Adds Collapsible AM rifle. Createes new uplink entry (#3644)

* Adds Collapsible AM rifle, and adds case with parts and 5 shots to Uplink. Separates it and intended merc version, both costing default telecrystal amount. Does NOT make them antagonist type specific.

* Addresses review.

* Makes rifle case traitor/merc specific. Enables ability to have specific uplink items be available only for specific antags.
This commit is contained in:
LorenLuke
2017-07-28 14:06:20 -07:00
committed by Anewbe
parent ff557493bd
commit 31e90bfeed
9 changed files with 213 additions and 11 deletions

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@@ -5,7 +5,7 @@ var/datum/uplink/uplink = new()
var/list/datum/uplink_item/items var/list/datum/uplink_item/items
var/list/datum/uplink_category/categories var/list/datum/uplink_category/categories
/datum/uplink/New() /datum/uplink/New(var/type)
items_assoc = list() items_assoc = list()
items = init_subtypes(/datum/uplink_item) items = init_subtypes(/datum/uplink_item)
categories = init_subtypes(/datum/uplink_category) categories = init_subtypes(/datum/uplink_category)
@@ -38,7 +38,8 @@ var/datum/uplink/uplink = new()
/datum/uplink_item/New() /datum/uplink_item/New()
..() ..()
antag_roles = list() if(!antag_roles)
antag_roles = list()

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@@ -99,10 +99,18 @@
item_cost = 40 item_cost = 40
path = /obj/item/weapon/gun/projectile/derringer path = /obj/item/weapon/gun/projectile/derringer
/datum/uplink_item/item/visible_weapons/heavysniper /datum/uplink_item/item/visible_weapons/heavysnipermerc
name = "Anti-Materiel Rifle (14.5mm)" name = "Anti-Materiel Rifle (14.5mm)"
item_cost = DEFAULT_TELECRYSTAL_AMOUNT item_cost = DEFAULT_TELECRYSTAL_AMOUNT
path = /obj/item/weapon/gun/projectile/heavysniper path = /obj/item/weapon/gun/projectile/heavysniper
antag_roles = list("Mercenary")
/datum/uplink_item/item/visible_weapons/heavysnipertraitor
name = "Anti-Materiel Rifle (14.5mm)"
desc = "A convenient collapsible rifle for covert assassination. Comes with 4 shots and its own secure carrying case."
item_cost = DEFAULT_TELECRYSTAL_AMOUNT
path = /obj/item/weapon/storage/secure/briefcase/rifle
antag_roles = list("Traitor")
/datum/uplink_item/item/visible_weapons/tommygun /datum/uplink_item/item/visible_weapons/tommygun
name = "Tommygun (.45)" // We're keeping this because it's CLASSY. -Spades name = "Tommygun (.45)" // We're keeping this because it's CLASSY. -Spades

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@@ -57,7 +57,7 @@ var/datum/uplink_random_selection/all_uplink_selection = new/datum/uplink_random
items += new/datum/uplink_random_item(/datum/uplink_item/item/ammo/mc9mm) items += new/datum/uplink_random_item(/datum/uplink_item/item/ammo/mc9mm)
items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/revolver) items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/revolver)
items += new/datum/uplink_random_item(/datum/uplink_item/item/ammo/a357) items += new/datum/uplink_random_item(/datum/uplink_item/item/ammo/a357)
items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/heavysniper, 15, 0) items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/heavysnipermerc, 15, 0)
items += new/datum/uplink_random_item(/datum/uplink_item/item/ammo/sniperammo, 15, 0) items += new/datum/uplink_random_item(/datum/uplink_item/item/ammo/sniperammo, 15, 0)
items += new/datum/uplink_random_item(/datum/uplink_item/item/grenades/emp, 50) items += new/datum/uplink_random_item(/datum/uplink_item/item/grenades/emp, 50)
items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/crossbow, 33) items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/crossbow, 33)

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@@ -149,7 +149,9 @@
force = 8.0 force = 8.0
throw_speed = 1 throw_speed = 1
throw_range = 4 throw_range = 4
max_w_class = ITEMSIZE_NORMAL
w_class = ITEMSIZE_LARGE w_class = ITEMSIZE_LARGE
max_storage_space = ITEMSIZE_COST_NORMAL * 4
attack_hand(mob/user as mob) attack_hand(mob/user as mob)
if ((src.loc == user) && (src.locked == 1)) if ((src.loc == user) && (src.locked == 1))

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@@ -281,4 +281,17 @@
/obj/item/weapon/storage/box/syndie_kit/demolitions_super_heavy/New() /obj/item/weapon/storage/box/syndie_kit/demolitions_super_heavy/New()
..() ..()
new /obj/item/weapon/syndie/c4explosive/heavy/super_heavy(src) new /obj/item/weapon/syndie/c4explosive/heavy/super_heavy(src)
new /obj/item/weapon/screwdriver(src) new /obj/item/weapon/screwdriver(src)
/obj/item/weapon/storage/secure/briefcase/rifle
name = "secure briefcase"
/obj/item/weapon/storage/secure/briefcase/rifle/New()
..()
new /obj/item/sniper_rifle_part/barrel(src)
new /obj/item/sniper_rifle_part/stock(src)
new /obj/item/sniper_rifle_part/trigger_group(src)
for(var/i = 1 to 4)
new /obj/item/ammo_casing/a145(src)

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@@ -32,13 +32,14 @@
//var/list/icon_keys = list() //keys //var/list/icon_keys = list() //keys
//var/list/ammo_states = list() //values //var/list/ammo_states = list() //values
/obj/item/weapon/gun/projectile/New() /obj/item/weapon/gun/projectile/New(loc, var/starts_loaded = 1)
..() ..()
if(ispath(ammo_type) && (load_method & (SINGLE_CASING|SPEEDLOADER))) if(starts_loaded)
for(var/i in 1 to max_shells) if(ispath(ammo_type) && (load_method & (SINGLE_CASING|SPEEDLOADER)))
loaded += new ammo_type(src) for(var/i in 1 to max_shells)
if(ispath(magazine_type) && (load_method & MAGAZINE)) loaded += new ammo_type(src)
ammo_magazine = new magazine_type(src) if(ispath(magazine_type) && (load_method & MAGAZINE))
ammo_magazine = new magazine_type(src)
update_icon() update_icon()
/obj/item/weapon/gun/projectile/consume_next_projectile() /obj/item/weapon/gun/projectile/consume_next_projectile()

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@@ -0,0 +1,176 @@
////////////// PTR-7 Anti-Materiel Rifle //////////////
/obj/item/weapon/gun/projectile/heavysniper/collapsible
/obj/item/weapon/gun/projectile/heavysniper/collapsible/verb/take_down()
set category = "Object"
set name = "Disassemble Rifle"
var/mob/living/carbon/human/user = usr
if(user.stat)
return
if(chambered)
to_chat(user, "<span class='warning'>You need to empty the rifle to break it down.</span>")
else
collapse_rifle(user)
/obj/item/weapon/gun/projectile/heavysniper/proc/collapse_rifle(mob/user)
to_chat(user, "<span class='warning'>You begin removing \the [src]'s barrel.</span>")
if(do_after(user, 40))
if(user.unEquip(src, force=1))
to_chat(user, "<span class='warning'>You remove \the [src]'s barrel.</span>")
qdel(src)
var/obj/item/barrel = new /obj/item/sniper_rifle_part/barrel(user)
var/obj/item/sniper_rifle_part/assembly = new /obj/item/sniper_rifle_part/trigger_group(user)
var/obj/item/sniper_rifle_part/stock/stock = new(assembly)
assembly.stock = stock
assembly.part_count = 2
assembly.update_build()
user.put_in_any_hand_if_possible(assembly) || assembly.dropInto(user.loc)
user.put_in_any_hand_if_possible(barrel) || barrel.dropInto(user.loc)
/obj/item/sniper_rifle_part
name = "AM rifle part"
desc = "A part of an antimateriel rifle."
w_class = ITEMSIZE_NORMAL
icon = 'icons/obj/gun.dmi'
var/obj/item/sniper_rifle_part/barrel = null
var/obj/item/sniper_rifle_part/stock = null
var/obj/item/sniper_rifle_part/trigger_group = null
var/part_count = 1
/obj/item/sniper_rifle_part/barrel
name = "AM rifle barrel"
icon_state = "heavysniper-barrel"
/obj/item/sniper_rifle_part/barrel/New()
..()
barrel = src
/obj/item/sniper_rifle_part/stock
name = "AM rifle stock"
icon_state = "heavysniper-stock"
/obj/item/sniper_rifle_part/stock/New()
..()
stock = src
/obj/item/sniper_rifle_part/trigger_group
name = "AM rifle trigger assembly"
icon_state = "heavysniper-trig"
/obj/item/sniper_rifle_part/trigger_group/New()
..()
trigger_group = src
/obj/item/sniper_rifle_part/attack_self(mob/user as mob)
if(part_count == 1)
to_chat(user, "<span class='warning'>You can't disassemble this further!</span>")
return
to_chat(user, "<span class='notice'>You start disassembling \the [src].</span>")
if(!do_after(user, 40))
return
to_chat(user, "<span class='notice'>You disassemble \the [src].</span>")
for(var/obj/item/sniper_rifle_part/P in list(barrel, stock, trigger_group))
if(P.barrel != P)
P.barrel = null
if(P.stock != P)
P.stock = null
if(P.trigger_group != P)
P.trigger_group = null
if(P != src)
user.put_in_any_hand_if_possible(P) || P.dropInto(loc)
P.part_count = 1
update_build()
/obj/item/sniper_rifle_part/attackby(var/obj/item/sniper_rifle_part/A as obj, mob/user as mob)
to_chat(user, "<span class='notice'>You begin adding \the [A] to \the [src].</span>")
if(!do_after(user, 30))
return
if(istype(A, /obj/item/sniper_rifle_part/trigger_group))
if(A.part_count > 1 && src.part_count > 1)
to_chat(user, "<span class='warning'>Disassemble one of these parts first!</span>")
return
if(!trigger_group)
if(user.unEquip(A, force=1))
trigger_group = A
else
to_chat(user, "<span class='warning'>There's already a trigger group!</span>")
return
else if(istype(A, /obj/item/sniper_rifle_part/barrel))
if(!barrel)
if(user.unEquip(A, force=1))
barrel = A
else
to_chat(user, "<span class='warning'>There's already a barrel!</span>")
return
else if(istype(A, /obj/item/sniper_rifle_part/stock))
if(!stock)
if(user.unEquip(A, force=1))
stock = A
else
to_chat(user, "<span class='warning'>There's already a stock!</span>")
return
A.forceMove(src)
to_chat(user, "<span class='notice'>You install \the [A].</span>")
if(A.barrel && !src.barrel)
src.barrel = A.barrel
if(A.stock && !src.stock)
src.stock = A.stock
if(A.trigger_group && !src.trigger_group)
src.trigger_group = A.trigger_group
part_count = A.part_count + src.part_count
update_build(user)
/obj/item/sniper_rifle_part/proc/update_build()
switch(part_count)
if(1)
name = initial(name)
w_class = ITEMSIZE_NORMAL
icon_state = initial(icon_state)
if(2)
if(barrel && trigger_group)
name = "AM rifle barrel-trigger assembly"
icon_state = "heavysniper-trigbar"
else if(stock && trigger_group)
name = "AM rifle stock-trigger assembly"
icon_state = "heavysniper-trigstock"
else if(stock && barrel)
name = "AM rifle stock-barrel assembly"
icon_state = "heavysniper-barstock"
w_class = ITEMSIZE_LARGE
if(3)
var/obj/item/weapon/gun/projectile/heavysniper/collapsible/gun = new (get_turf(src), 0)
if(usr && istype(usr, /mob/living/carbon/human))
var/mob/living/carbon/human/user = usr
user.unEquip(src, force=1)
user.put_in_any_hand_if_possible(gun) || gun.dropInto(loc)
qdel(src)
/obj/item/weapon/gun/projectile/heavysniper/update_icon()
if(bolt_open)
icon_state = "heavysniper-open"
else
icon_state = "heavysniper"

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@@ -1931,6 +1931,7 @@
#include "code\modules\projectiles\guns\projectile\revolver.dm" #include "code\modules\projectiles\guns\projectile\revolver.dm"
#include "code\modules\projectiles\guns\projectile\shotgun.dm" #include "code\modules\projectiles\guns\projectile\shotgun.dm"
#include "code\modules\projectiles\guns\projectile\sniper.dm" #include "code\modules\projectiles\guns\projectile\sniper.dm"
#include "code\modules\projectiles\guns\projectile\sniper\collapsible_sniper.dm"
#include "code\modules\projectiles\projectile\animate.dm" #include "code\modules\projectiles\projectile\animate.dm"
#include "code\modules\projectiles\projectile\beams.dm" #include "code\modules\projectiles\projectile\beams.dm"
#include "code\modules\projectiles\projectile\bullets.dm" #include "code\modules\projectiles\projectile\bullets.dm"