Somatoray Modularity

This commit is contained in:
Casey
2021-11-20 05:46:43 -05:00
committed by Chompstation Bot
parent e6f330182b
commit 9c7d030128
3 changed files with 68 additions and 12 deletions

View File

@@ -225,18 +225,26 @@
if(seed && seed.get_trait(TRAIT_IMMUTABLE) > 0)
return
//Override for somatoray projectiles.
if(istype(Proj ,/obj/item/projectile/energy/floramut)&& prob(20))
if(istype(Proj, /obj/item/projectile/energy/floramut/gene))
var/obj/item/projectile/energy/floramut/gene/G = Proj
if(seed)
seed = seed.diverge_mutate_gene(G.gene, get_turf(loc)) //get_turf just in case it's not in a turf.
else
mutate(1)
// Override for somatoray projectiles.
// Change the mutchance var to buff or nerf somatorays, it will be multiplied by the tier of the laser.
var/mutchance = 15
if(istype(Proj ,/obj/item/projectile/energy/floramut))
var/obj/item/projectile/energy/floramut/GM = Proj
mutchance *= GM.lasermod
if(prob(mutchance))
if(istype(Proj, /obj/item/projectile/energy/floramut/gene))
var/obj/item/projectile/energy/floramut/gene/G = Proj
if(seed)
seed = seed.diverge_mutate_gene(G.gene, get_turf(loc)) //get_turf just in case it's not in a turf.
else
mutate(1)
return
else if(istype(Proj ,/obj/item/projectile/energy/florayield))
var/obj/item/projectile/energy/floramut/GY = Proj
mutchance *= GY.lasermod
if(prob(mutchance))
yield_mod = min(10,yield_mod+rand(1,2))
return
else if(istype(Proj ,/obj/item/projectile/energy/florayield) && prob(20))
yield_mod = min(10,yield_mod+rand(1,2))
return
..()

View File

@@ -48,8 +48,13 @@
modifystate = "floramut"
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
var/decl/plantgene/gene = null
<<<<<<< HEAD
recoil_mode = 0 //CHOMP Addition
=======
var/obj/item/weapon/stock_parts/micro_laser/emitter
>>>>>>> dead3acae1... Merge pull request #11841 from FartMaster69420/somatoray
firemodes = list(
list(mode_name="induce mutations", projectile_type=/obj/item/projectile/energy/floramut, modifystate="floramut"),
@@ -57,8 +62,42 @@
list(mode_name="induce specific mutations", projectile_type=/obj/item/projectile/energy/floramut/gene, modifystate="floramut"),
)
/obj/item/weapon/gun/energy/floragun/Initialize()
. = ..()
emitter = new(src)
/obj/item/weapon/gun/energy/floragun/examine(var/mob/user)
. = ..()
if(Adjacent(user))
. += "It has [emitter ? emitter : "no micro laser"] installed."
/obj/item/weapon/gun/energy/floragun/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/stock_parts/micro_laser))
if(!emitter)
user.drop_item()
W.loc = src
emitter = W
to_chat(user, "<span class='notice'>You install a [emitter.name] in [src].</span>")
else
to_chat(user, "<span class='notice'>[src] already has a laser.</span>")
else if(W.is_screwdriver())
if(emitter)
to_chat(user, "<span class='notice'>You remove the [emitter.name] from the [src].</span>")
emitter.loc = get_turf(src.loc)
playsound(src, W.usesound, 50, 1)
emitter = null
return
else
to_chat(user, "<span class='notice'>There is no micro laser in this [src].</span>")
return
/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, adjacent_flag)
//allow shooting into adjacent hydrotrays regardless of intent
if(!emitter)
to_chat(user, "<span class='notice'>The [src] has no laser! </span>")
playsound(src, 'sound/weapons/empty.ogg', 50, 1)
return
if(adjacent_flag && istype(target,/obj/machinery/portable_atmospherics/hydroponics))
user.visible_message("<span class='danger'>\The [user] fires \the [src] into \the [target]!</span>")
Fire(target,user)
@@ -84,8 +123,16 @@
/obj/item/weapon/gun/energy/floragun/consume_next_projectile()
. = ..()
var/obj/item/projectile/energy/floramut/gene/G = .
var/obj/item/projectile/energy/florayield/GY = .
var/obj/item/projectile/energy/floramut/GM = .
// Inserting the upgrade level of the gun to the projectile as there isn't a better way to do this.
if(istype(G))
G.gene = gene
G.lasermod = emitter.rating
else if(istype(GY))
GY.lasermod = emitter.rating
else if(istype(GM))
GM.lasermod = emitter.rating
/obj/item/weapon/gun/energy/meteorgun
name = "meteor gun"

View File

@@ -138,7 +138,7 @@
light_power = 0.5
light_color = "#33CC00"
impact_effect_type = /obj/effect/temp_visual/impact_effect/monochrome_laser
var/lasermod = 0
combustion = FALSE
/obj/item/projectile/energy/floramut/on_hit(var/atom/target, var/blocked = 0)
@@ -195,6 +195,7 @@
light_power = 0.5
light_color = "#FFFFFF"
impact_effect_type = /obj/effect/temp_visual/impact_effect/monochrome_laser
var/lasermod = 0
/obj/item/projectile/energy/florayield/on_hit(var/atom/target, var/blocked = 0)
var/mob/living/M = target