mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
219 lines
7.6 KiB
Plaintext
219 lines
7.6 KiB
Plaintext
/obj/item/device/laser_pointer
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name = "laser pointer"
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desc = "Don't shine it in your eyes!"
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icon = 'icons/obj/device.dmi'
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icon_state = "pointer"
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item_state = "pen"
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var/pointer_icon_state
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slot_flags = SLOT_BELT
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matter = list("glass" = 500,"metal" = 500)
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w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
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origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
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var/turf/pointer_loc
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var/energy = 8
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var/max_energy = 8
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var/effectchance = 20
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var/cooldown = 10
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var/last_used_time = 0
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var/recharging = 0
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var/recharge_locked = 0
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var/obj/item/weapon/stock_parts/micro_laser/diode //used for upgrading!
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/obj/item/device/laser_pointer/red
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pointer_icon_state = "red_laser"
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/obj/item/device/laser_pointer/green
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pointer_icon_state = "green_laser"
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/obj/item/device/laser_pointer/blue
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pointer_icon_state = "blue_laser"
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/obj/item/device/laser_pointer/purple
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pointer_icon_state = "purple_laser"
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/obj/item/device/laser_pointer/New()
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..()
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diode = new(src)
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if(!pointer_icon_state)
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pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
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/obj/item/device/laser_pointer/upgraded/New()
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..()
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diode = new /obj/item/weapon/stock_parts/micro_laser/ultra
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/obj/item/device/laser_pointer/attack(mob/living/M, mob/user)
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laser_act(M, user)
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/obj/item/device/laser_pointer/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/stock_parts/micro_laser))
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if(!diode)
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user.drop_item()
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W.loc = src
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diode = W
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to_chat(user, "<span class='notice'>You install a [diode.name] in [src].</span>")
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else
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to_chat(user, "<span class='notice'>[src] already has a diode.</span>")
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else if(W.is_screwdriver())
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if(diode)
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to_chat(user, "<span class='notice'>You remove the [diode.name] from the [src].</span>")
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diode.loc = get_turf(src.loc)
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diode = null
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return
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..()
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return
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/obj/item/device/laser_pointer/afterattack(var/atom/target, var/mob/living/user, flag, params)
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if(flag) //we're placing the object on a table or in backpack
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return
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laser_act(target, user)
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/obj/item/device/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user)
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if(!(user in (viewers(world.view,target))))
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return
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if(!(world.time - last_used_time >= cooldown))
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return
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if (!diode)
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to_chat(user, "<span class='notice'>You point [src] at [target], but nothing happens!</span>")
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return
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if (!user.IsAdvancedToolUser())
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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add_fingerprint(user)
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//nothing happens if the battery is drained
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if(recharge_locked)
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to_chat(user, "<span class='notice'>You point [src] at [target], but it's still charging.</span>")
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return
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var/outmsg
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var/turf/targloc = get_turf(target)
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//human/alien mobs
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if(iscarbon(target))
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if(user.zone_sel.selecting == "eyes")
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var/mob/living/carbon/C = target
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//20% chance to actually hit the eyes
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if(prob(effectchance * diode.rating))
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add_attack_logs(user,C,"Tried blinding using [src]")
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//eye target check, will return -1 to 2
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var/eye_prot = C.eyecheck()
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if(C.blinded)
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eye_prot = 4
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var/severity = (rand(0, 1) + diode.rating - eye_prot)
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var/mob/living/carbon/human/H = C
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var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
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if(!E)
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outmsg = "<span class='notice'>You shine [src] at [C], but they don't seem to have eyes.</span>"
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return
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outmsg = "<span class='notice'>You shine [src] into [C]'s eyes.</span>"
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switch(severity)
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if(0)
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//rank 1 diode with basic eye protection (like sunglasses), or rank 2 with industrial protection (like welding goggles)
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to_chat(C, "<span class='info'>A small, bright dot appears in your vision.</span>")
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if(1)
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//rank 1 with no protection, rank 2 with basic protection, or rank 3 with industrial protection
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to_chat(C, "<span class='notice'>Something bright flashes in the corner of your vision.</span>")
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if(2)
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//rank 1 or 2 with no protection, rank 2 or 3 with basic protection, or rank 3 with industrial protection
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//alternatively, rank 1 with minor vulnerability (like night vision goggles)
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flick("flash", C.flash_eyes())
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to_chat(C, "<span class='danger'>A bright light shines across your eyes!</span>")
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if(3)
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//rank 1 with minor vulnerability, rank 2 or 3 with no protection, or rank 3 with basic protection
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if(prob(3 * diode.rating))
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C.Weaken(1)
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flick("flash", C.flash_eyes())
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E.damage += 1
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to_chat(C, "<span class='danger'>A bright light briefly blinds you!</span>")
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if(4)
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//rank 3 with no protection, or rank 2 with minor vulnerability
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if(prob(5 * diode.rating))
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C.Weaken(1)
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flick("e_flash", C.flash_eyes())
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E.damage += 2
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to_chat(C, "<span class='danger'>A blinding light burns your eyes!</span>")
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else
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outmsg = "<span class='notice'>You shine the [src] at [C], but miss their eyes.</span>"
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//robots and AI
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else if(issilicon(target))
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var/mob/living/silicon/S = target
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//20% chance to actually hit the sensors
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if(prob(effectchance * diode.rating))
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flick("flash", S.flash_eyes(affect_silicon = TRUE))
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if (prob(3 * diode.rating))
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S.Weaken(1)
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to_chat(S, "<span class='warning'>Your sensors were blinded by a laser!</span>")
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outmsg = "<span class='notice'>You blind [S] by shining [src] at their sensors.</span>"
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add_attack_logs(user,S,"Tried disabling using [src]")
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else
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outmsg = "<span class='notice'>You shine the [src] at [S], but miss their sensors.</span>"
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//cameras
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else if(istype(target, /obj/machinery/camera))
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var/obj/machinery/camera/C = target
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if(prob(effectchance * diode.rating))
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C.emp_act(4 - diode.rating)
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outmsg = "<span class='notice'>You shine the [src] into the lens of [C].</span>"
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add_attack_logs(user,C.name,"Tried disabling using [src]")
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else
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outmsg = "<span class='info'>You missed the lens of [C] with [src].</span>"
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//cats!
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for(var/mob/living/simple_mob/animal/passive/cat/C in viewers(1,targloc))
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if (!(C.stat || C.buckled))
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if(prob(50) && !(C.client))
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C.visible_message("<span class='warning'>[C] pounces on the light!</span>", "<span class='warning'>You pounce on the light!</span>")
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step_towards(C, targloc)
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C.lay_down()
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spawn(10)
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C.lay_down()
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else
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C.set_dir(get_dir(C,targloc))
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C.visible_message("<span class='notice'>[C] watches the light.</span>", "<span class='notice'>Your attention is drawn to the mysterious glowing dot.</span>")
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//laser pointer image
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icon_state = "pointer_[pointer_icon_state]"
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var/list/showto = list()
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for(var/mob/M in viewers(world.view,targloc))
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if(M.client)
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showto.Add(M.client)
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var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,cooldown)
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I.plane = PLANE_LIGHTING_ABOVE
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I.pixel_x = target.pixel_x + rand(-5,5)
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I.pixel_y = target.pixel_y + rand(-5,5)
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if(outmsg)
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user.visible_message("<span class='info'>[user] points [src] at [target].</span>", outmsg)
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else
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user.visible_message("<span class='info'>[user] points [src] at [target].</span>", "<span class='info'>You point [src] at [target].</span>")
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last_used_time = world.time
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energy -= 1
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if(energy <= max_energy)
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if(!recharging)
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recharging = 1
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processing_objects.Add(src)
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if(energy <= 0)
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to_chat(user, "<span class='warning'>You've overused the battery of [src], now it needs time to recharge!</span>")
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recharge_locked = 1
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flick_overlay(I, showto, cooldown)
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spawn(cooldown)
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icon_state = "pointer"
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/obj/item/device/laser_pointer/process()
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if(prob(20 - recharge_locked*5))
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energy += 1
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if(energy >= max_energy)
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energy = max_energy
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recharging = 0
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recharge_locked = 0
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..() |