Files
Bubberstation/code/game/objects/structures/guncase.dm
Iamgoofball a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request

Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.

Explosions have been refactored to do the actual exploding in a subsystem.

Credit to goon.

Here's some videos!

Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates

Changelog

cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
2020-04-30 10:27:53 +12:00

119 lines
2.9 KiB
Plaintext

//GUNCASES//
/obj/structure/guncase
name = "gun locker"
desc = "A locker that holds guns."
icon = 'icons/obj/closet.dmi'
icon_state = "shotguncase"
anchored = FALSE
density = TRUE
opacity = 0
var/case_type = ""
var/gun_category = /obj/item/gun
var/open = TRUE
var/capacity = 4
/obj/structure/guncase/Initialize(mapload)
. = ..()
if(mapload)
for(var/obj/item/I in loc.contents)
if(istype(I, gun_category))
I.forceMove(src)
if(contents.len >= capacity)
break
update_icon()
/obj/structure/guncase/update_overlays()
. = ..()
if(case_type && LAZYLEN(contents))
var/mutable_appearance/gun_overlay = mutable_appearance(icon, case_type)
for(var/i in 1 to contents.len)
gun_overlay.pixel_x = 3 * (i - 1)
. += new /mutable_appearance(gun_overlay)
if(open)
. += "[icon_state]_open"
else
. += "[icon_state]_door"
/obj/structure/guncase/attackby(obj/item/I, mob/user, params)
if(iscyborg(user) || isalien(user))
return
if(istype(I, gun_category) && open)
if(LAZYLEN(contents) < capacity)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You place [I] in [src].</span>")
update_icon()
else
to_chat(user, "<span class='warning'>[src] is full.</span>")
return
else if(user.a_intent != INTENT_HARM)
open = !open
update_icon()
else
return ..()
/obj/structure/guncase/attack_hand(mob/user)
. = ..()
if(.)
return
if(iscyborg(user) || isalien(user))
return
if(contents.len && open)
ShowWindow(user)
else
open = !open
update_icon()
/obj/structure/guncase/proc/ShowWindow(mob/user)
var/dat = {"<div class='block'>
<h3>Stored Guns</h3>
<table align='center'>"}
if(LAZYLEN(contents))
for(var/i in 1 to contents.len)
var/obj/item/I = contents[i]
dat += "<tr><A href='?src=[REF(src)];retrieve=[REF(I)]'>[I.name]</A><br>"
dat += "</table></div>"
var/datum/browser/popup = new(user, "gunlocker", "<div align='center'>[name]</div>", 350, 300)
popup.set_content(dat)
popup.open(FALSE)
/obj/structure/guncase/Topic(href, href_list)
if(href_list["retrieve"])
var/obj/item/O = locate(href_list["retrieve"]) in contents
if(!O || !istype(O))
return
if(!usr.canUseTopic(src, BE_CLOSE) || !open)
return
if(ishuman(usr))
if(!usr.put_in_hands(O))
O.forceMove(get_turf(src))
update_icon()
/obj/structure/guncase/handle_atom_del(atom/A)
update_icon()
/obj/structure/guncase/contents_explosion(severity, target)
for(var/atom/A in contents)
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.highobj += A
if(EXPLODE_HEAVY)
SSexplosions.medobj += A
if(EXPLODE_LIGHT)
SSexplosions.lowobj += A
/obj/structure/guncase/shotgun
name = "shotgun locker"
desc = "A locker that holds shotguns."
case_type = "shotgun"
gun_category = /obj/item/gun/ballistic/shotgun
/obj/structure/guncase/ecase
name = "energy gun locker"
desc = "A locker that holds energy guns."
icon_state = "ecase"
case_type = "egun"
gun_category = /obj/item/gun/energy/e_gun