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Bubberstation/code/game/objects/items/pneumaticCannon.dm
T
LucandGitHub 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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#define PCANNON_FIREALL 1
#define PCANNON_FILO 2
#define PCANNON_FIFO 3
/obj/item/pneumatic_cannon
name = "pneumatic cannon"
desc = "A gas-powered cannon that can fire any object loaded into it."
w_class = WEIGHT_CLASS_BULKY
force = 8 //Very heavy
attack_verb_continuous = list("bludgeons", "smashes", "beats")
attack_verb_simple = list("bludgeon", "smash", "beat")
icon = 'icons/obj/pneumaticCannon.dmi'
icon_state = "pneumaticCannon"
inhand_icon_state = "bulldog"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 60, ACID = 50)
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/tank/internals/tank = null //The gas tank that is drawn from to fire things
var/gasPerThrow = 3 //How much gas is drawn from a tank's pressure to fire
var/list/loadedItems = list() //The items loaded into the cannon that will be fired out
var/pressureSetting = 1 //How powerful the cannon is - higher pressure = more gas but more powerful throws
var/checktank = TRUE
var/range_multiplier = 1
var/throw_amount = 1 //How many items to throw per fire
var/fire_mode = PCANNON_FIFO
var/automatic = FALSE
var/clumsyCheck = TRUE
var/list/allowed_typecache //Leave as null to allow all.
var/charge_amount = 1
var/charge_ticks = 1
var/charge_tick = 0
var/charge_type
var/selfcharge = FALSE
var/fire_sound = 'sound/weapons/sonic_jackhammer.ogg'
var/spin_item = TRUE //Do the projectiles spin when launched?
trigger_guard = TRIGGER_GUARD_NORMAL
/obj/item/pneumatic_cannon/Initialize(mapload)
. = ..()
if(selfcharge)
init_charge()
/obj/item/pneumatic_cannon/proc/init_charge() //wrapper so it can be vv'd easier
START_PROCESSING(SSobj, src)
/obj/item/pneumatic_cannon/process()
if(++charge_tick >= charge_ticks && charge_type)
fill_with_type(charge_type, charge_amount)
/obj/item/pneumatic_cannon/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/pneumatic_cannon/CanItemAutoclick()
return automatic
/obj/item/pneumatic_cannon/examine(mob/user)
. = ..()
var/list/out = list()
if(!in_range(user, src))
out += span_notice("You'll need to get closer to see any more.")
return
for(var/obj/item/I in loadedItems)
out += span_info("[icon2html(I, user)] It has \a [I] loaded.")
CHECK_TICK
if(tank)
out += span_notice("[icon2html(tank, user)] It has \a [tank] mounted onto it.")
. += out.Join("\n")
/obj/item/pneumatic_cannon/screwdriver_act(mob/living/user, obj/item/tool)
if(tank)
tool.play_tool_sound(src)
updateTank(tank, 1, user)
return TRUE
/obj/item/pneumatic_cannon/wrench_act(mob/living/user, obj/item/tool)
playsound(src, 'sound/items/ratchet.ogg', 50, TRUE)
switch(pressureSetting)
if(1)
pressureSetting = 2
if(2)
pressureSetting = 3
if(3)
pressureSetting = 1
to_chat(user, span_notice("You tweak \the [src]'s pressure output to [pressureSetting]."))
return TRUE
/obj/item/pneumatic_cannon/attackby(obj/item/W, mob/living/user, params)
if(user.combat_mode)
return ..()
if(istype(W, /obj/item/tank/internals))
if(!tank)
var/obj/item/tank/internals/IT = W
if(IT.volume <= 3)
to_chat(user, span_warning("\The [IT] is too small for \the [src]."))
return
updateTank(W, 0, user)
else if(W.type == type)
to_chat(user, span_warning("You're fairly certain that putting a pneumatic cannon inside another pneumatic cannon would cause a spacetime disruption."))
else if(W.tool_behaviour == TOOL_WRENCH)
playsound(src, 'sound/items/ratchet.ogg', 50, TRUE)
switch(pressureSetting)
if(1)
pressureSetting = 2
if(2)
pressureSetting = 3
if(3)
pressureSetting = 1
to_chat(user, span_notice("You tweak \the [src]'s pressure output to [pressureSetting]."))
else if(loadedWeightClass >= maxWeightClass)
to_chat(user, span_warning("\The [src] can't hold any more items!"))
else if(isitem(W))
var/obj/item/IW = W
load_item(IW, user)
/obj/item/pneumatic_cannon/proc/can_load_item(obj/item/I, mob/user)
if(!istype(I)) //Players can't load non items, this allows for admin varedit inserts.
return TRUE
if(allowed_typecache && !is_type_in_typecache(I, allowed_typecache))
if(user)
to_chat(user, span_warning("[I] won't fit into [src]!"))
return
if((loadedWeightClass + I.w_class) > maxWeightClass) //Only make messages if there's a user
if(user)
to_chat(user, span_warning("\The [I] won't fit into \the [src]!"))
return FALSE
if(I.w_class > w_class)
if(user)
to_chat(user, span_warning("\The [I] is too large to fit into \the [src]!"))
return FALSE
return TRUE
/obj/item/pneumatic_cannon/proc/load_item(obj/item/I, mob/user)
if(!can_load_item(I, user))
return FALSE
if(user) //Only use transfer proc if there's a user, otherwise just set loc.
if(!user.transferItemToLoc(I, src))
return FALSE
to_chat(user, span_notice("You load \the [I] into \the [src]."))
else
I.forceMove(src)
loadedItems += I
if(isitem(I))
loadedWeightClass += I.w_class
else
loadedWeightClass++
return TRUE
/obj/item/pneumatic_cannon/afterattack(atom/target, mob/living/user, flag, params)
. = ..()
if(flag && user.combat_mode)//melee attack
return
if(!istype(user))
return
Fire(user, target)
/obj/item/pneumatic_cannon/proc/Fire(mob/living/user, atom/target)
if(!istype(user) && !target)
return
var/discharge = 0
if(!can_trigger_gun(user))
return
if(!loadedItems || !loadedWeightClass)
to_chat(user, span_warning("\The [src] has nothing loaded."))
return
if(!tank && checktank)
to_chat(user, span_warning("\The [src] can't fire without a source of gas."))
return
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_warning("You can't bring yourself to fire \the [src]! You don't want to risk harming anyone...") )
return
if(tank && !tank.remove_air(gasPerThrow * pressureSetting))
to_chat(user, span_warning("\The [src] lets out a weak hiss and doesn't react!"))
return
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(75) && clumsyCheck && iscarbon(user))
var/mob/living/carbon/C = user
C.visible_message(span_warning("[C] loses [C.p_their()] grip on [src], causing it to go off!"), span_userdanger("[src] slips out of your hands and goes off!"))
C.dropItemToGround(src, TRUE)
if(prob(10))
target = get_turf(user)
else
var/list/possible_targets = range(3,src)
target = pick(possible_targets)
discharge = 1
if(!discharge)
user.visible_message(span_danger("[user] fires \the [src]!"), \
span_danger("You fire \the [src]!"))
log_combat(user, target, "fired at", src)
var/turf/T = get_target(target, get_turf(src))
playsound(src, fire_sound, 50, TRUE)
fire_items(T, user)
if(pressureSetting >= 3 && iscarbon(user))
var/mob/living/carbon/C = user
C.visible_message(span_warning("[C] is thrown down by the force of the cannon!"), span_userdanger("[src] slams into your shoulder, knocking you down!"))
C.Paralyze(60)
/obj/item/pneumatic_cannon/proc/fire_items(turf/target, mob/user)
if(fire_mode == PCANNON_FIREALL)
for(var/obj/item/ITD in loadedItems) //Item To Discharge
if(!throw_item(target, ITD, user))
break
else
for(var/i in 1 to throw_amount)
if(!loadedItems.len)
break
var/atom/movable/I
if(fire_mode == PCANNON_FILO)
I = loadedItems[loadedItems.len]
else
I = loadedItems[1]
if(!throw_item(target, I, user))
break
/obj/item/pneumatic_cannon/proc/throw_item(turf/target, atom/movable/AM, mob/user)
if(!istype(AM))
return FALSE
loadedItems -= AM
if(isitem(AM))
var/obj/item/I = AM
loadedWeightClass -= I.w_class
else
loadedWeightClass--
AM.forceMove(get_turf(src))
AM.throw_at(target, pressureSetting * 10 * range_multiplier, pressureSetting * 2, user, spin_item)
return TRUE
/obj/item/pneumatic_cannon/proc/get_target(turf/target, turf/starting)
if(range_multiplier == 1)
return target
var/x_o = (target.x - starting.x)
var/y_o = (target.y - starting.y)
var/new_x = clamp((starting.x + (x_o * range_multiplier)), 0, world.maxx)
var/new_y = clamp((starting.y + (y_o * range_multiplier)), 0, world.maxy)
var/turf/newtarget = locate(new_x, new_y, starting.z)
return newtarget
/obj/item/pneumatic_cannon/handle_atom_del(atom/A)
. = ..()
if (loadedItems.Remove(A))
var/obj/item/I = A
if(istype(I))
loadedWeightClass -= I.w_class
else
loadedWeightClass--
else if (A == tank)
tank = null
update_appearance()
/obj/item/pneumatic_cannon/ghetto //Obtainable by improvised methods; more gas per use, less capacity
name = "improvised pneumatic cannon"
desc = "A gas-powered, object-firing cannon made out of common parts."
force = 5
maxWeightClass = 10
gasPerThrow = 5
/obj/item/pneumatic_cannon/proc/updateTank(obj/item/tank/internals/thetank, removing = 0, mob/living/carbon/human/user)
if(removing)
if(!tank)
return
to_chat(user, span_notice("You detach \the [thetank] from \the [src]."))
tank.forceMove(user.drop_location())
user.put_in_hands(tank)
tank = null
if(!removing)
if(tank)
to_chat(user, span_warning("\The [src] already has a tank."))
return
if(!user.transferItemToLoc(thetank, src))
return
to_chat(user, span_notice("You hook \the [thetank] up to \the [src]."))
tank = thetank
update_appearance()
/obj/item/pneumatic_cannon/update_overlays()
. = ..()
if(!tank)
return
. += tank.icon_state
/obj/item/pneumatic_cannon/proc/fill_with_type(type, amount)
if(!ispath(type, /obj) && !ispath(type, /mob))
return FALSE
var/loaded = 0
for(var/i in 1 to amount)
var/obj/item/I = new type
if(!load_item(I, null))
qdel(I)
return loaded
loaded++
CHECK_TICK
/obj/item/pneumatic_cannon/pie
name = "pie cannon"
desc = "Load cream pie for optimal results."
force = 10
icon_state = "piecannon"
gasPerThrow = 0
checktank = FALSE
range_multiplier = 3
fire_mode = PCANNON_FIFO
throw_amount = 1
maxWeightClass = 150 //50 pies. :^)
clumsyCheck = FALSE
var/static/list/pie_typecache = typecacheof(/obj/item/food/pie)
/obj/item/pneumatic_cannon/pie/Initialize(mapload)
. = ..()
allowed_typecache = pie_typecache
/obj/item/pneumatic_cannon/pie/selfcharge
automatic = TRUE
selfcharge = TRUE
charge_type = /obj/item/food/pie/cream
maxWeightClass = 60 //20 pies.
/obj/item/pneumatic_cannon/pie/selfcharge/cyborg
name = "low velocity pie cannon"
automatic = FALSE
charge_type = /obj/item/food/pie/cream/nostun
maxWeightClass = 6 //2 pies
charge_ticks = 2 //4 second/pie