mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-09 16:33:50 +00:00
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can) this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc. also applies materials to everything, with fixes, which can close #46299
197 lines
7.0 KiB
Plaintext
197 lines
7.0 KiB
Plaintext
/obj/item/laser_pointer
|
|
name = "laser pointer"
|
|
desc = "Don't shine it in your eyes!"
|
|
icon = 'icons/obj/device.dmi'
|
|
icon_state = "pointer"
|
|
item_state = "pen"
|
|
var/pointer_icon_state
|
|
flags_1 = CONDUCT_1
|
|
item_flags = NOBLUDGEON
|
|
slot_flags = ITEM_SLOT_BELT
|
|
custom_materials = list(/datum/material/iron=500, /datum/material/glass=500)
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
var/turf/pointer_loc
|
|
var/energy = 10
|
|
var/max_energy = 10
|
|
var/effectchance = 30
|
|
var/recharging = 0
|
|
var/recharge_locked = FALSE
|
|
var/obj/item/stock_parts/micro_laser/diode //used for upgrading!
|
|
|
|
|
|
/obj/item/laser_pointer/red
|
|
pointer_icon_state = "red_laser"
|
|
/obj/item/laser_pointer/green
|
|
pointer_icon_state = "green_laser"
|
|
/obj/item/laser_pointer/blue
|
|
pointer_icon_state = "blue_laser"
|
|
/obj/item/laser_pointer/purple
|
|
pointer_icon_state = "purple_laser"
|
|
|
|
/obj/item/laser_pointer/Initialize()
|
|
. = ..()
|
|
diode = new(src)
|
|
if(!pointer_icon_state)
|
|
pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
|
|
|
|
/obj/item/laser_pointer/upgraded/Initialize()
|
|
. = ..()
|
|
diode = new /obj/item/stock_parts/micro_laser/ultra
|
|
|
|
/obj/item/laser_pointer/attackby(obj/item/W, mob/user, params)
|
|
if(istype(W, /obj/item/stock_parts/micro_laser))
|
|
if(!diode)
|
|
if(!user.transferItemToLoc(W, src))
|
|
return
|
|
diode = W
|
|
to_chat(user, "<span class='notice'>You install a [diode.name] in [src].</span>")
|
|
else
|
|
to_chat(user, "<span class='notice'>[src] already has a diode installed.</span>")
|
|
|
|
else if(W.tool_behaviour == TOOL_SCREWDRIVER)
|
|
if(diode)
|
|
to_chat(user, "<span class='notice'>You remove the [diode.name] from \the [src].</span>")
|
|
diode.forceMove(drop_location())
|
|
diode = null
|
|
else
|
|
return ..()
|
|
|
|
/obj/item/laser_pointer/examine(mob/user)
|
|
. = ..()
|
|
if(in_range(user, src) || isobserver(user))
|
|
if(!diode)
|
|
. += "<span class='notice'>The diode is missing.</span>"
|
|
else
|
|
. += "<span class='notice'>A class <b>[diode.rating]</b> laser diode is installed. It is <i>screwed</i> in place.</span>"
|
|
|
|
/obj/item/laser_pointer/afterattack(atom/target, mob/living/user, flag, params)
|
|
. = ..()
|
|
laser_act(target, user, params)
|
|
|
|
/obj/item/laser_pointer/proc/laser_act(atom/target, mob/living/user, params)
|
|
if( !(user in (viewers(7,target))) )
|
|
return
|
|
if (!diode)
|
|
to_chat(user, "<span class='notice'>You point [src] at [target], but nothing happens!</span>")
|
|
return
|
|
if (!user.IsAdvancedToolUser())
|
|
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
|
return
|
|
if(HAS_TRAIT(user, TRAIT_CHUNKYFINGERS))
|
|
to_chat(user, "<span class='warning'>Your fingers can't press the button!</span>")
|
|
return
|
|
add_fingerprint(user)
|
|
|
|
//nothing happens if the battery is drained
|
|
if(recharge_locked)
|
|
to_chat(user, "<span class='notice'>You point [src] at [target], but it's still charging.</span>")
|
|
return
|
|
|
|
var/outmsg
|
|
var/turf/targloc = get_turf(target)
|
|
|
|
//human/alien mobs
|
|
if(iscarbon(target))
|
|
var/mob/living/carbon/C = target
|
|
if(user.zone_selected == BODY_ZONE_PRECISE_EYES)
|
|
|
|
var/severity = 1
|
|
if(prob(33))
|
|
severity = 2
|
|
else if(prob(50))
|
|
severity = 0
|
|
|
|
//chance to actually hit the eyes depends on internal component
|
|
if(prob(effectchance * diode.rating) && C.flash_act(severity))
|
|
outmsg = "<span class='notice'>You blind [C] by shining [src] in [C.p_their()] eyes.</span>"
|
|
log_combat(user, C, "blinded with a laser pointer",src)
|
|
else
|
|
outmsg = "<span class='warning'>You fail to blind [C] by shining [src] at [C.p_their()] eyes!</span>"
|
|
log_combat(user, C, "attempted to blind with a laser pointer",src)
|
|
|
|
//robots
|
|
else if(iscyborg(target))
|
|
var/mob/living/silicon/S = target
|
|
log_combat(user, S, "shone in the sensors", src)
|
|
//chance to actually hit the eyes depends on internal component
|
|
if(prob(effectchance * diode.rating))
|
|
S.flash_act(affect_silicon = 1)
|
|
S.Paralyze(rand(100,200))
|
|
to_chat(S, "<span class='danger'>Your sensors were overloaded by a laser!</span>")
|
|
outmsg = "<span class='notice'>You overload [S] by shining [src] at [S.p_their()] sensors.</span>"
|
|
else
|
|
outmsg = "<span class='warning'>You fail to overload [S] by shining [src] at [S.p_their()] sensors!</span>"
|
|
|
|
//cameras
|
|
else if(istype(target, /obj/machinery/camera))
|
|
var/obj/machinery/camera/C = target
|
|
if(prob(effectchance * diode.rating))
|
|
C.emp_act(EMP_HEAVY)
|
|
outmsg = "<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>"
|
|
log_combat(user, C, "EMPed", src)
|
|
else
|
|
outmsg = "<span class='warning'>You miss the lens of [C] with [src]!</span>"
|
|
|
|
//catpeople
|
|
for(var/mob/living/carbon/human/H in view(1,targloc))
|
|
if(!isfelinid(H) || H.incapacitated() || H.eye_blind )
|
|
continue
|
|
if(user.mobility_flags & MOBILITY_STAND)
|
|
H.setDir(get_dir(H,targloc)) // kitty always looks at the light
|
|
if(prob(effectchance * diode.rating))
|
|
H.visible_message("<span class='warning'>[H] makes a grab for the light!</span>","<span class='userdanger'>LIGHT!</span>")
|
|
H.Move(targloc)
|
|
log_combat(user, H, "moved with a laser pointer",src)
|
|
else
|
|
H.visible_message("<span class='notice'>[H] looks briefly distracted by the light.</span>", "<span class='warning'>You're briefly tempted by the shiny light...</span>")
|
|
else
|
|
H.visible_message("<span class='notice'>[H] stares at the light.</span>", "<span class='warning'>You stare at the light...</span>")
|
|
|
|
//cats!
|
|
for(var/mob/living/simple_animal/pet/cat/C in view(1,targloc))
|
|
if(prob(effectchance * diode.rating))
|
|
C.visible_message("<span class='notice'>[C] pounces on the light!</span>","<span class='warning'>LIGHT!</span>")
|
|
C.Move(targloc)
|
|
C.set_resting(TRUE, FALSE)
|
|
else
|
|
C.visible_message("<span class='notice'>[C] looks uninterested in your games.</span>","<span class='warning'>You spot [user] shining [src] at you. How insulting!</span>")
|
|
|
|
//laser pointer image
|
|
icon_state = "pointer_[pointer_icon_state]"
|
|
var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,10)
|
|
var/list/click_params = params2list(params)
|
|
if(click_params)
|
|
if(click_params["icon-x"])
|
|
I.pixel_x = (text2num(click_params["icon-x"]) - 16)
|
|
if(click_params["icon-y"])
|
|
I.pixel_y = (text2num(click_params["icon-y"]) - 16)
|
|
else
|
|
I.pixel_x = target.pixel_x + rand(-5,5)
|
|
I.pixel_y = target.pixel_y + rand(-5,5)
|
|
|
|
if(outmsg)
|
|
to_chat(user, outmsg)
|
|
else
|
|
to_chat(user, "<span class='info'>You point [src] at [target].</span>")
|
|
|
|
energy -= 1
|
|
if(energy <= max_energy)
|
|
if(!recharging)
|
|
recharging = 1
|
|
START_PROCESSING(SSobj, src)
|
|
if(energy <= 0)
|
|
to_chat(user, "<span class='warning'>[src]'s battery is overused, it needs time to recharge!</span>")
|
|
recharge_locked = TRUE
|
|
|
|
flick_overlay_view(I, targloc, 10)
|
|
icon_state = "pointer"
|
|
|
|
/obj/item/laser_pointer/process()
|
|
if(prob(20 + diode.rating*20 - recharge_locked*2)) //t1 is 20, 2 40
|
|
energy += 1
|
|
if(energy >= max_energy)
|
|
energy = max_energy
|
|
recharging = 0
|
|
recharge_locked = FALSE
|
|
..()
|