mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Update energy.dm
This commit is contained in:
@@ -1,212 +1,3 @@
|
||||
<<<<<<< HEAD
|
||||
/obj/item/weapon/gun/energy
|
||||
name = "energy gun"
|
||||
desc = "A basic energy-based gun."
|
||||
icon_state = "energy"
|
||||
fire_sound_text = "laser blast"
|
||||
|
||||
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
|
||||
var/charge_cost = 240 //How much energy is needed to fire.
|
||||
|
||||
var/accept_cell_type = /obj/item/weapon/cell/device
|
||||
var/cell_type = /obj/item/weapon/cell/device/weapon
|
||||
projectile_type = /obj/item/projectile/beam/practice
|
||||
|
||||
var/modifystate
|
||||
var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
|
||||
|
||||
//self-recharging
|
||||
var/self_recharge = 0 //if set, the weapon will recharge itself
|
||||
var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
|
||||
var/recharge_time = 4
|
||||
var/charge_tick = 0
|
||||
var/charge_delay = 75 //delay between firing and charging
|
||||
|
||||
var/battery_lock = 0 //If set, weapon cannot switch batteries
|
||||
|
||||
/obj/item/weapon/gun/energy/New()
|
||||
..()
|
||||
if(self_recharge)
|
||||
power_supply = new /obj/item/weapon/cell/device/weapon(src)
|
||||
START_PROCESSING(SSobj, src)
|
||||
else
|
||||
if(cell_type)
|
||||
power_supply = new cell_type(src)
|
||||
else
|
||||
power_supply = null
|
||||
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/Destroy()
|
||||
if(self_recharge)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/energy/get_cell()
|
||||
return power_supply
|
||||
|
||||
/obj/item/weapon/gun/energy/process()
|
||||
if(self_recharge) //Every [recharge_time] ticks, recharge a shot for the battery
|
||||
if(world.time > last_shot + charge_delay) //Doesn't work if you've fired recently
|
||||
if(!power_supply || power_supply.charge >= power_supply.maxcharge)
|
||||
return 0 // check if we actually need to recharge
|
||||
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_time) return 0
|
||||
charge_tick = 0
|
||||
|
||||
var/rechargeamt = power_supply.maxcharge*0.2
|
||||
|
||||
if(use_external_power)
|
||||
var/obj/item/weapon/cell/external = get_external_power_supply()
|
||||
if(!external || !external.use(rechargeamt)) //Take power from the borg...
|
||||
return 0
|
||||
|
||||
power_supply.give(rechargeamt) //... to recharge 1/5th the battery
|
||||
update_icon()
|
||||
else
|
||||
charge_tick = 0
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/energy/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/switch_firemodes(mob/user)
|
||||
if(..())
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/emp_act(severity)
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/consume_next_projectile()
|
||||
if(!power_supply) return null
|
||||
if(!ispath(projectile_type)) return null
|
||||
if(!power_supply.checked_use(charge_cost)) return null
|
||||
return new projectile_type(src)
|
||||
|
||||
/obj/item/weapon/gun/energy/proc/load_ammo(var/obj/item/C, mob/user)
|
||||
if(istype(C, /obj/item/weapon/cell))
|
||||
if(self_recharge || battery_lock)
|
||||
user << "<span class='notice'>[src] does not have a battery port.</span>"
|
||||
return
|
||||
if(istype(C, accept_cell_type))
|
||||
var/obj/item/weapon/cell/P = C
|
||||
if(power_supply)
|
||||
user << "<span class='notice'>[src] already has a power cell.</span>"
|
||||
else
|
||||
user.visible_message("[user] is reloading [src].", "<span class='notice'>You start to insert [P] into [src].</span>")
|
||||
if(do_after(user, 5 * P.w_class))
|
||||
user.remove_from_mob(P)
|
||||
power_supply = P
|
||||
P.loc = src
|
||||
user.visible_message("[user] inserts [P] into [src].", "<span class='notice'>You insert [P] into [src].</span>")
|
||||
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
|
||||
update_icon()
|
||||
update_held_icon()
|
||||
else
|
||||
user << "<span class='notice'>This cell is not fitted for [src].</span>"
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/proc/unload_ammo(mob/user)
|
||||
if(self_recharge || battery_lock)
|
||||
user << "<span class='notice'>[src] does not have a battery port.</span>"
|
||||
return
|
||||
if(power_supply)
|
||||
user.put_in_hands(power_supply)
|
||||
power_supply.update_icon()
|
||||
user.visible_message("[user] removes [power_supply] from [src].", "<span class='notice'>You remove [power_supply] from [src].</span>")
|
||||
power_supply = null
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
|
||||
update_icon()
|
||||
update_held_icon()
|
||||
else
|
||||
user << "<span class='notice'>[src] does not have a power cell.</span>"
|
||||
|
||||
/obj/item/weapon/gun/energy/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
..()
|
||||
load_ammo(A, user)
|
||||
|
||||
/obj/item/weapon/gun/energy/attack_hand(mob/user as mob)
|
||||
if(user.get_inactive_hand() == src)
|
||||
unload_ammo(user)
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/energy/proc/get_external_power_supply()
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
return R.cell
|
||||
if(istype(src.loc, /obj/item/rig_module))
|
||||
var/obj/item/rig_module/module = src.loc
|
||||
if(module.holder && module.holder.wearer)
|
||||
var/mob/living/carbon/human/H = module.holder.wearer
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/rig/suit = H.back
|
||||
if(istype(suit))
|
||||
return suit.cell
|
||||
return null
|
||||
|
||||
/obj/item/weapon/gun/energy/examine(mob/user)
|
||||
. = ..()
|
||||
if(power_supply)
|
||||
if(charge_cost)
|
||||
var/shots_remaining = round(power_supply.charge / max(1, charge_cost)) // Paranoia
|
||||
to_chat(user, "Has [shots_remaining] shot\s remaining.")
|
||||
else
|
||||
to_chat(user, "Has infinite shots remaining.")
|
||||
else
|
||||
to_chat(user, "Does not have a power cell.")
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/update_icon(var/ignore_inhands)
|
||||
if(power_supply == null)
|
||||
if(modifystate)
|
||||
icon_state = "[modifystate]_open"
|
||||
else
|
||||
icon_state = "[initial(icon_state)]_open"
|
||||
return
|
||||
else if(charge_meter)
|
||||
var/ratio = power_supply.charge / power_supply.maxcharge
|
||||
|
||||
//make sure that rounding down will not give us the empty state even if we have charge for a shot left.
|
||||
if(power_supply.charge < charge_cost)
|
||||
ratio = 0
|
||||
else
|
||||
ratio = max(round(ratio, 0.25) * 100, 25)
|
||||
|
||||
if(modifystate)
|
||||
icon_state = "[modifystate][ratio]"
|
||||
else
|
||||
icon_state = "[initial(icon_state)][ratio]"
|
||||
|
||||
else if(power_supply)
|
||||
if(modifystate)
|
||||
icon_state = "[modifystate]"
|
||||
else
|
||||
icon_state = "[initial(icon_state)]"
|
||||
|
||||
if(!ignore_inhands) update_held_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/proc/start_recharge()
|
||||
if(power_supply == null)
|
||||
power_supply = new /obj/item/weapon/cell/device/weapon(src)
|
||||
self_recharge = 1
|
||||
START_PROCESSING(SSobj, src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/get_description_interaction()
|
||||
var/list/results = list()
|
||||
|
||||
if(!battery_lock && !self_recharge)
|
||||
if(power_supply)
|
||||
results += "[desc_panel_image("offhand")]to remove the weapon cell."
|
||||
else
|
||||
results += "[desc_panel_image("weapon cell")]to add a new weapon cell."
|
||||
|
||||
results += ..()
|
||||
|
||||
=======
|
||||
/obj/item/weapon/gun/energy
|
||||
name = "energy gun"
|
||||
desc = "A basic energy-based gun."
|
||||
@@ -436,5 +227,4 @@
|
||||
|
||||
results += ..()
|
||||
|
||||
>>>>>>> e2e870f... Medical Expansion (#6465)
|
||||
return results
|
||||
return results
|
||||
|
||||
Reference in New Issue
Block a user