Files
Bubberstation/code/modules/projectiles/ammunition/_ammunition.dm
SkyratBot 4c01e3f805 [MIRROR] Demotes the "electrical conductivity" flag from flags_1 to obj_flags [MDB IGNORE] (#25381)
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)

## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️

* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`

* Modular

* Update misc.dm

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-03 07:58:26 +00:00

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/obj/item/ammo_casing
name = "bullet casing"
desc = "A bullet casing."
icon = 'icons/obj/weapons/guns/ammo.dmi'
icon_state = "s-casing"
worn_icon_state = "bullet"
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
throwforce = 0
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5)
override_notes = TRUE
///What sound should play when this ammo is fired
var/fire_sound = null
///Which kind of guns it can be loaded into
var/caliber = null
///The bullet type to create when New() is called
var/projectile_type = null
///the loaded projectile in this ammo casing
var/obj/projectile/loaded_projectile = null
///Pellets for spreadshot
var/pellets = 1
///Variance for inaccuracy fundamental to the casing
var/variance = 0
///Randomspread for automatics
var/randomspread = 0
///Delay for energy weapons
var/delay = 0
///Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
var/click_cooldown_override = 0
///the visual effect appearing when the ammo is fired.
var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
///pacifism check for boolet, set to FALSE if bullet is non-lethal
var/harmful = TRUE
/obj/item/ammo_casing/spent
name = "spent bullet casing"
loaded_projectile = null
/obj/item/ammo_casing/Initialize(mapload)
. = ..()
if(projectile_type)
loaded_projectile = new projectile_type(src)
pixel_x = base_pixel_x + rand(-10, 10)
pixel_y = base_pixel_y + rand(-10, 10)
setDir(pick(GLOB.alldirs))
update_appearance()
/obj/item/ammo_casing/Destroy()
var/turf/T = get_turf(src)
if(T && !loaded_projectile && is_station_level(T.z))
SSblackbox.record_feedback("tally", "station_mess_destroyed", 1, name)
QDEL_NULL(loaded_projectile)
return ..()
/obj/item/ammo_casing/add_weapon_description()
AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_notes_ammo))
/**
*
* Outputs type-specific weapon stats for ammunition based on the projectile loaded inside the casing.
* Distinguishes between critting and stam-critting in separate lines
*
*/
/obj/item/ammo_casing/proc/add_notes_ammo()
// Try to get a projectile to derive stats from
var/obj/projectile/exam_proj = projectile_type
var/initial_damage = initial(exam_proj.damage)
var/initial_stamina = initial(exam_proj.stamina)
// projectile damage multiplier for guns with snowflaked damage multipliers
var/proj_damage_mult = 1
if(!ispath(exam_proj) || pellets == 0)
return
// are we in an ammo box?
if(isammobox(loc))
var/obj/item/ammo_box/our_box = loc
// is our ammo box in a gun?
if(isgun(our_box.loc))
var/obj/item/gun/our_gun = our_box.loc
// grab the damage multiplier
proj_damage_mult = our_gun.projectile_damage_multiplier
// if not, are we just in a gun e.g. chambered
else if(isgun(loc))
var/obj/item/gun/our_gun = loc
// grab the damage multiplier.
proj_damage_mult = our_gun.projectile_damage_multiplier
var/list/readout = list()
if(proj_damage_mult <= 0 || (initial_damage <= 0 && initial_stamina <= 0))
return "Our legal team has determined the offensive nature of these [span_warning(caliber)] rounds to be esoteric."
// No dividing by 0
if(initial_damage)
readout += "Most monkeys our legal team subjected to these [span_warning(caliber)] rounds succumbed to their wounds after [span_warning("[HITS_TO_CRIT((initial(exam_proj.damage) * proj_damage_mult) * pellets)] shot\s")] at point-blank, taking [span_warning("[pellets] shot\s")] per round."
if(initial_stamina)
readout += "[!readout.len ? "Most monkeys" : "More fortunate monkeys"] collapsed from exhaustion after [span_warning("[HITS_TO_CRIT((initial(exam_proj.stamina) * proj_damage_mult) * pellets)] impact\s")] of these [span_warning("[caliber]")] rounds."
return readout.Join("\n") // Sending over a single string, rather than the whole list
/obj/item/ammo_casing/update_icon_state()
icon_state = "[initial(icon_state)][loaded_projectile ? "-live" : null]"
return ..()
/obj/item/ammo_casing/update_desc()
desc = "[initial(desc)][loaded_projectile ? null : " This one is spent."]"
return ..()
/*
* On accidental consumption, 'spend' the ammo, and add in some gunpowder
*/
/obj/item/ammo_casing/on_accidental_consumption(mob/living/carbon/victim, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
if(loaded_projectile)
loaded_projectile = null
update_appearance()
victim.reagents?.add_reagent(/datum/reagent/gunpowder, 3)
source_item?.reagents?.add_reagent(/datum/reagent/gunpowder, source_item.reagents.total_volume*(2/3))
return ..()
//proc to magically refill a casing with a new projectile
/obj/item/ammo_casing/proc/newshot() //For energy weapons, syringe gun, shotgun shells and wands (!).
if(!loaded_projectile)
loaded_projectile = new projectile_type(src, src)
/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/ammo_box))
var/obj/item/ammo_box/box = I
if(isturf(loc))
var/boolets = 0
for(var/obj/item/ammo_casing/bullet in loc)
if (box.stored_ammo.len >= box.max_ammo)
break
if (bullet.loaded_projectile)
if (box.give_round(bullet, 0))
boolets++
else
continue
if (boolets > 0)
box.update_appearance()
to_chat(user, span_notice("You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s."))
else
to_chat(user, span_warning("You fail to collect anything!"))
else
return ..()
/obj/item/ammo_casing/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
bounce_away(FALSE, NONE)
return ..()
/obj/item/ammo_casing/proc/bounce_away(still_warm = FALSE, bounce_delay = 3)
update_appearance()
SpinAnimation(10, 1)
var/turf/T = get_turf(src)
if(still_warm && T?.bullet_sizzle)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
else if(T?.bullet_bounce_sound)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, T.bullet_bounce_sound, 20, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.