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* ref: welding tool ammo hud * ref: guns ammo_hud * update readme * fix: set welding ammo update
330 lines
12 KiB
Plaintext
330 lines
12 KiB
Plaintext
/obj/item/gun/energy
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icon_state = "energy"
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name = "energy gun"
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desc = "A basic energy-based gun."
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icon = 'icons/obj/weapons/guns/energy.dmi'
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/// What type of power cell this uses
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var/obj/item/stock_parts/cell/cell
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var/cell_type = /obj/item/stock_parts/cell
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///if the weapon has custom icons for individual ammo types it can switch between. ie disabler beams, taser, laser/lethals, ect.
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var/modifystate = FALSE
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var/list/ammo_type = list(/obj/item/ammo_casing/energy)
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///The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
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var/select = 1
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///If the user can select the firemode through attack_self.
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var/can_select = TRUE
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///Can it be charged in a recharger?
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var/can_charge = TRUE
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///Do we handle overlays with base update_icon()?
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var/automatic_charge_overlays = TRUE
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var/charge_sections = 4
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ammo_x_offset = 2
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///if this gun uses a stateful charge bar for more detail
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var/shaded_charge = FALSE
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///If this gun has a "this is loaded with X" overlay alongside chargebars and such
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var/single_shot_type_overlay = TRUE
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///Should we give an overlay to empty guns?
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var/display_empty = TRUE
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var/selfcharge = 0
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var/charge_timer = 0
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var/charge_delay = 8
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///whether the gun's cell drains the cyborg user's cell to recharge
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var/use_cyborg_cell = FALSE
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///set to true so the gun is given an empty cell
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var/dead_cell = FALSE
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/obj/item/gun/energy/fire_sounds()
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// What frequency the energy gun's sound will make
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var/frequency_to_use
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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// What percentage of the full battery a shot will expend
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var/shot_cost_percent = round(clamp(shot.e_cost / cell.maxcharge, 0, 1) * 100)
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// Ignore this on oversized/infinite cells or ammo without cost
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if(shot_cost_percent > 0)
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// The total amount of shots the fully charged energy gun can fire before running out
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var/max_shots = round(100/shot_cost_percent)
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// How many shots left before the energy gun's current battery runs out of energy
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var/shots_left = round((round(clamp(cell.charge / cell.maxcharge, 0, 1) * 100))/shot_cost_percent)
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frequency_to_use = sin((90/max_shots) * shots_left)
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if(suppressed)
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playsound(src, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0, frequency = frequency_to_use)
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else
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playsound(src, fire_sound, fire_sound_volume, vary_fire_sound, frequency = frequency_to_use)
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/obj/item/gun/energy/emp_act(severity)
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. = ..()
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if(!(. & EMP_PROTECT_CONTENTS))
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cell.use(round(cell.charge / severity))
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chambered = null //we empty the chamber
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recharge_newshot() //and try to charge a new shot
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update_appearance()
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/obj/item/gun/energy/get_cell()
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return cell
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/obj/item/gun/energy/Initialize(mapload)
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. = ..()
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if(cell_type)
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cell = new cell_type(src)
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else
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cell = new(src)
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if(!dead_cell)
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cell.give(cell.maxcharge)
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update_ammo_types()
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recharge_newshot(TRUE)
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if(selfcharge)
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START_PROCESSING(SSobj, src)
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update_appearance()
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RegisterSignal(src, COMSIG_ITEM_RECHARGED, PROC_REF(instant_recharge))
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/gun/energy/add_weapon_description()
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AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_notes_energy))
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/**
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*
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* Outputs type-specific weapon stats for energy-based firearms based on its firing modes
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* and the stats of those firing modes. Esoteric firing modes like ion are currently not supported
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* but can be added easily
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*
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*/
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/obj/item/gun/energy/proc/add_notes_energy()
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var/list/readout = list()
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// Make sure there is something to actually retrieve
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if(!ammo_type.len)
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return
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var/obj/projectile/exam_proj
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readout += "\nStandard models of this projectile weapon have [span_warning("[ammo_type.len] mode\s")]"
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readout += "Our heroic interns have shown that one can theoretically stay standing after..."
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for(var/obj/item/ammo_casing/energy/for_ammo as anything in ammo_type)
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exam_proj = for_ammo.projectile_type
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if(!ispath(exam_proj))
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continue
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if(initial(exam_proj.damage) > 0) // Don't divide by 0!!!!!
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readout += "[span_warning("[HITS_TO_CRIT(initial(exam_proj.damage) * for_ammo.pellets)] shot\s")] on [span_warning("[for_ammo.select_name]")] mode before collapsing from [initial(exam_proj.damage_type) == STAMINA ? "immense pain" : "their wounds"]."
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if(initial(exam_proj.stamina) > 0) // In case a projectile does damage AND stamina damage (Energy Crossbow)
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readout += "[span_warning("[HITS_TO_CRIT(initial(exam_proj.stamina) * for_ammo.pellets)] shot\s")] on [span_warning("[for_ammo.select_name]")] mode before collapsing from immense pain."
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else
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readout += "a theoretically infinite number of shots on [span_warning("[for_ammo.select_name]")] mode."
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return readout.Join("\n") // Sending over the singular string, rather than the whole list
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/obj/item/gun/energy/proc/update_ammo_types()
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var/obj/item/ammo_casing/energy/shot
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for (var/i in 1 to ammo_type.len)
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var/shottype = ammo_type[i]
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shot = new shottype(src)
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ammo_type[i] = shot
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shot = ammo_type[select]
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fire_sound = shot.fire_sound
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fire_sound_volume = shot.fire_sound_volume //SKYRAT EDIT ADDITION
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fire_delay = shot.delay
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/obj/item/gun/energy/Destroy()
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if (cell)
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QDEL_NULL(cell)
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STOP_PROCESSING(SSobj, src)
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// Intentional cast.
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// Sometimes ammo_type has paths, sometimes it has atom.
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for (var/atom/item in ammo_type)
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qdel(item)
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ammo_type = null
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return ..()
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/obj/item/gun/energy/handle_atom_del(atom/A)
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if(A == cell)
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cell = null
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update_appearance()
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return ..()
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/obj/item/gun/energy/process(seconds_per_tick)
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if(selfcharge && cell && cell.percent() < 100)
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charge_timer += seconds_per_tick
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if(charge_timer < charge_delay)
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return
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charge_timer = 0
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cell.give(100)
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if(!chambered) //if empty chamber we try to charge a new shot
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recharge_newshot(TRUE)
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update_appearance()
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/obj/item/gun/energy/attack_self(mob/living/user as mob)
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if(ammo_type.len > 1 && can_select)
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select_fire(user)
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/obj/item/gun/energy/can_shoot()
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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return !QDELETED(cell) ? (cell.charge >= shot.e_cost) : FALSE
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/obj/item/gun/energy/recharge_newshot(no_cyborg_drain)
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if (!ammo_type || !cell)
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return
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if(use_cyborg_cell && !no_cyborg_drain)
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if(iscyborg(loc))
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var/mob/living/silicon/robot/R = loc
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if(R.cell)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select] //Necessary to find cost of shot
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if(R.cell.use(shot.e_cost)) //Take power from the borg...
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cell.give(shot.e_cost) //... to recharge the shot
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if(!chambered)
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var/obj/item/ammo_casing/energy/AC = ammo_type[select]
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if(cell.charge >= AC.e_cost) //if there's enough power in the cell cell...
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chambered = AC //...prepare a new shot based on the current ammo type selected
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if(!chambered.loaded_projectile)
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chambered.newshot()
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/obj/item/gun/energy/handle_chamber()
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if(chambered && !chambered.loaded_projectile) //if loaded_projectile is null, i.e the shot has been fired...
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var/obj/item/ammo_casing/energy/shot = chambered
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cell.use(shot.e_cost)//... drain the cell cell
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chambered = null //either way, released the prepared shot
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recharge_newshot() //try to charge a new shot
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/obj/item/gun/energy/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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if(!chambered && can_shoot())
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process_chamber() // If the gun was drained and then recharged, load a new shot.
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return ..()
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/obj/item/gun/energy/process_burst(mob/living/user, atom/target, message = TRUE, params = null, zone_override="", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
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if(!chambered && can_shoot())
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process_chamber() // Ditto.
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return ..()
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/obj/item/gun/energy/proc/select_fire(mob/living/user)
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select++
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if (select > ammo_type.len)
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select = 1
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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fire_sound = shot.fire_sound
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fire_sound_volume = shot.fire_sound_volume //SKYRAT EDIT ADDITION
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fire_delay = shot.delay
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if (shot.select_name && user)
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balloon_alert(user, "set to [shot.select_name]")
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chambered = null
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recharge_newshot(TRUE)
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update_appearance()
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/obj/item/gun/energy/update_icon_state()
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var/skip_inhand = initial(inhand_icon_state) //only build if we aren't using a preset inhand icon
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var/skip_worn_icon = initial(worn_icon_state) //only build if we aren't using a preset worn icon
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if(skip_inhand && skip_worn_icon) //if we don't have either, don't do the math.
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return ..()
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var/ratio = get_charge_ratio()
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var/temp_icon_to_use = initial(icon_state)
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if(modifystate)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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temp_icon_to_use += "[shot.select_name]"
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temp_icon_to_use += "[ratio]"
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if(!skip_inhand)
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inhand_icon_state = temp_icon_to_use
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if(!skip_worn_icon)
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worn_icon_state = temp_icon_to_use
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return ..()
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/obj/item/gun/energy/update_overlays()
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. = ..()
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// SKYRAT EDIT START
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if(!automatic_charge_overlays || !cell)
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return
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// SKYRAT EDIT END
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var/overlay_icon_state = "[icon_state]_charge"
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if(modifystate)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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if(single_shot_type_overlay)
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. += "[icon_state]_[initial(shot.select_name)]"
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overlay_icon_state += "_[initial(shot.select_name)]"
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var/ratio = get_charge_ratio()
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if(ratio == 0 && display_empty)
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. += "[icon_state]_empty"
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return
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if(shaded_charge)
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. += "[icon_state]_charge[ratio]"
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return
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var/mutable_appearance/charge_overlay = mutable_appearance(icon, overlay_icon_state)
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for(var/i = ratio, i >= 1, i--)
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charge_overlay.pixel_x = ammo_x_offset * (i - 1)
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charge_overlay.pixel_y = ammo_y_offset * (i - 1)
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. += new /mutable_appearance(charge_overlay)
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///Used by update_icon_state() and update_overlays()
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/obj/item/gun/energy/proc/get_charge_ratio()
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return can_shoot() ? CEILING(clamp(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
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// Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if its power cell is removed.
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/obj/item/gun/energy/suicide_act(mob/living/user)
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if(istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD))
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user.visible_message(span_suicide("[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!"))
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sleep(2.5 SECONDS)
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if(user.is_holding(src))
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user.visible_message(span_suicide("[user] melts [user.p_their()] face off with [src]!"))
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playsound(loc, fire_sound, 50, TRUE, -1)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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cell.use(shot.e_cost)
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update_appearance()
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return FIRELOSS
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else
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user.visible_message(span_suicide("[user] panics and starts choking to death!"))
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return OXYLOSS
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else
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user.visible_message(span_suicide("[user] is pretending to melt [user.p_their()] face off with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b>"))
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playsound(src, dry_fire_sound, 30, TRUE)
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return OXYLOSS
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/obj/item/gun/energy/vv_edit_var(var_name, var_value)
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switch(var_name)
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if(NAMEOF(src, selfcharge))
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if(var_value)
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START_PROCESSING(SSobj, src)
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else
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/gun/energy/ignition_effect(atom/A, mob/living/user)
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if(!can_shoot() || !ammo_type[select])
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shoot_with_empty_chamber()
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. = ""
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else
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var/obj/item/ammo_casing/energy/E = ammo_type[select]
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var/obj/projectile/energy/loaded_projectile = E.loaded_projectile
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if(!loaded_projectile)
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. = ""
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else if(loaded_projectile.damage <= 0 || loaded_projectile.damage_type == STAMINA)
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user.visible_message(span_danger("[user] tries to light [A.loc == user ? "[user.p_their()] [A.name]" : A] with [src], but it doesn't do anything. Dumbass."))
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playsound(user, E.fire_sound, 50, TRUE)
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playsound(user, loaded_projectile.hitsound, 50, TRUE)
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cell.use(E.e_cost)
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. = ""
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else if(loaded_projectile.damage_type != BURN)
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user.visible_message(span_danger("[user] tries to light [A.loc == user ? "[user.p_their()] [A.name]" : A] with [src], but only succeeds in utterly destroying it. Dumbass."))
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playsound(user, E.fire_sound, 50, TRUE)
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playsound(user, loaded_projectile.hitsound, 50, TRUE)
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cell.use(E.e_cost)
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qdel(A)
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. = ""
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else
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playsound(user, E.fire_sound, 50, TRUE)
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playsound(user, loaded_projectile.hitsound, 50, TRUE)
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cell.use(E.e_cost)
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. = span_danger("[user] casually lights [A.loc == user ? "[user.p_their()] [A.name]" : A] with [src]. Damn.")
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/obj/item/gun/energy/proc/instant_recharge()
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SIGNAL_HANDLER
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if(!cell)
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return
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cell.charge = cell.maxcharge
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recharge_newshot(no_cyborg_drain = TRUE)
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update_appearance()
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