Files
Bubberstation/code/game/objects/items/devices/laserpointer.dm
Luc 4fd16bcbdb Make more use of <tool>_act (#64375)
Replaces a bunch of tool behavior checks in attackby to instead use the respective procs.
For instance, the behavior under a if(I.tool_behaviour == TOOL_SCREWDRIVER) check in attackby() will instead be found under that same object's screwdriver_act() proc. This is the first of a few PRs that I'd like to make to address this, since there's going to be a lot of code shuffled around.

This shouldn't have any impact on players, though some super observant folks might notice that they don't bash some items with tools when they meant to interact with them. I've tested all of these in game and they seem to still have the same behavior as before.
2022-01-25 15:17:30 +00:00

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/obj/item/laser_pointer
name = "laser pointer"
desc = "Don't shine it in your eyes!"
icon = 'icons/obj/device.dmi'
icon_state = "pointer"
inhand_icon_state = "pen"
worn_icon_state = "pen"
var/pointer_icon_state
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=500, /datum/material/glass=500)
w_class = WEIGHT_CLASS_SMALL
var/turf/pointer_loc
var/energy = 10
var/max_energy = 10
var/effectchance = 30
var/recharging = FALSE
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/Initialize(mapload)
. = ..()
diode = new(src)
if(!pointer_icon_state)
pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
/obj/item/laser_pointer/upgraded/Initialize(mapload)
. = ..()
diode = new /obj/item/stock_parts/micro_laser/ultra
/obj/item/laser_pointer/screwdriver_act(mob/living/user, obj/item/tool)
if(diode)
tool.play_tool_sound(src)
to_chat(user, span_notice("You remove the [diode.name] from \the [src]."))
diode.forceMove(drop_location())
diode = null
return TRUE
/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_notice("You install a [diode.name] in [src]."))
else
to_chat(user, span_warning("[src] already has a diode installed!"))
else
return ..()
/obj/item/laser_pointer/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
if(!diode)
. += span_notice("The diode is missing.")
else
. += span_notice("A class <b>[diode.rating]</b> laser diode is installed. It is <i>screwed</i> in place.")
/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_notice("You point [src] at [target], but nothing happens!"))
return
if (!ISADVANCEDTOOLUSER(user))
to_chat(user, span_warning("You don't have the dexterity to do this!"))
return
if(HAS_TRAIT(user, TRAIT_CHUNKYFINGERS))
to_chat(user, span_warning("Your fingers can't press the button!"))
return
add_fingerprint(user)
//nothing happens if the battery is drained
if(recharge_locked)
to_chat(user, span_notice("You point [src] at [target], but it's still charging."))
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)
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_notice("You blind [C] by shining [src] in [C.p_their()] eyes.")
log_combat(user, C, "blinded with a laser pointer",src)
else
outmsg = span_warning("You fail to blind [C] by shining [src] at [C.p_their()] eyes!")
log_combat(user, C, "attempted to blind with a laser pointer",src)
//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_danger("Your sensors were overloaded by a laser!"))
outmsg = span_notice("You overload [S] by shining [src] at [S.p_their()] sensors.")
else
outmsg = span_warning("You fail to overload [S] by shining [src] at [S.p_their()] sensors!")
//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_notice("You hit the lens of [C] with [src], temporarily disabling the camera!")
log_combat(user, C, "EMPed", src)
else
outmsg = span_warning("You miss the lens of [C] with [src]!")
//catpeople
for(var/mob/living/carbon/human/H in view(1,targloc))
if(!isfelinid(H) || H.incapacitated() || H.is_blind())
continue
if(user.body_position == STANDING_UP)
H.setDir(get_dir(H,targloc)) // kitty always looks at the light
if(prob(effectchance * diode.rating))
H.visible_message(span_warning("[H] makes a grab for the light!"),span_userdanger("LIGHT!"))
H.Move(targloc)
log_combat(user, H, "moved with a laser pointer",src)
else
H.visible_message(span_notice("[H] looks briefly distracted by the light."), span_warning("You're briefly tempted by the shiny light..."))
else
H.visible_message(span_notice("[H] stares at the light."), span_warning("You stare at the light..."))
//cats!
for(var/mob/living/simple_animal/pet/cat/C in view(1,targloc))
if(prob(effectchance * diode.rating))
if(C.resting)
C.set_resting(FALSE, instant = TRUE)
C.visible_message(span_notice("[C] pounces on the light!"),span_warning("LIGHT!"))
C.Move(targloc)
C.Immobilize(1 SECONDS)
else
C.visible_message(span_notice("[C] looks uninterested in your games."),span_warning("You spot [user] shining [src] at you. How insulting!"))
//laser pointer image
icon_state = "pointer_[pointer_icon_state]"
var/image/I = image('icons/obj/guns/projectiles.dmi',targloc,pointer_icon_state,10)
var/list/modifiers = params2list(params)
if(modifiers)
if(LAZYACCESS(modifiers, ICON_X))
I.pixel_x = (text2num(LAZYACCESS(modifiers, ICON_X)) - 16)
if(LAZYACCESS(modifiers, ICON_Y))
I.pixel_y = (text2num(LAZYACCESS(modifiers, 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_info("You point [src] at [target]."))
energy -= 1
if(energy <= max_energy)
if(!recharging)
recharging = TRUE
START_PROCESSING(SSobj, src)
if(energy <= 0)
to_chat(user, span_warning("[src]'s battery is overused, it needs time to recharge!"))
recharge_locked = TRUE
flick_overlay_view(I, targloc, 10)
icon_state = "pointer"
/obj/item/laser_pointer/process(delta_time)
if(!diode)
recharging = FALSE
return PROCESS_KILL
if(DT_PROB(10 + diode.rating*10 - recharge_locked*1, delta_time)) //t1 is 20, 2 40
energy += 1
if(energy >= max_energy)
energy = max_energy
recharging = FALSE
recharge_locked = FALSE
return ..()