Files
CHOMPStation2/code/modules/projectiles/ammunition.dm
CHOMPStation2StaffMirrorBot f7de0bb70b [MIRROR] Start of TG Click Code Port (#12071)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-12-06 03:18:32 -05:00

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/obj/item/ammo_casing
name = "bullet casing"
desc = "A bullet casing."
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
randpixel = 10
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 1
w_class = ITEMSIZE_TINY
preserve_item = 1
drop_sound = 'sound/items/drop/ring.ogg'
pickup_sound = 'sound/items/pickup/ring.ogg'
var/leaves_residue = 1
var/caliber = "" //Which kind of guns it can be loaded into
var/projectile_type //The bullet type to create when New() is called
var/obj/item/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed?
var/caseless = null //Caseless ammo deletes its self once the projectile is fired.
/obj/item/ammo_casing/Initialize(mapload)
. = ..()
if(ispath(projectile_type))
BB = new projectile_type(src)
randpixel_xy()
/obj/item/ammo_casing/Destroy()
QDEL_NULL(BB)
return ..()
//removes the projectile from the ammo casing
/obj/item/ammo_casing/proc/expend()
. = BB
BB = null
set_dir(pick(GLOB.cardinal)) //spin spent casings
update_icon()
/obj/item/ammo_casing/attackby(obj/item/I as obj, mob/user as mob)
if(I.has_tool_quality(TOOL_SCREWDRIVER))
if(!BB)
to_chat(user, span_blue("There is no bullet in the casing to inscribe anything into."))
return
var/tmp_label = ""
var/label_text = sanitizeSafe(tgui_input_text(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label,MAX_NAME_LEN, encode = FALSE), MAX_NAME_LEN)
if(length(label_text) > 20)
to_chat(user, span_red("The inscription can be at most 20 characters long."))
else if(!label_text)
to_chat(user, span_blue("You scratch the inscription off of [initial(BB)]."))
BB.name = initial(BB.name)
else
to_chat(user, span_blue("You inscribe \"[label_text]\" into \the [initial(BB.name)]."))
BB.name = "[initial(BB.name)] (\"[label_text]\")"
else if(istype(I, /obj/item/ammo_magazine) && isturf(loc)) // Mass magazine reloading.
var/obj/item/ammo_magazine/box = I
if (!box.can_remove_ammo || box.reloading)
return ..()
box.reloading = TRUE
var/boolets = 0
var/turf/floor = loc
for(var/obj/item/ammo_casing/bullet in floor)
if(box.stored_ammo.len >= box.max_ammo)
break
if(box.caliber == bullet.caliber && bullet.BB)
if (boolets < 1)
to_chat(user, span_notice("You start collecting shells.")) // Say it here so it doesn't get said if we don't find anything useful.
if(do_after(user, 5, target = box))
if(box.stored_ammo.len >= box.max_ammo) // Double check because these can change during the wait.
break
if(bullet.loc != floor)
continue
bullet.forceMove(box)
box.stored_ammo.Add(bullet)
box.update_icon()
boolets++
else
break
if(boolets > 0)
to_chat(user, span_notice("You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s."))
else
to_chat(user, span_warning("You fail to collect anything!"))
box.reloading = FALSE
else
return ..()
/obj/item/ammo_casing/update_icon()
if(!BB)
icon_state = "[initial(icon_state)]-spent"
/obj/item/ammo_casing/examine(mob/user)
. = ..()
if (!BB)
. += "This one is spent."
//An item that holds casings and can be used to put them inside guns
/obj/item/ammo_magazine
name = "magazine"
desc = "A magazine for some kind of gun."
icon_state = ".357"
icon = 'icons/obj/ammo.dmi'
slot_flags = SLOT_BELT
item_state = "syringe_kit"
matter = list(MAT_STEEL = 500)
throwforce = 5
w_class = ITEMSIZE_SMALL
throw_speed = 4
throw_range = 10
preserve_item = 1
var/list/stored_ammo = list()
var/mag_type = SPEEDLOADER //ammo_magazines can only be used with compatible guns. This is not a bitflag, the load_method var on guns is.
var/caliber = ".357"
var/max_ammo = 7
var/ammo_type = /obj/item/ammo_casing //ammo type that is initially loaded
var/initial_ammo = null
var/can_remove_ammo = TRUE // Can this thing have bullets removed one-by-one? As of first implementation, only affects smart magazines
var/reloading = FALSE // Is this magazine being reloaded, currently? - Currently only useful for automatic pickups, ignored by manual reloading.
var/multiple_sprites = 0
//because BYOND doesn't support numbers as keys in associative lists
var/list/icon_keys = list() //keys
var/list/ammo_states = list() //values
/obj/item/ammo_magazine/Initialize(mapload)
. = ..()
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
if(multiple_sprites)
initialize_magazine_icondata(src)
if(isnull(initial_ammo))
initial_ammo = max_ammo
if(initial_ammo)
for(var/i in 1 to initial_ammo)
stored_ammo += new ammo_type(src)
update_icon()
/obj/item/ammo_magazine/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/ammo_casing))
var/obj/item/ammo_casing/C = W
if(C.caliber != caliber)
to_chat(user, span_warning("[C] does not fit into [src]."))
return
if(stored_ammo.len >= max_ammo)
to_chat(user, span_warning("[src] is full!"))
return
user.remove_from_mob(C)
C.forceMove(src)
stored_ammo.Add(C)
update_icon()
if(istype(W, /obj/item/ammo_magazine/clip))
var/obj/item/ammo_magazine/clip/L = W
if(L.caliber != caliber)
to_chat(user, span_warning("The ammo in [L] does not fit into [src]."))
return
if(!L.stored_ammo.len)
to_chat(user, span_warning("There's no more ammo [L]!"))
return
if(stored_ammo.len >= max_ammo)
to_chat(user, span_warning("[src] is full!"))
return
var/obj/item/ammo_casing/AC = L.stored_ammo[1] //select the next casing.
L.stored_ammo -= AC //Remove this casing from loaded list of the clip.
AC.forceMove(src)
stored_ammo.Insert(1, AC) //add it to the head of our magazine's list
L.update_icon()
playsound(src, 'sound/weapons/flipblade.ogg', 50, 1)
update_icon()
// This dumps all the bullets right on the floor
/obj/item/ammo_magazine/attack_self(mob/user)
if(can_remove_ammo)
if(!stored_ammo.len)
to_chat(user, span_notice("[src] is already empty!"))
return
to_chat(user, span_notice("You empty [src]."))
playsound(src, "casing_sound", 50, 1)
spawn(7)
playsound(src, "casing_sound", 50, 1)
spawn(10)
playsound(src, "casing_sound", 50, 1)
for(var/obj/item/ammo_casing/C in stored_ammo)
C.loc = user.loc
C.set_dir(pick(GLOB.cardinal))
stored_ammo.Cut()
update_icon()
else
to_chat(user, span_notice("\The [src] is not designed to be unloaded."))
return
// This puts one bullet from the magazine into your hand
/obj/item/ammo_magazine/attack_hand(mob/user)
if(can_remove_ammo) // For Smart Magazines
if(user.get_inactive_hand() == src)
if(stored_ammo.len)
var/obj/item/ammo_casing/C = stored_ammo[stored_ammo.len]
stored_ammo-=C
user.put_in_hands(C)
user.visible_message("\The [user] removes \a [C] from [src].", span_notice("You remove \a [C] from [src]."))
update_icon()
return
..()
/obj/item/ammo_magazine/update_icon()
if(multiple_sprites)
//find the lowest key greater than or equal to stored_ammo.len
var/new_state = null
for(var/idx in 1 to icon_keys.len)
var/ammo_count = icon_keys[idx]
if (ammo_count >= stored_ammo.len)
new_state = ammo_states[idx]
break
icon_state = (new_state)? new_state : initial(icon_state)
/obj/item/ammo_magazine/examine(mob/user)
. = ..()
. += "There [(stored_ammo.len == 1)? "is" : "are"] [stored_ammo.len] round\s left!"
//magazine icon state caching
GLOBAL_LIST_EMPTY(magazine_icondata_keys)
GLOBAL_LIST_EMPTY(magazine_icondata_states)
/proc/initialize_magazine_icondata(var/obj/item/ammo_magazine/M)
var/typestr = M.type
if(!(typestr in GLOB.magazine_icondata_keys) || !(typestr in GLOB.magazine_icondata_states))
magazine_icondata_cache_add(M)
M.icon_keys = GLOB.magazine_icondata_keys[typestr]
M.ammo_states = GLOB.magazine_icondata_states[typestr]
/proc/magazine_icondata_cache_add(var/obj/item/ammo_magazine/M)
var/list/icon_keys = list()
var/list/ammo_states = list()
var/list/states = cached_icon_states(M.icon)
for(var/i = 0, i <= M.max_ammo, i++)
var/ammo_state = "[M.icon_state]-[i]"
if(ammo_state in states)
icon_keys += i
ammo_states += ammo_state
GLOB.magazine_icondata_keys[M.type] = icon_keys
GLOB.magazine_icondata_states[M.type] = ammo_states
/*
* Ammo Boxes
*/
/obj/item/ammo_magazine/ammo_box
name = "ammo box"
desc = "A box that holds some kind of ammo."
icon = 'icons/obj/ammo_boxes.dmi'
icon_state = "pistol"
slot_flags = null //You can't fit a box on your belt
item_state = "paper"
matter = null
throwforce = 3
throw_speed = 5
throw_range = 12
preserve_item = 1
caliber = ".357"
drop_sound = 'sound/items/drop/matchbox.ogg'
pickup_sound = 'sound/items/pickup/matchbox.ogg'
/obj/item/ammo_magazine/ammo_box/click_alt(mob/user)
if(can_remove_ammo)
if(isliving(user) && Adjacent(user))
if(stored_ammo.len)
var/obj/item/ammo_casing/C = stored_ammo[stored_ammo.len]
stored_ammo-=C
user.put_in_hands(C)
user.visible_message("\The [user] removes \a [C] from [src].", span_notice("You remove \a [C] from [src]."))
update_icon()
return
..()
/obj/item/ammo_magazine/ammo_box/examine(mob/user)
. = ..()
. += to_chat(user, span_notice("Alt-click to extract contents."))