/obj/item/laser_pointer name = "laser pointer" desc = "Don't shine it in your eyes!" icon = 'icons/obj/device.dmi' icon_state = "pointer" item_state = "pen" var/pointer_icon_state slot_flags = SLOT_BELT matter = list(MAT_GLASS = 500, MAT_STEEL = 500) w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter. origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1) var/turf/pointer_loc var/energy = 8 var/max_energy = 8 var/effectchance = 20 var/cooldown = 10 var/last_used_time = 0 var/recharging = 0 var/recharge_locked = 0 var/obj/item/stock_parts/micro_laser/diode //used for upgrading! pickup_sound = 'sound/items/pickup/device.ogg' drop_sound = 'sound/items/drop/device.ogg' /obj/item/laser_pointer/red pointer_icon_state = "red_laser" /obj/item/laser_pointer/green pointer_icon_state = "green_laser" /obj/item/laser_pointer/blue pointer_icon_state = "blue_laser" /obj/item/laser_pointer/purple pointer_icon_state = "purple_laser" /obj/item/laser_pointer/Initialize(mapload, var/laser_path) . = ..() if(ispath(laser_path)) diode = new laser_path else diode = new(src) if(!pointer_icon_state) pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser") /obj/item/laser_pointer/upgraded/Initialize(mapload) . = ..(mapload, /obj/item/stock_parts/micro_laser/ultra) /obj/item/laser_pointer/attack(mob/living/M, mob/user) laser_act(M, user) /obj/item/laser_pointer/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/stock_parts/micro_laser)) if(!diode) user.drop_item() W.loc = src diode = W to_chat(user, span_notice("You install a [diode.name] in [src].")) else to_chat(user, span_notice("[src] already has a diode.")) else if(W.has_tool_quality(TOOL_SCREWDRIVER)) if(diode) to_chat(user, span_notice("You remove the [diode.name] from the [src].")) diode.loc = get_turf(src.loc) diode = null return ..() return /obj/item/laser_pointer/afterattack(var/atom/target, var/mob/living/user, flag, params) if(flag) //we're placing the object on a table or in backpack return laser_act(target, user) /obj/item/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user) if(!(user in (viewers(world.view,target)))) return if(!(target in view(user, world.view))) return if(!(world.time - last_used_time >= cooldown)) return if (!diode) to_chat(user, span_notice("You point [src] at [target], but nothing happens!")) return if (!user.IsAdvancedToolUser()) to_chat(user, span_warning("You don't have the dexterity to do this!")) return add_fingerprint(user) //nothing happens if the battery is drained if(recharge_locked) to_chat(user, span_notice("You point [src] at [target], but it's still charging.")) return var/outmsg var/turf/targloc = get_turf(target) //human/alien mobs if(iscarbon(target)) if(user.zone_sel.selecting == "eyes") var/mob/living/carbon/C = target //20% chance to actually hit the eyes if(prob(effectchance * diode.rating)) add_attack_logs(user,C,"Tried blinding using [src]") //eye target check, will return -1 to 2 var/eye_prot = C.eyecheck() if(C.blinded) eye_prot = 4 var/severity = (rand(0, 1) + diode.rating - eye_prot) var/mob/living/carbon/human/H = C var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES] if(!E) outmsg = span_notice("You shine [src] at [C], but they don't seem to have eyes.") return outmsg = span_notice("You shine [src] into [C]'s eyes.") switch(severity) if(0) //rank 1 diode with basic eye protection (like sunglasses), or rank 2 with industrial protection (like welding goggles) to_chat(C, span_info("A small, bright dot appears in your vision.")) if(1) //rank 1 with no protection, rank 2 with basic protection, or rank 3 with industrial protection to_chat(C, span_notice("Something bright flashes in the corner of your vision.")) if(2) //rank 1 or 2 with no protection, rank 2 or 3 with basic protection, or rank 3 with industrial protection //alternatively, rank 1 with minor vulnerability (like night vision goggles) flick("flash", C.flash_eyes()) to_chat(C, span_danger("A bright light shines across your eyes!")) if(3) //rank 1 with minor vulnerability, rank 2 or 3 with no protection, or rank 3 with basic protection if(prob(3 * diode.rating)) C.Weaken(1) flick("flash", C.flash_eyes()) E.damage += 1 to_chat(C, span_danger("A bright light briefly blinds you!")) if(4) //rank 3 with no protection, or rank 2 with minor vulnerability if(prob(5 * diode.rating)) C.Weaken(1) flick("e_flash", C.flash_eyes()) E.damage += 2 to_chat(C, span_danger("A blinding light burns your eyes!")) else outmsg = span_notice("You shine the [src] at [C], but miss their eyes.") //robots and AI else if(issilicon(target)) var/mob/living/silicon/S = target //20% chance to actually hit the sensors if(prob(effectchance * diode.rating)) flick("flash", S.flash_eyes(affect_silicon = TRUE)) if (prob(3 * diode.rating)) S.Weaken(1) to_chat(S, span_warning("Your sensors were blinded by a laser!")) outmsg = span_notice("You blind [S] by shining [src] at their sensors.") add_attack_logs(user,S,"Tried disabling using [src]") else outmsg = span_notice("You shine the [src] at [S], but miss their sensors.") //cameras else if(istype(target, /obj/machinery/camera)) var/obj/machinery/camera/C = target if(prob(effectchance * diode.rating)) C.emp_act(4 - diode.rating) outmsg = span_notice("You shine the [src] into the lens of [C].") add_attack_logs(user,C,"Tried disabling using [src]") else outmsg = span_info("You missed the lens of [C] with [src].") //cats! for(var/mob/living/simple_mob/animal/passive/cat/C in viewers(1,targloc)) if (!(C.stat || C.buckled)) if(prob(50) && !(C.client)) C.visible_message(span_warning("[C] pounces on the light!"), span_warning("You pounce on the light!")) step_towards(C, targloc) C.lay_down() spawn(10) C.lay_down() else C.set_dir(get_dir(C,targloc)) C.visible_message(span_notice("[C] watches the light."), span_notice("Your attention is drawn to the mysterious glowing dot.")) //laser pointer image icon_state = "[initial(icon_state)]_[pointer_icon_state]" var/list/showto = list() for(var/mob/M in viewers(world.view,targloc)) if(M.client) showto.Add(M.client) var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,cooldown) I.plane = PLANE_LIGHTING_ABOVE I.pixel_x = target.pixel_x + rand(-5,5) I.pixel_y = target.pixel_y + rand(-5,5) if(outmsg) user.visible_message(span_info("[user] points [src] at [target]."), outmsg) else user.visible_message(span_info("[user] points [src] at [target]."), span_info("You point [src] at [target].")) last_used_time = world.time energy -= 1 if(energy <= max_energy) if(!recharging) recharging = 1 START_PROCESSING(SSobj, src) if(energy <= 0) to_chat(user, span_warning("You've overused the battery of [src], now it needs time to recharge!")) recharge_locked = 1 flick_overlay(I, showto, cooldown) spawn(cooldown) icon_state = initial(icon_state) /obj/item/laser_pointer/process() if(prob(20 - recharge_locked*5)) energy += 1 if(energy >= max_energy) energy = max_energy recharging = 0 recharge_locked = 0 ..()