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## About The Pull Request This is a pull request which fixes issue #92227. ## Why It's Good For The Game Closes #92227 which makes circuit guns more confusing than they should be ## Changelog 🆑 fix: fixes circuit gun not recharging it's internal cell when an integrated circuit is inserted /🆑
102 lines
3.4 KiB
Plaintext
102 lines
3.4 KiB
Plaintext
/**
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* # Circuit Gun
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*
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* A gun that lets you fire projectiles to enact circuitry.
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*/
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/obj/item/gun/energy/wiremod_gun
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name = "circuit gun"
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desc = "A gun that fires projectiles able to control circuitry. It can recharge using power from an attached circuit."
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icon = 'icons/obj/science/circuits.dmi'
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icon_state = "setup_gun"
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ammo_type = list(/obj/item/ammo_casing/energy/wiremod_gun)
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cell_type = /obj/item/stock_parts/power_store/cell/emproof/wiremod_gun
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item_flags = NONE
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light_system = OVERLAY_LIGHT_DIRECTIONAL
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light_on = FALSE
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automatic_charge_overlays = FALSE
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL
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gun_flags = NOT_A_REAL_GUN
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/obj/item/ammo_casing/energy/wiremod_gun
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projectile_type = /obj/projectile/energy/wiremod_gun
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harmful = FALSE
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select_name = "circuit"
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fire_sound = 'sound/items/weapons/blaster.ogg'
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/obj/projectile/energy/wiremod_gun
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name = "scanning beam"
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icon_state = "energy"
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damage = 0
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range = 7
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/obj/item/stock_parts/power_store/cell/emproof/wiremod_gun
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maxcharge = 0.1 * STANDARD_CELL_CHARGE
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/obj/item/gun/energy/wiremod_gun/Initialize(mapload)
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. = ..()
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var/datum/component/shell/shell = AddComponent(/datum/component/shell, list(
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new /obj/item/circuit_component/wiremod_gun()
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), SHELL_CAPACITY_MEDIUM)
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RegisterSignal(shell, COMSIG_SHELL_CIRCUIT_ATTACHED, PROC_REF(on_circuit_attached))
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/obj/item/circuit_component/wiremod_gun
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display_name = "Gun"
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desc = "Used to receive entities hit by projectiles from a gun."
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/// Called when a projectile hits
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var/datum/port/output/signal
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/// The shooter
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var/datum/port/output/shooter
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/// The entity being shot
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var/datum/port/output/shot
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/obj/item/circuit_component/wiremod_gun/Initialize(mapload)
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. = ..()
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shooter = add_output_port("Shooter", PORT_TYPE_ATOM)
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shot = add_output_port("Shot Entity", PORT_TYPE_ATOM)
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signal = add_output_port("Shot", PORT_TYPE_SIGNAL)
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/obj/item/circuit_component/wiremod_gun/register_shell(atom/movable/shell)
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RegisterSignal(shell, COMSIG_PROJECTILE_ON_HIT, PROC_REF(handle_shot))
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if(istype(shell, /obj/item/gun/energy))
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RegisterSignal(shell, COMSIG_GUN_CHAMBER_PROCESSED, PROC_REF(handle_chamber))
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/obj/item/circuit_component/wiremod_gun/unregister_shell(atom/movable/shell)
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UnregisterSignal(shell, list(COMSIG_PROJECTILE_ON_HIT, COMSIG_GUN_CHAMBER_PROCESSED))
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/obj/item/gun/energy/wiremod_gun/proc/on_circuit_attached(datum/component/shell/source)
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SIGNAL_HANDLER
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if (istype(source, /datum/component/shell))
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var/datum/component/shell/comp = source
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var/obj/item/integrated_circuit/circuit = comp.attached_circuit
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if (!circuit.cell)
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return
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var/transferred = src.cell.give(min(0.1 * STANDARD_CELL_CHARGE, circuit.cell.charge))
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if (transferred)
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circuit.cell.use(transferred, force=TRUE)
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/**
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* Called when the shell item shoots something
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*/
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/obj/item/circuit_component/wiremod_gun/proc/handle_shot(atom/source, mob/firer, atom/target, angle)
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SIGNAL_HANDLER
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playsound(source, SFX_TERMINAL_TYPE, 25, FALSE)
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shooter.set_output(firer)
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shot.set_output(target)
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signal.set_output(COMPONENT_SIGNAL)
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/**
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* Called when the shell item processes a new chamber
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*/
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/obj/item/circuit_component/wiremod_gun/proc/handle_chamber(atom/source)
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SIGNAL_HANDLER
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if(!parent?.cell)
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return
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var/obj/item/gun/energy/fired_gun = source
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var/transferred = fired_gun.cell.give(min(0.1 * STANDARD_CELL_CHARGE, parent.cell.charge))
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if(transferred)
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parent.cell.use(transferred, force = TRUE)
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