From 2b87fcf5812889685ce1460d29de029df3e99304 Mon Sep 17 00:00:00 2001 From: Cheridan Date: Tue, 7 Jan 2014 19:54:51 -0600 Subject: [PATCH] Upgradeable Laser Pointers! Laser pointers can be upgraded with laser stock parts, which increases the odds of hitting a target. Whee! Conflicts: code/game/objects/items/devices/laserpointer.dm --- .../objects/items/devices/laserpointer.dm | 47 +++++++++++++++---- 1 file changed, 39 insertions(+), 8 deletions(-) diff --git a/code/game/objects/items/devices/laserpointer.dm b/code/game/objects/items/devices/laserpointer.dm index d9e9e12892e..4810203d976 100644 --- a/code/game/objects/items/devices/laserpointer.dm +++ b/code/game/objects/items/devices/laserpointer.dm @@ -1,4 +1,3 @@ - /obj/item/device/laser_pointer name = "laser pointer" desc = "Don't shine it in your eyes!" @@ -10,14 +9,17 @@ slot_flags = SLOT_BELT m_amt = 500 g_amt = 500 - w_class = 1.0 + w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter. origin_tech = "combat=1" origin_tech = "magnets=2" var/turf/pointer_loc var/energy = 5 var/max_energy = 5 + var/effectchance = 33 var/recharging = 0 var/recharge_locked = 0 + var/obj/item/weapon/stock_parts/micro_laser/diode //used for upgrading! + /obj/item/device/laser_pointer/red pointer_icon_state = "red_laser" @@ -30,12 +32,38 @@ /obj/item/device/laser_pointer/New() ..() + diode = new(src) if(!pointer_icon_state) pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser") +/obj/item/device/laser_pointer/upgraded/New() + ..() + diode = new /obj/item/weapon/stock_parts/micro_laser/ultra + + + /obj/item/device/laser_pointer/attack(mob/living/M, mob/user) laser_act(M, user) +/obj/item/device/laser_pointer/attackby(obj/item/W, mob/user) + if(istype(W, /obj/item/weapon/stock_parts/micro_laser)) + if(!diode) + user.drop_item() + W.loc = src + diode = W + user << "You install a [diode.name] in [src]." + else + user << "[src] already has a cell." + + else if(istype(W, /obj/item/weapon/screwdriver)) + if(diode) + user << "You remove the [diode.name] from the [src]." + diode.loc = get_turf(src.loc) + diode = null + return + ..() + return + /obj/item/device/laser_pointer/afterattack(var/atom/target, var/mob/living/user, flag, params) if(flag) //we're placing the object on a table or in backpack return @@ -44,6 +72,9 @@ /obj/item/device/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user) if( !(user in (viewers(7,target))) ) return + if (!diode) + user << "You point [src] at [target], but nothing happens!" + return if (!user.IsAdvancedToolUser()) user << "You don't have the dexterity to do this!" return @@ -64,10 +95,10 @@ var/mob/living/carbon/C = target //20% chance to actually hit the eyes - if(prob(20)) - C.attack_log += text("\[[time_stamp()]\] Has had a laser pointer shone in their eyes by [user.name] ([user.ckey])") - user.attack_log += text("\[[time_stamp()]\] Shone a laser pointer in the eyes of [C.name] ([C.ckey])") - log_attack("[user.name] ([user.ckey]) Shone a laser pointer in the eyes of [C.name] ([C.ckey])") + + if(prob(effectchance * diode.rating)) + add_logs(user, C, "shone in the eyes", object="laser pointer") + //eye target check outmsg = "You blind [C] by shining [src] in their eyes." @@ -117,7 +148,7 @@ else if(issilicon(target)) var/mob/living/silicon/S = target //20% chance to actually hit the sensors - if(prob(20)) + if(prob(effectchance * diode.rating)) S.Weaken(rand(5,10)) S << "Your sensors were overloaded by a laser!" outmsg = "You overload [S] by shining [src] at their sensors." @@ -131,7 +162,7 @@ //cameras else if(istype(target, /obj/machinery/camera)) var/obj/machinery/camera/C = target - if(prob(20)) + if(prob(effectchance * diode.rating)) C.emp_act(1) outmsg = "You hit the lens of [C] with [src], temporarily disabling the camera!"