mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 03:02:54 +00:00
119 lines
4.0 KiB
Plaintext
119 lines
4.0 KiB
Plaintext
/datum/firemode/energy
|
|
var/projectile_type = null
|
|
var/modifystate = null
|
|
var/charge_cost = null
|
|
var/fire_sound = null
|
|
|
|
/obj/item/weapon/gun/energy
|
|
name = "energy gun"
|
|
desc = "A basic energy-based gun."
|
|
icon_state = "energy"
|
|
fire_sound = 'sound/weapons/Taser.ogg'
|
|
fire_sound_text = "laser blast"
|
|
firemode_type = /datum/firemode/energy
|
|
|
|
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
|
|
var/charge_cost = 200 //How much energy is needed to fire.
|
|
var/max_shots = 10 //Determines the capacity of the weapon's power cell. Specifying a cell_type overrides this value.
|
|
var/cell_type = null
|
|
var/projectile_type = /obj/item/projectile/beam/practice
|
|
var/modifystate
|
|
var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
|
|
|
|
//self-recharging
|
|
var/self_recharge = 0 //if set, the weapon will recharge itself
|
|
var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
|
|
var/recharge_time = 4
|
|
var/charge_tick = 0
|
|
|
|
/obj/item/weapon/gun/energy/switch_firemodes(mob/user=null)
|
|
..()
|
|
var/datum/firemode/energy/current_mode = firemodes[sel_mode]
|
|
if(istype(current_mode))
|
|
projectile_type = isnull(current_mode.projectile_type)? initial(projectile_type) : current_mode.projectile_type
|
|
modifystate = isnull(current_mode.modifystate)? initial(modifystate) : current_mode.modifystate
|
|
charge_cost = isnull(current_mode.charge_cost)? initial(charge_cost) : current_mode.charge_cost
|
|
fire_sound = isnull(current_mode.fire_sound)? initial(fire_sound) : current_mode.fire_sound
|
|
|
|
update_icon()
|
|
update_held_icon()
|
|
|
|
/obj/item/weapon/gun/energy/emp_act(severity)
|
|
..()
|
|
update_icon()
|
|
|
|
/obj/item/weapon/gun/energy/New()
|
|
..()
|
|
if(cell_type)
|
|
power_supply = new cell_type(src)
|
|
else
|
|
power_supply = new /obj/item/weapon/cell/device/variable(src, max_shots*charge_cost)
|
|
if(self_recharge)
|
|
processing_objects.Add(src)
|
|
update_icon()
|
|
|
|
/obj/item/weapon/gun/energy/Destroy()
|
|
if(self_recharge)
|
|
processing_objects.Remove(src)
|
|
..()
|
|
|
|
/obj/item/weapon/gun/energy/process()
|
|
if(self_recharge) //Every [recharge_time] ticks, recharge a shot for the cyborg
|
|
charge_tick++
|
|
if(charge_tick < recharge_time) return 0
|
|
charge_tick = 0
|
|
|
|
if(!power_supply || power_supply.charge >= power_supply.maxcharge)
|
|
return 0 // check if we actually need to recharge
|
|
|
|
if(use_external_power)
|
|
var/obj/item/weapon/cell/external = get_external_power_supply()
|
|
if(!external || !external.use(charge_cost)) //Take power from the borg...
|
|
return 0
|
|
|
|
power_supply.give(charge_cost) //... to recharge the shot
|
|
update_icon()
|
|
return 1
|
|
|
|
/obj/item/weapon/gun/energy/consume_next_projectile()
|
|
if(!power_supply) return null
|
|
if(!ispath(projectile_type)) return null
|
|
if(!power_supply.checked_use(charge_cost)) return null
|
|
return new projectile_type(src)
|
|
|
|
/obj/item/weapon/gun/energy/proc/get_external_power_supply()
|
|
if(isrobot(src.loc))
|
|
var/mob/living/silicon/robot/R = src.loc
|
|
return R.cell
|
|
if(istype(src.loc, /obj/item/rig_module))
|
|
var/obj/item/rig_module/module = src.loc
|
|
if(module.holder && module.holder.wearer)
|
|
var/mob/living/carbon/human/H = module.holder.wearer
|
|
if(istype(H) && H.back)
|
|
var/obj/item/weapon/rig/suit = H.back
|
|
if(istype(suit))
|
|
return suit.cell
|
|
return null
|
|
|
|
/obj/item/weapon/gun/energy/examine(mob/user)
|
|
..(user)
|
|
var/shots_remaining = round(power_supply.charge / charge_cost)
|
|
user << "Has [shots_remaining] shot\s remaining."
|
|
return
|
|
|
|
/obj/item/weapon/gun/energy/update_icon()
|
|
if(charge_meter)
|
|
var/ratio = power_supply.charge / power_supply.maxcharge
|
|
|
|
//make sure that rounding down will not give us the empty state even if we have charge for a shot left.
|
|
if(power_supply.charge < charge_cost)
|
|
ratio = 0
|
|
else
|
|
ratio = max(round(ratio, 0.25) * 100, 25)
|
|
|
|
if(modifystate)
|
|
icon_state = "[modifystate][ratio]"
|
|
else
|
|
icon_state = "[initial(icon_state)][ratio]"
|
|
|