Files
Bubberstation/code/modules/projectiles/gun.dm
SkyratBot 1dd5011776 [MIRROR] Adds pathmaps, refactors pathfinding a bit [MDB IGNORE] (#24414)
* Adds pathmaps, refactors pathfinding a bit (#78684)

## About The Pull Request

Implements /datum/pathfind/sssp, which generates /datum/path_map

/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.

We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).

This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.

Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.

There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.

When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.

Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick.
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.

As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.

Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.

If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.

Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.

## Why It's Good For The Game

Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.

https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853

## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑

* Adds pathmaps, refactors pathfinding a bit

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-10-18 03:31:21 -04:00

626 lines
23 KiB
Plaintext

#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.4
#define FIRING_PIN_REMOVAL_DELAY 50
/obj/item/gun
name = "gun"
desc = "It's a gun. It's pretty terrible, though."
icon = 'icons/obj/weapons/guns/ballistic.dmi'
icon_state = "revolver"
inhand_icon_state = "gun"
worn_icon_state = "gun"
flags_1 = CONDUCT_1
appearance_flags = TILE_BOUND|PIXEL_SCALE|LONG_GLIDE|KEEP_TOGETHER
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
w_class = WEIGHT_CLASS_NORMAL
throwforce = 5
throw_speed = 3
throw_range = 5
force = 5
item_flags = NEEDS_PERMIT
attack_verb_continuous = list("strikes", "hits", "bashes")
attack_verb_simple = list("strike", "hit", "bash")
var/gun_flags = NONE
var/fire_sound = 'sound/weapons/gun/pistol/shot.ogg'
var/vary_fire_sound = TRUE
var/fire_sound_volume = 50
var/dry_fire_sound = 'sound/weapons/gun/general/dry_fire.ogg'
var/dry_fire_sound_volume = 30
var/suppressed = null //whether or not a message is displayed when fired
var/can_suppress = FALSE
var/suppressed_sound = 'sound/weapons/gun/general/heavy_shot_suppressed.ogg'
var/suppressed_volume = 60
var/can_unsuppress = TRUE
var/recoil = 0 //boom boom shake the room
var/clumsy_check = TRUE
var/obj/item/ammo_casing/chambered = null
trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
var/sawn_desc = null //description change if weapon is sawn-off
var/sawn_off = FALSE
var/burst_size = 1 //how large a burst is
var/fire_delay = 0 //rate of fire for burst firing and semi auto
var/firing_burst = 0 //Prevent the weapon from firing again while already firing
var/semicd = 0 //cooldown handler
var/weapon_weight = WEAPON_LIGHT
var/dual_wield_spread = 24 //additional spread when dual wielding
///Can we hold up our target with this? Default to yes
var/can_hold_up = FALSE // SKYRAT EDIT - DISABLED ORIGINAL: TRUE
/// Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
var/projectile_damage_multiplier = 1
/// Even snowflakier way to modify projectile wounding bonus/potential for projectiles fired from this gun.
var/projectile_wound_bonus = 0
var/spread = 0 //Spread induced by the gun itself.
var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns
/// True if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks
var/pinless = FALSE
var/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one.
var/obj/item/knife/bayonet
var/knife_x_offset = 0
var/knife_y_offset = 0
var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
var/ammo_y_offset = 0
var/pb_knockback = 0
/// Cooldown for the visible message sent from gun flipping.
COOLDOWN_DECLARE(flip_cooldown)
/obj/item/gun/Initialize(mapload)
. = ..()
if(pin)
pin = new pin(src)
add_seclight_point()
give_gun_safeties() // SKYRAT EDIT ADDITION - GUN SAFETIES
give_manufacturer_examine() // SKYRAT EDIT ADDITON - MANUFACTURER EXAMINE
/obj/item/gun/Destroy()
if(isobj(pin)) //Can still be the initial path, then we skip
QDEL_NULL(pin)
if(bayonet)
QDEL_NULL(bayonet)
if(chambered) //Not all guns are chambered (EMP'ed energy guns etc)
QDEL_NULL(chambered)
if(isatom(suppressed)) //SUPPRESSED IS USED AS BOTH A TRUE/FALSE AND AS A REF, WHAT THE FUCKKKKKKKKKKKKKKKKK
QDEL_NULL(suppressed)
return ..()
/obj/item/gun/apply_fantasy_bonuses(bonus)
. = ..()
fire_delay = modify_fantasy_variable("fire_delay", fire_delay, -bonus, 0)
projectile_damage_multiplier = modify_fantasy_variable("projectile_damage_multiplier", projectile_damage_multiplier, bonus/10, 0.1)
/obj/item/gun/remove_fantasy_bonuses(bonus)
fire_delay = reset_fantasy_variable("fire_delay", fire_delay)
projectile_damage_multiplier = reset_fantasy_variable("projectile_damage_multiplier", projectile_damage_multiplier)
return ..()
/// Handles adding [the seclite mount component][/datum/component/seclite_attachable] to the gun.
/// If the gun shouldn't have a seclight mount, override this with a return.
/// Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.
/obj/item/gun/proc/add_seclight_point()
return
/obj/item/gun/Exited(atom/movable/gone, direction)
. = ..()
if(gone == pin)
pin = null
if(gone == chambered)
chambered = null
update_appearance()
if(gone == suppressed)
clear_suppressor()
if(gone == bayonet)
bayonet = null
if(!QDELING(src))
update_appearance()
///Clears var and updates icon. In the case of ballistic weapons, also updates the gun's weight.
/obj/item/gun/proc/clear_suppressor()
if(!can_unsuppress)
return
suppressed = null
update_appearance()
/obj/item/gun/examine(mob/user)
. = ..()
if(!pinless)
if(pin)
. += "It has \a [pin] installed."
if(pin.pin_removable)
. += span_info("[pin] looks like [pin.p_they()] could be removed with some <b>tools</b>.")
else
. += span_info("[pin] looks like [pin.p_theyre()] firmly locked in, [pin.p_they()] looks impossible to remove.")
else
. += "It doesn't have a <b>firing pin</b> installed, and won't fire."
if(bayonet)
. += "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it."
if(can_bayonet) //if it has a bayonet and this is false, the bayonet is permanent.
. += span_info("[bayonet] looks like it can be <b>unscrewed</b> from [src].")
if(can_bayonet)
. += "It has a <b>bayonet</b> lug on it."
//called after the gun has successfully fired its chambered ammo.
/obj/item/gun/proc/process_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE)
handle_chamber(empty_chamber, from_firing, chamber_next_round)
SEND_SIGNAL(src, COMSIG_GUN_CHAMBER_PROCESSED)
/obj/item/gun/proc/handle_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE)
return
//check if there's enough ammo/energy/whatever to shoot one time
//i.e if clicking would make it shoot
/obj/item/gun/proc/can_shoot()
return TRUE
/obj/item/gun/proc/tk_firing(mob/living/user)
return !user.contains(src)
/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
balloon_alert_to_viewers("*click*")
playsound(src, dry_fire_sound, dry_fire_sound_volume, TRUE)
/obj/item/gun/proc/fire_sounds()
if(suppressed)
playsound(src, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
else
playsound(src, fire_sound, fire_sound_volume, vary_fire_sound)
/obj/item/gun/proc/shoot_live_shot(mob/living/user, pointblank = 0, atom/pbtarget = null, message = 1)
if(recoil && !tk_firing(user))
shake_camera(user, recoil + 1, recoil)
fire_sounds()
if(!suppressed)
if(message)
if(tk_firing(user))
visible_message(
span_danger("[src] fires itself[pointblank ? " point blank at [pbtarget]!" : "!"]"),
blind_message = span_hear("You hear a gunshot!"),
vision_distance = COMBAT_MESSAGE_RANGE
)
else if(pointblank)
user.visible_message(
span_danger("[user] fires [src] point blank at [pbtarget]!"),
span_danger("You fire [src] point blank at [pbtarget]!"),
span_hear("You hear a gunshot!"), COMBAT_MESSAGE_RANGE, pbtarget
)
to_chat(pbtarget, span_userdanger("[user] fires [src] point blank at you!"))
if(pb_knockback > 0 && ismob(pbtarget))
var/mob/PBT = pbtarget
var/atom/throw_target = get_edge_target_turf(PBT, user.dir)
PBT.throw_at(throw_target, pb_knockback, 2)
else if(!tk_firing(user))
user.visible_message(
span_danger("[user] fires [src]!"),
blind_message = span_hear("You hear a gunshot!"),
vision_distance = COMBAT_MESSAGE_RANGE,
ignored_mobs = user
)
/obj/item/gun/emp_act(severity)
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
for(var/obj/inside in contents)
inside.emp_act(severity)
/obj/item/gun/attack_self_secondary(mob/user, modifiers)
. = ..()
if(.)
return
if(pinless)
return
if(!HAS_TRAIT(user, TRAIT_GUNFLIP))
return
SpinAnimation(4, 2) // The spin happens regardless of the cooldown
if(!COOLDOWN_FINISHED(src, flip_cooldown))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
COOLDOWN_START(src, flip_cooldown, 3 SECONDS)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
// yes this will sound silly for bows and wands, but that's a "gun" moment for you
user.visible_message(
span_danger("While trying to flip [src] [user] pulls the trigger accidentally!"),
span_userdanger("While trying to flip [src] you pull the trigger accidentally!"),
)
process_fire(user, user, FALSE, user.get_random_valid_zone(even_weights = TRUE))
user.dropItemToGround(src, TRUE)
else
user.visible_message(
span_notice("[user] spins [src] around [user.p_their()] finger by the trigger. That's pretty badass."),
span_notice("You spin [src] around your finger by the trigger. That's pretty badass."),
)
playsound(src, 'sound/items/handling/ammobox_pickup.ogg', 20, FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/afterattack_secondary(mob/living/victim, mob/living/user, proximity_flag, click_parameters)
if(!isliving(victim) || !IN_GIVEN_RANGE(user, victim, GUNPOINT_SHOOTER_STRAY_RANGE))
return ..() //if they're out of range, just shootem.
if(!can_hold_up)
return ..()
var/datum/component/gunpoint/gunpoint_component = user.GetComponent(/datum/component/gunpoint)
if (gunpoint_component)
if(gunpoint_component.target == victim)
balloon_alert(user, "already holding them up!")
else
balloon_alert(user, "already holding someone up!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if (user == victim)
balloon_alert(user, "can't hold yourself up!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(do_after(user, 0.5 SECONDS, victim))
user.AddComponent(/datum/component/gunpoint, victim, src)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
..()
return fire_gun(target, user, flag, params) | AFTERATTACK_PROCESSED_ITEM
/obj/item/gun/proc/fire_gun(atom/target, mob/living/user, flag, params)
if(QDELETED(target))
return
if(firing_burst)
return
if(SEND_SIGNAL(src, COMSIG_GUN_TRY_FIRE, user, target, flag, params) & COMPONENT_CANCEL_GUN_FIRE)
return
if(flag) //It's adjacent, is the user, or is on the user's person
if(target in user.contents) //can't shoot stuff inside us.
return
if(!ismob(target) || user.combat_mode) //melee attack
return
if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected)
return
if(iscarbon(target))
var/mob/living/carbon/C = target
for(var/i in C.all_wounds)
var/datum/wound/W = i
if(W.try_treating(src, user))
return // another coward cured!
if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can.
var/mob/living/L = user
if(!can_trigger_gun(L))
return
if(flag)
if(user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
handle_suicide(user, target, params)
return
if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can shoot.
shoot_with_empty_chamber(user)
return
if(check_botched(user, target))
return
var/obj/item/bodypart/other_hand = user.has_hand_for_held_index(user.get_inactive_hand_index()) //returns non-disabled inactive hands
if(weapon_weight == WEAPON_HEAVY && (user.get_inactive_held_item() || !other_hand))
balloon_alert(user, "use both hands!")
return
//DUAL (or more!) WIELDING
var/bonus_spread = 0
var/loop_counter = 0
if(user.combat_mode && !HAS_TRAIT(user, TRAIT_NO_GUN_AKIMBO))
for(var/obj/item/gun/gun in user.held_items)
if(gun == src || gun.weapon_weight >= WEAPON_MEDIUM)
continue
else if(gun.can_trigger_gun(user, akimbo_usage = TRUE))
bonus_spread += dual_wield_spread
loop_counter++
addtimer(CALLBACK(gun, TYPE_PROC_REF(/obj/item/gun, process_fire), target, user, TRUE, params, null, bonus_spread), loop_counter)
return process_fire(target, user, TRUE, params, null, bonus_spread)
/obj/item/gun/proc/check_botched(mob/living/user, atom/target)
if(clumsy_check)
if(istype(user))
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
var/target_zone = user.get_random_valid_zone(blacklisted_parts = list(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM), even_weights = TRUE, bypass_warning = TRUE)
if(!target_zone)
return
to_chat(user, span_userdanger("You shoot yourself in the foot with [src]!"))
process_fire(user, user, FALSE, null, target_zone)
SEND_SIGNAL(user, COMSIG_MOB_CLUMSY_SHOOT_FOOT)
if(!tk_firing(user) && !HAS_TRAIT(src, TRAIT_NODROP))
user.dropItemToGround(src, TRUE)
return TRUE
/obj/item/gun/can_trigger_gun(mob/living/user, akimbo_usage)
. = ..()
if(!handle_pins(user))
return FALSE
/obj/item/gun/proc/handle_pins(mob/living/user)
if(pinless)
return TRUE
if(pin)
if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED))
return TRUE
else
pin.auth_fail(user)
return FALSE
else
to_chat(user, span_warning("[src]'s trigger is locked. This weapon doesn't have a firing pin installed!"))
balloon_alert(user, "trigger locked, firing pin needed!")
return FALSE
/obj/item/gun/proc/recharge_newshot()
return
/obj/item/gun/proc/process_burst(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", random_spread = 0, burst_spread_mult = 0, iteration = 0)
if(!user || !firing_burst)
firing_burst = FALSE
return FALSE
if(!issilicon(user))
if(iteration > 1 && !(user.is_holding(src))) //for burst firing
firing_burst = FALSE
return FALSE
if(chambered?.loaded_projectile)
if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
if(chambered.harmful) // Is the bullet chambered harmful?
to_chat(user, span_warning("[src] is lethally chambered! You don't want to risk harming anyone..."))
return
var/sprd
if(randomspread)
sprd = round((rand(0, 1) - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (random_spread))
else //Smart spread
sprd = round((((burst_spread_mult/burst_size) * iteration) - (0.5 + (burst_spread_mult * 0.25))) * (random_spread))
before_firing(target,user)
if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
shoot_with_empty_chamber(user)
firing_burst = FALSE
return FALSE
else
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
shoot_live_shot(user, 1, target, message)
else
shoot_live_shot(user, 0, target, message)
if (iteration >= burst_size)
firing_burst = FALSE
else
shoot_with_empty_chamber(user)
firing_burst = FALSE
return FALSE
process_chamber()
update_appearance()
return TRUE
/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
var/base_bonus_spread = 0
if(user)
var/list/bonus_spread_values = list(base_bonus_spread, bonus_spread)
SEND_SIGNAL(user, COMSIG_MOB_FIRED_GUN, src, target, params, zone_override, bonus_spread_values)
base_bonus_spread = bonus_spread_values[MIN_BONUS_SPREAD_INDEX]
bonus_spread = bonus_spread_values[MAX_BONUS_SPREAD_INDEX]
SEND_SIGNAL(src, COMSIG_GUN_FIRED, user, target, params, zone_override)
add_fingerprint(user)
if(semicd)
return
//Vary by at least this much
var/randomized_bonus_spread = rand(base_bonus_spread, bonus_spread)
var/randomized_gun_spread = spread ? rand(0, spread) : 0
var/total_random_spread = max(0, randomized_bonus_spread + randomized_gun_spread)
var/burst_spread_mult = rand()
var/modified_delay = fire_delay
if(user && HAS_TRAIT(user, TRAIT_DOUBLE_TAP))
modified_delay = ROUND_UP(fire_delay * 0.5)
if(burst_size > 1)
firing_burst = TRUE
for(var/i = 1 to burst_size)
addtimer(CALLBACK(src, PROC_REF(process_burst), user, target, message, params, zone_override, total_random_spread, burst_spread_mult, i), modified_delay * (i - 1))
else
if(chambered)
if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
if(chambered.harmful) // Is the bullet chambered harmful?
to_chat(user, span_warning("[src] is lethally chambered! You don't want to risk harming anyone..."))
return
var/sprd = round((rand(0, 1) - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * total_random_spread)
before_firing(target,user)
if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd, src))
shoot_with_empty_chamber(user)
return
else
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
shoot_live_shot(user, 1, target, message)
else
shoot_live_shot(user, 0, target, message)
else
shoot_with_empty_chamber(user)
return
process_chamber()
update_appearance()
semicd = TRUE
addtimer(CALLBACK(src, PROC_REF(reset_semicd)), modified_delay)
if(user)
user.update_held_items()
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
return TRUE
/obj/item/gun/proc/reset_semicd()
semicd = FALSE
/obj/item/gun/attack(mob/M, mob/living/user)
if(user.combat_mode) //Flogging
if(bayonet)
M.attackby(bayonet, user)
return
else
return ..()
return
/obj/item/gun/attack_atom(obj/O, mob/living/user, params)
if(user.combat_mode)
if(bayonet)
O.attackby(bayonet, user)
return
return ..()
/obj/item/gun/attackby(obj/item/I, mob/living/user, params)
if(user.combat_mode)
return ..()
else if(istype(I, /obj/item/knife))
var/obj/item/knife/K = I
if(!can_bayonet || !K.bayonet || bayonet) //ensure the gun has an attachment point available, and that the knife is compatible with it.
return ..()
if(!user.transferItemToLoc(I, src))
return
to_chat(user, span_notice("You attach [K] to [src]'s bayonet lug."))
bayonet = K
update_appearance()
else
return ..()
/obj/item/gun/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
I.play_tool_sound(src)
to_chat(user, span_notice("You unfix [bayonet] from [src]."))
bayonet.forceMove(drop_location())
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(bayonet)
return TOOL_ACT_TOOLTYPE_SUCCESS
else if(pin?.pin_removable && user.is_holding(src))
user.visible_message(span_warning("[user] attempts to remove [pin] from [src] with [I]."),
span_notice("You attempt to remove [pin] from [src]. (It will take [DisplayTimeText(FIRING_PIN_REMOVAL_DELAY)].)"), null, 3)
if(I.use_tool(src, user, FIRING_PIN_REMOVAL_DELAY, volume = 50))
if(!pin) //check to see if the pin is still there, or we can spam messages by clicking multiple times during the tool delay
return
user.visible_message(span_notice("[pin] is pried out of [src] by [user], destroying the pin in the process."),
span_warning("You pry [pin] out with [I], destroying the pin in the process."), null, 3)
QDEL_NULL(pin)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/item/gun/welder_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
if(pin?.pin_removable && user.is_holding(src))
user.visible_message(span_warning("[user] attempts to remove [pin] from [src] with [I]."),
span_notice("You attempt to remove [pin] from [src]. (It will take [DisplayTimeText(FIRING_PIN_REMOVAL_DELAY)].)"), null, 3)
if(I.use_tool(src, user, FIRING_PIN_REMOVAL_DELAY, 5, volume = 50))
if(!pin) //check to see if the pin is still there, or we can spam messages by clicking multiple times during the tool delay
return
user.visible_message(span_notice("[pin] is spliced out of [src] by [user], melting part of the pin in the process."),
span_warning("You splice [pin] out of [src] with [I], melting part of the pin in the process."), null, 3)
QDEL_NULL(pin)
return TRUE
/obj/item/gun/wirecutter_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
if(pin?.pin_removable && user.is_holding(src))
user.visible_message(span_warning("[user] attempts to remove [pin] from [src] with [I]."),
span_notice("You attempt to remove [pin] from [src]. (It will take [DisplayTimeText(FIRING_PIN_REMOVAL_DELAY)].)"), null, 3)
if(I.use_tool(src, user, FIRING_PIN_REMOVAL_DELAY, volume = 50))
if(!pin) //check to see if the pin is still there, or we can spam messages by clicking multiple times during the tool delay
return
user.visible_message(span_notice("[pin] is ripped out of [src] by [user], mangling the pin in the process."),
span_warning("You rip [pin] out of [src] with [I], mangling the pin in the process."), null, 3)
QDEL_NULL(pin)
return TRUE
/obj/item/gun/update_overlays()
. = ..()
if(bayonet)
var/mutable_appearance/knife_overlay
var/state = "bayonet" //Generic state.
if(bayonet.icon_state in icon_states('icons/obj/weapons/guns/bayonets.dmi')) //Snowflake state?
state = bayonet.icon_state
var/icon/bayonet_icons = 'icons/obj/weapons/guns/bayonets.dmi'
knife_overlay = mutable_appearance(bayonet_icons, state)
knife_overlay.pixel_x = knife_x_offset
knife_overlay.pixel_y = knife_y_offset
. += knife_overlay
/obj/item/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params, bypass_timer)
if(!ishuman(user) || !ishuman(target))
return
if(semicd)
return
if(user == target)
target.visible_message(span_warning("[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger..."), \
span_userdanger("You stick [src] in your mouth, ready to pull the trigger..."))
else
target.visible_message(span_warning("[user] points [src] at [target]'s head, ready to pull the trigger..."), \
span_userdanger("[user] points [src] at your head, ready to pull the trigger..."))
semicd = TRUE
if(!bypass_timer && (!do_after(user, 120, target) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
if(user)
if(user == target)
user.visible_message(span_notice("[user] decided not to shoot."))
else if(target?.Adjacent(user))
target.visible_message(span_notice("[user] has decided to spare [target]"), span_notice("[user] has decided to spare your life!"))
semicd = FALSE
return
semicd = FALSE
target.visible_message(span_warning("[user] pulls the trigger!"), span_userdanger("[(user == target) ? "You pull" : "[user] pulls"] the trigger!"))
if(chambered?.loaded_projectile)
chambered.loaded_projectile.damage *= 5
if(chambered.loaded_projectile.wound_bonus != CANT_WOUND)
chambered.loaded_projectile.wound_bonus += 5 // much more dramatic on multiple pellet'd projectiles really
var/fired = process_fire(target, user, TRUE, params, BODY_ZONE_HEAD)
if(!fired && chambered?.loaded_projectile)
chambered.loaded_projectile.damage /= 5
if(chambered.loaded_projectile.wound_bonus != CANT_WOUND)
chambered.loaded_projectile.wound_bonus -= 5
/obj/item/gun/proc/unlock() //used in summon guns and as a convience for admins
if(pin)
qdel(pin)
pin = new /obj/item/firing_pin
//Happens before the actual projectile creation
/obj/item/gun/proc/before_firing(atom/target,mob/user)
return
#undef FIRING_PIN_REMOVAL_DELAY
#undef DUALWIELD_PENALTY_EXTRA_MULTIPLIER