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https://github.com/CHOMPStation2/CHOMPStation2.git
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90 lines
2.9 KiB
Plaintext
90 lines
2.9 KiB
Plaintext
/obj/item/weapon/gun/energy
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name = "energy gun"
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desc = "A basic energy-based gun."
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icon_state = "energy"
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fire_sound = 'sound/weapons/Taser.ogg'
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fire_sound_text = "laser blast"
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var/obj/item/weapon/cell/power_supply //What type of power cell this uses
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var/charge_cost = 100 //How much energy is needed to fire.
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var/cell_type = /obj/item/weapon/cell
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var/projectile_type = /obj/item/projectile/beam/practice
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var/modifystate
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var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
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//self-recharging
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var/self_recharge = 0 //if set, the weapon will recharge itself
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var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
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var/recharge_time = 4
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var/charge_tick = 0
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/obj/item/weapon/gun/energy/emp_act(severity)
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..()
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update_icon()
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/obj/item/weapon/gun/energy/New()
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..()
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if(cell_type)
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power_supply = new cell_type(src)
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power_supply.give(power_supply.maxcharge)
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if(self_recharge)
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processing_objects.Add(src)
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/obj/item/weapon/gun/energy/Del()
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if(self_recharge)
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processing_objects.Remove(src)
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..()
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/obj/item/weapon/gun/energy/process()
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if(self_recharge) //Every [recharge_time] ticks, recharge a shot for the cyborg
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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if(!power_supply || power_supply.charge >= power_supply.maxcharge)
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return 0 // check if we actually need to recharge
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if(use_external_power)
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var/obj/item/weapon/cell/external = get_external_power_supply()
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if(!external || !external.use(charge_cost)) //Take power from the borg...
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return 0
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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/consume_next_projectile()
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if(!power_supply) return null
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if(!ispath(projectile_type)) return null
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if(!power_supply.use(charge_cost)) return null
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return new projectile_type(src)
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/obj/item/weapon/gun/energy/proc/get_external_power_supply()
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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return R.cell
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if(istype(src.loc, /obj/item/rig_module))
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var/obj/item/rig_module/module = src.loc
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if(module.holder && module.holder.wearer)
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var/mob/living/carbon/human/H = module.holder.wearer
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if(istype(H) && H.back)
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var/obj/item/weapon/rig/suit = H.back
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if(istype(suit))
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return suit.cell
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return null
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/obj/item/weapon/gun/energy/update_icon()
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if(charge_meter)
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var/ratio = power_supply.charge / power_supply.maxcharge
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//make sure that rounding down will not give us the empty state even if we have charge for a shot left.
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if(power_supply.charge < charge_cost)
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ratio = 0
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else
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ratio = max(round(ratio, 0.25) * 100, 25)
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if(modifystate)
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icon_state = "[modifystate][ratio]"
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else
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icon_state = "[initial(icon_state)][ratio]"
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