/obj/item/laser_components icon = 'icons/obj/guns/modular_laser.dmi' icon_state = "bfg" contained_sprite = TRUE w_class = WEIGHT_CLASS_SMALL //A dissasembled gun is easier to carry, this lets people bring bits of their broken gun back to R&D. ///The Max HP of the component. This is added to the overall reliability of the weapon. var/reliability = 0 //This multiplies the damage of a shot, the base damage is determined by the capacitor. var/damage = 1 ///This multiplies the fire delay of the weapon, the base fire delay is determined by the capacitor. var/fire_delay = 1 ///The amount of damage a component has taken. Subtracted from reliability. var/condition = 0 ///The base amount of damage this modifier does to other components when the gun is fired. var/base_malus = 0.1 //when modifiers get damaged they do not break, but make other components break faster ///The amount of damage this modifier does to other components. This increases as the modifier itself gets damaged. var/malus = 0 ///The malus of all components is multiplied by this value. var/malus_multiplier = 1 ///Multiplies the total number of shots the gun can fire before recharge. var/shots = 1 ///This is added to the number of shots the gun fires in one click. var/burst = 0 ///The amount it's possible to improve a component by repairing it. This increases when the weapon is used, and decreases when it's repaired. When it hits 0, the component can no longer be improved by repairing it, but can still lose reliability. var/improvement_potential = 0 ///The total amount the component has been improved by repairs. This is used to put an upper limit on how much a component can be improved. var/total_improved = 0 ///The total amount of improvement a component can support. This should not be more than the sum of the increase and decrease caps on all stats, or the component will never stop consuming improvement potential. var/improvement_cap = 100 ///Added to the accuracy of the weapon. var/accuracy = 0 ///The item required to repair the component. var/obj/item/repair_item ///Lists of the variables on this component that can be improved by repairing it. var/list/increasable_stats = list("reliability") ///List of variables that are better when lower, such as fire delay or malus. var/list/decreaseable_stats = list() var/gun_overlay /obj/item/laser_components/proc/degrade(var/increment = 1) if(increment) condition += increment if(condition > reliability) condition = reliability /obj/item/laser_components/proc/handle_improvement(var/skill_level, var/mob/user) if (total_improved >= improvement_cap) to_chat(user, SPAN_NOTICE("You don't see any way to improve \the [src] any further.")) improvement_potential = 0 return while (improvement_potential > 0 && total_improved < improvement_cap) var/improvement = min(abs(improvement_potential / 100), 0.2) //Caps improvement from a single repair to 20%. This spreads the effect out across multiple stats var/stat_direction = 1 var/stat_name = null //TODO: Make it possible to target a specific value by repairing with a randomly selected part that research doesn't typically have access to. if (increasable_stats.len && decreaseable_stats.len) //Picks a random available stat to upgrade. if (prob(50)) stat_name = pick(increasable_stats) else stat_name = pick(decreaseable_stats) stat_direction = -1 else if (increasable_stats.len) stat_name = pick(increasable_stats) stat_direction = 1 else if (decreaseable_stats.len) stat_name = pick(decreaseable_stats) stat_direction = -1 else break //No stats to improve, it shouldn't be possible to have improvement potential and no stats to improve, but just in case. if (stat_name in src.vars) var/initial_value = initial(src.vars[stat_name]) improvement_potential -= improvement * 100 //Decreases improvement potential before any skill modifiers. if (initial_value < 0) //If the stat begins negative, such as base_malus for heat vents, handle comparisons by sign. if (stat_direction > 0 && src.vars[stat_name] >= (initial_value * DECREASE_CAP)) continue if (stat_direction < 0 && src.vars[stat_name] <= (initial_value * INCREASE_CAP)) continue else if (src.vars[stat_name] >= (initial_value * INCREASE_CAP) && stat_direction > 0) //It is possible to waste improvement potential by hitting the cap on a stat, this is fine, it should be harder to improve a component that's already of high quality. continue if (src.vars[stat_name] <= (initial_value * DECREASE_CAP) && stat_direction < 0) continue switch(skill_level ? skill_level : 6) if(-INFINITY to 2) improvement *= (rand(-5, -1) / 10) //Always damage it. if(3) improvement *= (rand(-5, 3) / 10) if(4) improvement *= (rand(3, 5) / 10) if(5) improvement *= (rand(7, 10) / 10) if(6 to INFINITY) improvement *= (rand(8, 12) / 10) src.vars[stat_name] += stat_direction * abs(initial_value * improvement) //Adds improvement % of the initial value to the stat. if (improvement > 0) total_improved += improvement * 100 if (initial_value < 0) if (stat_direction > 0 && src.vars[stat_name] >= initial_value * DECREASE_CAP) to_chat(user, SPAN_NOTICE("Your repairs to \the [src] have improved its [replacetext(stat_name, "_", " ")] as far as you think is possible.")) else if (stat_direction < 0 && src.vars[stat_name] <= initial_value * INCREASE_CAP) to_chat(user, SPAN_NOTICE("Your repairs to \the [src] have improved its [replacetext(stat_name, "_", " ")] as far as you think is possible.")) else to_chat(user, SPAN_NOTICE("Your careful repairs to \the [src] [stat_direction > 0 ? "increase" : "decrease"] its [replacetext(stat_name, "_", " ")] by [improvement * 100] percent!")) else if(src.vars[stat_name] >= initial_value * INCREASE_CAP && stat_direction > 0) to_chat(user, SPAN_NOTICE("Your repairs to \the [src] have improved its [replacetext(stat_name, "_", " ")] as far as you think is possible.")) else if(src.vars[stat_name] <= initial_value * DECREASE_CAP && stat_direction < 0) to_chat(user, SPAN_NOTICE("Your repairs to \the [src] have improved its [replacetext(stat_name, "_", " ")] as far as you think is possible.")) else to_chat(user, SPAN_NOTICE("Your careful repairs to \the [src] [stat_direction > 0 ? "increase" : "decrease"] its [replacetext(stat_name, "_", " ")] by [improvement * 100] percent!")) else if (improvement == 0) to_chat(user, SPAN_NOTICE("Your repairs to \the [src], don't seem to improve it, but at least you didn't make it worse.")) else to_chat(user, SPAN_WARNING("Your repairs to \the [src] end up damaging it!")) else break //The stat to improve isn't on this component, something went wrong with the lists of stats or the component itself. if (total_improved > improvement_cap) improvement_potential = 0 to_chat(user, SPAN_NOTICE("You have improved \the [src] as much as you can.")) /obj/item/laser_components/get_examine_text(mob/user, distance, is_adjacent, infix, suffix) . = ..() if(distance > 1) return var/skill_level = (GET_SKILL_LEVEL(user, FIREARMS_SKILL_COMPONENT) + GET_SKILL_LEVEL(user, RESEARCH_SKILL_COMPONENT)) switch(skill_level ? skill_level : 6) if (-INFINITY to 2) if(improvement_potential > 0) . += SPAN_WARNING("You don't think you could repair \the [src] without making it worse.") if (3) if(improvement_potential > 0) . += SPAN_WARNING("You might be able to repair \the [src], but you think you're much more likely to make it worse.") if (4) for (var/stat in increasable_stats) if (src.vars[stat] != initial(src.vars[stat])) . += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has had some custom work done to it.") for (var/stat in decreaseable_stats) if (src.vars[stat] != initial(src.vars[stat])) . += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has had some custom work done to it.") if(improvement_potential > 0) . += SPAN_GOOD("You think you could repair \the [src] and improve it, but you might also make it worse if you aren't careful.") if (5) for (var/stat in increasable_stats) if (src.vars[stat] > initial(src.vars[stat])) . += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has been improved and increased.") else if (src.vars[stat] < initial(src.vars[stat])) . += SPAN_WARNING("You can see \the [src]'s [replacetext(stat, "_", " ")] has been degraded and decreased.") for (var/stat in decreaseable_stats) if (src.vars[stat] < initial(src.vars[stat])) . += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has been improved and decreased.") else if (src.vars[stat] > initial(src.vars[stat])) . += SPAN_WARNING("You can see \the [src]'s [replacetext(stat, "_", " ")] has been degraded and increased.") if(improvement_potential > 0) . += SPAN_GOOD("You see a few places where damage has revealed design flaws. You could correct them to improve \the [src].") if (6 to INFINITY) for (var/stat in increasable_stats) if (src.vars[stat] > initial(src.vars[stat])) . += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has been improved, increasing it by approximately [round((src.vars[stat] - initial(src.vars[stat])) / initial(src.vars[stat]) * 100)] percent.") else if (src.vars[stat] < initial(src.vars[stat])) . += SPAN_WARNING("You can see \the [src]'s [replacetext(stat, "_", " ")] has been degraded, decreasing it by approximately [round((initial(src.vars[stat]) - src.vars[stat]) / initial(src.vars[stat]) * 100)] percent.") for (var/stat in decreaseable_stats) if (src.vars[stat] < initial(src.vars[stat])) . += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has been improved, decreasing it by approximately [round((src.vars[stat] - initial(src.vars[stat])) / initial(src.vars[stat]) * 100)] percent.") else if (src.vars[stat] > initial(src.vars[stat])) . += SPAN_WARNING("You can see \the [src]'s [replacetext(stat, "_", " ")] has been degraded, increasing it by approximately [round((initial(src.vars[stat]) - src.vars[stat]) / initial(src.vars[stat]) * 100)] percent.") if(improvement_potential > 0) . += SPAN_GOOD("You see a few places where damage has revealed design flaws. Correcting them could improve \the [src] by up to [improvement_potential] percent.") /obj/item/laser_components/mechanics_hints(mob/user, distance, is_adjacent) . = ..() . += "This component can be repaired with \a [repair_item.name]. If you have research and firearms skills you have a chance to improve it when repairing it." /obj/item/laser_components/attackby(obj/item/attacking_item, mob/user) if(!istype(attacking_item, repair_item)) return ..() if (condition == 0 && malus == base_malus) to_chat(user, SPAN_WARNING("\The [src] is not damaged.")) return ..() var/skill_level = (GET_SKILL_LEVEL(user, FIREARMS_SKILL_COMPONENT) + GET_SKILL_LEVEL(user, RESEARCH_SKILL_COMPONENT)) if(attacking_item.tool_behaviour == TOOL_WELDER) var/obj/item/weldingtool/WT = attacking_item if(WT.isOn() && WT.use_tool(src, user, rand(2 SECONDS, (10 - skill_level) SECONDS), volume = 50) && WT.use(0, user) && repair_module(attacking_item, skill_level, user)) user.visible_message( SPAN_WARNING("[user] begins repairing \the [src]."), SPAN_NOTICE("You begin repairing \the [src]."), "You hear a welding torch on metal." ) else to_chat(user, SPAN_WARNING("You fail to repair \the [src].")) else if(do_after(user, rand(2 SECONDS, (10 - skill_level) SECONDS), src, DO_UNIQUE) && repair_module(attacking_item, skill_level, user)) //Used if the repair item is not a tool. to_chat(user, SPAN_NOTICE("You repair \the [src].")) else to_chat(user, SPAN_WARNING("You fail to repair \the [src].")) /obj/item/laser_components/proc/repair_module(var/obj/item/D, var/skill_level, var/mob/user) return 1 /obj/item/laser_components/modifier name = "modifier" desc = "A basic laser weapon modifier." reliability = -5 var/mod_type var/gun_force = 0 //melee damage of the gun var/chargetime = 0 var/burst_delay = 0 var/scope_name var/criticality = 1 repair_item = /obj/item/weldingtool /obj/item/laser_components/modifier/condition_hints(mob/user, distance, is_adjacent) . += ..() if(distance <= 1) if(malus > base_malus) . += SPAN_WARNING("\The [src] appears damaged.") /obj/item/laser_components/modifier/degrade(var/increment = 1) if(increment) malus += increment if(malus > abs(base_malus*2)) malus = abs(base_malus*2) /obj/item/laser_components/modifier/repair_module(var/obj/item/weldingtool/W, var/skill_level, var/mob/user) if(!istype(W)) return if(malus == base_malus) return 0 if(W.use(1)) //Welders burn fuel while active handle_improvement(skill_level, user) malus = max(malus - 5, base_malus) return 1 return 0 /obj/item/laser_components/capacitor name = "capacitor" desc = "A basic laser weapon capacitor." icon_state = "capacitor" shots = 5 damage = 10 reliability = 50 fire_delay = 5 repair_item = /obj/item/stack/cable_coil increasable_stats = list("reliability", "damage", "shots") decreaseable_stats = list() /obj/item/laser_components/capacitor/condition_hints(mob/user, distance, is_adjacent) . += ..() if(distance <= 1 && condition > 0) . += SPAN_WARNING("\The [src] appears damaged.") /obj/item/laser_components/capacitor/repair_module(var/obj/item/stack/cable_coil/C, var/skill_level, var/mob/user) if(!istype(C)) return if(!condition > 0) return 0 if(C.use(2)) handle_improvement(skill_level, user) condition = max(condition - 3 * skill_level, 0) return 1 return 0 /obj/item/laser_components/capacitor/proc/small_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype) if(ishuman(user)) var/mob/living/carbon/human/H = user var/active_hand = H.hand var/shock_damage = round(damage * 0.25 *prototype.criticality) + rand(-5, 5) if(active_hand) H.electrocute_act(shock_damage, prototype, def_zone = BP_L_HAND, tesla_shock = 0) H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_L_ARM, tesla_shock = 0) //Can arc past insulated gloves and into the arm. else H.electrocute_act(shock_damage, prototype, def_zone = BP_R_HAND, tesla_shock = 0) H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_R_ARM, tesla_shock = 0) else tesla_zap(prototype, 0, 1000*prototype.criticality) return /obj/item/laser_components/capacitor/proc/medium_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype) if(ishuman(user)) var/mob/living/carbon/human/H = user var/active_hand = H.hand var/shock_damage = round(damage * 0.5 *prototype.criticality) + rand(-5, 5) if(active_hand) H.electrocute_act(shock_damage, prototype, def_zone = BP_L_HAND, tesla_shock = 0) H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_L_ARM, tesla_shock = 0) //Can arc past insulated gloves and into the arm. else H.electrocute_act(shock_damage, prototype, def_zone = BP_R_HAND, tesla_shock = 0) H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_R_ARM, tesla_shock = 0) else tesla_zap(prototype, 0, 2000*prototype.criticality) return /obj/item/laser_components/capacitor/proc/critical_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype) if(ishuman(user)) var/mob/living/carbon/human/H = user var/active_hand = H.hand var/shock_damage = round(damage * prototype.criticality) + rand(-5, 5) if(active_hand) H.electrocute_act(shock_damage, prototype, def_zone = BP_L_HAND, tesla_shock = 0) H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_L_ARM, tesla_shock = 0) //Can arc past insulated gloves and into the arm. else H.electrocute_act(shock_damage, prototype, def_zone = BP_R_HAND, tesla_shock = 0) H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_R_ARM, tesla_shock = 0) else tesla_zap(prototype, 0, 4000*prototype.criticality) return /obj/item/laser_components/focusing_lens name = "focusing lens" desc = "A basic laser weapon focusing lens." icon_state = "lens" var/list/dispersion = list(2, 4, 6, 8, 10) accuracy = 1 reliability = 45 repair_item = /obj/item/stack/material/glass increasable_stats = list("reliability", "accuracy") decreaseable_stats = list() /obj/item/laser_components/focusing_lens/condition_hints(mob/user, distance, is_adjacent) . += ..() if(distance <= 1 && condition > 0) . += SPAN_WARNING("\The [src] appears damaged.") /obj/item/laser_components/focusing_lens/repair_module(var/obj/item/stack/material/G, var/skill_level, var/mob/user) if(!istype(G)) return if(!condition > 0) return 0 if(G.use(1)) handle_improvement(skill_level, user) condition = max(condition - 3 * skill_level, 0) return 1 return 0 /obj/item/laser_components/modulator name = "laser modulator" desc = "A modification that modulates the beam into a standard laser beam." icon_state = "laser" origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2) var/obj/projectile/beam/projectile = /obj/projectile/beam var/firing_sound = 'sound/weapons/laser1.ogg' /obj/item/laser_components/modulator/degrade() return /obj/item/laser_assembly name = "laser assembly (small)" desc = "A small pistol-sized assembly." icon = 'icons/obj/guns/modular_laser.dmi' var/base_icon_state = "small" contained_sprite = TRUE var/stage = 1 var/size = CHASSIS_SMALL var/modifier_cap = 3 var/list/gun_mods = list() var/obj/item/laser_components/capacitor/capacitor var/obj/item/laser_components/focusing_lens/focusing_lens var/obj/item/laser_components/modulator/modulator var/ready_to_craft = FALSE // Use by weapons analyzer. var/datum/weakref/analyzer /obj/item/laser_assembly/Initialize() . = ..() update_icon() /obj/item/laser_assembly/examine_tags(mob/user) . = ..() if(stage == 1) .["thick"] = "Stops or slows minor piercing effects, such as from injectors." /obj/item/laser_assembly/mechanics_hints(mob/user) . = ..() . += "Components can be added to this assembly by attacking it with the component in hand. If you lack the appropriate skills you need to use a weapons analyzer." . += "Components must be added in the correct order, starting with the capacitor, then the focusing lens, and finally the modulator. Modifiers can be added at any time but are limited by the assembly size." . += "This assembly can hold [modifier_cap] modifiers." /obj/item/laser_assembly/attackby(obj/item/attacking_item, mob/user) var/obj/item/laser_components/A = attacking_item var/success = FALSE if(!istype(A)) return ..() var/skill_level = (GET_SKILL_LEVEL(user, FIREARMS_SKILL_COMPONENT) + GET_SKILL_LEVEL(user, RESEARCH_SKILL_COMPONENT)) if(!ready_to_craft && skill_level < 5) to_chat(user, SPAN_WARNING("You cannot modify \the [src] by hand at your current skill level, you need to use a weapons analyzer.")) return if(ismodifier(A) && gun_mods.len < modifier_cap) var/obj/item/laser_components/modifier/m = A for(var/v in gun_mods) var/obj/item/laser_components/modifier/M = v if(M.type == m.type) to_chat(user, SPAN_WARNING("\The [name] already has [m].")) return FALSE gun_mods += A user.drop_from_inventory(A,src) success = TRUE else if(islasercapacitor(A) && stage == 1) capacitor = A user.drop_from_inventory(A,src) stage = 2 success = TRUE else if(isfocusinglens(A) && stage == 2) focusing_lens = A user.drop_from_inventory(A,src) stage = 3 success = TRUE else if(ismodulator(A) && stage == 3) modulator = A user.drop_from_inventory(A,src) success = TRUE else return ..() to_chat(user, SPAN_NOTICE("You insert \the [A] into the assembly.")) update_icon() if(check_completion()) success = 2 // meaning complete return success /obj/item/laser_assembly/update_icon() ..() underlays.Cut() icon_state = "[base_icon_state]_[stage]" if(gun_mods.len) for(var/obj/item/laser_components/mod in gun_mods) if(mod.gun_overlay) underlays += mod.gun_overlay /obj/item/laser_assembly/proc/check_completion() if(capacitor && focusing_lens && modulator) return finish() /obj/item/laser_assembly/proc/finish() var/obj/structure/machinery/r_n_d/weapons_analyzer/an = analyzer ? analyzer.resolve() : null var/obj/item/gun/energy/laser/prototype/A = new /obj/item/gun/energy/laser/prototype A.icon_state = icon_state A.modifystate = icon_state A.origin_chassis = size A.capacitor = capacitor capacitor.forceMove(A) A.focusing_lens = focusing_lens focusing_lens.forceMove(A) A.modulator = modulator modulator.forceMove(A) if(gun_mods.len) for(var/v in gun_mods) var/obj/item/laser_components/modifier/mod = v A.gun_mods += mod mod.forceMove(A) if(mod.gun_overlay) A.underlays += mod.gun_overlay if(an) A.forceMove(an) an.item = A else A.forceMove(get_turf(src)) A.updatetype() A.try_recharge() A.pin = null gun_mods = null focusing_lens = null capacitor = null qdel(src) return TRUE /obj/item/laser_assembly/get_print_info() . = "" for(var/i in list(capacitor, focusing_lens, modulator) + gun_mods) var/obj/item/laser_components/l_component = i if(!l_component) continue . += "
Component Name: [initial(l_component.name)]

" var/l_repair_name = initial(l_component.repair_item.name) ? initial(l_component.repair_item.name) : "nothing" if(l_component.reliability != 0) . += "Reliability: [l_component.reliability]
" if(l_component.damage != 1) . += "Damage Modifier: [l_component.damage]
" if(l_component.fire_delay != 1) . += "Fire Delay Modifier: [l_component.fire_delay]
" if(l_component.shots != 1) . += "Shots Modifier: [l_component.shots]
" if(l_component.burst != 0) . += "Burst Modifier: [l_component.burst]
" if(l_component.accuracy != 0) . += "Accuracy Modifier: [l_component.accuracy]
" . += "Repair Tool: [l_repair_name]
"