Files
CHOMPStation2/code/modules/projectiles/guns/launcher/crossbow.dm
CHOMPStation2StaffMirrorBot a245b8687f [MIRROR] usr to user part two (#10015)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-01-31 22:27:34 +01:00

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//AMMUNITION
/obj/item/arrow
name = "bolt"
desc = "It's got a tip for you - get the point?"
icon = 'icons/obj/weapons.dmi'
icon_state = "bolt"
item_state = "bolt"
drop_sound = 'sound/items/drop/sword.ogg'
pickup_sound = 'sound/items/pickup/sword.ogg'
throwforce = 8
w_class = ITEMSIZE_NORMAL
sharp = TRUE
edge = FALSE
/obj/item/arrow/proc/removed() //Helper for metal rods falling apart.
return
/obj/item/spike
name = "alloy spike"
desc = "It's about a foot of weird silver metal with a wicked point."
sharp = TRUE
edge = FALSE
throwforce = 5
w_class = ITEMSIZE_SMALL
icon = 'icons/obj/weapons.dmi'
icon_state = "metal-rod"
item_state = "bolt"
drop_sound = 'sound/items/drop/sword.ogg'
pickup_sound = 'sound/items/pickup/sword.ogg'
/obj/item/arrow/quill
name = "alien quill"
desc = "A wickedly barbed quill from some bizarre animal."
icon = 'icons/obj/weapons.dmi'
icon_state = "quill"
item_state = "quill"
throwforce = 5
/obj/item/arrow/rod
name = "metal rod"
desc = "Don't cry for me, Orithena."
icon_state = "metal-rod"
/obj/item/arrow/rod/removed(mob/user)
if(throwforce == 15) // The rod has been superheated - we don't want it to be useable when removed from the bow.
to_chat(user , "[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow.")
var/obj/item/material/shard/shrapnel/S = new()
S.loc = get_turf(src)
qdel(src)
/obj/item/gun/launcher/crossbow
name = "powered crossbow"
desc = "A 2320AD twist on an old classic. Pick up that can." //VOREStation Edit
icon = 'icons/obj/weapons.dmi'
icon_state = "crossbow"
item_state = "crossbow-solid"
fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise.
fire_sound_text = "a solid thunk"
fire_delay = 25
slot_flags = SLOT_BACK
var/obj/item/bolt
var/tension = 0 // Current draw on the bow.
var/max_tension = 5 // Highest possible tension.
var/release_speed = 5 // Speed per unit of tension.
var/obj/item/cell/cell = null // Used for firing superheated rods.
var/current_user // Used to check if the crossbow has changed hands since being drawn.
w_class = ITEMSIZE_HUGE //CHOMP Edit.
/obj/item/gun/launcher/crossbow/update_release_force()
release_force = tension*release_speed
/obj/item/gun/launcher/crossbow/consume_next_projectile(mob/user=null)
if(tension <= 0)
to_chat(user, span_warning("\The [src] is not drawn back!"))
return null
return bolt
/obj/item/gun/launcher/crossbow/handle_post_fire(mob/user, atom/target)
bolt = null
tension = 0
update_icon()
..()
/obj/item/gun/launcher/crossbow/attack_self(mob/living/user as mob)
if(tension)
if(bolt)
user.visible_message("[user] relaxes the tension on [src]'s string and removes [bolt].","You relax the tension on [src]'s string and remove [bolt].")
bolt.loc = get_turf(src)
var/obj/item/arrow/A = bolt
bolt = null
A.removed(user)
else
user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
tension = 0
update_icon()
else
draw(user)
/obj/item/gun/launcher/crossbow/proc/draw(var/mob/user as mob)
if(!bolt)
to_chat(user, "You don't have anything nocked to [src].")
return
if(user.restrained())
return
current_user = user
user.visible_message("[user] begins to draw back the string of [src].",span_notice("You begin to draw back the string of [src]."))
tension = 1
while(bolt && tension && loc == current_user)
if(!do_after(user, 25)) //crossbow strings don't just magically pull back on their own.
user.visible_message("[user] stops drawing and relaxes the string of [src].",span_warning("You stop drawing back and relax the string of [src]."))
tension = 0
update_icon()
return
//double check that the user hasn't removed the bolt in the meantime
if(!(bolt && tension && loc == current_user))
return
tension++
update_icon()
if(tension >= max_tension)
tension = max_tension
to_chat(user, "[src] clunks as you draw the string to its maximum tension!")
return
user.visible_message("[user] draws back the string of [src]!",span_notice("You continue drawing back the string of [src]!"))
/obj/item/gun/launcher/crossbow/proc/increase_tension(var/mob/user as mob)
if(!bolt || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
return
/obj/item/gun/launcher/crossbow/attackby(obj/item/W as obj, mob/user as mob)
if(!bolt)
if (istype(W,/obj/item/arrow))
user.drop_from_inventory(W, src)
bolt = W
user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].")
update_icon()
return
else if(istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/R = W
if (R.use(1))
bolt = new /obj/item/arrow/rod(src)
bolt.fingerprintslast = src.fingerprintslast
bolt.loc = src
update_icon()
user.visible_message("[user] jams [bolt] into [src].","You jam [bolt] into [src].")
superheat_rod(user)
return
if(istype(W, /obj/item/cell))
if(!cell)
user.drop_item()
cell = W
cell.loc = src
to_chat(user, span_notice("You jam [cell] into [src] and wire it to the firing coil."))
superheat_rod(user)
else
to_chat(user, span_notice("[src] already has a cell installed."))
else if(W.has_tool_quality(TOOL_SCREWDRIVER))
if(cell)
var/obj/item/C = cell
C.loc = get_turf(user)
to_chat(user, span_notice("You jimmy [cell] out of [src] with [W]."))
playsound(src, W.usesound, 50, 1)
cell = null
else
to_chat(user, span_notice("[src] doesn't have a cell installed."))
else
..()
/obj/item/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
if(!user || !cell || !bolt) return
if(cell.charge < 500) return
if(bolt.throwforce >= 15) return
if(!istype(bolt,/obj/item/arrow/rod)) return
to_chat(user, span_notice("[bolt] plinks and crackles as it begins to glow red-hot."))
bolt.throwforce = 15
bolt.icon_state = "metal-rod-superheated"
cell.use(500)
/obj/item/gun/launcher/crossbow/update_icon()
if(tension > 1)
icon_state = "crossbow-drawn"
else if(bolt)
icon_state = "crossbow-nocked"
else
icon_state = "crossbow"
// Crossbow construction.
/obj/item/crossbowframe
name = "crossbow frame"
desc = "A half-finished crossbow."
icon_state = "crossbowframe0"
item_state = "crossbow-solid"
var/buildstate = 0
/obj/item/crossbowframe/update_icon()
icon_state = "crossbowframe[buildstate]"
/obj/item/crossbowframe/examine(mob/user)
. = ..()
switch(buildstate)
if(1)
. += "It has a loose rod frame in place."
if(2)
. += "It has a steel backbone welded in place."
if(3)
. += "It has a steel backbone and a cell mount installed."
if(4)
. += "It has a steel backbone, plastic lath and a cell mount installed."
if(5)
. += "It has a steel cable loosely strung across the lath."
/obj/item/crossbowframe/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/rods))
if(buildstate == 0)
var/obj/item/stack/rods/R = W
if(R.use(3))
to_chat(user, span_notice("You assemble a backbone of rods around the wooden stock."))
buildstate++
update_icon()
else
to_chat(user, span_notice("You need at least three rods to complete this task."))
return
else if(W.has_tool_quality(TOOL_WELDER))
if(buildstate == 1)
var/obj/item/weldingtool/T = W.get_welder()
if(T.remove_fuel(0,user))
if(!src || !T.isOn()) return
playsound(src, W.usesound, 50, 1)
to_chat(user, span_notice("You weld the rods into place."))
buildstate++
update_icon()
return
else if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if(buildstate == 2)
if(C.use(5))
to_chat(user, span_notice("You wire a crude cell mount into the top of the crossbow."))
buildstate++
update_icon()
else
to_chat(user, span_notice("You need at least five segments of cable coil to complete this task."))
return
else if(buildstate == 4)
if(C.use(5))
to_chat(user, span_notice("You string a steel cable across the crossbow's lath."))
buildstate++
update_icon()
else
to_chat(user, span_notice("You need at least five segments of cable coil to complete this task."))
return
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MAT_PLASTIC)
if(buildstate == 3)
var/obj/item/stack/material/P = W
if(P.use(3))
to_chat(user, span_notice("You assemble and install a heavy plastic lath onto the crossbow."))
buildstate++
update_icon()
else
to_chat(user, span_notice("You need at least three plastic sheets to complete this task."))
return
else if(W.has_tool_quality(TOOL_SCREWDRIVER))
if(buildstate == 5)
to_chat(user, span_notice("You secure the crossbow's various parts."))
playsound(src, W.usesound, 50, 1)
new /obj/item/gun/launcher/crossbow(get_turf(src))
qdel(src)
return
else
..()