/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
///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)
while (improvement_potential > 0)
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)
improvement_potential -= improvement * 100 //Decreases improvement potential before any skill modifiers.
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)
if (src.vars[stat_name] > (initial(src.vars[stat_name]) * 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(src.vars[stat_name]) * DECREASE_CAP) && stat_direction < 0)
continue
src.vars[stat_name] += stat_direction * abs(initial(src.vars[stat_name]) * improvement) //Adds improvement % of the initial value to the stat.
if (improvement > 0)
to_chat(user, SPAN_NOTICE("Your careful repairs to \the [src] [stat_direction > 0 ? "increase" : "decrease"] its [replacetext(stat_name, "_", " ")] by [improvement * 100] percent!"))
total_improved += improvement
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!"))
/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/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 ..()
to_chat(user, SPAN_WARNING("You begin repairing \the [src]."))
var/skill_level = (GET_SKILL_LEVEL(user, FIREARMS_SKILL_COMPONENT) + GET_SKILL_LEVEL(user, RESEARCH_SKILL_COMPONENT))
if(do_after(user, rand(2 SECONDS, 6 SECONDS), src, DO_UNIQUE) && repair_module(attacking_item, skill_level, user))
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(2))
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
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 case for shoving things into. Hopefully they work."
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/attackby(obj/item/attacking_item, mob/user)
var/obj/item/laser_components/A = attacking_item
var/success = FALSE
if(!istype(A))
return ..()
if(!ready_to_craft)
to_chat(user, SPAN_WARNING("You cannot modify \the [src] by hand, 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.resolve()
if(!an)
return FALSE
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
A.forceMove(an)
an.item = A
A.updatetype()
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]
"