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* Adds tooltips for pneumatic cannon, changes powerfist's tooltip slightly and fixes some bugs about it. (#73922) ## About The Pull Request Adds tooltips for screwdriver and wrench with it's pressure level. It'll look like this:  And an image of how it look's at the moment just to compare:  Also changed powerfist's tooltip slightly:  And another image for comparison again:  You weren't able to put wrench in it, because it combined both LMB and RMB tool_acts, deleted the part with RMB as screwdriver uses LMB. And for some reason you could put air tanks in pie guns and adjust its pressure level. Like is there even a purpose of it? It'll just hiss. ## Why It's Good For The Game ## Changelog 🆑 qol: added tooltips for pneumatic cannon. Also changed powerfist's tooltips slightly. fix: fixed that you can't put wrench in pneumatic cannon. fix: fixed that you can manipulate with pie gun as if it's a normal pneumatic cannon (adjust air tank, wrench it's output level's and etc.) /🆑 * Adds tooltips for pneumatic cannon, changes powerfist's tooltip slightly and fixes some bugs about it. --------- Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
156 lines
5.7 KiB
Plaintext
156 lines
5.7 KiB
Plaintext
///Defines for the pressure strength of the fist
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#define LOW_PRESSURE 1
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#define MID_PRESSURE 2
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#define HIGH_PRESSURE 3
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///Defines for the tank change action
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#define TANK_INSERTING 0
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#define TANK_REMOVING 1
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/obj/item/melee/powerfist
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name = "power-fist"
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desc = "A metal gauntlet with a piston-powered ram ontop for that extra 'ompfh' in your punch."
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icon_state = "powerfist"
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inhand_icon_state = "powerfist"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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flags_1 = CONDUCT_1
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attack_verb_continuous = list("whacks", "fists", "power-punches")
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attack_verb_simple = list("whack", "fist", "power-punch")
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force = 20
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throwforce = 10
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throw_range = 7
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w_class = WEIGHT_CLASS_NORMAL
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armor_type = /datum/armor/melee_powerfist
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resistance_flags = FIRE_PROOF
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/// Delay between attacks
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var/click_delay = 0.15 SECONDS
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/// Pressure level on the fist
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var/fist_pressure_setting = LOW_PRESSURE
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/// Amount of moles per punch
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var/gas_per_fist = 3
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/// Tank used for the gauntlet's piston-ram.
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var/obj/item/tank/internals/tank
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/datum/armor/melee_powerfist
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fire = 100
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acid = 40
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/obj/item/melee/powerfist/proc/pressure_setting_to_text(fist_pressure_setting)
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switch(fist_pressure_setting)
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if(LOW_PRESSURE)
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return "low"
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if(MID_PRESSURE)
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return "medium"
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if(HIGH_PRESSURE)
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return "high"
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else
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CRASH("Invalid pressure setting: [fist_pressure_setting]!")
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/obj/item/melee/powerfist/examine(mob/user)
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. = ..()
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if(!in_range(user, src))
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. += span_notice("You'll need to get closer to see any more.")
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return
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if(tank)
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. += span_notice("[icon2html(tank, user)] It has \a [tank] mounted onto it.")
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. += span_notice("Can be removed with a <b>screwdriver</b>.")
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. += span_notice("Use a <b>wrench</b> to change the valve strength. Current strength is at <b>[pressure_setting_to_text(fist_pressure_setting)]</b> level.")
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/obj/item/melee/powerfist/wrench_act(mob/living/user, obj/item/tool)
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fist_pressure_setting = fist_pressure_setting >= HIGH_PRESSURE ? LOW_PRESSURE : fist_pressure_setting + 1
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tool.play_tool_sound(src)
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balloon_alert(user, "piston strength set to [pressure_setting_to_text(fist_pressure_setting)]")
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return TRUE
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/obj/item/melee/powerfist/screwdriver_act(mob/living/user, obj/item/tool)
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if(!tank)
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balloon_alert(user, "no tank present")
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return
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update_tank(tank, TANK_REMOVING, user)
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return TRUE
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/obj/item/melee/powerfist/attackby(obj/item/item_to_insert, mob/user, params)
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if(!istype(item_to_insert, /obj/item/tank/internals))
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return ..()
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if(tank)
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to_chat(user, span_notice("A tank is already present, remove it with a screwdriver first."))
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return
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var/obj/item/tank/internals/tank_to_insert = item_to_insert
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if(tank_to_insert.volume <= 3)
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to_chat(user, span_warning("\The [tank_to_insert] is too small for \the [src]."))
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return
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update_tank(item_to_insert, TANK_INSERTING, user)
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/obj/item/melee/powerfist/proc/update_tank(obj/item/tank/internals/the_tank, removing = TANK_INSERTING, mob/living/carbon/human/user)
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if(removing)
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if(!tank)
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to_chat(user, span_notice("\The [src] currently has no tank attached to it."))
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return
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to_chat(user, span_notice("You detach \the [the_tank] from \the [src]."))
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tank.forceMove(get_turf(user))
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user.put_in_hands(tank)
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tank = null
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return
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if(tank)
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to_chat(user, span_warning("\The [src] already has a tank."))
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return
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if(!user.transferItemToLoc(the_tank, src))
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return
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to_chat(user, span_notice("You hook \the [the_tank] up to \the [src]."))
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tank = the_tank
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/obj/item/melee/powerfist/attack(mob/living/target, mob/living/user)
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if(!tank)
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to_chat(user, span_warning("\The [src] can't operate without a source of gas!"))
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return
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, span_warning("You don't want to harm other living beings!"))
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return
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var/turf/our_turf = get_turf(src)
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if(!our_turf)
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return
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var/datum/gas_mixture/gas_used = tank.remove_air(gas_per_fist * fist_pressure_setting)
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if(!gas_used)
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to_chat(user, span_warning("\The [src]'s tank is empty!"))
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target.apply_damage((force / 5), BRUTE)
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playsound(loc, 'sound/weapons/punch1.ogg', 50, TRUE)
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target.visible_message(span_danger("[user]'s powerfist lets out a dull thunk as [user.p_they()] punch[user.p_es()] [target.name]!"), \
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span_userdanger("[user]'s punches you!"))
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return
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if(!molar_cmp_equals(gas_used.total_moles(), gas_per_fist * fist_pressure_setting))
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our_turf.assume_air(gas_used)
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to_chat(user, span_warning("\The [src]'s piston-ram lets out a weak hiss, it needs more gas!"))
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playsound(loc, 'sound/weapons/punch4.ogg', 50, TRUE)
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target.apply_damage((force / 2), BRUTE)
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target.visible_message(span_danger("[user]'s powerfist lets out a weak hiss as [user.p_they()] punch[user.p_es()] [target.name]!"), \
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span_userdanger("[user]'s punch strikes with force!"))
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return
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target.visible_message(span_danger("[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!"), \
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span_userdanger("You cry out in pain as [user]'s punch flings you backwards!"))
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new /obj/effect/temp_visual/kinetic_blast(target.loc)
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target.apply_damage(force * fist_pressure_setting, BRUTE, wound_bonus = CANT_WOUND)
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playsound(src, 'sound/weapons/resonator_blast.ogg', 50, TRUE)
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playsound(src, 'sound/weapons/genhit2.ogg', 50, TRUE)
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if(!QDELETED(target))
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var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
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target.throw_at(throw_target, 5 * fist_pressure_setting, 0.5 + (fist_pressure_setting / 2))
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log_combat(user, target, "power fisted", src)
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user.changeNext_move(CLICK_CD_MELEE * click_delay)
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our_turf.assume_air(gas_used)
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#undef LOW_PRESSURE
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#undef MID_PRESSURE
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#undef HIGH_PRESSURE
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#undef TANK_INSERTING
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#undef TANK_REMOVING
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