Files
Bubberstation/code/modules/projectiles/guns/energy.dm
SkyratBot 1e705faa19 [MIRROR] Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#709)
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)

* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component

* Process procs now properly utilize deltatime when implementing rates, timers and probabilities

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-09-09 08:19:23 +02:00

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/obj/item/gun/energy
icon_state = "energy"
name = "energy gun"
desc = "A basic energy-based gun."
icon = 'icons/obj/guns/energy.dmi'
var/obj/item/stock_parts/cell/cell //What type of power cell this uses
var/cell_type = /obj/item/stock_parts/cell
var/modifystate = FALSE ///if the weapon has custom icons for individual ammo types it can switch between. ie disabler beams, taser, laser/lethals, ect.
var/list/ammo_type = list(/obj/item/ammo_casing/energy)
var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
var/can_charge = TRUE //Can it be charged in a recharger?
var/automatic_charge_overlays = TRUE //Do we handle overlays with base update_icon()?
var/charge_sections = 4
ammo_x_offset = 2
var/shaded_charge = FALSE //if this gun uses a stateful charge bar for more detail
var/selfcharge = 0
var/charge_timer = 0
var/charge_delay = 8
var/use_cyborg_cell = FALSE //whether the gun's cell drains the cyborg user's cell to recharge
var/dead_cell = FALSE //set to true so the gun is given an empty cell
/obj/item/gun/energy/emp_act(severity)
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
cell.use(round(cell.charge / severity))
chambered = null //we empty the chamber
recharge_newshot() //and try to charge a new shot
update_icon()
/obj/item/gun/energy/get_cell()
return cell
/obj/item/gun/energy/Initialize()
. = ..()
if(cell_type)
cell = new cell_type(src)
else
cell = new(src)
if(!dead_cell)
cell.give(cell.maxcharge)
update_ammo_types()
recharge_newshot(TRUE)
if(selfcharge)
START_PROCESSING(SSobj, src)
update_icon()
/obj/item/gun/energy/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/gun/energy/proc/update_ammo_types()
var/obj/item/ammo_casing/energy/shot
for (var/i = 1, i <= ammo_type.len, i++)
var/shottype = ammo_type[i]
shot = new shottype(src)
ammo_type[i] = shot
shot = ammo_type[select]
fire_sound = shot.fire_sound
fire_delay = shot.delay
/obj/item/gun/energy/Destroy()
if (cell)
QDEL_NULL(cell)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/gun/energy/handle_atom_del(atom/A)
if(A == cell)
cell = null
update_icon()
return ..()
/obj/item/gun/energy/process(delta_time)
if(selfcharge && cell && cell.percent() < 100)
charge_timer += delta_time
if(charge_timer < charge_delay)
return
charge_timer = 0
cell.give(100)
if(!chambered) //if empty chamber we try to charge a new shot
recharge_newshot(TRUE)
update_icon()
/obj/item/gun/energy/attack_self(mob/living/user as mob)
if(ammo_type.len > 1)
select_fire(user)
update_icon()
/obj/item/gun/energy/can_shoot()
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
return !QDELETED(cell) ? (cell.charge >= shot.e_cost) : FALSE
/obj/item/gun/energy/recharge_newshot(no_cyborg_drain)
if (!ammo_type || !cell)
return
if(use_cyborg_cell && !no_cyborg_drain)
if(iscyborg(loc))
var/mob/living/silicon/robot/R = loc
if(R.cell)
var/obj/item/ammo_casing/energy/shot = ammo_type[select] //Necessary to find cost of shot
if(R.cell.use(shot.e_cost)) //Take power from the borg...
cell.give(shot.e_cost) //... to recharge the shot
if(!chambered)
var/obj/item/ammo_casing/energy/AC = ammo_type[select]
if(cell.charge >= AC.e_cost) //if there's enough power in the cell cell...
chambered = AC //...prepare a new shot based on the current ammo type selected
if(!chambered.BB)
chambered.newshot()
/obj/item/gun/energy/process_chamber()
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
var/obj/item/ammo_casing/energy/shot = chambered
cell.use(shot.e_cost)//... drain the cell cell
chambered = null //either way, released the prepared shot
recharge_newshot() //try to charge a new shot
/obj/item/gun/energy/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
if(!chambered && can_shoot())
process_chamber() // If the gun was drained and then recharged, load a new shot.
return ..()
/obj/item/gun/energy/process_burst(mob/living/user, atom/target, message = TRUE, params = null, zone_override="", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
if(!chambered && can_shoot())
process_chamber() // Ditto.
return ..()
/obj/item/gun/energy/proc/select_fire(mob/living/user)
select++
if (select > ammo_type.len)
select = 1
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
fire_sound = shot.fire_sound
fire_delay = shot.delay
if (shot.select_name)
to_chat(user, "<span class='notice'>[src] is now set to [shot.select_name].</span>")
chambered = null
recharge_newshot(TRUE)
update_icon()
return
/obj/item/gun/energy/update_icon_state()
var/skip_inhand = initial(inhand_icon_state) //only build if we aren't using a preset inhand icon
var/skip_worn_icon = initial(worn_icon_state) //only build if we aren't using a preset worn icon
if(skip_inhand && skip_worn_icon) //if we don't have either, don't do the math.
return
var/ratio = get_charge_ratio()
var/temp_icon_to_use = initial(icon_state)
if(modifystate)
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
temp_icon_to_use += "[shot.select_name]"
temp_icon_to_use += "[ratio]"
if(!skip_inhand)
inhand_icon_state = temp_icon_to_use
if(!skip_worn_icon)
worn_icon_state = temp_icon_to_use
/obj/item/gun/energy/update_overlays()
. = ..()
if(!automatic_charge_overlays)
return
var/overlay_icon_state = "[icon_state]_charge"
var/ratio = get_charge_ratio()
if(modifystate)
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
overlay_icon_state += "_[shot.select_name]"
. += "[icon_state]_[shot.select_name]"
if(ratio == 0)
. += "[icon_state]_empty"
else
if(!shaded_charge)
var/mutable_appearance/charge_overlay = mutable_appearance(icon, overlay_icon_state)
for(var/i = ratio, i >= 1, i--)
charge_overlay.pixel_x = ammo_x_offset * (i - 1)
charge_overlay.pixel_y = ammo_y_offset * (i - 1)
. += new /mutable_appearance(charge_overlay)
else
. += "[icon_state]_charge[ratio]"
///Used by update_icon_state() and update_overlays()
/obj/item/gun/energy/proc/get_charge_ratio()
return can_shoot() ? CEILING(clamp(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
// Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if its power cell is removed.
/obj/item/gun/energy/suicide_act(mob/living/user)
if (istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD))
user.visible_message("<span class='suicide'>[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!</span>")
sleep(25)
if(user.is_holding(src))
user.visible_message("<span class='suicide'>[user] melts [user.p_their()] face off with [src]!</span>")
playsound(loc, fire_sound, 50, TRUE, -1)
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
cell.use(shot.e_cost)
update_icon()
return(FIRELOSS)
else
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
return(OXYLOSS)
else
user.visible_message("<span class='suicide'>[user] is pretending to melt [user.p_their()] face off with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
playsound(src, dry_fire_sound, 30, TRUE)
return (OXYLOSS)
/obj/item/gun/energy/vv_edit_var(var_name, var_value)
switch(var_name)
if(NAMEOF(src, selfcharge))
if(var_value)
START_PROCESSING(SSobj, src)
else
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/gun/energy/ignition_effect(atom/A, mob/living/user)
if(!can_shoot() || !ammo_type[select])
shoot_with_empty_chamber()
. = ""
else
var/obj/item/ammo_casing/energy/E = ammo_type[select]
var/obj/projectile/energy/BB = E.BB
if(!BB)
. = ""
else if(BB.nodamage || !BB.damage || BB.damage_type == STAMINA)
user.visible_message("<span class='danger'>[user] tries to light [A.loc == user ? "[user.p_their()] [A.name]" : A] with [src], but it doesn't do anything. Dumbass.</span>")
playsound(user, E.fire_sound, 50, TRUE)
playsound(user, BB.hitsound, 50, TRUE)
cell.use(E.e_cost)
. = ""
else if(BB.damage_type != BURN)
user.visible_message("<span class='danger'>[user] tries to light [A.loc == user ? "[user.p_their()] [A.name]" : A] with [src], but only succeeds in utterly destroying it. Dumbass.</span>")
playsound(user, E.fire_sound, 50, TRUE)
playsound(user, BB.hitsound, 50, TRUE)
cell.use(E.e_cost)
qdel(A)
. = ""
else
playsound(user, E.fire_sound, 50, TRUE)
playsound(user, BB.hitsound, 50, TRUE)
cell.use(E.e_cost)
. = "<span class='danger'>[user] casually lights [A.loc == user ? "[user.p_their()] [A.name]" : A] with [src]. Damn.</span>"