mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-02 04:52:10 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
203 lines
6.6 KiB
Plaintext
203 lines
6.6 KiB
Plaintext
/obj/item/laser_pointer
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name = "laser pointer"
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desc = "Don't shine it in your eyes!"
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icon = 'icons/obj/device.dmi'
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icon_state = "pointer"
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inhand_icon_state = "pen"
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worn_icon_state = "pen"
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var/pointer_icon_state
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flags_1 = CONDUCT_1
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item_flags = NOBLUDGEON
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slot_flags = ITEM_SLOT_BELT
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custom_materials = list(/datum/material/iron=500, /datum/material/glass=500)
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w_class = WEIGHT_CLASS_SMALL
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var/turf/pointer_loc
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var/energy = 10
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var/max_energy = 10
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var/effectchance = 30
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var/recharging = FALSE
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var/recharge_locked = FALSE
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var/obj/item/stock_parts/micro_laser/diode //used for upgrading!
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/obj/item/laser_pointer/red
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pointer_icon_state = "red_laser"
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/obj/item/laser_pointer/green
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pointer_icon_state = "green_laser"
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/obj/item/laser_pointer/blue
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pointer_icon_state = "blue_laser"
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/obj/item/laser_pointer/purple
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pointer_icon_state = "purple_laser"
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/obj/item/laser_pointer/Initialize()
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. = ..()
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diode = new(src)
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if(!pointer_icon_state)
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pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
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/obj/item/laser_pointer/upgraded/Initialize()
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. = ..()
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diode = new /obj/item/stock_parts/micro_laser/ultra
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/obj/item/laser_pointer/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stock_parts/micro_laser))
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if(!diode)
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if(!user.transferItemToLoc(W, src))
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return
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diode = W
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to_chat(user, span_notice("You install a [diode.name] in [src]."))
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else
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to_chat(user, span_warning("[src] already has a diode installed!"))
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else if(W.tool_behaviour == TOOL_SCREWDRIVER)
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if(diode)
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to_chat(user, span_notice("You remove the [diode.name] from \the [src]."))
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diode.forceMove(drop_location())
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diode = null
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else
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return ..()
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/obj/item/laser_pointer/examine(mob/user)
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. = ..()
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if(in_range(user, src) || isobserver(user))
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if(!diode)
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. += span_notice("The diode is missing.")
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else
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. += span_notice("A class <b>[diode.rating]</b> laser diode is installed. It is <i>screwed</i> in place.")
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/obj/item/laser_pointer/afterattack(atom/target, mob/living/user, flag, params)
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. = ..()
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laser_act(target, user, params)
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/obj/item/laser_pointer/proc/laser_act(atom/target, mob/living/user, params)
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if( !(user in (viewers(7,target))) )
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return
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if (!diode)
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to_chat(user, span_notice("You point [src] at [target], but nothing happens!"))
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return
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if (!ISADVANCEDTOOLUSER(user))
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to_chat(user, span_warning("You don't have the dexterity to do this!"))
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return
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if(HAS_TRAIT(user, TRAIT_CHUNKYFINGERS))
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to_chat(user, span_warning("Your fingers can't press the button!"))
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return
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add_fingerprint(user)
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//nothing happens if the battery is drained
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if(recharge_locked)
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to_chat(user, span_notice("You point [src] at [target], but it's still charging."))
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return
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var/outmsg
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var/turf/targloc = get_turf(target)
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//human/alien mobs
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(user.zone_selected == BODY_ZONE_PRECISE_EYES)
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var/severity = 1
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if(prob(33))
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severity = 2
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else if(prob(50))
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severity = 0
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//chance to actually hit the eyes depends on internal component
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if(prob(effectchance * diode.rating) && C.flash_act(severity))
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outmsg = span_notice("You blind [C] by shining [src] in [C.p_their()] eyes.")
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log_combat(user, C, "blinded with a laser pointer",src)
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else
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outmsg = span_warning("You fail to blind [C] by shining [src] at [C.p_their()] eyes!")
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log_combat(user, C, "attempted to blind with a laser pointer",src)
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//robots
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else if(iscyborg(target))
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var/mob/living/silicon/S = target
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log_combat(user, S, "shone in the sensors", src)
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//chance to actually hit the eyes depends on internal component
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if(prob(effectchance * diode.rating))
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S.flash_act(affect_silicon = 1)
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S.Paralyze(rand(100,200))
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to_chat(S, span_danger("Your sensors were overloaded by a laser!"))
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outmsg = span_notice("You overload [S] by shining [src] at [S.p_their()] sensors.")
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else
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outmsg = span_warning("You fail to overload [S] by shining [src] at [S.p_their()] sensors!")
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//cameras
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else if(istype(target, /obj/machinery/camera))
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var/obj/machinery/camera/C = target
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if(prob(effectchance * diode.rating))
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C.emp_act(EMP_HEAVY)
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outmsg = span_notice("You hit the lens of [C] with [src], temporarily disabling the camera!")
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log_combat(user, C, "EMPed", src)
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else
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outmsg = span_warning("You miss the lens of [C] with [src]!")
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//catpeople
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for(var/mob/living/carbon/human/H in view(1,targloc))
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if(!isfelinid(H) || H.incapacitated() || H.is_blind())
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continue
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if(user.body_position == STANDING_UP)
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H.setDir(get_dir(H,targloc)) // kitty always looks at the light
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if(prob(effectchance * diode.rating))
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H.visible_message(span_warning("[H] makes a grab for the light!"),span_userdanger("LIGHT!"))
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H.Move(targloc)
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log_combat(user, H, "moved with a laser pointer",src)
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else
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H.visible_message(span_notice("[H] looks briefly distracted by the light."), span_warning("You're briefly tempted by the shiny light..."))
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else
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H.visible_message(span_notice("[H] stares at the light."), span_warning("You stare at the light..."))
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//cats!
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for(var/mob/living/simple_animal/pet/cat/C in view(1,targloc))
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if(prob(effectchance * diode.rating))
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if(C.resting)
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C.set_resting(FALSE, instant = TRUE)
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C.visible_message(span_notice("[C] pounces on the light!"),span_warning("LIGHT!"))
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C.Move(targloc)
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C.Immobilize(1 SECONDS)
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else
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C.visible_message(span_notice("[C] looks uninterested in your games."),span_warning("You spot [user] shining [src] at you. How insulting!"))
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//laser pointer image
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icon_state = "pointer_[pointer_icon_state]"
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var/image/I = image('icons/obj/guns/projectiles.dmi',targloc,pointer_icon_state,10)
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var/list/modifiers = params2list(params)
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if(modifiers)
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if(LAZYACCESS(modifiers, ICON_X))
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I.pixel_x = (text2num(LAZYACCESS(modifiers, ICON_X)) - 16)
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if(LAZYACCESS(modifiers, ICON_Y))
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I.pixel_y = (text2num(LAZYACCESS(modifiers, ICON_Y)) - 16)
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else
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I.pixel_x = target.pixel_x + rand(-5,5)
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I.pixel_y = target.pixel_y + rand(-5,5)
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if(outmsg)
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to_chat(user, outmsg)
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else
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to_chat(user, span_info("You point [src] at [target]."))
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energy -= 1
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if(energy <= max_energy)
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if(!recharging)
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recharging = TRUE
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START_PROCESSING(SSobj, src)
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if(energy <= 0)
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to_chat(user, span_warning("[src]'s battery is overused, it needs time to recharge!"))
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recharge_locked = TRUE
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flick_overlay_view(I, targloc, 10)
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icon_state = "pointer"
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/obj/item/laser_pointer/process(delta_time)
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if(!diode)
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recharging = FALSE
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return PROCESS_KILL
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if(DT_PROB(10 + diode.rating*10 - recharge_locked*1, delta_time)) //t1 is 20, 2 40
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energy += 1
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if(energy >= max_energy)
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energy = max_energy
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recharging = FALSE
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recharge_locked = FALSE
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return ..()
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