user, "<span class='warning'>[I] is empty.</span>")
else if(reagents.total_volume >= 10)
to_chat(user, "<span class='warning'>[src] is full.</span>")
else
desc = "A translucent balloon with some form of liquid sloshing around in it."
to_chat(user, "<span class='notice'>You fill the balloon with the contents of [I].</span>")
I.reagents.trans_to(src, 10, transfered_by = user)
update_appearance()
else if(I.get_sharpness())
balloon_burst()
else
return ..()
/obj/item/toy/waterballoon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!..()) //was it caught by a mob?
balloon_burst(hit_atom)
/obj/item/toy/waterballoon/proc/balloon_burst(atom/AT)
if(reagents.total_volume >= 1)
var/turf/T
if(AT)
T = get_turf(AT)
else
T = get_turf(src)
T.visible_message("<span class='danger'>[src] bursts!</span>","<span class='hear'>You hear a pop and a splash.</span>")
reagents.expose(T)
for(var/atom/A in T)
reagents.expose(A)
icon_state = "burst"
qdel(src)
/obj/item/toy/waterballoon/update_icon_state()
if(reagents.total_volume >= 1)
icon_state = "waterballoon"
inhand_icon_state = "balloon"
else
icon_state = "waterballoon-e"
inhand_icon_state = "balloon-empty"
return ..()
#define BALLOON_COLORS list("red", "blue", "green", "yellow")
/obj/item/toy/balloon
name = "balloon"
desc = "No birthday is complete without it."
icon = 'icons/obj/balloons.dmi'
icon_state = "balloon"
inhand_icon_state = "balloon"
lefthand_file = 'icons/mob/inhands/balloons_lefthand.dmi'
righthand_file = 'icons/mob/inhands/balloons_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
throwforce = 0
throw_speed = 3
throw_range = 7
force = 0
var/random_color = TRUE
/obj/item/toy/balloon/Initialize(mapload)
. = ..()
if(random_color)
var/chosen_balloon_color = pick(BALLOON_COLORS)
name = "[chosen_balloon_color] [name]"
icon_state = "[icon_state]_[chosen_balloon_color]"
inhand_icon_state = icon_state
/obj/item/toy/balloon/corgi
name = "corgi balloon"
desc = "A balloon with a corgi face on it. For the all year good boys."
icon_state = "corgi"
inhand_icon_state = "corgi"
random_color = FALSE
/obj/item/toy/balloon/syndicate
name = "syndicate balloon"
desc = "There is a tag on the back that reads \"FUK NT!11!\"."
icon_state = "syndballoon"
inhand_icon_state = "syndballoon"
random_color = FALSE
/obj/item/toy/balloon/syndicate/pickup(mob/user)
. = ..()
if(user && user.mind && user.mind.has_antag_datum(/datum/antagonist, TRUE))
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "badass_antag", /datum/mood_event/badass_antag)
/obj/item/toy/balloon/syndicate/dropped(mob/user)
if(user)
SEND_SIGNAL(user, COMSIG_CLEAR_MOOD_EVENT, "badass_antag", /datum/mood_event/badass_antag)
. = ..()
/obj/item/toy/balloon/syndicate/Destroy()
if(ismob(loc))
var/mob/M = loc
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "badass_antag", /datum/mood_event/badass_antag)
. = ..()
/obj/item/toy/balloon/arrest
name = "arreyst balloon"
desc = "A half inflated balloon about a boyband named Arreyst that was popular about ten years ago, famous for making fun of red jumpsuits as unfashionable."
icon_state = "arrestballoon"
inhand_icon_state = "arrestballoon"
random_color = FALSE
#undef BALLOON_COLORS
/*
* Fake singularity
*/
/obj/item/toy/spinningtoy
name = "gravitational singularity"
desc = "\"Singulo\" brand spinning toy."
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
/obj/item/toy/spinningtoy/suicide_act(mob/living/carbon/human/user)
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)
if(!myhead)
user.visible_message("<span class='suicide'>[user] tries consuming [src]... but [user.p_they()] [user.p_have()] no mouth!</span>") // and i must scream
return SHAME
user.visible_message("<span class='suicide'>[user] consumes [src]! It looks like [user.p_theyre()] trying to commit suicicide!</span>")
playsound(user, 'sound/items/eatfood.ogg', 50, TRUE)
user.adjust_nutrition(50) // mmmm delicious
addtimer(CALLBACK(src, .proc/manual_suicide, user), (3SECONDS))
return MANUAL_SUICIDE
/**
* Internal function used in the toy singularity suicide
*
* Cavity implants the toy singularity into the body of the user (arg1), and kills the user.
* Makes the user vomit and receive 120 suffocation damage if there already is a cavity implant in the user.
* Throwing the singularity away will cause the user to start choking themself to death.
* Arguments:
* * user - Whoever is doing the suiciding
*/
/obj/item/toy/spinningtoy/proc/manual_suicide(mob/living/carbon/human/user)
if(!user)
return
if(!user.is_holding(src)) // Half digestion? Start choking to death
user.visible_message("<span class='suicide'>[user] panics and starts choking [user.p_them()]self to death!</span>")
user.adjustOxyLoss(200)
user.death(FALSE) // unfortunately you have to handle the suiciding yourself with a manual suicide
user.ghostize(FALSE) // get the fuck out of our body
return
var/obj/item/bodypart/chest/CH = user.get_bodypart(BODY_ZONE_CHEST)
if(CH.cavity_item) // if he's (un)bright enough to have a round and full belly...
user.visible_message("<span class='danger'>[user] regurgitates [src]!</span>") // I swear i dont have a fetish
user.vomit(100, TRUE, distance = 0)
user.adjustOxyLoss(120)
user.dropItemToGround(src) // incase the crit state doesn't drop the singulo to the floor
user.set_suicide(FALSE)
return
user.transferItemToLoc(src, user, TRUE)
CH.cavity_item = src // The mother came inside and found Andy, dead with a HUGE belly full of toys
user.adjustOxyLoss(200) // You know how most small toys in the EU have that 3+ onion head icon and a warning that says "Unsuitable for children under 3 years of age due to small parts - choking hazard"? This is why.
user.death(FALSE)
user.ghostize(FALSE)
/*
* Toy gun: Why isn't this an /obj/item/gun?
*/
/obj/item/toy/gun
name = "cap gun"
desc = "Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps."
icon = 'icons/obj/guns/ballistic.dmi'
icon_state = "revolver"
inhand_icon_state = "gun"
worn_icon_state = "gun"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=10, /datum/material/glass=10)
attack_verb_continuous = list("strikes", "pistol whips", "hits", "bashes")
attack_verb_simple = list("strike", "pistol whip", "hit", "bash")
var/bullets = 7
/obj/item/toy/gun/examine(mob/user)
. = ..()
. += "There [bullets == 1 ? "is" : "are"] [bullets] cap\s left."
/obj/item/toy/gun/attackby(obj/item/toy/ammo/gun/A, mob/user, params)
if(istype(A, /obj/item/toy/ammo/gun))
if (src.bullets >= 7)
to_chat(user, "<span class='warning'>It's already fully loaded!</span>")
return 1
if (A.amount_left <= 0)
to_chat(user, "<span class='warning'>There are no more caps!</span>")
return 1
if (A.amount_left < (7 - src.bullets))
src.bullets += A.amount_left
to_chat(user, text("<span class='notice'>You reload [] cap\s.</span>", A.amount_left))
A.amount_left = 0
else
to_chat(user, text("<span class='notice'>You reload [] cap\s.</span>", 7 - src.bullets))
A.amount_left -= 7 - src.bullets
src.bullets = 7
A.update_appearance()
return 1
else
return ..()
/obj/item/toy/gun/afterattack(atom/target as mob|obj|turf|area, mob/user, flag)
. = ..()
if (flag)
return
if (!ISADVANCEDTOOLUSER(user))
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
src.add_fingerprint(user)
if (src.bullets < 1)
user.show_message("<span class='warning'>*click*</span>", MSG_AUDIBLE)
playsound(src, 'sound/weapons/gun/revolver/dry_fire.ogg', 30, TRUE)
return
playsound(user, 'sound/weapons/gun/revolver/shot.ogg', 100, TRUE)
src.bullets--
user.visible_message("<span class='danger'>[user] fires [src] at [target]!</span>", \
"<span class='danger'>You fire [src] at [target]!</span>", \
"<span class='hear'>You hear a gunshot!</span>")
/obj/item/toy/ammo/gun
name = "capgun ammo"
desc = "Make sure to recyle the box in an autolathe when it gets empty."
icon = 'icons/obj/guns/ammo.dmi'
icon_state = "357OLD-7"
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron=10, /datum/material/glass=10)
var/amount_left = 7
/obj/item/toy/ammo/gun/update_icon_state()
icon_state = "357OLD-[amount_left]"
return ..()
/obj/item/toy/ammo/gun/examine(mob/user)
. = ..()
. += "There [amount_left == 1 ? "is" : "are"] [amount_left] cap\s left."
/*
* Toy swords
*/
/obj/item/toy/sword
name = "toy sword"
desc = "A cheap, plastic replica of an energy sword. Realistic sounds! Ages 8 and up."
icon = 'icons/obj/transforming_energy.dmi'
icon_state = "sword0"
inhand_icon_state = "sword0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
var/active = 0
w_class = WEIGHT_CLASS_SMALL
attack_verb_continuous = list("attacks", "strikes", "hits")
attack_verb_simple = list("attack", "strike", "hit")
var/hacked = FALSE
var/saber_color
/obj/item/toy/sword/attack_self(mob/user)
active = !( active )
if (active)
to_chat(user, "<span class='notice'>You extend the plastic blade with a quick flick of your wrist.</span>")
playsound(user, 'sound/weapons/saberon.ogg', 20, TRUE)
if(hacked)
icon_state = "swordrainbow"
inhand_icon_state = "swordrainbow"
else
icon_state = "swordblue"
inhand_icon_state = "swordblue"
w_class = WEIGHT_CLASS_BULKY
else
to_chat(user, "<span class='notice'>You push the plastic blade back down into the handle.</span>")
playsound(user, 'sound/weapons/saberoff.ogg', 20, TRUE)
icon_state = "sword0"
inhand_icon_state = "sword0"
w_class = WEIGHT_CLASS_SMALL
add_fingerprint(user)
// Copied from /obj/item/melee/transforming/energy/sword/attackby
/obj/item/toy/sword/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/toy/sword))
if(HAS_TRAIT(W, TRAIT_NODROP) || HAS_TRAIT(src, TRAIT_NODROP))
to_chat(user, "<span class='warning'>\the [HAS_TRAIT(src, TRAIT_NODROP) ? src : W] is stuck to your hand, you can't attach it to \the [HAS_TRAIT(src, TRAIT_NODROP) ? W : src]!</span>")
return
else
to_chat(user, "<span class='notice'>You attach the ends of the two plastic swords, making a single double-bladed toy! You're fake-cool.</span>")
var/obj/item/dualsaber/toy/newSaber = new /obj/item/dualsaber/toy(user.loc)
if(hacked) // That's right, we'll only check the "original" "sword".
newSaber.hacked = TRUE
newSaber.saber_color = "rainbow"
qdel(W)
qdel(src)
else if(W.tool_behaviour == TOOL_MULTITOOL)
if(!hacked)
hacked = TRUE
saber_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
user.update_inv_hands()
else
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
else
return ..()
/*
* Foam armblade
*/
/obj/item/toy/foamblade
name = "foam armblade"
desc = "It says \"Sternside Changs #1 fan\" on it."
icon = 'icons/obj/toy.dmi'
icon_state = "foamblade"
inhand_icon_state = "arm_blade"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
attack_verb_continuous = list("pricks", "absorbs", "gores")
attack_verb_simple = list("prick", "absorb", "gore")
w_class = WEIGHT_CLASS_SMALL
resistance_flags = FLAMMABLE
/obj/item/toy/windup_toolbox
name = "windup toolbox"
desc = "A replica toolbox that rumbles when you turn the key."
icon_state = "his_grace"
inhand_icon_state = "artistic_toolbox"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
var/active = FALSE
icon = 'icons/obj/items_and_weapons.dmi'
hitsound = 'sound/weapons/smash.ogg'
attack_verb_continuous = list("robusts")
attack_verb_simple = list("robust")
/obj/item/toy/windup_toolbox/attack_self(mob/user)
if(!active)
icon_state = "his_grace_awakened"
to_chat(user, "<span class='notice'>You wind up [src], it begins to rumble.</span>")
active = TRUE
playsound(src, 'sound/effects/pope_entry.ogg', 100)
Rumble()
addtimer(CALLBACK(src, .proc/stopRumble), 600)
else
to_chat(user, "<span class='warning'>[src] is already active!</span>")
/obj/item/toy/windup_toolbox/proc/Rumble()
var/static/list/transforms
if(!transforms)
var/matrix/M1 = matrix()
var/matrix/M2 = matrix()
var/matrix/M3 = matrix()
var/matrix/M4 = matrix()
M1.Translate(-1, 0)
M2.Translate(0, 1)
M3.Translate(1, 0)
M4.Translate(0, -1)
transforms = list(M1, M2, M3, M4)
animate(src, transform=transforms[1], time=0.2, loop=-1)
animate(transform=transforms[2], time=0.1)
animate(transform=transforms[3], time=0.2)
animate(transform=transforms[4], time=0.3)
/obj/item/toy/windup_toolbox/proc/stopRumble()
icon_state = initial(icon_state)
active = FALSE
animate(src, transform=matrix())
/*
* Subtype of Double-Bladed Energy Swords
*/
/obj/item/dualsaber/toy
name = "double-bladed toy sword"
desc = "A cheap, plastic replica of TWO energy swords. Double the fun!"
force = 0
throwforce = 0
throw_speed = 3
throw_range = 5
two_hand_force = 0
attack_verb_continuous = list("attacks", "strikes", "hits")
attack_verb_simple = list("attack", "strike", "hit")
/obj/item/dualsaber/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
return 0
/obj/item/dualsaber/toy/IsReflect() //Stops Toy Dualsabers from reflecting energy projectiles
return 0
/obj/item/dualsaber/toy/impale(mob/living/user)//Stops Toy Dualsabers from injuring clowns
to_chat(user, "<span class='warning'>You twirl around a bit before losing your balance and impaling yourself on [src].</span>")
user.adjustStaminaLoss(25)
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "katana"
inhand_icon_state = "katana"
worn_icon_state = "katana"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 5
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices")
attack_verb_simple = list("attack", "slash", "stab", "slice")
hitsound = 'sound/weapons/bladeslice.ogg'
/*
* Snap pops
*/
/obj/item/toy/snappop
name = "snap pop"
desc = "Wow!"
icon = 'icons/obj/toy.dmi'
icon_state = "snappop"
w_class = WEIGHT_CLASS_TINY
var/ash_type = /obj/effect/decal/cleanable/ash
/obj/item/toy/snappop/proc/pop_burst(n=3, c=1)
var/datum/effect_system/spark_spread/s = new()
s.set_up(n, c, src)
s.start()
new ash_type(loc)
visible_message("<span class='warning'>[src] explodes!</span>",
"<span class='hear'>You hear a snap!</span>")
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
qdel(src)
/obj/item/toy/snappop/fire_act(exposed_temperature, exposed_volume)
pop_burst()
/obj/item/toy/snappop/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!..())
pop_burst()
/obj/item/toy/snappop/Crossed(H as mob|obj)
. = ..()
if(ishuman(H) || issilicon(H)) //i guess carp and shit shouldn't set them off
var/mob/living/carbon/M = H
if(issilicon(H) || M.m_intent == MOVE_INTENT_RUN)
to_chat(M, "<span class='danger'>You step on the snap pop!</span>")
pop_burst(2, 0)
/obj/item/toy/snappop/phoenix
name = "phoenix snap pop"
desc = "Wow! And wow! And wow!"
ash_type = /obj/effect/decal/cleanable/ash/snappop_phoenix
/obj/effect/decal/cleanable/ash/snappop_phoenix
var/respawn_time = 300
/obj/effect/decal/cleanable/ash/snappop_phoenix/Initialize()
. = ..()
addtimer(CALLBACK(src, .proc/respawn), respawn_time)
/obj/effect/decal/cleanable/ash/snappop_phoenix/proc/respawn()
new /obj/item/toy/snappop/phoenix(get_turf(src))
qdel(src)
/obj/item/toy/talking
name = "talking action figure"
desc = "A generic action figure modeled after nothing in particular."
icon = 'icons/obj/toy.dmi'
icon_state = "owlprize"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = FALSE
var/messages = list("I'm super generic!", "Mathematics class is of variable difficulty!")
var/span = "danger"
var/recharge_time = 30
var/chattering = FALSE
var/phomeme
// Talking toys are language universal, and thus all species can use them
/obj/item/toy/talking/attack_alien(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/item/toy/talking/attack_self(mob/user)
if(!cooldown)
activation_message(user)
playsound(loc, 'sound/machines/click.ogg', 20, TRUE)
INVOKE_ASYNC(src, .proc/do_toy_talk, user)
cooldown = TRUE
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), recharge_time)
return
..()
/obj/item/toy/talking/proc/activation_message(mob/user)
user.visible_message(
"<span class='notice'>[user] pulls the string on \the [src].</span>",
"<span class='notice'>You pull the string on \the [src].</span>",
"<span class='notice'>You hear a string being pulled.</span>")
/obj/item/toy/talking/proc/generate_messages()
return list(pick(messages))
/obj/item/toy/talking/proc/do_toy_talk(mob/user)
for(var/message in generate_messages())
toy_talk(user, message)
sleep(10)
/obj/item/toy/talking/proc/toy_talk(mob/user, message)
user.loc.visible_message("<span class='[span]'>[icon2html(src, viewers(user.loc))] [message]</span>")
if(chattering)
chatter(message, phomeme, user)
/*
* AI core prizes
*/
/obj/item/toy/talking/ai
name = "toy AI"
desc = "A little toy model AI core with real law announcing action!"
icon_state = "AI"
w_class = WEIGHT_CLASS_SMALL
/obj/item/toy/talking/ai/generate_messages()
return list(generate_ion_law())
/obj/item/toy/talking/codex_gigas
name = "Toy Codex Gigas"
desc = "A tool to help you write fictional devils!"
icon = 'icons/obj/library.dmi'
icon_state = "demonomicon"
lefthand_file = 'icons/mob/inhands/misc/books_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/books_righthand.dmi'
messages = list("You must challenge the devil to a dance-off!", "The devils true name is Ian", "The devil hates salt!", "Would you like infinite power?", "Would you like infinite wisdom?", " Would you like infinite healing?")
w_class = WEIGHT_CLASS_SMALL
recharge_time = 60
/obj/item/toy/talking/codex_gigas/activation_message(mob/user)
user.visible_message(
"<span class='notice'>[user] presses the button on \the [src].</span>",
"<span class='notice'>You press the button on \the [src].</span>",
"<span class='notice'>You hear a soft click.</span>")
/obj/item/toy/talking/owl
name = "owl action figure"
desc = "An action figure modeled after 'The Owl', defender of justice."
icon_state = "owlprize"
messages = list("You won't get away this time, Griffin!", "Stop right there, criminal!", "Hoot! Hoot!", "I am the night!")
chattering = TRUE
phomeme = "owl"
w_class = WEIGHT_CLASS_SMALL
/obj/item/toy/talking/griffin
name = "griffin action figure"
desc = "An action figure modeled after 'The Griffin', criminal mastermind."
icon_state = "griffinprize"
messages = list("You can't stop me, Owl!", "My plan is flawless! The vault is mine!", "Caaaawwww!", "You will never catch me!")
chattering = TRUE
phomeme = "griffin"
w_class = WEIGHT_CLASS_SMALL
/*
|| A Deck of Cards for playing various games of chance ||
*/
/obj/item/toy/cards
resistance_flags = FLAMMABLE
max_integrity = 50
var/parentdeck = null
var/deckstyle = "nanotrasen"
var/card_hitsound = null
var/card_force = 0
var/card_throwforce = 0
var/card_throw_speed = 3
var/card_throw_range = 7
var/list/card_attack_verb_continuous = list("attacks")
var/list/card_attack_verb_simple = list("attack")
/obj/item/toy/cards/Initialize()
. = ..()
if(card_attack_verb_continuous)
card_attack_verb_continuous = string_list(card_attack_verb_continuous)
if(card_attack_verb_simple)
card_attack_verb_simple = string_list(card_attack_verb_simple)
/obj/item/toy/cards/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] wrists with \the [src]! It looks like [user.p_they()] [user.p_have()] a crummy hand!</span>")
playsound(src, 'sound/items/cardshuffle.ogg', 50, TRUE)
return BRUTELOSS
/obj/item/toy/cards/proc/apply_card_vars(obj/item/toy/cards/newobj, obj/item/toy/cards/sourceobj) // Applies variables for supporting multiple types of card deck
if(!istype(sourceobj))
return
/obj/item/toy/cards/deck
name = "deck of cards"
desc = "A deck of space-grade playing cards."
icon = 'icons/obj/toy.dmi'
deckstyle = "nanotrasen"
icon_state = "deck_nanotrasen_full"
w_class = WEIGHT_CLASS_SMALL
var/cooldown = 0
var/obj/machinery/computer/holodeck/holo = null // Holodeck cards should not be infinite
var/list/cards = list()
/obj/item/toy/cards/deck/Initialize()
. = ..()
populate_deck()
///Generates all the cards within the deck.
/obj/item/toy/cards/deck/proc/populate_deck()
icon_state = "deck_[deckstyle]_full"
for(var/suit in list("Hearts", "Spades", "Clubs", "Diamonds"))
cards += "Ace of [suit]"
for(var/i in 2 to 10)
cards += "[i] of [suit]"
for(var/person in list("Jack", "Queen", "King"))
cards += "[person] of [suit]"
//ATTACK HAND IGNORING PARENT RETURN VALUE
//ATTACK HAND NOT CALLING PARENT
/obj/item/toy/cards/deck/attack_hand(mob/user, list/modifiers)
draw_card(user)
/obj/item/toy/cards/deck/proc/draw_card(mob/user)
if(isliving(user))
var/mob/living/L = user
if(!(L.mobility_flags & MOBILITY_PICKUP))
return
var/choice = null
if(cards.len == 0)
to_chat(user, "<span class='warning'>There are no more cards to draw!</span>")
return
var/obj/item/toy/cards/singlecard/H = new/obj/item/toy/cards/singlecard(user.loc)
if(holo)
holo.spawned += H // track them leaving the holodeck
choice = cards[1]
H.cardname = choice
H.parentdeck = src
var/O = src
H.apply_card_vars(H,O)
popleft(cards)
H.pickup(user)
user.put_in_hands(H)
user.visible_message("<span class='notice'>[user] draws a card from the deck.</span>", "<span class='notice'>You draw a card from the deck.</span>")
update_appearance()
return H
/obj/item/toy/cards/deck/update_icon_state()
switch(cards.len)
if(27 to INFINITY)
icon_state = "deck_[deckstyle]_full"
if(11 to 27)
icon_state = "deck_[deckstyle]_half"
if(1 to 11)
icon_state = "deck_[deckstyle]_low"
else
icon_state = "deck_[deckstyle]_empty"
return ..()
/obj/item/toy/cards/deck/attack_self(mob/user)
if(cooldown < world.time - 50)
cards = shuffle(cards)
playsound(src, 'sound/items/cardshuffle.ogg', 50, TRUE)
user.visible_message("<span class='notice'>[user] shuffles the deck.</span>", "<span class='notice'>You shuffle the deck.</span>")
cooldown = world.time
/obj/item/toy/cards/deck/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/toy/cards/singlecard))
var/obj/item/toy/cards/singlecard/SC = I
if(SC.parentdeck == src)
if(!user.temporarilyRemoveItemFromInventory(SC))
to_chat(user, "<span class='warning'>The card is stuck to your hand, you can't add it to the deck!</span>")
return
cards += SC.cardname
user.visible_message("<span class='notice'>[user] adds a card to the bottom of the deck.</span>","<span class='notice'>You add the card to the bottom of the deck.</span>")
qdel(SC)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
update_appearance()
else if(istype(I, /obj/item/toy/cards/cardhand))
var/obj/item/toy/cards/cardhand/CH = I
if(CH.parentdeck == src)
if(!user.temporarilyRemoveItemFromInventory(CH))
to_chat(user, "<span class='warning'>The hand of cards is stuck to your hand, you can't add it to the deck!</span>")
return
cards += CH.currenthand
user.visible_message("<span class='notice'>[user] puts [user.p_their()] hand of cards in the deck.</span>", "<span class='notice'>You put the hand of cards in the deck.</span>")
qdel(CH)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
update_appearance()
else
return ..()
/obj/item/toy/cards/deck/MouseDrop(atom/over_object)
. = ..()
var/mob/living/M = usr
if(!istype(M) || !(M.mobility_flags & MOBILITY_PICKUP))
return
if(Adjacent(usr))
if(over_object == M && loc != M)
M.put_in_hands(src)
to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
else if(istype(over_object, /atom/movable/screen/inventory/hand))
var/atom/movable/screen/inventory/hand/H = over_object
if(M.putItemFromInventoryInHandIfPossible(src, H.held_index))
to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
else
to_chat(usr, "<span class='warning'>You can't reach it from here!</span>")
/obj/item/toy/cards/cardhand
name = "hand of cards"
desc = "A number of cards not in a deck, customarily held in ones hand."
icon = 'icons/obj/toy.dmi'
icon_state = "none"
w_class = WEIGHT_CLASS_TINY
var/list/currenthand = list()
var/choice = null
/obj/item/toy/cards/cardhand/attack_self(mob/user)
var/list/handradial = list()
interact(user)
for(var/t in currenthand)
handradial[t] = image(icon = src.icon, icon_state = "sc_[t]_[deckstyle]")
if(usr.stat || !ishuman(usr))
return
var/mob/living/carbon/human/cardUser = usr
if(!(cardUser.mobility_flags & MOBILITY_USE))
return
var/O = src
var/choice = show_radial_menu(usr,src, handradial, custom_check = CALLBACK(src, .proc/check_menu, user), radius = 36, require_near = TRUE)
if(!choice)
return FALSE
var/obj/item/toy/cards/singlecard/C = new/obj/item/toy/cards/singlecard(cardUser.loc)
currenthand -= choice
handradial -= choice
C.parentdeck = parentdeck
C.cardname = choice
C.apply_card_vars(C,O)
C.pickup(cardUser)
cardUser.put_in_hands(C)
cardUser.visible_message("<span class='notice'>[cardUser] draws a card from [cardUser.p_their()] hand.</span>", "<span class='notice'>You take the [C.cardname] from your hand.</span>")
interact(cardUser)
update_sprite()
if(length(currenthand) == 1)
var/obj/item/toy/cards/singlecard/N = new/obj/item/toy/cards/singlecard(loc)
N.parentdeck = parentdeck
N.cardname = currenthand[1]
N.apply_card_vars(N,O)
qdel(src)
N.pickup(cardUser)
cardUser.put_in_hands(N)
to_chat(cardUser, "<span class='notice'>You also take [currenthand[1]] and hold it.</span>")
/obj/item/toy/cards/cardhand/attackby(obj/item/toy/cards/singlecard/C, mob/living/user, params)
if(istype(C))
if(C.parentdeck == src.parentdeck)
src.currenthand += C.cardname
user.visible_message("<span class='notice'>[user] adds a card to [user.p_their()] hand.</span>", "<span class='notice'>You add the [C.cardname] to your hand.</span>")
qdel(C)
interact(user)
update_sprite(src)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
else
return ..()
/obj/item/toy/cards/cardhand/apply_card_vars(obj/item/toy/cards/newobj,obj/item/toy/cards/sourceobj)
..()
newobj.deckstyle = sourceobj.deckstyle
update_sprite()
newobj.card_hitsound = sourceobj.card_hitsound
newobj.card_force = sourceobj.card_force
newobj.card_throwforce = sourceobj.card_throwforce
newobj.card_throw_speed = sourceobj.card_throw_speed
newobj.card_throw_range = sourceobj.card_throw_range
newobj.card_attack_verb_continuous = sourceobj.card_attack_verb_continuous //null or unique list made by string_list()
newobj.card_attack_verb_simple = sourceobj.card_attack_verb_simple //null or unique list made by string_list()
newobj.resistance_flags = sourceobj.resistance_flags
/**
* check_menu: Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The mob interacting with a menu
*/
/obj/item/toy/cards/cardhand/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated())
return FALSE
return TRUE
/**
* This proc updates the sprite for when you create a hand of cards
*/
/obj/item/toy/cards/cardhand/proc/update_sprite()
cut_overlays()
var/overlay_cards = currenthand.len
var/k = overlay_cards == 2 ? 1 : overlay_cards - 2
for(var/i = k; i <= overlay_cards; i++)
var/card_overlay = image(icon=src.icon,icon_state="sc_[currenthand[i]]_[deckstyle]",pixel_x=(1-i+k)*3,pixel_y=(1-i+k)*3)
add_overlay(card_overlay)
/obj/item/toy/cards/singlecard
name = "card"
desc = "A playing card used to play card games like poker."
icon = 'icons/obj/toy.dmi'
icon_state = "singlecard_down_nanotrasen"
w_class = WEIGHT_CLASS_TINY
var/cardname = null
var/flipped = 0
pixel_x = -5
/obj/item/toy/cards/singlecard/examine(mob/user)
. = ..()
if(ishuman(user))
var/mob/living/carbon/human/cardUser = user
if(cardUser.is_holding(src))
cardUser.visible_message("<span class='notice'>[cardUser] checks [cardUser.p_their()] card.</span>", "<span class='notice'>The card reads: [cardname].</span>")
else
. += "<span class='warning'>You need to have the card in your hand to check it!</span>"
/obj/item/toy/cards/singlecard/verb/Flip()
set name = "Flip Card"
set category = "Object"
set src in range(1)
if(!ishuman(usr) || !usr.canUseTopic(src, BE_CLOSE))
return
if(!flipped)
src.flipped = 1
if (cardname)
src.icon_state = "sc_[cardname]_[deckstyle]"
src.name = src.cardname
else
src.icon_state = "sc_Ace of Spades_[deckstyle]"
src.name = "What Card"
src.pixel_x = 5
else if(flipped)
src.flipped = 0
src.icon_state = "singlecard_down_[deckstyle]"
src.name = "card"
src.pixel_x = -5
/obj/item/toy/cards/singlecard/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/toy/cards/singlecard/))
var/obj/item/toy/cards/singlecard/C = I
if(C.parentdeck == src.parentdeck)
var/obj/item/toy/cards/cardhand/H = new/obj/item/toy/cards/cardhand(user.loc)
H.currenthand += C.cardname
H.currenthand += src.cardname
H.parentdeck = C.parentdeck
H.apply_card_vars(H,C)
to_chat(user, "<span class='notice'>You combine the [C.cardname] and the [src.cardname] into a hand.</span>")
qdel(C)
qdel(src)
H.pickup(user)
user.put_in_active_hand(H)
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
if(istype(I, /obj/item/toy/cards/cardhand/))
var/obj/item/toy/cards/cardhand/H = I
if(H.parentdeck == parentdeck)
H.currenthand += cardname
user.visible_message("<span class='notice'>[user] adds a card to [user.p_their()] hand.</span>", "<span class='notice'>You add the [cardname] to your hand.</span>")
qdel(src)
H.interact(user)
H.update_sprite()
else
to_chat(user, "<span class='warning'>You can't mix cards from other decks!</span>")
else
return ..()
/obj/item/toy/cards/singlecard/attack_self(mob/living/carbon/human/user)
if(!ishuman(user) || !(user.mobility_flags & MOBILITY_USE))
return
Flip()
/obj/item/toy/cards/singlecard/apply_card_vars(obj/item/toy/cards/singlecard/newobj,obj/item/toy/cards/sourceobj)
..()
newobj.deckstyle = sourceobj.deckstyle
newobj.icon_state = "singlecard_down_[deckstyle]" // Without this the card is invisible until flipped. It's an ugly hack, but it works.
newobj.card_hitsound = sourceobj.card_hitsound
newobj.hitsound = newobj.card_hitsound
newobj.card_force = sourceobj.card_force
newobj.force = newobj.card_force
newobj.card_throwforce = sourceobj.card_throwforce
newobj.throwforce = newobj.card_throwforce
newobj.card_throw_speed = sourceobj.card_throw_speed
newobj.throw_speed = newobj.card_throw_speed
newobj.card_throw_range = sourceobj.card_throw_range
newobj.throw_range = newobj.card_throw_range
newobj.attack_verb_continuous = newobj.card_attack_verb_continuous = sourceobj.card_attack_verb_continuous //null or unique list made by string_list()
newobj.attack_verb_simple = newobj.card_attack_verb_simple = sourceobj.card_attack_verb_simple //null or unique list made by string_list()
/*
|| Syndicate playing cards, for pretending you're Gambit and playing poker for the nuke disk. ||
*/
/obj/item/toy/cards/deck/syndicate
name = "suspicious looking deck of cards"
desc = "A deck of space-grade playing cards. They seem unusually rigid."
icon_state = "deck_syndicate_full"
deckstyle = "syndicate"
card_hitsound = 'sound/weapons/bladeslice.ogg'
card_force = 5
card_throwforce = 10
card_throw_speed = 3