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Aurora.3/code/modules/projectiles/guns/launcher/crossbow.dm
2020-05-22 15:40:00 -03:00

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//AMMUNITION
/obj/item/arrow
name = "bolt"
desc = "It's got a tip for you - get the point?"
icon = 'icons/obj/weapons.dmi'
icon_state = "bolt"
item_state = "bolt"
throwforce = 8
w_class = 3.0
sharp = 1
edge = 0
hitsound = "swing_hit"
drop_sound = 'sound/items/drop/sword.ogg'
pickup_sound = 'sound/items/pickup/sword.ogg'
/obj/item/arrow/proc/removed() //Helper for metal rods falling apart.
return
/obj/item/spike
name = "alloy spike"
desc = "It's about a foot of weird silver metal with a wicked point."
sharp = 1
edge = 0
throwforce = 5
w_class = 2
icon = 'icons/obj/weapons.dmi'
icon_state = "metal-rod"
item_state = "bolt"
drop_sound = 'sound/items/drop/sword.ogg'
pickup_sound = 'sound/items/pickup/sword.ogg'
/obj/item/arrow/quill
name = "vox quill"
desc = "A wickedly barbed quill from some bizarre animal."
icon = 'icons/obj/weapons.dmi'
icon_state = "quill"
item_state = "quill"
throwforce = 8
drop_sound = 'sound/items/drop/knife.ogg'
pickup_sound = 'sound/items/pickup/knife.ogg'
/obj/item/arrow/rod
name = "metal rod"
desc = "Don't cry for me, Orithena."
icon_state = "metal-rod"
/obj/item/arrow/rod/removed(mob/user)
if(throwforce == 15) // The rod has been superheated - we don't want it to be useable when removed from the bow.
to_chat(user, "[src] shatters into a scattering of unusable overstressed metal shards as it leaves the crossbow.")
qdel(src)
/obj/item/gun/launcher/crossbow
name = "powered crossbow"
desc = "A 2457AD twist on an old classic. Pick up that can."
icon = 'icons/obj/guns/crossbow.dmi'
icon_state = "powered_crossbow"
item_state = "crossbow-solid"
fire_sound = 'sound/weapons/crossbow.ogg'
fire_sound_text = "a solid thunk"
fire_delay = 25
slot_flags = SLOT_BACK
needspin = FALSE
var/obj/item/bolt
var/tension = 0 // Current draw on the bow.
var/max_tension = 5 // Highest possible tension.
var/release_speed = 5 // Speed per unit of tension.
var/obj/item/cell/cell = null // Used for firing superheated rods.
var/current_user // Used to check if the crossbow has changed hands since being drawn.
var/draw_time = 20 // How long it takes to increase the draw on the bow by one "tension"
/obj/item/gun/launcher/crossbow/update_release_force()
release_force = tension*release_speed
/obj/item/gun/launcher/crossbow/consume_next_projectile(mob/user=null)
if(tension <= 0)
to_chat(user, "<span class='warning'>\The [src] is not drawn back!</span>")
return null
return bolt
/obj/item/gun/launcher/crossbow/handle_post_fire(mob/user, atom/target)
bolt = null
tension = 0
update_icon()
..()
/obj/item/gun/launcher/crossbow/attack_self(mob/living/user as mob)
if(tension)
if(bolt)
user.visible_message("[user] relaxes the tension on [src]'s string and removes [bolt].","You relax the tension on [src]'s string and remove [bolt].")
bolt.forceMove(get_turf(src))
var/obj/item/arrow/A = bolt
bolt = null
A.removed(user)
else
user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
tension = 0
update_icon()
else
draw(user)
/obj/item/gun/launcher/crossbow/proc/draw(var/mob/user as mob)
if(!bolt)
to_chat(user, "You don't have anything nocked to [src].")
return
if(user.restrained())
return
current_user = user
user.visible_message("[user] begins to draw back the string of [src].","<span class='notice'>You begin to draw back the string of [src].</span>")
tension = 1
while(bolt && tension && loc == current_user)
if(!do_after(user, draw_time)) //crossbow strings don't just magically pull back on their own.
user.visible_message("[usr] stops drawing and relaxes the string of [src].","<span class='warning'>You stop drawing back and relax the string of [src].</span>")
tension = 0
update_icon()
return
//double check that the user hasn't removed the bolt in the meantime
if(!(bolt && tension && loc == current_user))
return
tension++
update_icon()
if(tension >= max_tension)
tension = max_tension
to_chat(usr, "[src] clunks as you draw the string to its maximum tension!")
return
user.visible_message("[usr] draws back the string of [src]!","<span class='notice'>You continue drawing back the string of [src]!</span>")
/obj/item/gun/launcher/crossbow/proc/increase_tension(var/mob/user as mob)
if(!bolt || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
return
/obj/item/gun/launcher/crossbow/attackby(obj/item/W as obj, mob/user as mob)
if(!bolt)
if (istype(W,/obj/item/arrow))
user.drop_from_inventory(W, src)
bolt = W
user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].")
update_icon()
return
else if(istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/R = W
if (R.use(1))
bolt = new /obj/item/arrow/rod(src)
bolt.fingerprintslast = src.fingerprintslast
bolt.forceMove(src)
update_icon()
user.visible_message("[user] jams [bolt] into [src].","You jam [bolt] into [src].")
superheat_rod(user)
return
if(istype(W, /obj/item/cell))
if(!cell)
user.drop_from_inventory(W, src)
cell = W
to_chat(user, "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>")
superheat_rod(user)
else
to_chat(user, "<span class='notice'>[src] already has a cell installed.</span>")
else if(W.isscrewdriver())
if(cell)
var/obj/item/C = cell
C.forceMove(get_turf(user))
to_chat(user, "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>")
cell = null
else
to_chat(user, "<span class='notice'>[src] doesn't have a cell installed.</span>")
else
..()
/obj/item/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
if(!user || !cell || !bolt)
return
if(cell.charge < 500)
return
if(bolt.throwforce >= 15)
return
if(!istype(bolt,/obj/item/arrow/rod))
return
to_chat(user, "<span class='warning'>[bolt] plinks and crackles as it begins to glow red-hot.</span>")
bolt.throwforce = 15
bolt.icon_state = "metal-rod-superheated"
cell.use(500)
/obj/item/gun/launcher/crossbow/update_icon()
if(tension > 1)
icon_state = "[initial(icon_state)]-drawn"
else if(bolt)
icon_state = "[initial(icon_state)]-nocked"
else
icon_state = initial(icon_state)
// Crossbow construction.
/obj/item/crossbowframe
name = "crossbow frame"
desc = "A half-finished crossbow."
icon_state = "crossbowframe0"
item_state = "crossbow-solid"
icon = 'icons/obj/weapons.dmi'
hitsound = "swing_hit"
var/buildstate = 0
/obj/item/crossbowframe/update_icon()
icon_state = "crossbowframe[buildstate]"
/obj/item/crossbowframe/examine(mob/user)
..(user)
switch(buildstate)
if(1) to_chat(user, "It has a loose rod frame in place.")
if(2) to_chat(user, "It has a steel backbone welded in place.")
if(3) to_chat(user, "It has a steel backbone and a cell mount installed.")
if(4) to_chat(user, "It has a steel backbone, plastic limbs and a cell mount installed.")
if(5) to_chat(user, "It has a steel cable loosely strung across the limbs.")
/obj/item/crossbowframe/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/rods))
if(buildstate == 0)
var/obj/item/stack/rods/R = W
if(R.use(3))
to_chat(user, "<span class='notice'>You assemble a backbone of rods around the wooden stock.</span>")
buildstate++
update_icon()
else
to_chat(user, "<span class='notice'>You need at least three rods to complete this task.</span>")
return
else if(W.iswelder())
if(buildstate == 1)
var/obj/item/weldingtool/T = W
if(T.remove_fuel(0,user))
if(!src || !T.isOn()) return
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
to_chat(user, "<span class='notice'>You weld the rods into place.</span>")
buildstate++
update_icon()
return
else if(W.iscoil())
var/obj/item/stack/cable_coil/C = W
if(buildstate == 2)
if(C.use(5))
to_chat(user, "<span class='notice'>You wire a crude cell mount into the top of the crossbow.</span>")
buildstate++
update_icon()
else
to_chat(user, "<span class='notice'>You need at least five segments of cable coil to complete this task.</span>")
return
else if(buildstate == 4)
if(C.use(5))
to_chat(user, "<span class='notice'>You string a steel cable across the crossbow's limbs.</span>")
buildstate++
update_icon()
else
to_chat(user, "<span class='notice'>You need at least five segments of cable coil to complete this task.</span>")
return
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MATERIAL_PLASTIC)
if(buildstate == 3)
var/obj/item/stack/material/P = W
if(P.use(3))
to_chat(user, "<span class='notice'>You assemble and install heavy plastic limbs onto the crossbow.</span>")
buildstate++
update_icon()
else
to_chat(user, "<span class='notice'>You need at least three plastic sheets to complete this task.</span>")
return
else if(W.isscrewdriver())
if(buildstate == 5)
to_chat(user, "<span class='notice'>You secure the crossbow's various parts.</span>")
new /obj/item/gun/launcher/crossbow(get_turf(src))
qdel(src)
return
else
..()
/*////////////////////
// RFD Crossbow //
*/////////////////////
/obj/item/arrow/RFD
name = "flashforged bolt"
desc = "The ultimate ghetto deconstruction implement."
throwforce = 10
/obj/item/gun/launcher/crossbow/RFD
name = "Rapid-Fabrication-Device Crossbow"
desc = "A hacked together RFD turns an innocent tool into the penultimate destruction tool. Flashforges bolts using matter units when the string is drawn back."
icon = 'icons/obj/guns/rxb.dmi'
icon_state = "rxb"
item_state = "rxb"
slot_flags = null
draw_time = 10
var/stored_matter = 0
var/max_stored_matter = 40
var/boltcost = 10
/obj/item/gun/launcher/crossbow/RFD/proc/genBolt(var/mob/user)
if(stored_matter >= boltcost && !bolt)
bolt = new/obj/item/arrow/RFD(src)
stored_matter -= boltcost
to_chat(user, "<span class='notice'>The RFD flashforges a new bolt!</span>")
update_icon()
else
to_chat(user, "<span class='warning'>The \'Low Ammo\' light on the device blinks yellow.</span>")
flick("[icon_state]-empty", src)
/obj/item/gun/launcher/crossbow/RFD/attack_self(mob/living/user as mob)
if(tension)
user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
tension = 0
update_icon()
else
genBolt(user)
draw(user)
/obj/item/gun/launcher/crossbow/RFD/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/rfd_ammo))
if((stored_matter + 10) > max_stored_matter)
to_chat(user, "<span class='notice'>The RFD can't hold that many additional matter-units.</span>")
return
stored_matter += 10
qdel(W)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
to_chat(user, "<span class='notice'>The RFD now holds [stored_matter]/[max_stored_matter] matter-units.</span>")
update_icon()
return
if(istype(W, /obj/item/arrow/RFD))
var/obj/item/arrow/RFD/A = W
if((stored_matter + 5) > max_stored_matter)
to_chat(user, "<span class='notice'>Unable to reclaim flashforged bolt. The RFD can't hold that many additional matter-units.</span>")
return
stored_matter += 5
qdel(A)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
to_chat(user, "<span class='notice'>Flashforged bolt reclaimed. The RXD now holds [stored_matter]/[max_stored_matter] matter-units.</span>")
update_icon()
return
/obj/item/gun/launcher/crossbow/RFD/update_icon()
overlays.Cut()
if(bolt)
overlays += "rxb-bolt"
var/ratio = 0
if(stored_matter < boltcost)
ratio = 0
else
ratio = stored_matter / max_stored_matter
ratio = max(round(ratio, 0.25) * 100, 25)
overlays += "rxb-[ratio]"
if(tension > 1)
icon_state = "rxb-drawn"
else
icon_state = "rxb"
/obj/item/gun/launcher/crossbow/RFD/examine(var/user)
. = ..()
if(.)
if(get_dist(src, user) > 1)
return
to_chat(user, "It currently holds [stored_matter]/[max_stored_matter] matter-units.")