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BatrachophrenoandGitHub 5277251959 Tool behaviors port (#21663)
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.

This is all back-end code, no new features or functionality from this.
2026-01-27 08:44:49 +00:00

254 lines
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//ghetto shotgun, mostly based on the tg-version. Also this file can be used for more improvised guns in the future - Alberyk
/obj/item/gun/projectile/shotgun/improvised //similar to the double barrel, but without the option to fire both barrels
name = "improvised shotgun"
desc = "An improvised pipe assembly that can fire shotgun shells."
icon = 'icons/obj/guns/ishotgun.dmi'
icon_state = "ishotgun"
item_state = "ishotgun"
max_shells = 2
w_class = WEIGHT_CLASS_BULKY
force = 11
recoil = 2
accuracy = -1
slot_flags = SLOT_BACK
caliber = "shotgun"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
handle_casings = CYCLE_CASINGS
load_method = SINGLE_CASING
needspin = FALSE
fire_sound = 'sound/weapons/gunshot/gunshot_shotgun2.ogg'
var/fail_chance = 35
/obj/item/gun/projectile/shotgun/improvised/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
switch(fail_chance)
if(1)
. += "All craftsmanship is of the highest quality."
if(2 to 25)
. += "All craftsmanship is of high quality."
if(26 to 50)
. += "All craftsmanship is of average quality."
if(51 to 75)
. += "All craftsmanship is of low quality."
if(100)
. += "All craftsmanship is of the lowest quality."
/obj/item/gun/projectile/shotgun/improvised/special_check(var/mob/living/carbon/human/M)
if(prob(fail_chance))
M.visible_message(SPAN_DANGER("[M]'s weapon blows up, shattering into pieces!"),
SPAN_DANGER("[src] blows up in your face!"),
"You hear a loud bang!")
M.take_organ_damage(0,30)
M.drop_item()
new /obj/item/material/shard/shrapnel(get_turf(src))
qdel(src)
return 0
return ..()
/obj/item/gun/projectile/shotgun/improvised/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/surgery/circular_saw) || istype(attacking_item, /obj/item/melee/energy) || istype(attacking_item, /obj/item/gun/energy/plasmacutter) && w_class != 3)
to_chat(user, SPAN_NOTICE("You begin to shorten the barrel of \the [src]."))
if(loaded.len)
for(var/i in 1 to max_shells)
Fire(user, user) //will this work? //it will. we call it twice, for twice the FUN
user.visible_message(SPAN_DANGER("The shotgun goes off!"),
SPAN_DANGER("The shotgun goes off in your face!"))
return
if(attacking_item.use_tool(src, user, 30, volume = 50))
icon_state = "ishotgunsawn"
item_state = "ishotgunsawn"
w_class = WEIGHT_CLASS_NORMAL
force = 11
slot_flags &= ~SLOT_BACK
slot_flags |= (SLOT_BELT|SLOT_HOLSTER)
name = "sawn-off improvised shotgun"
to_chat(user, SPAN_WARNING("You shorten the barrel of \the [src]!"))
else
..()
/obj/item/gun/projectile/shotgun/improvised/sawn
name = "sawn-off improvised shotgun"
desc = "An improvised pipe assembly that can fire shotgun shells."
icon_state = "ishotgunsawn"
item_state = "ishotgunsawn"
slot_flags = SLOT_BELT|SLOT_HOLSTER
w_class = WEIGHT_CLASS_NORMAL
force = 11
// shotgun construction
/obj/item/stock
name = "rifle stock"
desc = "A classic rifle stock that doubles as a grip, roughly carved out of wood."
icon = 'icons/obj/improvised.dmi'
icon_state = "riflestock"
var/buildstate = 0
/obj/item/stock/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
switch(buildstate)
if(1)
. += "It is carved in the shape of a pistol handle."
if(2)
. += "It has a receiver installed."
if(3)
. += "It has a pipe installed."
/obj/item/receivergun
name = "receiver"
desc = "A receiver and trigger assembly for a firearm."
icon = 'icons/obj/improvised.dmi'
icon_state = "receiver"
var/buildstate = 0
/obj/item/receivergun/update_icon()
icon_state = "ishotgun[buildstate]"
/obj/item/receivergun/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
switch(buildstate)
if(1)
. += "It has a pipe segment installed."
if(2)
. += "It has a stock installed."
if(3)
. += "Its pieces are held together by tape roll."
/obj/item/receivergun/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/pipe))
if(buildstate == 0)
qdel(attacking_item)
to_chat(user, SPAN_NOTICE("You place the pipe and the receiver together."))
buildstate++
update_icon()
return
else if(istype(attacking_item, /obj/item/stock))
if(buildstate == 1)
qdel(attacking_item)
to_chat(user, SPAN_NOTICE("You add the stock to the assembly."))
buildstate++
update_icon()
return
else if(istype(attacking_item, /obj/item/tape_roll))
if(buildstate == 2)
qdel(attacking_item)
to_chat(user, SPAN_NOTICE("You strap the pieces together with tape."))
buildstate++
update_icon()
return
else if(attacking_item.tool_behaviour == TOOL_CABLECOIL)
var/obj/item/stack/cable_coil/C = attacking_item
if(buildstate == 3)
if(C.use(10))
to_chat(user, SPAN_NOTICE("You tie the lengths of cable to the pipegun, making a sling."))
new /obj/item/gun/projectile/shotgun/pump/rifle/magazine_fed/pipegun(get_turf(src))
qdel(src)
else
to_chat(user, SPAN_NOTICE("You need at least ten lengths of cable if you want to make a sling!"))
return
..()
//ghetto handgun, sprites by datberry
/obj/item/gun/projectile/improvised_handgun
name = "improvised handgun"
desc = "A common sight in an amateur's workshop, this is a simple- yet effective- improvised handgun."
max_shells = 7
recoil = 2
accuracy = -1
offhand_accuracy = 1
fire_delay = ROF_PISTOL
icon = 'icons/obj/guns/ipistol.dmi'
icon_state = "ipistol"
item_state = "ipistol"
caliber = ".45"
allowed_magazines = list(/obj/item/ammo_magazine/c45m)
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
fire_sound = 'sound/weapons/gunshot/gunshot_light.ogg'
load_method = MAGAZINE
jam_chance = 20
needspin = FALSE
/obj/item/gun/projectile/improvised_handgun/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
switch(jam_chance)
if(1)
. += "All craftsmanship is of the highest quality."
if(2 to 25)
. += "All craftsmanship is of high quality."
if(26 to 50)
. += "All craftsmanship is of average quality."
if(51 to 75)
. += "All craftsmanship is of low quality."
if(100)
. += "All craftsmanship is of the lowest quality."
/obj/item/gun/projectile/improvised_handgun/loaded
magazine_type = /obj/item/ammo_magazine/c45m
/obj/item/stock/update_icon()
icon_state = "ipistol[buildstate]"
/obj/item/stock/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/material/hatchet))
if(buildstate == 0)
to_chat(user, SPAN_NOTICE("You carve the rifle stock."))
buildstate++
update_icon()
return
else if(istype(attacking_item, /obj/item/receivergun))
if(buildstate == 1)
qdel(attacking_item)
to_chat(user, SPAN_NOTICE("You add the receiver to the assembly."))
buildstate++
update_icon()
return
else if(istype(attacking_item, /obj/item/pipe))
if(buildstate == 2)
qdel(attacking_item)
to_chat(user, SPAN_NOTICE("You strap the pipe to the assembly."))
buildstate++
update_icon()
return
else if(attacking_item.tool_behaviour == TOOL_WELDER)
if(buildstate == 3)
var/obj/item/weldingtool/T = attacking_item
if(T.use(0,user))
if(!src || !T.isOn()) return
playsound(src.loc, 'sound/items/welder_pry.ogg', 100, 1)
to_chat(user, SPAN_NOTICE("You shorten the barrel with the welding tool."))
var/obj/item/gun/projectile/improvised_handgun/G = new(get_turf(src))
G.jam_chance = rand(1,100)
qdel(src)
..()
/obj/item/gun/projectile/automatic/improvised
name = "improvised machine pistol"
desc = "An improvised automatic handgun."
icon = 'icons/obj/guns/ismg.dmi'
icon_state = "ismg"
item_state = "ismg"
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/c45uzi
allowed_magazines = list(/obj/item/ammo_magazine/c45uzi)
max_shells = 16
caliber = ".45"
sel_mode = 1
accuracy = -1
fire_delay = ROF_PISTOL
burst = 3
burst_delay = 3
move_delay = 3
dispersion = list(5, 10, 15, 20)
jam_chance = 20
needspin = FALSE
firemodes = list()