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Necessary for #72292 to work effectively, and probably not very useful out of that context. Split out of its own PR because this is long and boring. I want to make sure that we're catching actual mistakes there, and not just experiencing side effects of how shitty the attack chain is.
208 lines
6.7 KiB
Plaintext
208 lines
6.7 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(mapload)
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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(mapload)
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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/screwdriver_act(mob/living/user, obj/item/tool)
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if(diode)
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tool.play_tool_sound(src)
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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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return TRUE
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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
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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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. |= AFTERATTACK_PROCESSED_ITEM
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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/weapons/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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targloc.flick_overlay_view(I, 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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