Reorganizes launcher source files

This commit is contained in:
mwerezak
2015-02-12 01:18:18 -05:00
parent 628bc5eecc
commit 1e9143a1f0
5 changed files with 4 additions and 4 deletions

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//AMMUNITION
/obj/item/weapon/arrow
name = "bolt"
desc = "It's got a tip for you - get the point?"
icon = 'icons/obj/weapons.dmi'
icon_state = "bolt"
item_state = "bolt"
throwforce = 8
w_class = 3.0
sharp = 1
edge = 0
/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart.
return
/obj/item/weapon/spike
name = "alloy spike"
desc = "It's about a foot of weird silver metal with a wicked point."
sharp = 1
edge = 0
throwforce = 5
w_class = 2
icon = 'icons/obj/weapons.dmi'
icon_state = "metal-rod"
item_state = "bolt"
/obj/item/weapon/arrow/quill
name = "vox quill"
desc = "A wickedly barbed quill from some bizarre animal."
icon = 'icons/obj/weapons.dmi'
icon_state = "quill"
item_state = "quill"
throwforce = 5
/obj/item/weapon/arrow/rod
name = "metal rod"
desc = "Don't cry for me, Orithena."
icon_state = "metal-rod"
/obj/item/weapon/arrow/rod/removed(mob/user)
if(throwforce == 15) // The rod has been superheated - we don't want it to be useable when removed from the bow.
user << "[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow."
var/obj/item/weapon/shard/shrapnel/S = new()
S.loc = get_turf(src)
src.Del()
/obj/item/weapon/gun/launcher/crossbow
name = "powered crossbow"
desc = "A 2557AD twist on an old classic. Pick up that can."
icon_state = "crossbow"
item_state = "crossbow-solid"
fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise.
fire_sound_text = "a solid thunk"
fire_delay = 25
slot_flags = SLOT_BACK
var/obj/item/bolt
var/tension = 0 // Current draw on the bow.
var/max_tension = 5 // Highest possible tension.
var/release_speed = 5 // Speed per unit of tension.
var/obj/item/weapon/cell/cell = null // Used for firing superheated rods.
var/current_user // Used to check if the crossbow has changed hands since being drawn.
/obj/item/weapon/gun/launcher/crossbow/update_release_force()
release_force = tension*release_speed
/obj/item/weapon/gun/launcher/crossbow/consume_next_projectile(mob/user=null)
if(tension <= 0)
user << "\red \The [src] is not drawn back!"
return null
return bolt
/obj/item/weapon/gun/launcher/crossbow/handle_post_fire(mob/user, atom/target)
bolt = null
icon_state = "crossbow"
tension = 0
..()
/obj/item/weapon/gun/launcher/crossbow/attack_self(mob/living/user as mob)
if(tension)
if(bolt)
user.visible_message("[user] relaxes the tension on [src]'s string and removes [bolt].","You relax the tension on [src]'s string and remove [bolt].")
bolt.loc = get_turf(src)
var/obj/item/weapon/arrow/A = bolt
bolt = null
A.removed(user)
else
user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
tension = 0
icon_state = "crossbow"
else
draw(user)
/obj/item/weapon/gun/launcher/crossbow/proc/draw(var/mob/user as mob)
if(!bolt)
user << "You don't have anything nocked to [src]."
return
if(user.restrained())
return
current_user = user
user.visible_message("[user] begins to draw back the string of [src].","<span class='notice'>You begin to draw back the string of [src].</span>")
tension = 1
while(bolt && tension && current_user == user)
if(!do_after(user, 25)) //crossbow strings don't just magically pull back on their own.
user.visible_message("[usr] stops drawing and relaxes the string of [src].","<span class='warning'>You stop drawing back and relax the string of [src].</span>")
tension = 0
icon_state = "crossbow"
return
tension++
icon_state = "crossbow-drawn"
if(tension >= max_tension)
tension = max_tension
usr << "[src] clunks as you draw the string to its maximum tension!"
return
user.visible_message("[usr] draws back the string of [src]!","<span class='notice'>You continue drawing back the string of [src]!</span>")
/obj/item/weapon/gun/launcher/crossbow/proc/increase_tension(var/mob/user as mob)
if(!bolt || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
return
/obj/item/weapon/gun/launcher/crossbow/attackby(obj/item/W as obj, mob/user as mob)
if(!bolt)
if (istype(W,/obj/item/weapon/arrow))
user.drop_item()
bolt = W
bolt.loc = src
user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].")
icon_state = "crossbow-nocked"
return
else if(istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/R = W
if (R.use(1))
bolt = new /obj/item/weapon/arrow/rod(src)
bolt.fingerprintslast = src.fingerprintslast
bolt.loc = src
icon_state = "crossbow-nocked"
user.visible_message("[user] jams [bolt] into [src].","You jam [bolt] into [src].")
superheat_rod(user)
return
if(istype(W, /obj/item/weapon/cell))
if(!cell)
user.drop_item()
cell = W
cell.loc = src
user << "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>"
superheat_rod(user)
else
user << "<span class='notice'>[src] already has a cell installed.</span>"
else if(istype(W, /obj/item/weapon/screwdriver))
if(cell)
var/obj/item/C = cell
C.loc = get_turf(user)
user << "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>"
cell = null
else
user << "<span class='notice'>[src] doesn't have a cell installed.</span>"
else
..()
/obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
if(!user || !cell || !bolt) return
if(cell.charge < 500) return
if(bolt.throwforce >= 15) return
if(!istype(bolt,/obj/item/weapon/arrow/rod)) return
user << "<span class='notice'>[bolt] plinks and crackles as it begins to glow red-hot.</span>"
bolt.throwforce = 15
bolt.icon_state = "metal-rod-superheated"
cell.use(500)
// Crossbow construction.
/obj/item/weapon/crossbowframe
name = "crossbow frame"
desc = "A half-finished crossbow."
icon_state = "crossbowframe0"
item_state = "crossbow-solid"
var/buildstate = 0
/obj/item/weapon/crossbowframe/update_icon()
icon_state = "crossbowframe[buildstate]"
/obj/item/weapon/crossbowframe/examine(mob/user)
..(user)
switch(buildstate)
if(1) user << "It has a loose rod frame in place."
if(2) user << "It has a steel backbone welded in place."
if(3) user << "It has a steel backbone and a cell mount installed."
if(4) user << "It has a steel backbone, plastic lath and a cell mount installed."
if(5) user << "It has a steel cable loosely strung across the lath."
/obj/item/weapon/crossbowframe/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/rods))
if(buildstate == 0)
var/obj/item/stack/rods/R = W
if(R.use(3))
user << "\blue You assemble a backbone of rods around the wooden stock."
buildstate++
update_icon()
else
user << "\blue You need at least three rods to complete this task."
return
else if(istype(W,/obj/item/weapon/weldingtool))
if(buildstate == 1)
var/obj/item/weapon/weldingtool/T = W
if(T.remove_fuel(0,user))
if(!src || !T.isOn()) return
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "\blue You weld the rods into place."
buildstate++
update_icon()
return
else if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if(buildstate == 2)
if(C.use(5))
user << "\blue You wire a crude cell mount into the top of the crossbow."
buildstate++
update_icon()
else
user << "\blue You need at least five segments of cable coil to complete this task."
return
else if(buildstate == 4)
if(C.use(5))
user << "\blue You string a steel cable across the crossbow's lath."
buildstate++
update_icon()
else
user << "\blue You need at least five segments of cable coil to complete this task."
return
else if(istype(W,/obj/item/stack/sheet/mineral/plastic))
if(buildstate == 3)
var/obj/item/stack/sheet/mineral/plastic/P = W
if(P.use(3))
user << "\blue You assemble and install a heavy plastic lath onto the crossbow."
buildstate++
update_icon()
else
user << "\blue You need at least three plastic sheets to complete this task."
return
else if(istype(W,/obj/item/weapon/screwdriver))
if(buildstate == 5)
user << "\blue You secure the crossbow's various parts."
new /obj/item/weapon/gun/launcher/crossbow(get_turf(src))
del(src)
return
else
..()

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/obj/item/weapon/gun/launcher/pneumatic
name = "pneumatic cannon"
desc = "A large gas-powered cannon."
icon = 'icons/obj/gun.dmi'
icon_state = "pneumatic"
item_state = "pneumatic"
slot_flags = SLOT_BELT
w_class = 5.0
flags = CONDUCT
fire_sound_text = "a loud whoosh of moving air"
fire_delay = 50
fire_sound = 'sound/weapons/tablehit1.ogg'
var/fire_pressure // Used in fire checks/pressure checks.
var/max_w_class = 3 // Hopper intake size.
var/max_combined_w_class = 20 // Total internal storage size.
var/obj/item/weapon/tank/tank = null // Tank of gas for use in firing the cannon.
var/obj/item/weapon/storage/tank_container // Something to hold the tank item so we don't accidentally fire it.
var/pressure_setting = 10 // Percentage of the gas in the tank used to fire the projectile.
var/possible_pressure_amounts = list(5,10,20,25,50) // Possible pressure settings.
var/minimum_tank_pressure = 10 // Minimum pressure to fire the gun.
var/force_divisor = 400 // Force equates to speed. Speed/5 equates to a damage multiplier for whoever you hit.
// For reference, a fully pressurized oxy tank at 50% gas release firing a health
// analyzer with a force_divisor of 10 hit with a damage multiplier of 3000+.
/obj/item/weapon/gun/launcher/pneumatic/New()
..()
tank_container = new(src)
tank_container.tag = "gas_tank_holder"
/obj/item/weapon/gun/launcher/pneumatic/verb/set_pressure() //set amount of tank pressure.
set name = "Set Valve Pressure"
set category = "Object"
set src in range(0)
var/N = input("Percentage of tank used per shot:","[src]") as null|anything in possible_pressure_amounts
if (N)
pressure_setting = N
usr << "You dial the pressure valve to [pressure_setting]%."
/obj/item/weapon/gun/launcher/pneumatic/verb/eject_tank() //Remove the tank.
set name = "Eject Tank"
set category = "Object"
set src in range(0)
if(tank)
usr << "You twist the valve and pop the tank out of [src]."
tank.loc = usr.loc
tank = null
icon_state = "pneumatic"
item_state = "pneumatic"
if (ismob(src.loc))
var/mob/M = src.loc
M.update_icons()
else
usr << "There's no tank in [src]."
/obj/item/weapon/gun/launcher/pneumatic/attackby(obj/item/W as obj, mob/user as mob)
if(!tank && istype(W,/obj/item/weapon/tank))
user.drop_item()
tank = W
tank.loc = src.tank_container
user.visible_message("[user] jams [W] into [src]'s valve and twists it closed.","You jam [W] into [src]'s valve and twist it closed.")
icon_state = "pneumatic-tank"
item_state = "pneumatic-tank"
user.update_icons()
else if(W.w_class <= max_w_class)
var/total_stored = 0
for(var/obj/item/O in src.contents)
total_stored += O.w_class
if(total_stored + W.w_class <= max_combined_w_class)
user.drop_item(W)
W.loc = src
user << "You shove [W] into the hopper."
else
user << "That won't fit into the hopper - it's full."
return
else
user << "That won't fit into the hopper."
/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
if(contents.len > 0)
var/obj/item/removing = contents[contents.len]
removing.loc = get_turf(src)
user.put_in_hands(removing)
user << "You remove [removing] from the hopper."
else
user << "There is nothing to remove in \the [src]."
return
/obj/item/weapon/gun/launcher/pneumatic/consume_next_projectile(mob/user=null)
if(!contents.len)
return null
if (!tank)
user << "There is no gas tank in [src]!"
return null
var/fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
if(fire_pressure < minimum_tank_pressure)
user << "There isn't enough gas in the tank to fire [src]."
return null
return contents[1]
/obj/item/weapon/gun/launcher/pneumatic/examine(mob/user)
if(!..(user, 2))
return
user << "The valve is dialed to [pressure_setting]%."
if(tank)
user << "The tank dial reads [tank.air_contents.return_pressure()] kPa."
else
user << "Nothing is attached to the tank valve!"
/obj/item/weapon/gun/launcher/pneumatic/update_release_force(obj/item/projectile)
if(tank)
release_force = ((fire_pressure*tank.volume)/projectile.w_class)/force_divisor //projectile speed.
if(release_force > 80) release_force = 80 //damage cap.
else
release_force = 0
/obj/item/weapon/gun/launcher/pneumatic/handle_post_fire()
if(tank)
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
var/turf/T = get_turf(src.loc)
if(T) T.assume_air(removed)
..()
//Constructable pneumatic cannon.
/obj/item/weapon/cannonframe
name = "pneumatic cannon frame"
desc = "A half-finished pneumatic cannon."
icon_state = "pneumatic0"
item_state = "pneumatic"
var/buildstate = 0
/obj/item/weapon/cannonframe/update_icon()
icon_state = "pneumatic[buildstate]"
/obj/item/weapon/cannonframe/examine(mob/user)
..(user)
switch(buildstate)
if(1) user << "It has a pipe segment installed."
if(2) user << "It has a pipe segment welded in place."
if(3) user << "It has an outer chassis installed."
if(4) user << "It has an outer chassis welded in place."
if(5) user << "It has a transfer valve installed."
/obj/item/weapon/cannonframe/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/pipe))
if(buildstate == 0)
user.drop_item()
del(W)
user << "\blue You secure the piping inside the frame."
buildstate++
update_icon()
return
else if(istype(W,/obj/item/stack/sheet/metal))
if(buildstate == 2)
var/obj/item/stack/sheet/metal/M = W
if(M.use(5))
user << "\blue You assemble a chassis around the cannon frame."
buildstate++
update_icon()
else
user << "\blue You need at least five metal sheets to complete this task."
return
else if(istype(W,/obj/item/device/transfer_valve))
if(buildstate == 4)
user.drop_item()
del(W)
user << "\blue You install the transfer valve and connect it to the piping."
buildstate++
update_icon()
return
else if(istype(W,/obj/item/weapon/weldingtool))
if(buildstate == 1)
var/obj/item/weapon/weldingtool/T = W
if(T.remove_fuel(0,user))
if(!src || !T.isOn()) return
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "\blue You weld the pipe into place."
buildstate++
update_icon()
if(buildstate == 3)
var/obj/item/weapon/weldingtool/T = W
if(T.remove_fuel(0,user))
if(!src || !T.isOn()) return
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "\blue You weld the metal chassis together."
buildstate++
update_icon()
if(buildstate == 5)
var/obj/item/weapon/weldingtool/T = W
if(T.remove_fuel(0,user))
if(!src || !T.isOn()) return
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "\blue You weld the valve into place."
new /obj/item/weapon/gun/launcher/pneumatic(get_turf(src))
del(src)
return
else
..()

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/obj/item/weapon/gun/launcher/rocket
name = "rocket launcher"
desc = "MAGGOT."
icon_state = "rocket"
item_state = "rocket"
w_class = 4.0
throw_speed = 2
throw_range = 10
force = 5.0
flags = CONDUCT | USEDELAY
slot_flags = 0
origin_tech = "combat=8;materials=5"
fire_sound = 'sound/effects/bang.ogg'
release_force = 15
throw_distance = 30
var/max_rockets = 1
var/list/rockets = new/list()
/obj/item/weapon/gun/launcher/rocket/examine(mob/user)
if(!..(user, 2))
return
user << "\blue [rockets.len] / [max_rockets] rockets."
/obj/item/weapon/gun/launcher/rocket/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/ammo_casing/rocket))
if(rockets.len < max_rockets)
user.drop_item()
I.loc = src
rockets += I
user << "\blue You put the rocket in [src]."
user << "\blue [rockets.len] / [max_rockets] rockets."
else
usr << "\red [src] cannot hold more rockets."
/obj/item/weapon/gun/launcher/rocket/consume_next_projectile()
if(rockets.len)
var/obj/item/ammo_casing/rocket/I = rockets[1]
var/obj/item/missile/M = new (src)
M.primed = 1
rockets -= I
return M
return null
/obj/item/weapon/gun/launcher/rocket/handle_post_fire(mob/user, atom/target)
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]) at [target].")
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]) at [target].")
..()