Files
Bubberstation/code/game/objects/items/devices/laserpointer.dm
Fikou eea0599511 moves gun related icons to guns folder (#57077)
moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd
2021-02-21 13:58:33 -05:00

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/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"
var/pointer_icon_state
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=500, /datum/material/glass=500)
w_class = WEIGHT_CLASS_SMALL
var/turf/pointer_loc
var/energy = 10
var/max_energy = 10
var/effectchance = 30
var/recharging = FALSE
var/recharge_locked = FALSE
var/obj/item/stock_parts/micro_laser/diode //used for upgrading!
/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()
. = ..()
diode = new(src)
if(!pointer_icon_state)
pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
/obj/item/laser_pointer/upgraded/Initialize()
. = ..()
diode = new /obj/item/stock_parts/micro_laser/ultra
/obj/item/laser_pointer/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stock_parts/micro_laser))
if(!diode)
if(!user.transferItemToLoc(W, src))
return
diode = W
to_chat(user, "<span class='notice'>You install a [diode.name] in [src].</span>")
else
to_chat(user, "<span class='warning'>[src] already has a diode installed!</span>")
else if(W.tool_behaviour == TOOL_SCREWDRIVER)
if(diode)
to_chat(user, "<span class='notice'>You remove the [diode.name] from \the [src].</span>")
diode.forceMove(drop_location())
diode = null
else
return ..()
/obj/item/laser_pointer/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
if(!diode)
. += "<span class='notice'>The diode is missing.</span>"
else
. += "<span class='notice'>A class <b>[diode.rating]</b> laser diode is installed. It is <i>screwed</i> in place.</span>"
/obj/item/laser_pointer/afterattack(atom/target, mob/living/user, flag, params)
. = ..()
laser_act(target, user, params)
/obj/item/laser_pointer/proc/laser_act(atom/target, mob/living/user, params)
if( !(user in (viewers(7,target))) )
return
if (!diode)
to_chat(user, "<span class='notice'>You point [src] at [target], but nothing happens!</span>")
return
if (!ISADVANCEDTOOLUSER(user))
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
if(HAS_TRAIT(user, TRAIT_CHUNKYFINGERS))
to_chat(user, "<span class='warning'>Your fingers can't press the button!</span>")
return
add_fingerprint(user)
//nothing happens if the battery is drained
if(recharge_locked)
to_chat(user, "<span class='notice'>You point [src] at [target], but it's still charging.</span>")
return
var/outmsg
var/turf/targloc = get_turf(target)
//human/alien mobs
if(iscarbon(target))
var/mob/living/carbon/C = target
if(user.zone_selected == BODY_ZONE_PRECISE_EYES)
var/severity = 1
if(prob(33))
severity = 2
else if(prob(50))
severity = 0
//chance to actually hit the eyes depends on internal component
if(prob(effectchance * diode.rating) && C.flash_act(severity))
outmsg = "<span class='notice'>You blind [C] by shining [src] in [C.p_their()] eyes.</span>"
log_combat(user, C, "blinded with a laser pointer",src)
else
outmsg = "<span class='warning'>You fail to blind [C] by shining [src] at [C.p_their()] eyes!</span>"
log_combat(user, C, "attempted to blind with a laser pointer",src)
//robots
else if(iscyborg(target))
var/mob/living/silicon/S = target
log_combat(user, S, "shone in the sensors", src)
//chance to actually hit the eyes depends on internal component
if(prob(effectchance * diode.rating))
S.flash_act(affect_silicon = 1)
S.Paralyze(rand(100,200))
to_chat(S, "<span class='danger'>Your sensors were overloaded by a laser!</span>")
outmsg = "<span class='notice'>You overload [S] by shining [src] at [S.p_their()] sensors.</span>"
else
outmsg = "<span class='warning'>You fail to overload [S] by shining [src] at [S.p_their()] sensors!</span>"
//cameras
else if(istype(target, /obj/machinery/camera))
var/obj/machinery/camera/C = target
if(prob(effectchance * diode.rating))
C.emp_act(EMP_HEAVY)
outmsg = "<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>"
log_combat(user, C, "EMPed", src)
else
outmsg = "<span class='warning'>You miss the lens of [C] with [src]!</span>"
//catpeople
for(var/mob/living/carbon/human/H in view(1,targloc))
if(!isfelinid(H) || H.incapacitated() || H.is_blind())
continue
if(user.body_position == STANDING_UP)
H.setDir(get_dir(H,targloc)) // kitty always looks at the light
if(prob(effectchance * diode.rating))
H.visible_message("<span class='warning'>[H] makes a grab for the light!</span>","<span class='userdanger'>LIGHT!</span>")
H.Move(targloc)
log_combat(user, H, "moved with a laser pointer",src)
else
H.visible_message("<span class='notice'>[H] looks briefly distracted by the light.</span>", "<span class='warning'>You're briefly tempted by the shiny light...</span>")
else
H.visible_message("<span class='notice'>[H] stares at the light.</span>", "<span class='warning'>You stare at the light...</span>")
//cats!
for(var/mob/living/simple_animal/pet/cat/C in view(1,targloc))
if(prob(effectchance * diode.rating))
if(C.resting)
C.set_resting(FALSE, instant = TRUE)
C.visible_message("<span class='notice'>[C] pounces on the light!</span>","<span class='warning'>LIGHT!</span>")
C.Move(targloc)
C.Immobilize(1 SECONDS)
else
C.visible_message("<span class='notice'>[C] looks uninterested in your games.</span>","<span class='warning'>You spot [user] shining [src] at you. How insulting!</span>")
//laser pointer image
icon_state = "pointer_[pointer_icon_state]"
var/image/I = image('icons/obj/guns/projectiles.dmi',targloc,pointer_icon_state,10)
var/list/modifiers = params2list(params)
if(modifiers)
if(LAZYACCESS(modifiers, ICON_X))
I.pixel_x = (text2num(LAZYACCESS(modifiers, ICON_X)) - 16)
if(LAZYACCESS(modifiers, ICON_Y))
I.pixel_y = (text2num(LAZYACCESS(modifiers, ICON_Y)) - 16)
else
I.pixel_x = target.pixel_x + rand(-5,5)
I.pixel_y = target.pixel_y + rand(-5,5)
if(outmsg)
to_chat(user, outmsg)
else
to_chat(user, "<span class='info'>You point [src] at [target].</span>")
energy -= 1
if(energy <= max_energy)
if(!recharging)
recharging = TRUE
START_PROCESSING(SSobj, src)
if(energy <= 0)
to_chat(user, "<span class='warning'>[src]'s battery is overused, it needs time to recharge!</span>")
recharge_locked = TRUE
flick_overlay_view(I, targloc, 10)
icon_state = "pointer"
/obj/item/laser_pointer/process(delta_time)
if(!diode)
recharging = FALSE
return PROCESS_KILL
if(DT_PROB(10 + diode.rating*10 - recharge_locked*1, delta_time)) //t1 is 20, 2 40
energy += 1
if(energy >= max_energy)
energy = max_energy
recharging = FALSE
recharge_locked = FALSE
return ..()