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* Explosions SS runtime fix + code cleanup (#52894) * runtime fix * turf references are immortal * Explosions SS runtime fix + code cleanup Co-authored-by: Rohesie <rohesie@gmail.com>
140 lines
3.5 KiB
Plaintext
140 lines
3.5 KiB
Plaintext
//GUNCASES//
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/obj/structure/guncase
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name = "gun locker"
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desc = "A locker that holds guns."
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icon = 'icons/obj/closet.dmi'
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icon_state = "shotguncase"
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anchored = FALSE
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density = TRUE
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opacity = FALSE
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var/case_type = ""
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var/gun_category = /obj/item/gun
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var/open = TRUE
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var/capacity = 4
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/obj/structure/guncase/Initialize(mapload)
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. = ..()
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if(mapload)
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for(var/obj/item/I in loc.contents)
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if(istype(I, gun_category))
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I.forceMove(src)
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if(contents.len >= capacity)
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break
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update_icon()
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/obj/structure/guncase/update_overlays()
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. = ..()
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if(case_type && LAZYLEN(contents))
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var/mutable_appearance/gun_overlay = mutable_appearance(icon, case_type)
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for(var/i in 1 to contents.len)
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gun_overlay.pixel_x = 3 * (i - 1)
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. += new /mutable_appearance(gun_overlay)
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if(open)
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. += "[icon_state]_open"
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else
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. += "[icon_state]_door"
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/obj/structure/guncase/attackby(obj/item/I, mob/user, params)
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if(iscyborg(user) || isalien(user))
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return
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if(istype(I, gun_category) && open)
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if(LAZYLEN(contents) < capacity)
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, "<span class='notice'>You place [I] in [src].</span>")
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update_icon()
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else
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to_chat(user, "<span class='warning'>[src] is full.</span>")
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return
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else if(user.a_intent != INTENT_HARM)
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open = !open
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update_icon()
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else
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return ..()
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/obj/structure/guncase/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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if(iscyborg(user) || isalien(user))
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return
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if(contents.len && open)
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show_menu(user)
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else
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open = !open
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update_icon()
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/**
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* show_menu: Shows a radial menu to a user consisting of an available weaponry for taking
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*
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* Arguments:
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* * user The mob to which we are showing the radial menu
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*/
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/obj/structure/guncase/proc/show_menu(mob/user)
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if(!LAZYLEN(contents))
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return
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var/list/display_names = list()
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var/list/items = list()
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for(var/i in 1 to length(contents))
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var/obj/item/thing = contents[i]
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display_names["[thing.name] ([i])"] = REF(thing)
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var/image/item_image = image(icon = thing.icon, icon_state = thing.icon_state)
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if(length(thing.overlays))
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item_image.copy_overlays(thing)
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items += list("[thing.name] ([i])" = item_image)
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var/pick = show_radial_menu(user, src, items, custom_check = CALLBACK(src, .proc/check_menu, user), radius = 36, require_near = TRUE)
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if(!pick)
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return
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var/weapon_reference = display_names[pick]
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var/obj/item/weapon = locate(weapon_reference) in contents
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if(!istype(weapon))
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return
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if(!user.put_in_hands(weapon))
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weapon.forceMove(get_turf(src))
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update_icon()
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/**
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* check_menu: Checks if we are allowed to interact with a radial menu
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*
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* Arguments:
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* * user The mob interacting with a menu
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*/
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/obj/structure/guncase/proc/check_menu(mob/living/carbon/human/user)
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if(!open)
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return FALSE
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if(!istype(user))
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return FALSE
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if(user.incapacitated())
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return FALSE
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return TRUE
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/obj/structure/guncase/handle_atom_del(atom/A)
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update_icon()
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/obj/structure/guncase/contents_explosion(severity, target)
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for(var/thing in contents)
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switch(severity)
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if(EXPLODE_DEVASTATE)
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SSexplosions.high_mov_atom += thing
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if(EXPLODE_HEAVY)
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SSexplosions.med_mov_atom += thing
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if(EXPLODE_LIGHT)
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SSexplosions.low_mov_atom += thing
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/obj/structure/guncase/shotgun
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name = "shotgun locker"
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desc = "A locker that holds shotguns."
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case_type = "shotgun"
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gun_category = /obj/item/gun/ballistic/shotgun
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/obj/structure/guncase/ecase
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name = "energy gun locker"
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desc = "A locker that holds energy guns."
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icon_state = "ecase"
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case_type = "egun"
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gun_category = /obj/item/gun/energy/e_gun
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