mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-17 12:35:26 +00:00
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
194 lines
6.7 KiB
Plaintext
194 lines
6.7 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"
|
|
item_state = "pen"
|
|
var/pointer_icon_state
|
|
flags_1 = CONDUCT_1
|
|
item_flags = NOBLUDGEON
|
|
slot_flags = ITEM_SLOT_BELT
|
|
materials = list(MAT_METAL=500, MAT_GLASS=500)
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
var/turf/pointer_loc
|
|
var/energy = 5
|
|
var/max_energy = 5
|
|
var/effectchance = 33
|
|
var/recharging = 0
|
|
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/New()
|
|
..()
|
|
diode = new(src)
|
|
if(!pointer_icon_state)
|
|
pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
|
|
|
|
/obj/item/laser_pointer/upgraded/New()
|
|
..()
|
|
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='notice'>[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/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 (!user.IsAdvancedToolUser())
|
|
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
|
return
|
|
if(user.has_trait(TRAIT_NOGUNS))
|
|
to_chat(user, "<span class='warning'>Your fingers can't press the button!</span>")
|
|
return
|
|
if(ishuman(user))
|
|
var/mob/living/carbon/human/H = user
|
|
if(H.dna.check_mutation(HULK))
|
|
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)
|
|
log_combat(user, C, "shone in the eyes", src)
|
|
|
|
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>"
|
|
else
|
|
outmsg = "<span class='warning'>You fail to blind [C] by shining [src] at [C.p_their()] eyes!</span>"
|
|
|
|
//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(!iscatperson(H) || H.incapacitated() || H.eye_blind )
|
|
continue
|
|
if(user.mobility_flags & MOBILITY_STAND)
|
|
H.setDir(get_dir(H,targloc)) // kitty always looks at the light
|
|
if(prob(effectchance))
|
|
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(50))
|
|
C.visible_message("<span class='notice'>[C] pounces on the light!</span>","<span class='warning'>LIGHT!</span>")
|
|
C.Move(targloc)
|
|
C.set_resting(TRUE, FALSE)
|
|
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/projectiles.dmi',targloc,pointer_icon_state,10)
|
|
var/list/click_params = params2list(params)
|
|
if(click_params)
|
|
if(click_params["icon-x"])
|
|
I.pixel_x = (text2num(click_params["icon-x"]) - 16)
|
|
if(click_params["icon-y"])
|
|
I.pixel_y = (text2num(click_params["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 = 1
|
|
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()
|
|
if(prob(20 - recharge_locked*5))
|
|
energy += 1
|
|
if(energy >= max_energy)
|
|
energy = max_energy
|
|
recharging = 0
|
|
recharge_locked = FALSE
|
|
..()
|