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Modular laser fixes and nerfs (#22147)
**Fixes the bugs found on the recent nations round.** - Fixed firedelay doing nothing on modlasers with the shotgun lens. Also fixed the existing laser shotgun as a side effect. Fixes #22141 and Fixes #22137 - Fixes the shotgun lens not having any dispersion. - Fixes bluespace capacitors not teleporting you on a failure. - Fixes phoron capacitors not hurting the user when they explode. - Fixes messages about malfunctions not displaying to the user. - Fixes a bunch of bugs related to repairing components - Stops components getting qdeled but leaving their references on all other components, breaking them if reused. **Nerfs a few of the most problematic things.** - Cut the damage of the blaster projectile by 20% and reduced it's AP from 60 to 35, also drops it's incendiary value to 1. This projectile was FAR more powerful than any other, ignored all armour and set the user on fire without a damage penalty. With this change, lasers are now better on unarmoured targets, the blaster is better on 40+ armour, so Heavy and Specialist Ablative. - Added an immediate electric shock to the user (and anyone within one tile if the capacitor is unstable enough). The previous low level failures all irradiated the user. This did more damage in the long term, but didn't affect the outcome of any fights and was easy to negate with suits. The tesla shock is obvious to everyone nearby, causes immediate pain and the gun to be dropped if the capacitor is overcharged. This makes minor failures a significant factor mid fight, especially on powerful guns. - Makes the phoron capacitor directly damage the hand holding it when it explodes. This capacitor can be built with phoron and uranium, which both spawn at roundstart, though uranium isn't accessible. It's therefore the most common capacitor, and the second most powerful. This increases downside a lot, in addition to the explosion being fixed, it will break the hand that fires it when it malfunctions. If the capacitor is unstable, such as in a 60 damage monster, it will gib the hand that fires it on malfunction. **Tweaks, aimed at making the guns easier to understand, repair and test** - Adds a locker and boxes of modlaser parts. Not mapped in, but easy to spawn for testing. - Adds big red warning messages, visible to everyone nearby, explaining what happened to the gun, who was holding it and how bad the malfunction was. - Made the lenses repairable with glass, or reinforced glass. The nanopaste cost of a repair was more than 50x the cost of just printing a new lens.
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@@ -188,12 +188,14 @@
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if(istype(gun, /obj/item/gun/energy/laser/prototype))
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var/obj/item/gun/energy/laser/prototype/E_prototype = gun
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var/list/mods = list()
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var/l_modified_damage = 1 //E_prototype.capacitor.damage * E_prototype.modulator.damage
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var/l_modified_damage = 1 / (max(1, gun.burst - 1)) //E_prototype.capacitor.damage * E_prototype.modulator.damage
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var/l_modified_max_shots = 1 //E_prototype.capacitor.shots
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for(var/i in list(E_prototype.capacitor, E_prototype.focusing_lens, E_prototype.modulator) + E_prototype.gun_mods)
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var/obj/item/laser_components/l_component = i
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l_modified_damage *= l_component.damage
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l_modified_max_shots *= l_component.shots
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if (l_component.damage != 0)
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l_modified_damage *= l_component.damage
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if (l_component.shots != 0)
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l_modified_max_shots *= l_component.shots
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var/l_repair_name = initial(l_component.repair_item.name) ? initial(l_component.repair_item.name) : "nothing"
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mods += list(list(
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"name" = initial(l_component.name),
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@@ -205,7 +207,7 @@
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"accuracy_modifier" = initial(l_component.accuracy),
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"repair_tool" = l_repair_name
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))
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data["gun"]["damage"] = l_modified_damage
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data["gun"]["damage"] = min(60, l_modified_damage)
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data["gun"]["max_shots"] = l_modified_max_shots
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data["gun_mods"] = mods
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