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CHOMPStation2/code/modules/clothing/spacesuits/rig/modules/combat.dm

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bureaucracybureaucracybureaucracy/*
* Contains
* /obj/item/rig_module/grenade_launcher
* /obj/item/rig_module/mounted
* /obj/item/rig_module/mounted/taser
* /obj/item/rig_module/shield
* /obj/item/rig_module/fabricator
* /obj/item/rig_module/device/flash
*/
/obj/item/rig_module/device/flash
name = "mounted flash"
desc = "You are the law."
icon_state = "flash"
interface_name = "mounted flash"
interface_desc = "Stuns your target by blinding them with a bright light."
device_type = /obj/item/device/flash
/obj/item/rig_module/grenade_launcher
name = "mounted grenade launcher"
desc = "A shoulder-mounted micro-explosive dispenser."
selectable = 1
icon_state = "grenadelauncher"
interface_name = "integrated grenade launcher"
interface_desc = "Discharges loaded grenades against the wearer's location."
var/fire_force = 30
var/fire_distance = 10
charges = list(
list("flashbang", "flashbang", /obj/item/weapon/grenade/flashbang, 3),
list("smoke bomb", "smoke bomb", /obj/item/weapon/grenade/smokebomb, 3),
list("EMP grenade", "EMP grenade", /obj/item/weapon/grenade/empgrenade, 3),
)
/obj/item/rig_module/grenade_launcher/accepts_item(var/obj/item/input_device, var/mob/living/user)
if(!istype(input_device) || !istype(user))
return 0
var/datum/rig_charge/accepted_item
for(var/charge in charges)
var/datum/rig_charge/charge_datum = charges[charge]
if(input_device.type == charge_datum.product_type)
accepted_item = charge_datum
break
if(!accepted_item)
return 0
if(accepted_item.charges >= 5)
user << "<span class='danger'>Another grenade of that type will not fit into the module.</span>"
return 0
user << "<font color='blue'><b>You slot \the [input_device] into the suit module.</b></font>"
user.drop_from_inventory(input_device)
qdel(input_device)
accepted_item.charges++
return 1
/obj/item/rig_module/grenade_launcher/engage(atom/target)
if(!..())
return 0
if(!target)
return 0
var/mob/living/carbon/human/H = holder.wearer
if(!charge_selected)
H << "<span class='danger'>You have not selected a grenade type.</span>"
return 0
var/datum/rig_charge/charge = charges[charge_selected]
if(!charge)
return 0
if(charge.charges <= 0)
H << "<span class='danger'>Insufficient grenades!</span>"
return 0
charge.charges--
var/obj/item/weapon/grenade/new_grenade = new charge.product_type(get_turf(H))
H.visible_message("<span class='danger'>[H] launches \a [new_grenade]!")
new_grenade.activate(H)
new_grenade.throw_at(target,fire_force,fire_distance)
/obj/item/rig_module/mounted
name = "mounted laser cannon"
desc = "A shoulder-mounted battery-powered laser cannon mount."
selectable = 1
usable = 1
module_cooldown = 0
icon_state = "lcannon"
engage_string = "Configure"
interface_name = "mounted laser cannon"
interface_desc = "A shoulder-mounted cell-powered laser cannon."
var/gun_type = /obj/item/weapon/gun/energy/lasercannon/mounted
var/obj/item/weapon/gun/gun
/obj/item/rig_module/mounted/New()
..()
gun = new gun_type(src)
/obj/item/rig_module/mounted/engage(atom/target)
if(!..())
return 0
if(!target)
gun.attack_self(holder.wearer)
return 1
gun.Fire(target,holder.wearer)
return 1
/obj/item/rig_module/mounted/egun
name = "mounted energy gun"
desc = "A forearm-mounted energy projector."
icon_state = "egun"
interface_name = "mounted energy gun"
interface_desc = "A forearm-mounted suit-powered energy gun."
gun_type = /obj/item/weapon/gun/energy/gun/mounted
/obj/item/rig_module/mounted/taser
name = "mounted taser"
desc = "A palm-mounted nonlethal energy projector."
icon_state = "taser"
usable = 0
suit_overlay_active = "mounted-taser"
suit_overlay_inactive = "mounted-taser"
interface_name = "mounted energy gun"
interface_desc = "A shoulder-mounted cell-powered energy gun."
gun_type = /obj/item/weapon/gun/energy/taser/mounted
/obj/item/rig_module/mounted/energy_blade
name = "energy blade projector"
desc = "A powerful cutting beam projector."
icon_state = "eblade"
activate_string = "Project Blade"
deactivate_string = "Cancel Blade"
interface_name = "spider fang blade"
interface_desc = "A lethal energy projector that can shape a blade projected from the hand of the wearer or launch radioactive darts."
usable = 0
selectable = 1
toggleable = 1
use_power_cost = 50
active_power_cost = 10
passive_power_cost = 0
gun_type = /obj/item/weapon/gun/energy/crossbow/ninja
/obj/item/rig_module/mounted/energy_blade/process()
if(holder && holder.wearer)
if(!(locate(/obj/item/weapon/melee/energy/blade) in holder.wearer))
deactivate()
return 0
return ..()
/obj/item/rig_module/mounted/energy_blade/activate()
..()
var/mob/living/M = holder.wearer
if(M.l_hand && M.r_hand)
M << "<span class='danger'>Your hands are full.</span>"
deactivate()
return
var/obj/item/weapon/melee/energy/blade/blade = new(M)
blade.creator = M
M.put_in_hands(blade)
/obj/item/rig_module/mounted/energy_blade/deactivate()
..()
var/mob/living/M = holder.wearer
if(!M)
return
for(var/obj/item/weapon/melee/energy/blade/blade in M.contents)
M.drop_from_inventory(blade)
qdel(blade)
/obj/item/rig_module/fabricator
name = "matter fabricator"
desc = "A self-contained microfactory system for hardsuit integration."
selectable = 1
usable = 1
use_power_cost = 15
icon_state = "enet"
engage_string = "Fabricate Star"
interface_name = "death blossom launcher"
interface_desc = "An integrated microfactory that produces poisoned throwing stars from thin air and electricity."
var/fabrication_type = /obj/item/weapon/material/star/ninja
var/fire_force = 30
var/fire_distance = 10
/obj/item/rig_module/fabricator/engage(atom/target)
if(!..())
return 0
var/mob/living/H = holder.wearer
if(target)
var/obj/item/firing = new fabrication_type()
firing.loc = get_turf(src)
H.visible_message("<span class='danger'>[H] launches \a [firing]!</span>")
firing.throw_at(target,fire_force,fire_distance)
else
if(H.l_hand && H.r_hand)
H << "<span class='danger'>Your hands are full."
else
var/obj/item/new_weapon = new fabrication_type()
new_weapon.loc = H
H << "<font color='blue'><b>You quickly fabricate \a [new_weapon].</b></font>"
H.put_in_hands(new_weapon)
return 1