mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Rewrites ammo magazines and casings to be a bit more logical. Updates gun/projectile and all subtypes to work with the new ammo code.
130 lines
4.2 KiB
Plaintext
130 lines
4.2 KiB
Plaintext
/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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throwforce = 1
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w_class = 1
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var/caliber = "" //Which kind of guns it can be loaded into
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var/projectile_type //The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed?
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/obj/item/ammo_casing/New()
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..()
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if(ispath(projectile_type))
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BB = new projectile_type(src)
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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set_dir(pick(cardinal))
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/obj/item/ammo_casing/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/screwdriver))
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if(!BB)
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user << "\blue There is no bullet in the casing to inscribe anything into."
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return
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var/tmp_label = ""
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var/label_text = sanitize(copytext(input(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label), 1, MAX_NAME_LEN))
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if(length(label_text) > 20)
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user << "\red The inscription can be at most 20 characters long."
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else if(!label_text)
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user << "\blue You scratch the inscription off of [initial(BB)]."
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BB.name = initial(BB.name)
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else
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user << "\blue You inscribe \"[label_text]\" into \the [initial(BB.name)]."
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BB.name = "[initial(BB.name)] (\"[label_text]\")"
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/obj/item/ammo_casing/examine(mob/user)
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..()
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if (!BB)
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user << "This one is spent."
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//Gun loading types
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#define SINGLE_CASING 1 //The gun only accepts ammo_casings. ammo_magazines should never have this as their mag_type.
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#define SPEEDLOADER 2 //Transfers casings from the mag to the gun when used.
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#define MAGAZINE 4 //The magazine item itself goes inside the gun
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//An item that holds casings and can be used to put them inside guns
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/obj/item/ammo_magazine
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name = "magazine"
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desc = "A magazine for some kind of gun."
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icon_state = "357"
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icon = 'icons/obj/ammo.dmi'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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item_state = "syringe_kit"
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matter = list("metal" = 500)
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throwforce = 5
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w_class = 2
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throw_speed = 4
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throw_range = 10
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var/list/stored_ammo = list()
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var/mag_type = SPEEDLOADER //ammo_magazines can only be used with compatible guns
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var/caliber = "357"
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var/max_ammo = 7
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var/ammo_type = /obj/item/ammo_casing //ammo type that is initially loaded
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var/initial_ammo = null
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var/multiple_sprites = 0
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var/list/icon_map = list()
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/obj/item/ammo_magazine/New()
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if(multiple_sprites)
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//should probably be cached or something.
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icon_map = list(max_ammo = icon_state)
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var/list/states = icon_states(icon)
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for(var/i = 0, i <= max_ammo, i++)
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var/ammo_state = "[icon_state]-[i]"
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if(ammo_state in states)
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//icon_map += i //so stupid BYOND understands that it's an association
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icon_map[i] = ammo_state
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if(isnull(initial_ammo))
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initial_ammo = max_ammo
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if(initial_ammo)
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for(var/i in 1 to initial_ammo)
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stored_ammo += new ammo_type(src)
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update_icon()
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/obj/item/ammo_magazine/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/ammo_casing))
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var/obj/item/ammo_casing/C = W
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if(C.caliber != caliber)
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user << "<span class='warning'>[C] does not fit into [src].</span>"
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return
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if(stored_ammo.len >= max_ammo)
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user << "<span class='warning'>[src] is full!</span>"
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return
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user.remove_from_mob(C)
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C.loc = src
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stored_ammo.Insert(1, C) //add to the head of the list
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update_icon()
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/obj/item/ammo_magazine/attack_self(mob/user)
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if(!stored_ammo.len)
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user << "<span class='notice'>[src] is already empty!</span>"
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return
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user << "<span class='notice'>You empty [src].</span>"
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for(var/obj/item/ammo_casing/C in stored_ammo)
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C.loc = user.loc
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stored_ammo.Cut()
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update_icon()
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/obj/item/ammo_magazine/update_icon()
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if(multiple_sprites)
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//find the lowest key greater than or equal to stored_ammo.len
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var/new_state = null
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for(var/i in icon_map)
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if (i >= stored_ammo.len)
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new_state = icon_map[i]
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break
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icon_state = (new_state)? new_state : initial(icon_state)
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/obj/item/ammo_magazine/examine(mob/user)
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..()
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user << "There [(stored_ammo.len > 1)? "are" : "is"] [stored_ammo.len] round\s left!" |