/obj/item/weapon/gun/magnetic name = "improvised coilgun" desc = "A coilgun hastily thrown together out of a basic frame and advanced power storage components. Is it safe for it to be duct-taped together like that?" icon_state = "coilgun" item_state = "coilgun" icon = 'icons/obj/railgun.dmi' // one_handed_penalty = 15 origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_ILLEGAL = 2, TECH_MAGNET = 4) w_class = ITEMSIZE_LARGE var/obj/item/weapon/cell/cell // Currently installed powercell. var/obj/item/weapon/stock_parts/capacitor/capacitor // Installed capacitor. Higher rating == faster charge between shots. var/removable_components = TRUE // Whether or not the gun can be dismantled. var/gun_unreliable = 15 // Percentage chance of detonating in your hands. var/obj/item/loaded // Currently loaded object, for retrieval/unloading. var/load_type = /obj/item/stack/rods // Type of stack to load with. projectile_type = /obj/item/projectile/bullet/magnetic // Actual fire type, since this isn't throw_at rod launcher. var/power_cost = 950 // Cost per fire, should consume almost an entire basic cell. var/power_per_tick // Capacitor charge per process(). Updated based on capacitor rating. fire_sound = 'sound/weapons/railgun.ogg' /obj/item/weapon/gun/magnetic/New() processing_objects.Add(src) if(capacitor) power_per_tick = (power_cost*0.15) * capacitor.rating update_icon() . = ..() /obj/item/weapon/gun/magnetic/Destroy() processing_objects.Remove(src) qdel_null(cell) qdel_null(loaded) qdel_null(capacitor) . = ..() /obj/item/weapon/gun/magnetic/process() if(capacitor) if(cell) if(capacitor.charge < capacitor.max_charge && cell.checked_use(power_per_tick)) capacitor.charge(power_per_tick) else capacitor.use(capacitor.charge * 0.05) update_icon() /obj/item/weapon/gun/magnetic/update_icon() var/list/overlays_to_add = list() if(removable_components) if(cell) overlays_to_add += image(icon, "[icon_state]_cell") if(capacitor) overlays_to_add += image(icon, "[icon_state]_capacitor") if(!cell || !capacitor) overlays_to_add += image(icon, "[icon_state]_red") else if(capacitor.charge < power_cost) overlays_to_add += image(icon, "[icon_state]_amber") else overlays_to_add += image(icon, "[icon_state]_green") if(loaded) overlays_to_add += image(icon, "[icon_state]_loaded") overlays = overlays_to_add ..() /obj/item/weapon/gun/magnetic/proc/show_ammo(var/mob/user) if(loaded) to_chat(user, "It has \a [loaded] loaded.") /obj/item/weapon/gun/magnetic/examine(var/mob/user) . = ..(user, 2) if(.) show_ammo(user) if(cell) to_chat(user, "The installed [cell.name] has a charge level of [round((cell.charge/cell.maxcharge)*100)]%.") if(capacitor) to_chat(user, "The installed [capacitor.name] has a charge level of [round((capacitor.charge/capacitor.max_charge)*100)]%.") if(!cell || !capacitor) to_chat(user, "The capacitor charge indicator is blinking red. Maybe you should check the cell or capacitor.") else if(capacitor.charge < power_cost) to_chat(user, "The capacitor charge indicator is amber.") else to_chat(user, "The capacitor charge indicator is green.") return TRUE /obj/item/weapon/gun/magnetic/attackby(var/obj/item/thing, var/mob/user) if(removable_components) if(istype(thing, /obj/item/weapon/cell)) if(cell) to_chat(user, "\The [src] already has \a [cell] installed.") return cell = thing user.drop_from_inventory(cell) cell.forceMove(src) playsound(loc, 'sound/machines/click.ogg', 10, 1) user.visible_message("\The [user] slots \the [cell] into \the [src].") update_icon() return if(isscrewdriver(thing)) if(!capacitor) to_chat(user, "\The [src] has no capacitor installed.") return capacitor.forceMove(get_turf(src)) user.put_in_hands(capacitor) user.visible_message("\The [user] unscrews \the [capacitor] from \the [src].") playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1) capacitor = null update_icon() return if(istype(thing, /obj/item/weapon/stock_parts/capacitor)) if(capacitor) to_chat(user, "\The [src] already has \a [capacitor] installed.") return capacitor = thing user.drop_from_inventory(capacitor) capacitor.forceMove(src) playsound(loc, 'sound/machines/click.ogg', 10, 1) power_per_tick = (power_cost*0.15) * capacitor.rating user.visible_message("\The [user] slots \the [capacitor] into \the [src].") update_icon() return if(istype(thing, load_type)) if(loaded) to_chat(user, "\The [src] already has \a [loaded] loaded.") return // This is not strictly necessary for the magnetic gun but something using // specific ammo types may exist down the track. var/obj/item/stack/ammo = thing if(!istype(ammo)) loaded = thing user.drop_from_inventory(thing) thing.forceMove(src) else loaded = new load_type(src, 1) ammo.use(1) user.visible_message("\The [user] loads \the [src] with \the [loaded].") playsound(loc, 'sound/weapons/flipblade.ogg', 50, 1) update_icon() return . = ..() /obj/item/weapon/gun/magnetic/attack_hand(var/mob/user) if(user.get_inactive_hand() == src) var/obj/item/removing if(loaded) removing = loaded loaded = null else if(cell && removable_components) removing = cell cell = null if(removing) removing.forceMove(get_turf(src)) user.put_in_hands(removing) user.visible_message("\The [user] removes \the [removing] from \the [src].") playsound(loc, 'sound/machines/click.ogg', 10, 1) update_icon() return . = ..() /obj/item/weapon/gun/magnetic/proc/check_ammo() return loaded /obj/item/weapon/gun/magnetic/proc/use_ammo() qdel(loaded) loaded = null /obj/item/weapon/gun/magnetic/consume_next_projectile() if(!check_ammo() || !capacitor || capacitor.charge < power_cost) return use_ammo() capacitor.use(power_cost) update_icon() if(gun_unreliable && prob(gun_unreliable)) spawn(3) // So that it will still fire - considered modifying Fire() to return a value but burst fire makes that annoying. visible_message("\The [src] explodes with the force of the shot!") explosion(get_turf(src), -1, 0, 2) qdel(src) return new projectile_type(src) /obj/item/weapon/gun/magnetic/fuelrod name = "Fuel-Rod Cannon" desc = "A bulky weapon designed to fire reactor core fuel rods at absurd velocities... who thought this was a good idea?!" description_antag = "This device is capable of firing reactor fuel assemblies, acquired from a R-UST fuel compressor and an appropriate fueltype. Be warned, Supermatter rods may have unforseen consequences." description_fluff = "Morpheus' second entry into the arms manufacturing field, the Morpheus B.F.G, or 'Big Fuel-rod Gun' made some noise when it was initially sent to the market. By noise, they mean it was rapidly declared 'incredibly dangerous to the wielder and civilians within a mile radius alike'." icon_state = "fuelrodgun" item_state = "coilgun" icon = 'icons/obj/railgun.dmi' origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 4) w_class = ITEMSIZE_LARGE removable_components = TRUE gun_unreliable = 0 load_type = /obj/item/weapon/fuel_assembly projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod power_cost = 500 /obj/item/weapon/gun/magnetic/fuelrod/consume_next_projectile() if(!check_ammo() || !capacitor || capacitor.charge < power_cost) return if(loaded) //Safety. if(istype(loaded, /obj/item/weapon/fuel_assembly)) var/obj/item/weapon/fuel_assembly/rod = loaded if(rod.fuel_type == "composite" || rod.fuel_type == "deuterium") //Safety check for rods spawned in without a fueltype. projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod else if(rod.fuel_type == "tritium") projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod/tritium else if(rod.fuel_type == "phoron") projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod/phoron else if(rod.fuel_type == "supermatter") projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod/supermatter visible_message("The barrel of \the [src] glows a blinding white!") spawn(5) visible_message("\The [src] begins to rattle, its acceleration chamber collapsing in on itself!") removable_components = FALSE spawn(15) audible_message("\The [src]'s power supply begins to overload as the device crumples!") //Why are you still holding this? playsound(loc, 'sound/effects/grillehit.ogg', 10, 1) var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread() var/turf/T = get_turf(src) sparks.set_up(2, 1, T) sparks.start() spawn(15) visible_message("\The [src] explodes in a blinding white light!") explosion(src.loc, -1, 1, 2, 3) qdel(src) else projectile_type = /obj/item/projectile/bullet/magnetic/fuelrod use_ammo() capacitor.use(power_cost) update_icon() return new projectile_type(src) /obj/item/weapon/gun/magnetic/fuelrod/New() cell = new /obj/item/weapon/cell/high capacitor = new /obj/item/weapon/stock_parts/capacitor . = ..()