/obj/item/laser_components
icon = 'icons/obj/modular_laser.dmi'
icon_state = "bfg"
var/reliability = 0
var/damage = 1
var/fire_delay = 0
var/condition = 0 //inverse health of the component. subtracted from reliability.
var/shots = 0
var/burst = 0
var/accuracy = 0
var/obj/item/weapon/repair_item
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/attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(!istype(D,repair_item))
return ..()
user << "You begin repairing \the [src]."
if(do_after(user,20) && repair_module(D))
user << "You repair \the [src]."
else
user << "You fail to repair \the [src]."
/obj/item/laser_components/proc/repair_module(var/obj/item/weapon/D)
return 1
/obj/item/laser_components/modifier
name = "modifier"
desc = "A basic laser weapon modifier."
reliability = -5
var/mod_type
var/base_malus = 2 //when modifiers get damaged they do not break, but make other components break faster
var/malus = 2 //subtracted from weapon's overall reliability everytime it's fired
var/gun_force = 0 //melee damage of the gun
var/chargetime = 0
var/burst_delay = 0
var/scope_name
var/criticality
repair_item = /obj/item/weapon/weldingtool
/obj/item/laser_components/modifier/examine(mob/user)
. = ..(user, 1)
if(.)
if(malus > base_malus)
user << "\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/weapon/weldingtool/W)
if(!istype(W))
return
if(W.remove_fuel(5))
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
repair_item = /obj/item/stack/cable_coil
/obj/item/laser_components/capacitor/repair_module(var/obj/item/stack/cable_coil/C)
if(!istype(C))
return
if(C.use(5))
return 1
return 0
/obj/item/laser_components/capacitor/examine(mob/user)
. = ..(user, 1)
if(.)
if(condition > 0)
user << "\The [src] appears damaged."
/obj/item/laser_components/capacitor/proc/small_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
return
/obj/item/laser_components/capacitor/proc/medium_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
return
/obj/item/laser_components/capacitor/proc/critical_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
qdel(src)
return
/obj/item/laser_components/focusing_lens
name = "focusing lens"
desc = "A basic laser weapon focusing lens."
icon_state = "lens"
var/list/dispersion = list(0.6,1.0,1.0,1.0,1.2,0.6,1.0,1.0,1.0,1.2,0.6,1.0,1.0,1.0,1.2,0.6,1.0,1.0,1.0,1.2)
reliability = 25
repair_item = /obj/item/stack/nanopaste
/obj/item/laser_components/focusing_lens/repair_module(var/obj/item/stack/nanopaste/N)
if(!istype(N))
return
if(N.use(5))
return 1
return 0
/obj/item/laser_components/focusing_lens/examine(mob/user)
. = ..(user, 1)
if(.)
if(condition > 0)
user << "\The [src] appears damaged."
/obj/item/laser_components/modulator
name = "laser modulator"
desc = "A modification that modulates the beam into a standard laser beam."
icon_state = "laser"
var/obj/item/projectile/beam/projectile = /obj/item/projectile/beam
var/firing_sound = 'sound/weapons/Laser.ogg'
/obj/item/laser_components/modulator/degrade()
return
/obj/item/device/laser_assembly
name = "laser assembly (small)"
desc = "A case for shoving things into. Hopefully they work."
w_class = 2
icon = 'icons/obj/modular_laser.dmi'
icon_state = "small"
var/stage = 1
var/size = CHASSIS_SMALL
var/modifier_cap = 1
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
/obj/item/device/laser_assembly/Initialize()
. = ..()
update_icon()
/obj/item/device/laser_assembly/attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
var/obj/item/laser_components/A = D
if(!istype(A))
return ..()
if(ismodifier(A) && gun_mods.len < modifier_cap)
gun_mods += A
user.drop_item()
A.forceMove(src)
else if(islasercapacitor(A) && stage == 1)
capacitor = A
user.drop_item()
A.forceMove(src)
stage = 2
else if(isfocusinglens(A) && stage == 2)
focusing_lens = A
user.drop_item()
A.forceMove(src)
stage = 3
else if(ismodulator(A) && stage == 3)
modulator = A
user.drop_item()
A.forceMove(src)
else
return ..()
user << "You insert \the [A] into the assembly."
update_icon()
check_completion()
/obj/item/device/laser_assembly/update_icon()
..()
underlays.Cut()
icon_state = "[initial(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/device/laser_assembly/proc/check_completion()
if(capacitor && focusing_lens && modulator)
finish()
/obj/item/device/laser_assembly/proc/finish()
var/obj/item/weapon/gun/energy/laser/prototype/A = new /obj/item/weapon/gun/energy/laser/prototype
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/obj/item/laser_components/modifier/mod in gun_mods)
A.gun_mods += mod
mod.forceMove(A)
A.forceMove(get_turf(src))
A.icon = getFlatIcon(src)
A.updatetype()
A.pin = null
gun_mods = null
focusing_lens = null
capacitor = null
qdel(src)