mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-03 05:21:27 +00:00
* Laser pointer update: Shining Through Walls Edition (feat. fixes!) * Update laserpointer.dm --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
333 lines
15 KiB
Plaintext
333 lines
15 KiB
Plaintext
/obj/item/laser_pointer
|
|
name = "laser pointer"
|
|
desc = "Don't shine it in your eyes!"
|
|
icon = 'icons/obj/device.dmi'
|
|
icon_state = "pointer"
|
|
inhand_icon_state = "pen"
|
|
worn_icon_state = "pen"
|
|
flags_1 = CONDUCT_1
|
|
item_flags = NOBLUDGEON
|
|
slot_flags = ITEM_SLOT_BELT
|
|
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
///Currently stored blulespace crystal, if any. Required to use the pointer through walls
|
|
var/obj/item/stack/ore/bluespace_crystal/crystal_lens
|
|
///Currently stored micro-laser diode
|
|
var/obj/item/stock_parts/micro_laser/diode
|
|
///Chance that the pointer dot will trigger a reaction from a mob/object
|
|
var/effectchance = 30
|
|
///Currently available battery charge of the laser pointer
|
|
var/energy = 10
|
|
///Maximum possible battery charge of the laser. Draining the battery puts the pointer in a recharge state, preventing use, which ends upon full recharge
|
|
var/max_energy = 10
|
|
///Maximum use range
|
|
var/max_range = 7
|
|
///Icon for the laser, affects both the laser dot and the laser pointer itself, as it shines a laser on the item itself
|
|
var/pointer_icon_state = null
|
|
///Whether the pointer is currently in a full recharge state. Triggered upon fully draining the battery
|
|
var/recharge_locked = FALSE
|
|
///Whether the pointer is currently recharging or not
|
|
var/recharging = FALSE
|
|
|
|
/obj/item/laser_pointer/red
|
|
pointer_icon_state = "red_laser"
|
|
|
|
/obj/item/laser_pointer/green
|
|
pointer_icon_state = "green_laser"
|
|
|
|
/obj/item/laser_pointer/blue
|
|
pointer_icon_state = "blue_laser"
|
|
|
|
/obj/item/laser_pointer/purple
|
|
pointer_icon_state = "purple_laser"
|
|
|
|
/obj/item/laser_pointer/Initialize(mapload)
|
|
. = ..()
|
|
diode = new(src)
|
|
if(!pointer_icon_state)
|
|
pointer_icon_state = pick("red_laser", "green_laser", "blue_laser", "purple_laser")
|
|
|
|
/obj/item/laser_pointer/Destroy(force)
|
|
QDEL_NULL(crystal_lens)
|
|
QDEL_NULL(diode)
|
|
return ..()
|
|
|
|
/obj/item/laser_pointer/Exited(atom/movable/gone, direction)
|
|
. = ..()
|
|
if(gone == crystal_lens)
|
|
crystal_lens = null
|
|
if(gone == diode)
|
|
diode = null
|
|
|
|
/obj/item/laser_pointer/upgraded/Initialize(mapload)
|
|
. = ..()
|
|
diode = new /obj/item/stock_parts/micro_laser/ultra
|
|
|
|
/obj/item/laser_pointer/screwdriver_act(mob/living/user, obj/item/tool)
|
|
if(diode)
|
|
tool.play_tool_sound(src)
|
|
balloon_alert(user, "removed diode")
|
|
diode.forceMove(drop_location())
|
|
diode = null
|
|
return TRUE
|
|
|
|
/obj/item/laser_pointer/tool_act(mob/living/user, obj/item/tool)
|
|
. = ..()
|
|
if(isnull(crystal_lens) || !(tool.tool_behaviour == TOOL_WIRECUTTER || tool.tool_behaviour == TOOL_HEMOSTAT))
|
|
return
|
|
tool.play_tool_sound(src)
|
|
balloon_alert(user, "removed crystal lens")
|
|
crystal_lens.forceMove(drop_location())
|
|
crystal_lens = null
|
|
return TRUE
|
|
|
|
/obj/item/laser_pointer/attackby(obj/item/attack_item, mob/user, params)
|
|
if(istype(attack_item, /obj/item/stock_parts/micro_laser))
|
|
if(diode)
|
|
balloon_alert(user, "already has a diode!")
|
|
return
|
|
var/obj/item/stock_parts/attack_diode = attack_item
|
|
if(crystal_lens && attack_diode.rating < 3) //only tier 3 and up are small enough to fit
|
|
to_chat(user, span_warning("You try to jam \the [attack_item.name] in place, but \the [crystal_lens.name] is in the way!"))
|
|
playsound(src, 'sound/machines/airlock_alien_prying.ogg', 20)
|
|
if(do_after(user, 2 SECONDS, src))
|
|
var/atom/atom_to_teleport = pick(user, attack_item)
|
|
if(atom_to_teleport == user)
|
|
to_chat(user, span_warning("You jam \the [attack_item.name] in too hard and break \the [crystal_lens.name] inside, teleporting you away!"))
|
|
user.drop_all_held_items()
|
|
else if(atom_to_teleport == attack_item)
|
|
attack_item.forceMove(drop_location())
|
|
to_chat(user, span_warning("You jam \the [attack_item.name] in too hard and break \the [crystal_lens.name] inside, teleporting \the [attack_item.name] away!"))
|
|
do_teleport(atom_to_teleport, get_turf(src), crystal_lens.blink_range, asoundin = 'sound/effects/phasein.ogg', channel = TELEPORT_CHANNEL_BLUESPACE)
|
|
qdel(crystal_lens)
|
|
return
|
|
if(!user.transferItemToLoc(attack_item, src))
|
|
return
|
|
playsound(src, 'sound/items/screwdriver.ogg', 30)
|
|
diode = attack_item
|
|
balloon_alert(user, "installed \the [diode.name]")
|
|
//we have a diode now, try starting a charge sequence in case the pointer was charging when we took out the diode
|
|
recharging = TRUE
|
|
START_PROCESSING(SSobj, src)
|
|
return TRUE
|
|
|
|
if(istype(attack_item, /obj/item/stack/ore/bluespace_crystal))
|
|
if(crystal_lens)
|
|
balloon_alert(user, "already has a lens!")
|
|
return
|
|
//the crystal stack we're trying to install a crystal from
|
|
var/obj/item/stack/ore/bluespace_crystal/crystal_stack = attack_item
|
|
if(diode && diode.rating < 3) //only lasers of tier 3 and up can house a lens
|
|
to_chat(user, span_warning("You try to jam \the [crystal_stack.name] in front of the diode, but it's a bad fit!"))
|
|
playsound(src, 'sound/machines/airlock_alien_prying.ogg', 20)
|
|
if(do_after(user, 2 SECONDS, src))
|
|
var/atom/atom_to_teleport = pick(user, src)
|
|
if(atom_to_teleport == user)
|
|
to_chat(user, span_warning("You press on \the [crystal_stack.name] too hard and are teleported away!"))
|
|
user.drop_all_held_items()
|
|
else if(atom_to_teleport == src)
|
|
forceMove(drop_location())
|
|
to_chat(user, span_warning("You press on \the [crystal_stack.name] too hard and \the [src] is teleported away!"))
|
|
do_teleport(atom_to_teleport, get_turf(src), crystal_stack.blink_range, asoundin = 'sound/effects/phasein.ogg', channel = TELEPORT_CHANNEL_BLUESPACE)
|
|
crystal_stack.use_tool(src, user, amount = 1) //use only one if we were installing from a stack of crystals
|
|
return
|
|
//the single crystal that we actually install
|
|
var/obj/item/stack/ore/bluespace_crystal/single_crystal = crystal_stack.split_stack(null, 1)
|
|
if(isnull(single_crystal))
|
|
return
|
|
if(!user.transferItemToLoc(single_crystal, src))
|
|
return
|
|
crystal_lens = single_crystal
|
|
playsound(src, 'sound/items/screwdriver2.ogg', 30)
|
|
balloon_alert(user, "installed \the [crystal_lens.name]")
|
|
to_chat(user, span_notice("You install a [crystal_lens.name] in [src]. \
|
|
It can now be used to shine through obstacles at the cost of double the energy drain."))
|
|
return TRUE
|
|
|
|
return ..()
|
|
|
|
/obj/item/laser_pointer/examine(mob/user)
|
|
. = ..()
|
|
if(in_range(user, src) || isobserver(user))
|
|
if(isnull(diode))
|
|
. += span_notice("The diode is missing.")
|
|
else
|
|
. += span_notice("A class <b>[diode.rating]</b> laser diode is installed. It is <i>screwed</i> in place.")
|
|
. += span_notice("A small display reads out that[recharge_locked ? " it is currently recharging to full, and" : ""] there is <b>[energy * 10]%</b> total charge remaining.")
|
|
if(crystal_lens)
|
|
. += span_notice("There is a <b>[crystal_lens.name]</b> fit neatly before the focus lens. It can be <i>plucked out</i> with some <i>wirecutters</i>.")
|
|
else if(diode) //hint at the ability to modify the pointer with a crystal only if we have a diode
|
|
. += span_notice("<i>You could examine it more thoroughly...</i>")
|
|
|
|
/obj/item/laser_pointer/examine_more(mob/user)
|
|
. = ..()
|
|
if(!isnull(crystal_lens) || isnull(diode))
|
|
return
|
|
switch(diode.rating)
|
|
if(1)
|
|
. += "<i>\The [diode.name] is fit neatly into the casing.</i>"
|
|
if(2)
|
|
. += "<i>\The [diode.name] is secured in place, with a little bit of room left between it and the focus lens.</i>"
|
|
if(3 to 4)
|
|
. += "<i>\The [diode.name]'s size is much smaller compared to the previous generation lasers, \
|
|
and the wide margin between it and the focus lens could probably house <b>a crystal</b> of some sort.</i>"
|
|
|
|
/obj/item/laser_pointer/afterattack(atom/target, mob/living/user, flag, params)
|
|
. = ..()
|
|
. |= AFTERATTACK_PROCESSED_ITEM
|
|
laser_act(target, user, params)
|
|
|
|
///Handles shining the clicked atom,
|
|
/obj/item/laser_pointer/proc/laser_act(atom/target, mob/living/user, params)
|
|
if(isnull(diode))
|
|
to_chat(user, span_notice("You point [src] at [target], but nothing happens!"))
|
|
return
|
|
if(!ISADVANCEDTOOLUSER(user))
|
|
to_chat(user, span_warning("You don't have the dexterity to do this!"))
|
|
return
|
|
if(HAS_TRAIT(user, TRAIT_CHUNKYFINGERS))
|
|
to_chat(user, span_warning("Your fingers can't press the button!"))
|
|
return
|
|
|
|
if(!IN_GIVEN_RANGE(target, user, max_range))
|
|
to_chat(user, span_warning("\The [target] is too far away!"))
|
|
return
|
|
if(!(user in (view(max_range, target)))) //check if we are visible from the target's PoV
|
|
if(isnull(crystal_lens))
|
|
to_chat(user, span_warning("You can't point with [src] through walls!"))
|
|
return
|
|
if(!((user.sight & SEE_OBJS) || (user.sight & SEE_MOBS))) //only let it work if we have xray or thermals. mesons don't count because they are easier to get.
|
|
to_chat(user, span_notice("You can't quite make out your target and you fail to shine at it."))
|
|
return
|
|
|
|
add_fingerprint(user)
|
|
|
|
//nothing happens if the battery has been drained and has not fully recharged yet
|
|
if(recharge_locked)
|
|
to_chat(user, span_notice("You point [src] at [target], but it's still charging."))
|
|
return
|
|
|
|
//The message we send to the user upon using the pointer
|
|
var/outmsg
|
|
//The turf of the target we clicked on
|
|
var/turf/targloc = get_turf(target)
|
|
|
|
//human/alien mobs: if we aim for the eyes, chance to flash the target
|
|
if(iscarbon(target))
|
|
var/mob/living/carbon/target_humanoid = target
|
|
if(target_humanoid.stat == DEAD)
|
|
outmsg = span_notice("You point [src] at [target_humanoid], but [target_humanoid.p_they()] appear[target_humanoid.p_s()] to be dead!")
|
|
else if(user.zone_selected == BODY_ZONE_PRECISE_EYES)
|
|
//Intensity of the laser dot to pass to flash_act
|
|
var/severity = pick(0, 1, 2)
|
|
|
|
//chance to actually hit the eyes depends on internal component
|
|
if(prob(effectchance * diode.rating) && target_humanoid.flash_act(severity))
|
|
outmsg = span_notice("You blind [target_humanoid] by shining [src] in [target_humanoid.p_their()] eyes.")
|
|
log_combat(user, target_humanoid, "blinded with a laser pointer", src)
|
|
else
|
|
outmsg = span_warning("You fail to blind [target_humanoid] by shining [src] at [target_humanoid.p_their()] eyes!")
|
|
log_combat(user, target_humanoid, "attempted to blind with a laser pointer", src)
|
|
|
|
//borgs: chance to flash and paralyse the target
|
|
else if(iscyborg(target))
|
|
var/mob/living/silicon/target_sillycone = target
|
|
//chance to actually hit the eyes depends on internal component
|
|
if(target_sillycone.stat == DEAD)
|
|
outmsg = span_notice("You point [src] at [target_sillycone], but [target_sillycone.p_they()] appear[target_sillycone.p_s()] to be non-functioning.")
|
|
if(prob(effectchance * diode.rating) && target_sillycone.flash_act(affect_silicon = TRUE))
|
|
target_sillycone.set_temp_blindness_if_lower(5 SECONDS)
|
|
to_chat(target_sillycone, span_danger("Your sensors were overloaded by a laser!"))
|
|
outmsg = span_notice("You overload [target_sillycone] by shining [src] at [target_sillycone.p_their()] sensors.")
|
|
log_combat(user, target_sillycone, "shone in the sensors", src)
|
|
else
|
|
outmsg = span_warning("You fail to overload [target_sillycone] by shining [src] at [target_sillycone.p_their()] sensors!")
|
|
log_combat(user, target_sillycone, "attempted to shine in the sensors", src)
|
|
|
|
//cameras: chance to EMP the camera
|
|
else if(istype(target, /obj/machinery/camera))
|
|
var/obj/machinery/camera/target_camera = target
|
|
if(!target_camera.status && !target_camera.emped)
|
|
outmsg = span_notice("You point [src] at [target_camera], but it seems to be disabled.")
|
|
else if(prob(effectchance * diode.rating))
|
|
target_camera.emp_act(EMP_HEAVY)
|
|
outmsg = span_notice("You hit the lens of [target_camera] with [src], temporarily disabling the camera!")
|
|
log_combat(user, target_camera, "EMPed", src)
|
|
else
|
|
outmsg = span_warning("You miss the lens of [target_camera] with [src]!")
|
|
|
|
//catpeople: make any felinid near the target to face the target, chance for felinids to pounce at the light, stepping to the target
|
|
for(var/mob/living/carbon/human/target_felinid in view(1, targloc))
|
|
if(!isfeline(target_felinid) || target_felinid.stat == DEAD || target_felinid.is_blind() || target_felinid.incapacitated()) // SKYRAT EDIT - FELINE TRAITS. Was: isfelinid(H)
|
|
continue
|
|
if(target_felinid.body_position == STANDING_UP)
|
|
target_felinid.setDir(get_dir(target_felinid, targloc)) // kitty always looks at the light
|
|
if(prob(effectchance * diode.rating))
|
|
target_felinid.visible_message(span_warning("[target_felinid] makes a grab for the light!"), span_userdanger("LIGHT!"))
|
|
target_felinid.Move(targloc)
|
|
log_combat(user, target_felinid, "moved with a laser pointer", src)
|
|
else
|
|
target_felinid.visible_message(span_notice("[target_felinid] looks briefly distracted by the light."), span_warning("You're briefly tempted by the shiny light..."))
|
|
else
|
|
target_felinid.visible_message(span_notice("[target_felinid] stares at the light."), span_warning("You stare at the light..."))
|
|
|
|
//cats! - chance for any cat near the target to pounce at the light, stepping to the target
|
|
for(var/mob/living/simple_animal/pet/cat/target_kitty in view(1, targloc))
|
|
if(target_kitty.stat == DEAD)
|
|
continue
|
|
if(prob(effectchance * diode.rating))
|
|
if(target_kitty.resting)
|
|
target_kitty.set_resting(FALSE, instant = TRUE)
|
|
target_kitty.visible_message(span_notice("[target_kitty] pounces on the light!"), span_warning("LIGHT!"))
|
|
target_kitty.Move(targloc)
|
|
target_kitty.Immobilize(1 SECONDS)
|
|
else
|
|
target_kitty.visible_message(span_notice("[target_kitty] looks uninterested in your games."), span_warning("You spot [user] shining [src] at you. How insulting!"))
|
|
|
|
//The pointer is shining, change its sprite to show
|
|
icon_state = "pointer_[pointer_icon_state]"
|
|
|
|
//setup pointer blip
|
|
var/mutable_appearance/laser = mutable_appearance('icons/obj/weapons/guns/projectiles.dmi', pointer_icon_state)
|
|
var/list/modifiers = params2list(params)
|
|
if(modifiers)
|
|
if(LAZYACCESS(modifiers, ICON_X))
|
|
laser.pixel_x = (text2num(LAZYACCESS(modifiers, ICON_X)) - 16)
|
|
if(LAZYACCESS(modifiers, ICON_Y))
|
|
laser.pixel_y = (text2num(LAZYACCESS(modifiers, ICON_Y)) - 16)
|
|
else
|
|
laser.pixel_x = target.pixel_x + rand(-5,5)
|
|
laser.pixel_y = target.pixel_y + rand(-5,5)
|
|
|
|
if(outmsg)
|
|
to_chat(user, outmsg)
|
|
else
|
|
to_chat(user, span_info("You point [src] at [target]."))
|
|
|
|
//we have successfully shone our pointer, reduce our battery depending on whether we have an extra lens or not
|
|
energy -= crystal_lens ? 2 : 1
|
|
if(energy <= max_energy) //normal recharge, does not stop us from using the pointer
|
|
if(!recharging)
|
|
recharging = TRUE
|
|
START_PROCESSING(SSobj, src)
|
|
if(energy <= 0) //battery is completely dry, recharge the pointer to full then let us use it again
|
|
to_chat(user, span_warning("[src]'s battery is overused, it needs time to recharge!"))
|
|
recharge_locked = TRUE
|
|
|
|
//flash a pointer blip at the target
|
|
target.flick_overlay_view(laser, 1 SECONDS)
|
|
//reset pointer sprite
|
|
icon_state = "pointer"
|
|
|
|
/obj/item/laser_pointer/process(seconds_per_tick)
|
|
if(isnull(diode))
|
|
recharging = FALSE
|
|
return PROCESS_KILL
|
|
if(SPT_PROB(10 + diode.rating * 10, seconds_per_tick)) //+10% chance per diode tier to recharge one use per process
|
|
energy += 1
|
|
if(energy >= max_energy)
|
|
energy = max_energy
|
|
recharging = FALSE
|
|
recharge_locked = FALSE
|
|
return ..()
|