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CHOMPStation2/code/modules/projectiles/guns/energy/special.dm
2020-05-01 14:20:29 -04:00

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/obj/item/weapon/gun/energy/ionrifle
name = "ion rifle"
desc = "The NT Mk60 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by NT. Not the best of its type."
icon_state = "ionrifle"
item_state = "ionrifle"
wielded_item_state = "ionrifle-wielded"
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
w_class = ITEMSIZE_LARGE
force = 10
slot_flags = SLOT_BACK
projectile_type = /obj/item/projectile/ion
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
..(max(severity, 4)) //so it doesn't EMP itself, I guess
/obj/item/weapon/gun/energy/ionrifle/empty
cell_type = null
/obj/item/weapon/gun/energy/ionrifle/pistol
name = "ion pistol"
desc = "The NT Mk63 EW Pan is a man portable anti-armor weapon designed to disable mechanical threats, produced by NT. This model sacrifices capacity for portability."
icon_state = "ionpistol"
item_state = null
w_class = ITEMSIZE_NORMAL
force = 5
slot_flags = SLOT_BELT|SLOT_HOLSTER
charge_cost = 480
projectile_type = /obj/item/projectile/ion/pistol
/obj/item/weapon/gun/energy/decloner
name = "biological demolecularisor"
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
icon_state = "decloner"
item_state = "decloner"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_POWER = 3)
projectile_type = /obj/item/projectile/energy/declone
/obj/item/weapon/gun/energy/floragun
name = "floral somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
icon_state = "floramut100"
item_state = "floramut"
projectile_type = /obj/item/projectile/energy/floramut
origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
modifystate = "floramut"
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
var/decl/plantgene/gene = null
firemodes = list(
list(mode_name="induce mutations", projectile_type=/obj/item/projectile/energy/floramut, modifystate="floramut"),
list(mode_name="increase yield", projectile_type=/obj/item/projectile/energy/florayield, modifystate="florayield"),
list(mode_name="induce specific mutations", projectile_type=/obj/item/projectile/energy/floramut/gene, modifystate="floramut"),
)
/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, adjacent_flag)
//allow shooting into adjacent hydrotrays regardless of intent
if(adjacent_flag && istype(target,/obj/machinery/portable_atmospherics/hydroponics))
user.visible_message("<span class='danger'>\The [user] fires \the [src] into \the [target]!</span>")
Fire(target,user)
return
..()
/obj/item/weapon/gun/energy/floragun/verb/select_gene()
set name = "Select Gene"
set category = "Object"
set src in view(1)
var/genemask = input("Choose a gene to modify.") as null|anything in plant_controller.plant_gene_datums
if(!genemask)
return
gene = plant_controller.plant_gene_datums[genemask]
to_chat(usr, "<span class='info'>You set the [src]'s targeted genetic area to [genemask].</span>")
return
/obj/item/weapon/gun/energy/floragun/consume_next_projectile()
. = ..()
var/obj/item/projectile/energy/floramut/gene/G = .
if(istype(G))
G.gene = gene
/obj/item/weapon/gun/energy/meteorgun
name = "meteor gun"
desc = "For the love of god, make sure you're aiming this the right way!"
icon_state = "riotgun"
item_state = "c20r"
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE
projectile_type = /obj/item/projectile/meteor
cell_type = /obj/item/weapon/cell/potato
charge_cost = 100
self_recharge = 1
recharge_time = 5 //Time it takes for shots to recharge (in ticks)
charge_meter = 0
/obj/item/weapon/gun/energy/meteorgun/pen
name = "meteor pen"
desc = "The pen is mightier than the sword."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "pen"
item_state = "pen"
w_class = ITEMSIZE_TINY
slot_flags = SLOT_BELT
/obj/item/weapon/gun/energy/mindflayer
name = "mind flayer"
desc = "A custom-built weapon of some kind."
icon_state = "xray"
projectile_type = /obj/item/projectile/beam/mindflayer
/obj/item/weapon/gun/energy/toxgun
name = "phoron pistol"
desc = "A specialized firearm designed to fire lethal bolts of phoron."
icon_state = "toxgun"
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
projectile_type = /obj/item/projectile/energy/phoron
/* Staves */
/obj/item/weapon/gun/energy/staff
name = "staff of change"
desc = "An artifact that spits bolts of coruscating energy which cause the target's very form to reshape itself."
icon = 'icons/obj/gun.dmi'
item_icons = null
icon_state = "staffofchange"
slot_flags = SLOT_BACK
w_class = ITEMSIZE_LARGE
charge_cost = 480
projectile_type = /obj/item/projectile/change
origin_tech = null
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
charge_meter = 0
/obj/item/weapon/gun/energy/staff/special_check(var/mob/user)
if((user.mind && !wizards.is_antagonist(user.mind)))
to_chat(usr, "<span class='warning'>You focus your mind on \the [src], but nothing happens!</span>")
return 0
return ..()
/obj/item/weapon/gun/energy/staff/handle_click_empty(mob/user = null)
if (user)
user.visible_message("*fizzle*", "<span class='danger'>*fizzle*</span>")
else
src.visible_message("*fizzle*")
playsound(src.loc, 'sound/effects/sparks1.ogg', 100, 1)
/*
/obj/item/weapon/gun/energy/staff/animate
name = "staff of animation"
desc = "An artifact that spits bolts of life force, which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines."
projectile_type = /obj/item/projectile/animate
charge_cost = 240
*/
obj/item/weapon/gun/energy/staff/focus
name = "mental focus"
desc = "An artifact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
icon = 'icons/obj/wizard.dmi'
icon_state = "focus"
slot_flags = SLOT_BACK
projectile_type = /obj/item/projectile/forcebolt
/*
attack_self(mob/living/user as mob)
if(projectile_type == "/obj/item/projectile/forcebolt")
charge_cost = 400
to_chat(user, "<span class='warning'>The [src.name] will now strike a small area.</span>")
projectile_type = "/obj/item/projectile/forcebolt/strong"
else
charge_cost = 200
to_chat(user, "<span class='warning'>The [src.name] will now strike only a single person.</span>")
projectile_type = "/obj/item/projectile/forcebolt"
*/
/obj/item/weapon/gun/energy/dakkalaser
name = "suppression gun"
desc = "A massive weapon designed to pressure the opposition by raining down a torrent of energy pellets."
icon_state = "dakkalaser"
item_state = "dakkalaser"
wielded_item_state = "dakkalaser-wielded"
w_class = ITEMSIZE_HUGE
charge_cost = 24 // 100 shots, it's a spray and pray (to RNGesus) weapon.
projectile_type = /obj/item/projectile/energy/blue_pellet
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
accuracy = 75 // Suppressive weapons don't work too well if there's no risk of being hit.
burst_delay = 1 // Burst faster than average.
origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 6, TECH_ILLEGAL = 6)
firemodes = list(
list(mode_name="single shot", burst = 1, burst_accuracy = list(75), dispersion = list(0), charge_cost = 24),
list(mode_name="five shot burst", burst = 5, burst_accuracy = list(75,75,75,75,75), dispersion = list(1,1,1,1,1)),
list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(75,75,75,75,75,75,75,75,75,75), dispersion = list(2,2,2,2,2,2,2,2,2,2)),
)
/obj/item/weapon/gun/energy/maghowitzer
name = "portable MHD howitzer"
desc = "A massive weapon designed to destroy fortifications with a stream of molten tungsten."
description_fluff = "A weapon designed by joint cooperation of NanoTrasen, Hephaestus, and SCG scientists. Everything else is red tape and black highlighters."
description_info = "This weapon requires a wind-up period before being able to fire. Clicking on a target will create a beam between you and its turf, starting the timer. Upon completion, it will fire at the designated location."
icon_state = "mhdhowitzer"
item_state = "mhdhowitzer"
wielded_item_state = "mhdhowitzer-wielded"
w_class = ITEMSIZE_HUGE
charge_cost = 10000 // Uses large cells, can at max have 3 shots.
projectile_type = /obj/item/projectile/beam/tungsten
cell_type = /obj/item/weapon/cell/high
accept_cell_type = /obj/item/weapon/cell
accuracy = 75
charge_meter = 0
one_handed_penalty = 30
var/power_cycle = FALSE
/obj/item/weapon/gun/energy/maghowitzer/proc/pick_random_target(var/turf/T)
var/foundmob = FALSE
var/foundmobs = list()
for(var/mob/living/L in T.contents)
foundmob = TRUE
foundmobs += L
if(foundmob)
var/return_target = pick(foundmobs)
return return_target
return FALSE
/obj/item/weapon/gun/energy/maghowitzer/attack(atom/A, mob/living/user, def_zone)
if(power_cycle)
to_chat(user, "<span class='notice'>\The [src] is already powering up!</span>")
return 0
var/turf/target_turf = get_turf(A)
var/beameffect = user.Beam(target_turf,icon_state="sat_beam",icon='icons/effects/beam.dmi',time=31, maxdistance=10,beam_type=/obj/effect/ebeam,beam_sleep_time=3)
if(beameffect)
user.visible_message("<span class='cult'>[user] aims \the [src] at \the [A].</span>")
if(power_supply && power_supply.charge >= charge_cost) //Do a delay for pointblanking too.
power_cycle = TRUE
if(do_after(user, 30))
if(A.loc == target_turf)
..(A, user, def_zone)
else
var/rand_target = pick_random_target(target_turf)
if(rand_target)
..(rand_target, user, def_zone)
else
..(target_turf, user, def_zone)
else
if(beameffect)
qdel(beameffect)
power_cycle = FALSE
else
..(A, user, def_zone) //If it can't fire, just bash with no delay.
/obj/item/weapon/gun/energy/maghowitzer/afterattack(atom/A, mob/living/user, adjacent, params)
if(power_cycle)
to_chat(user, "<span class='notice'>\The [src] is already powering up!</span>")
return 0
var/turf/target_turf = get_turf(A)
var/beameffect = user.Beam(target_turf,icon_state="sat_beam",icon='icons/effects/beam.dmi',time=31, maxdistance=10,beam_type=/obj/effect/ebeam,beam_sleep_time=3)
if(beameffect)
user.visible_message("<span class='cult'>[user] aims \the [src] at \the [A].</span>")
if(!power_cycle)
power_cycle = TRUE
if(do_after(user, 30))
if(A.loc == target_turf)
..(A, user, adjacent, params)
else
var/rand_target = pick_random_target(target_turf)
if(rand_target)
..(rand_target, user, adjacent, params)
else
..(target_turf, user, adjacent, params)
else
if(beameffect)
qdel(beameffect)
handle_click_empty(user)
power_cycle = FALSE
else
to_chat(user, "<span class='notice'>\The [src] is already powering up!</span>")