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tonyhawq d9cf82b14d Fixes circuit gun recharging issue (#92483)
## 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
/🆑
2025-08-19 22:30:32 -04:00

102 lines
3.4 KiB
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/**
* # Circuit Gun
*
* A gun that lets you fire projectiles to enact circuitry.
*/
/obj/item/gun/energy/wiremod_gun
name = "circuit gun"
desc = "A gun that fires projectiles able to control circuitry. It can recharge using power from an attached circuit."
icon = 'icons/obj/science/circuits.dmi'
icon_state = "setup_gun"
ammo_type = list(/obj/item/ammo_casing/energy/wiremod_gun)
cell_type = /obj/item/stock_parts/power_store/cell/emproof/wiremod_gun
item_flags = NONE
light_system = OVERLAY_LIGHT_DIRECTIONAL
light_on = FALSE
automatic_charge_overlays = FALSE
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
gun_flags = NOT_A_REAL_GUN
/obj/item/ammo_casing/energy/wiremod_gun
projectile_type = /obj/projectile/energy/wiremod_gun
harmful = FALSE
select_name = "circuit"
fire_sound = 'sound/items/weapons/blaster.ogg'
/obj/projectile/energy/wiremod_gun
name = "scanning beam"
icon_state = "energy"
damage = 0
range = 7
/obj/item/stock_parts/power_store/cell/emproof/wiremod_gun
maxcharge = 0.1 * STANDARD_CELL_CHARGE
/obj/item/gun/energy/wiremod_gun/Initialize(mapload)
. = ..()
var/datum/component/shell/shell = AddComponent(/datum/component/shell, list(
new /obj/item/circuit_component/wiremod_gun()
), SHELL_CAPACITY_MEDIUM)
RegisterSignal(shell, COMSIG_SHELL_CIRCUIT_ATTACHED, PROC_REF(on_circuit_attached))
/obj/item/circuit_component/wiremod_gun
display_name = "Gun"
desc = "Used to receive entities hit by projectiles from a gun."
/// Called when a projectile hits
var/datum/port/output/signal
/// The shooter
var/datum/port/output/shooter
/// The entity being shot
var/datum/port/output/shot
/obj/item/circuit_component/wiremod_gun/Initialize(mapload)
. = ..()
shooter = add_output_port("Shooter", PORT_TYPE_ATOM)
shot = add_output_port("Shot Entity", PORT_TYPE_ATOM)
signal = add_output_port("Shot", PORT_TYPE_SIGNAL)
/obj/item/circuit_component/wiremod_gun/register_shell(atom/movable/shell)
RegisterSignal(shell, COMSIG_PROJECTILE_ON_HIT, PROC_REF(handle_shot))
if(istype(shell, /obj/item/gun/energy))
RegisterSignal(shell, COMSIG_GUN_CHAMBER_PROCESSED, PROC_REF(handle_chamber))
/obj/item/circuit_component/wiremod_gun/unregister_shell(atom/movable/shell)
UnregisterSignal(shell, list(COMSIG_PROJECTILE_ON_HIT, COMSIG_GUN_CHAMBER_PROCESSED))
/obj/item/gun/energy/wiremod_gun/proc/on_circuit_attached(datum/component/shell/source)
SIGNAL_HANDLER
if (istype(source, /datum/component/shell))
var/datum/component/shell/comp = source
var/obj/item/integrated_circuit/circuit = comp.attached_circuit
if (!circuit.cell)
return
var/transferred = src.cell.give(min(0.1 * STANDARD_CELL_CHARGE, circuit.cell.charge))
if (transferred)
circuit.cell.use(transferred, force=TRUE)
/**
* Called when the shell item shoots something
*/
/obj/item/circuit_component/wiremod_gun/proc/handle_shot(atom/source, mob/firer, atom/target, angle)
SIGNAL_HANDLER
playsound(source, SFX_TERMINAL_TYPE, 25, FALSE)
shooter.set_output(firer)
shot.set_output(target)
signal.set_output(COMPONENT_SIGNAL)
/**
* Called when the shell item processes a new chamber
*/
/obj/item/circuit_component/wiremod_gun/proc/handle_chamber(atom/source)
SIGNAL_HANDLER
if(!parent?.cell)
return
var/obj/item/gun/energy/fired_gun = source
var/transferred = fired_gun.cell.give(min(0.1 * STANDARD_CELL_CHARGE, parent.cell.charge))
if(transferred)
parent.cell.use(transferred, force = TRUE)