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* Fixes some other harddels (#75730) ## About The Pull Request Cannot bother to atomize the rest of these - Chem grenades didn't clean up their wires or beakers - Implant cases didn't clean up their implants - ammo boxes didn't clean up their ammo    * Fixes some other harddels --------- Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
248 lines
9.0 KiB
Plaintext
248 lines
9.0 KiB
Plaintext
//Boxes of ammo
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/obj/item/ammo_box
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name = "ammo box (null_reference_exception)"
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desc = "A box of ammo."
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icon = 'icons/obj/weapons/guns/ammo.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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inhand_icon_state = "syringe_kit"
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worn_icon_state = "ammobox"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*15)
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throwforce = 2
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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override_notes = TRUE
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///list containing the actual ammo within the magazine
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var/list/stored_ammo = list()
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///type that the magazine will be searching for, rejects if not a subtype of
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var/ammo_type = /obj/item/ammo_casing
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///maximum amount of ammo in the magazine
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var/max_ammo = 7
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///Controls how sprites are updated for the ammo box; see defines in combat.dm: AMMO_BOX_ONE_SPRITE; AMMO_BOX_PER_BULLET; AMMO_BOX_FULL_EMPTY
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var/multiple_sprites = AMMO_BOX_ONE_SPRITE
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///For sprite updating, do we use initial(icon_state) or base_icon_state?
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var/multiple_sprite_use_base = FALSE
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///String, used for checking if ammo of different types but still fits can fit inside it; generally used for magazines
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var/caliber
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///Allows multiple bullets to be loaded in from one click of another box/magazine
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var/multiload = TRUE
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///Whether the magazine should start with nothing in it
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var/start_empty = FALSE
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///cost of all the bullets in the magazine/box
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var/list/bullet_cost
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///cost of the materials in the magazine/box itself
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var/list/base_cost
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/// If this and ammo_band_icon aren't null, run update_ammo_band(). Is the color of the band, such as blue on the detective's Iceblox.
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var/ammo_band_color
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/// If this and ammo_band_color aren't null, run update_ammo_band() Is the greyscale icon used for the ammo band.
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var/ammo_band_icon
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/// Is the greyscale icon used for the ammo band when it's empty of bullets, only if it's not null.
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var/ammo_band_icon_empty
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/obj/item/ammo_box/Initialize(mapload)
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. = ..()
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if(!bullet_cost)
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base_cost = SSmaterials.FindOrCreateMaterialCombo(custom_materials, 0.1)
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bullet_cost = SSmaterials.FindOrCreateMaterialCombo(custom_materials, 0.9 / max_ammo)
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if(!start_empty)
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top_off(starting=TRUE)
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update_icon_state()
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/obj/item/ammo_box/Destroy(force)
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QDEL_LIST(stored_ammo)
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return ..()
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/obj/item/ammo_box/add_weapon_description()
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AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_notes_box))
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/obj/item/ammo_box/proc/add_notes_box()
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var/list/readout = list()
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if(caliber && max_ammo) // Text references a 'magazine' as only magazines generally have the caliber variable initialized
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readout += "Up to [span_warning("[max_ammo] [caliber] rounds")] can be found within this magazine. \
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\nAccidentally discharging any of these projectiles may void your insurance contract."
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var/obj/item/ammo_casing/mag_ammo = get_round(TRUE)
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if(istype(mag_ammo))
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readout += "\n[mag_ammo.add_notes_ammo()]"
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return readout.Join("\n")
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/**
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* top_off is used to refill the magazine to max, in case you want to increase the size of a magazine with VV then refill it at once
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*
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* Arguments:
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* * load_type - if you want to specify a specific ammo casing type to load, enter the path here, otherwise it'll use the basic [/obj/item/ammo_box/var/ammo_type]. Must be a compatible round
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* * starting - Relevant for revolver cylinders, if FALSE then we mind the nulls that represent the empty cylinders (since those nulls don't exist yet if we haven't initialized when this is TRUE)
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*/
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/obj/item/ammo_box/proc/top_off(load_type, starting=FALSE)
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if(!load_type) //this check comes first so not defining an argument means we just go with default ammo
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load_type = ammo_type
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var/obj/item/ammo_casing/round_check = load_type
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if(!starting && !(caliber ? (caliber == initial(round_check.caliber)) : (ammo_type == load_type)))
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stack_trace("Tried loading unsupported ammocasing type [load_type] into ammo box [type].")
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return
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for(var/i in max(1, stored_ammo.len) to max_ammo)
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stored_ammo += new round_check() //SKYRAT EDTI CHANGE - SEC_HUAL - Moving to nullspace seems to help with lag.
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update_ammo_count()
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///gets a round from the magazine, if keep is TRUE the round will stay in the gun
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/obj/item/ammo_box/proc/get_round(keep = FALSE)
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if (!stored_ammo.len)
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return null
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else
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var/b = stored_ammo[stored_ammo.len]
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stored_ammo -= b
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if (keep)
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stored_ammo.Insert(1,b)
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return b
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///puts a round into the magazine
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/obj/item/ammo_box/proc/give_round(obj/item/ammo_casing/R, replace_spent = 0)
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// Boxes don't have a caliber type, magazines do. Not sure if it's intended or not, but if we fail to find a caliber, then we fall back to ammo_type.
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if(!R || !(caliber ? (caliber == R.caliber) : (ammo_type == R.type)))
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return FALSE
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if (stored_ammo.len < max_ammo)
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stored_ammo += R
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R.moveToNullspace() //SKYRAT EDTI CHANGE - SEC_HUAL - Moving to nullspace seems to help with lag.
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return TRUE
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//for accessibles magazines (e.g internal ones) when full, start replacing spent ammo
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else if(replace_spent)
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for(var/obj/item/ammo_casing/AC in stored_ammo)
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if(!AC.loaded_projectile)//found a spent ammo
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stored_ammo -= AC
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AC.forceMove(get_turf(src.loc))
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stored_ammo += R
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R.moveToNullspace() //SKYRAT EDTI CHANGE - SEC_HUAL - Moving to nullspace seems to help with lag.
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return TRUE
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return FALSE
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///Whether or not the box can be loaded, used in overrides
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/obj/item/ammo_box/proc/can_load(mob/user)
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return TRUE
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/obj/item/ammo_box/attackby(obj/item/A, mob/user, params, silent = FALSE, replace_spent = 0)
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var/num_loaded = 0
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if(!can_load(user))
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return
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if(istype(A, /obj/item/ammo_box))
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var/obj/item/ammo_box/AM = A
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for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
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var/did_load = give_round(AC, replace_spent)
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if(did_load)
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AM.stored_ammo -= AC
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num_loaded++
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if(!did_load || !multiload)
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break
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if(num_loaded)
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AM.update_ammo_count()
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if(isammocasing(A))
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var/obj/item/ammo_casing/AC = A
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if(give_round(AC, replace_spent))
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user.transferItemToLoc(AC, src, TRUE)
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num_loaded++
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AC.update_appearance()
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if(num_loaded)
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if(!silent)
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to_chat(user, span_notice("You load [num_loaded] shell\s into \the [src]!"))
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playsound(src, 'sound/weapons/gun/general/mag_bullet_insert.ogg', 60, TRUE)
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update_ammo_count()
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return num_loaded
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/obj/item/ammo_box/attack_self(mob/user)
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var/obj/item/ammo_casing/A = get_round()
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if(!A)
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return
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A.forceMove(drop_location())
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if(!user.is_holding(src) || !user.put_in_hands(A)) //incase they're using TK
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A.bounce_away(FALSE, NONE)
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playsound(src, 'sound/weapons/gun/general/mag_bullet_insert.ogg', 60, TRUE)
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to_chat(user, span_notice("You remove a round from [src]!"))
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update_ammo_count()
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/// Updates the materials and appearance of this ammo box
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/obj/item/ammo_box/proc/update_ammo_count()
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update_custom_materials()
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update_appearance()
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/obj/item/ammo_box/update_desc(updates)
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. = ..()
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var/shells_left = LAZYLEN(stored_ammo)
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desc = "[initial(desc)] There [(shells_left == 1) ? "is" : "are"] [shells_left] shell\s left!"
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/obj/item/ammo_box/update_icon_state()
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var/shells_left = LAZYLEN(stored_ammo)
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switch(multiple_sprites)
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if(AMMO_BOX_PER_BULLET)
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icon_state = "[multiple_sprite_use_base ? base_icon_state : initial(icon_state)]-[shells_left]"
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if(AMMO_BOX_FULL_EMPTY)
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icon_state = "[multiple_sprite_use_base ? base_icon_state : initial(icon_state)]-[shells_left ? "full" : "empty"]"
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if(ammo_band_color && ammo_band_icon)
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update_ammo_band()
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return ..()
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/obj/item/ammo_box/proc/update_ammo_band()
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overlays.Cut()
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var/band_icon = ammo_band_icon
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if(!(length(stored_ammo)) && ammo_band_icon_empty)
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band_icon = ammo_band_icon_empty
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var/image/ammo_band_image = image(icon, src, band_icon)
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ammo_band_image.color = ammo_band_color
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ammo_band_image.appearance_flags = RESET_COLOR|KEEP_APART
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overlays += ammo_band_image
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/// Updates the amount of material in this ammo box according to how many bullets are left in it.
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/obj/item/ammo_box/proc/update_custom_materials()
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var/temp_materials = custom_materials.Copy()
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for(var/material in bullet_cost)
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temp_materials[material] = (bullet_cost[material] * stored_ammo.len) + base_cost[material]
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set_custom_materials(temp_materials)
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///Count of number of bullets in the magazine
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/obj/item/ammo_box/magazine/proc/ammo_count(countempties = TRUE)
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var/boolets = 0
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for(var/obj/item/ammo_casing/bullet in stored_ammo)
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if(bullet && (bullet.loaded_projectile || countempties))
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boolets++
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return boolets
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///list of every bullet in the magazine
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/obj/item/ammo_box/magazine/proc/ammo_list(drop_list = FALSE)
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var/list/L = stored_ammo.Copy()
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if(drop_list)
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stored_ammo.Cut()
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return L
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///drops the entire contents of the magazine on the floor
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/obj/item/ammo_box/magazine/proc/empty_magazine()
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var/turf_mag = get_turf(src)
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for(var/obj/item/ammo in stored_ammo)
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ammo.forceMove(turf_mag)
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stored_ammo -= ammo
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/obj/item/ammo_box/magazine/handle_atom_del(atom/A)
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stored_ammo -= A
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update_ammo_count()
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//SKRYAT EDIT ADDITION BEGIN - SEC_HAUL
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/obj/item/ammo_box/Destroy()
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. = ..()
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for(var/i in stored_ammo)
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qdel(i)
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//SKYRAT EDIT END
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