Much nicer syringe gun implementation

Makes syringe guns a type of launcher gun, and removes the hack
projectile.
Also moves syringe and dart gun source files into the modules/projectile
folder.
This commit is contained in:
mwerezak
2015-02-13 21:21:43 -05:00
parent 0d89717cf2
commit f8977c65af
17 changed files with 185 additions and 182 deletions

View File

@@ -1,6 +1,6 @@
//Vox pinning weapon.
/obj/item/weapon/gun/launcher/spikethrower
name = "Vox spike thrower"
name = "vox spike thrower"
desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
var/last_regen = 0

View File

@@ -49,7 +49,7 @@
projectile_type = /obj/item/projectile/energy/dart
/obj/item/weapon/gun/energy/crossbow/largecrossbow
name = "Energy Crossbow"
name = "energy crossbow"
desc = "A weapon favored by mercenary infiltration teams."
w_class = 4
force = 10

View File

@@ -22,14 +22,10 @@
/obj/item/weapon/gun/launcher/proc/update_release_force(obj/item/projectile)
return 0
/obj/item/weapon/gun/launcher/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
if(!istype(projectile, /obj/item)) return 0
var/obj/item/I = projectile
update_release_force(I)
I.loc = get_turf(user)
I.throw_at(target, throw_distance, release_force, user)
/obj/item/weapon/gun/launcher/process_projectile(obj/item/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
update_release_force(projectile)
projectile.loc = get_turf(user)
projectile.throw_at(target, throw_distance, release_force, user)
return 1
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)

View File

@@ -62,7 +62,7 @@
icon_state = "pneumatic-tank"
item_state = "pneumatic-tank"
user.update_icons()
else if(W.w_class <= max_w_class)
else if(istype(W) && W.w_class <= max_w_class)
var/total_stored = 0
for(var/obj/item/O in src.contents)
total_stored += O.w_class

View File

@@ -0,0 +1,135 @@
/obj/item/weapon/syringe_cartridge
name = "compressed gas cartridge"
desc = "An impact-triggered compressed gas cartridge that can fitted to a syringe for rapid injection."
icon = 'icons/obj/ammo.dmi'
icon_state = "syringe-cartridge"
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
flags = CONDUCT
slot_flags = SLOT_BELT
throwforce = 3
force = 3
w_class = 1
var/obj/item/weapon/reagent_containers/syringe/syringe
var/primed = 0
/obj/item/weapon/syringe_cartridge/update_icon()
underlays.Cut()
if(syringe)
underlays += image(syringe.icon, src, syringe.icon_state)
underlays += syringe.filling
/obj/item/weapon/syringe_cartridge/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
syringe = I
user << "<span class='notice'>You carefully insert [syringe] into [src].</span>"
user.remove_from_mob(syringe)
syringe.loc = src
sharp = 1
update_icon()
/obj/item/weapon/syringe_cartridge/attack_self(mob/user)
if(syringe)
user << "<span class='notice'>You remove [syringe] from [src].</span>"
user.put_in_hands(syringe)
syringe = null
sharp = initial(sharp)
update_icon()
/obj/item/weapon/syringe_cartridge/proc/prime()
//the icon state will revert back when update_icon() is called from throw_impact()
icon_state = icon_flight
underlays.Cut()
primed = 1
/obj/item/weapon/syringe_cartridge/throw_impact(atom/hit_atom, var/speed)
..() //handles embedding for us. Should have a decent chance if thrown fast enough
if(syringe)
//check speed to see if we hit hard enough to trigger the rapid injection
//incidentally, this means syringe_cartridges can be used with the pneumatic launcher
if(speed >= 10 && primed && isliving(hit_atom))
var/mob/living/L = hit_atom
//unfortuately we don't know where the dart will actually hit, since that's done by the parent.
if(L.can_inject())
if(syringe.reagents)
syringe.reagents.trans_to(L, 15)
syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
syringe.update_icon()
icon_state = initial(icon_state) //reset icon state
update_icon()
/obj/item/weapon/gun/launcher/syringe
name = "syringe gun"
desc = "A spring loaded rifle designed to fit syringes, designed to incapacitate unruly patients from a distance."
icon = 'icons/obj/gun.dmi'
icon_state = "syringegun"
item_state = "syringegun"
w_class = 3
force = 7
matter = list("metal" = 2000)
slot_flags = SLOT_BELT
fire_sound = 'sound/weapons/empty.ogg'
fire_sound_text = "a metallic thunk"
recoil = 0
release_force = 10
throw_distance = 10
var/list/darts = list()
var/max_darts = 1
var/obj/item/weapon/syringe_cartridge/next
/obj/item/weapon/gun/launcher/syringe/consume_next_projectile()
if(next)
next.prime()
return next
return null
/obj/item/weapon/gun/launcher/syringe/handle_post_fire()
..()
darts -= next
next = null
/obj/item/weapon/gun/launcher/syringe/attack_self(mob/living/user as mob)
if(next)
user.visible_message("[user] unlatches and carefully relax the bolt on [src].", "<span class='notice'>You unlatch and carefully relax the bolt on [src], unloading the spring.</span>")
next = null
else if(darts.len)
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
user.visible_message("[user] draws back the bolt on [src], clicking it into place.", "<span class='warning'>You draw back the bolt on the [src], loading the spring!</span>")
next = darts[1]
/obj/item/weapon/gun/launcher/syringe/attack_hand(mob/living/user as mob)
if(src in user)
if(!darts.len)
user << "<span class='warning'>[src] is empty.</span>"
return
if(next)
user << "<span class='warning'>The cover on [src] is locked shut.</span>"
return
var/obj/item/weapon/syringe_cartridge/C = darts[1]
darts -= C
user.put_in_hands(C)
user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src].</span>")
else
..()
/obj/item/weapon/gun/launcher/syringe/attackby(var/obj/item/A as obj, mob/user as mob)
if(istype(A, /obj/item/weapon/syringe_cartridge))
var/obj/item/weapon/syringe_cartridge/C = A
if(darts.len >= max_darts)
user << "<span class='warning'>[src] is full!</span>"
return
user.remove_from_mob(C)
C.loc = src
darts += C //add to the end
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
else
..()
/obj/item/weapon/gun/launcher/syringe/rapid
name = "rapid syringe gun"
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to four syringes. The spring still needs to be drawn between shots."
icon_state = "rapidsyringegun"
max_darts = 4

View File

@@ -78,12 +78,12 @@
switch(AM.mag_type)
if(MAGAZINE)
if(ammo_magazine)
user << "<span class='warning'>[src] already has a magazine loaded!</span>" //already a magazine here
user << "<span class='warning'>[src] already has a magazine loaded.</span>" //already a magazine here
return
user.remove_from_mob(AM)
AM.loc = src
ammo_magazine = AM
user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src]!</span>")
user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src].</span>")
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
if(SPEEDLOADER)
if(loaded.len >= max_shells)
@@ -99,7 +99,7 @@
AM.stored_ammo -= C //should probably go inside an ammo_magazine proc, but I guess less proc calls this way...
count++
if(count)
user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src]!</span>")
user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src].</span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
AM.update_icon()
else if(istype(A, /obj/item/ammo_casing))
@@ -107,13 +107,13 @@
if(!(load_method & SINGLE_CASING) || caliber != C.caliber)
return //incompatible
if(loaded.len >= max_shells)
user << "<span class='warning'>[src] is full!</span>"
user << "<span class='warning'>[src] is full.</span>"
return
user.remove_from_mob(C)
C.loc = src
loaded.Insert(1, C) //add to the head of the list
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src]!</span>")
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
update_icon()
@@ -123,7 +123,7 @@
/obj/item/weapon/gun/projectile/proc/unload_ammo(mob/user, var/allow_dump=1)
if(ammo_magazine)
user.put_in_hands(ammo_magazine)
user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src]!</span>")
user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src].</span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
ammo_magazine.update_icon()
ammo_magazine = null
@@ -138,14 +138,14 @@
count++
loaded.Cut()
if(count)
user.visible_message("[user] unloads [src].", "<span class='notice'>You unload [count] round\s from [src]!</span>")
user.visible_message("[user] unloads [src].", "<span class='notice'>You unload [count] round\s from [src].</span>")
else if(load_method & SINGLE_CASING)
var/obj/item/ammo_casing/C = loaded[loaded.len]
loaded.len--
user.put_in_hands(C)
user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src]!</span>")
user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src].</span>")
else
user << "<span class='warning'>[src] is empty!</span>"
user << "<span class='warning'>[src] is empty.</span>"
update_icon()
/obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob)

View File

@@ -0,0 +1,197 @@
/obj/item/projectile/bullet/chemdart
name = "dart"
icon_state = "cbbolt"
damage = 3
sharp = 1
embed = 1
var/reagent_amount = 15
kill_count = 10 //short range
/obj/item/projectile/bullet/chemdart/New()
reagents = new/datum/reagents(reagent_amount)
reagents.my_atom = src
/obj/item/projectile/bullet/chemdart/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
if(blocked < 2 && isliving(target))
var/mob/living/L = target
if(L.can_inject(target_zone=def_zone))
reagents.trans_to(L, reagent_amount)
/obj/item/ammo_casing/chemdart
name = "chemical dart"
desc = "A small hollow dart."
icon_state = "dart"
caliber = "dart"
projectile_type = /obj/item/projectile/bullet/chemdart
/obj/item/ammo_magazine/chemdart
name = "dart cartridge"
desc = "A rack of hollow darts."
icon_state = "darts"
item_state = "rcdammo"
origin_tech = "materials=2"
mag_type = MAGAZINE
caliber = "dart"
max_ammo = 5
multiple_sprites = 1
/obj/item/weapon/gun/projectile/dartgun
name = "dart gun"
desc = "A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances."
icon_state = "dartgun-empty"
caliber = "dart"
fire_sound = 'sound/weapons/empty.ogg'
fire_sound_text = "a metallic click"
recoil = 0
silenced = 1
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/chemdart
auto_eject = 0
var/list/beakers = list() //All containers inside the gun.
var/list/mixing = list() //Containers being used for mixing.
var/max_beakers = 3
var/dart_reagent_amount = 15
var/container_type = /obj/item/weapon/reagent_containers/glass/beaker
var/list/starting_chems = null
/obj/item/weapon/gun/projectile/dartgun/dartgun/New()
..()
if(starting_chems)
for(var/chem in starting_chems)
var/obj/B = new container_type(src)
B.reagents.add_reagent(chem, 60)
beakers += B
update_icon()
/obj/item/weapon/gun/projectile/dartgun/update_icon()
if(!ammo_magazine)
icon_state = "dartgun-empty"
return 1
if(!ammo_magazine.stored_ammo || ammo_magazine.stored_ammo.len)
icon_state = "dartgun-0"
else if(ammo_magazine.stored_ammo.len > 5)
icon_state = "dartgun-5"
else
icon_state = "dartgun-[ammo_magazine.stored_ammo.len]"
return 1
/obj/item/weapon/gun/projectile/dartgun/consume_next_projectile()
. = ..()
var/obj/item/projectile/bullet/chemdart/dart = .
if(istype(dart))
fill_dart(dart)
/obj/item/weapon/gun/projectile/dartgun/examine(mob/user)
//update_icon()
//if (!..(user, 2))
// return
..()
if (beakers.len)
user << "\blue [src] contains:"
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in beakers)
if(B.reagents && B.reagents.reagent_list.len)
for(var/datum/reagent/R in B.reagents.reagent_list)
user << "\blue [R.volume] units of [R.name]"
/obj/item/weapon/gun/projectile/dartgun/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(!istype(I, container_type))
user << "\blue [I] doesn't seem to fit into [src]."
return
if(beakers.len >= max_beakers)
user << "\blue [src] already has [max_beakers] beakers in it - another one isn't going to fit!"
return
var/obj/item/weapon/reagent_containers/glass/beaker/B = I
user.drop_item()
B.loc = src
beakers += B
user << "\blue You slot [B] into [src]."
src.updateUsrDialog()
..()
//fills the given dart with reagents
/obj/item/weapon/gun/projectile/dartgun/proc/fill_dart(var/obj/item/projectile/bullet/chemdart/dart)
if(mixing.len)
var/mix_amount = dart.reagent_amount/mixing.len
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in mixing)
B.reagents.trans_to(dart, mix_amount)
/obj/item/weapon/gun/projectile/dartgun/attack_self(mob/user)
user.set_machine(src)
var/dat = "<b>[src] mixing control:</b><br><br>"
if (beakers.len)
var/i = 1
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in beakers)
dat += "Beaker [i] contains: "
if(B.reagents && B.reagents.reagent_list.len)
for(var/datum/reagent/R in B.reagents.reagent_list)
dat += "<br> [R.volume] units of [R.name], "
if (check_beaker_mixing(B))
dat += text("<A href='?src=\ref[src];stop_mix=[i]'><font color='green'>Mixing</font></A> ")
else
dat += text("<A href='?src=\ref[src];mix=[i]'><font color='red'>Not mixing</font></A> ")
else
dat += "nothing."
dat += " \[<A href='?src=\ref[src];eject=[i]'>Eject</A>\]<br>"
i++
else
dat += "There are no beakers inserted!<br><br>"
if(ammo_magazine)
if(ammo_magazine.stored_ammo && ammo_magazine.stored_ammo.len)
dat += "The dart cartridge has [ammo_magazine.stored_ammo.len] shots remaining."
else
dat += "<font color='red'>The dart cartridge is empty!</font>"
dat += " \[<A href='?src=\ref[src];eject_cart=1'>Eject</A>\]"
user << browse(dat, "window=dartgun")
onclose(user, "dartgun", src)
/obj/item/weapon/gun/projectile/dartgun/proc/check_beaker_mixing(var/obj/item/B)
if(!mixing || !beakers)
return 0
for(var/obj/item/M in mixing)
if(M == B)
return 1
return 0
/obj/item/weapon/gun/projectile/dartgun/Topic(href, href_list)
src.add_fingerprint(usr)
if(href_list["stop_mix"])
var/index = text2num(href_list["stop_mix"])
if(index <= beakers.len)
for(var/obj/item/M in mixing)
if(M == beakers[index])
mixing -= M
break
else if (href_list["mix"])
var/index = text2num(href_list["mix"])
if(index <= beakers.len)
mixing += beakers[index]
else if (href_list["eject"])
var/index = text2num(href_list["eject"])
if(index <= beakers.len)
if(beakers[index])
var/obj/item/weapon/reagent_containers/glass/beaker/B = beakers[index]
usr << "You remove [B] from [src]."
mixing -= B
beakers -= B
B.loc = get_turf(src)
else if (href_list["eject_cart"])
unload_ammo(usr)
src.updateUsrDialog()
return
/obj/item/weapon/gun/projectile/dartgun/vox
name = "alien dart gun"
desc = "A small gas-powered dartgun, fitted for nonhuman hands."
/obj/item/weapon/gun/projectile/dartgun/vox/medical
starting_chems = list("kelotane","bicaridine","anti_toxin")
/obj/item/weapon/gun/projectile/dartgun/vox/raider
starting_chems = list("space_drugs","stoxin","impedrezene")