Files
CHOMPStation2/code/modules/projectiles/guns/energy.dm
2018-06-16 17:15:59 -04:00

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/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"
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
var/charge_cost = 240 //How much energy is needed to fire.
var/cell_type = /obj/item/weapon/cell/device/weapon
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
var/charge_delay = 75 //delay between firing and charging
var/battery_lock = 0 //If set, weapon cannot switch batteries
/obj/item/weapon/gun/energy/New()
..()
if(self_recharge)
power_supply = new /obj/item/weapon/cell/device/weapon(src)
processing_objects.Add(src)
else
if(cell_type)
power_supply = new cell_type(src)
else
power_supply = null
update_icon()
/obj/item/weapon/gun/energy/Destroy()
if(self_recharge)
processing_objects.Remove(src)
return ..()
/obj/item/weapon/gun/energy/get_cell()
return power_supply
/obj/item/weapon/gun/energy/process()
if(self_recharge) //Every [recharge_time] ticks, recharge a shot for the battery
if(world.time > last_shot + charge_delay) //Doesn't work if you've fired recently
if(!power_supply || power_supply.charge >= power_supply.maxcharge)
return 0 // check if we actually need to recharge
charge_tick++
if(charge_tick < recharge_time) return 0
charge_tick = 0
var/rechargeamt = power_supply.maxcharge*0.2
if(use_external_power)
var/obj/item/weapon/cell/external = get_external_power_supply()
if(!external || !external.use(rechargeamt)) //Take power from the borg...
return 0
power_supply.give(rechargeamt) //... to recharge 1/5th the battery
update_icon()
else
charge_tick = 0
return 1
/obj/item/weapon/gun/energy/attackby(var/obj/item/A as obj, mob/user as mob)
..()
/obj/item/weapon/gun/energy/switch_firemodes(mob/user)
if(..())
update_icon()
/obj/item/weapon/gun/energy/emp_act(severity)
..()
update_icon()
/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/load_ammo(var/obj/item/C, mob/user)
if(istype(C, /obj/item/weapon/cell))
if(self_recharge || battery_lock)
user << "<span class='notice'>[src] does not have a battery port.</span>"
return
if(istype(C, /obj/item/weapon/cell/device))
var/obj/item/weapon/cell/device/P = C
if(power_supply)
user << "<span class='notice'>[src] already has a power cell.</span>"
else
user.visible_message("[user] is reloading [src].", "<span class='notice'>You start to insert [P] into [src].</span>")
if(do_after(user, 10))
user.remove_from_mob(P)
power_supply = P
P.loc = src
user.visible_message("[user] inserts [P] into [src].", "<span class='notice'>You insert [P] into [src].</span>")
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
update_icon()
update_held_icon()
else
user << "<span class='notice'>This cell is not fitted for [src].</span>"
return
/obj/item/weapon/gun/energy/proc/unload_ammo(mob/user)
if(self_recharge || battery_lock)
user << "<span class='notice'>[src] does not have a battery port.</span>"
return
if(power_supply)
user.put_in_hands(power_supply)
power_supply.update_icon()
user.visible_message("[user] removes [power_supply] from [src].", "<span class='notice'>You remove [power_supply] from [src].</span>")
power_supply = null
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
update_icon()
update_held_icon()
else
user << "<span class='notice'>[src] does not have a power cell.</span>"
/obj/item/weapon/gun/energy/attackby(var/obj/item/A as obj, mob/user as mob)
..()
load_ammo(A, user)
/obj/item/weapon/gun/energy/attack_hand(mob/user as mob)
if(user.get_inactive_hand() == src)
unload_ammo(user)
else
return ..()
/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)
. = ..()
if(power_supply)
var/shots_remaining = round(power_supply.charge / charge_cost)
user << "Has [shots_remaining] shot\s remaining."
else
user << "Does not have a power cell."
return
/obj/item/weapon/gun/energy/update_icon(var/ignore_inhands)
if(power_supply == null)
if(modifystate)
icon_state = "[modifystate]_open"
else
icon_state = "[initial(icon_state)]_open"
return
else 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]"
if(!ignore_inhands) update_held_icon()
/obj/item/weapon/gun/energy/proc/start_recharge()
if(power_supply == null)
power_supply = new /obj/item/weapon/cell/device/weapon(src)
self_recharge = 1
processing_objects.Add(src)
update_icon()
/obj/item/weapon/gun/energy/get_description_interaction()
var/list/results = list()
if(!battery_lock && !self_recharge)
if(power_supply)
results += "[desc_panel_image("offhand")]to remove the weapon cell."
else
results += "[desc_panel_image("weapon cell")]to add a new weapon cell."
results += ..()
return results