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https://github.com/ParadiseSS13/Paradise.git
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Ports TG Pneumatic Cannon
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@@ -39,8 +39,6 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
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null, \
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new/datum/stack_recipe("canister", /obj/machinery/portable_atmospherics/canister, 10, time = 15, one_per_turf = 1, on_floor = 1), \
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null, \
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new/datum/stack_recipe("cannon frame", /obj/item/weapon/cannonframe, 10, time = 15, one_per_turf = 0, on_floor = 0), \
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null, \
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new/datum/stack_recipe("floor tile", /obj/item/stack/tile/plasteel, 1, 4, 20), \
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new/datum/stack_recipe("metal rod", /obj/item/stack/rods, 1, 2, 60), \
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null, \
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@@ -0,0 +1,169 @@
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/obj/item/weapon/pneumatic_cannon
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name = "pneumatic cannon"
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desc = "A gas-powered cannon that can fire any object loaded into it."
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w_class = 4
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force = 8 //Very heavy
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attack_verb = list("bludgeoned", "smashed", "beaten")
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icon = 'icons/obj/pneumaticCannon.dmi'
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icon_state = "pneumaticCannon"
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item_state = "bulldog"
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lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
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var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
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var/loadedWeightClass = 0 //The weight of items currently in the cannon
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var/obj/item/weapon/tank/tank = null //The gas tank that is drawn from to fire things
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var/gasPerThrow = 3 //How much gas is drawn from a tank's pressure to fire
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var/list/loadedItems = list() //The items loaded into the cannon that will be fired out
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var/pressureSetting = 1 //How powerful the cannon is - higher pressure = more gas but more powerful throws
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/obj/item/weapon/pneumatic_cannon/examine(mob/user)
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..()
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if(!in_range(user, src))
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user << "<span class='notice'>You'll need to get closer to see any more.</span>"
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return
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for(var/obj/item/I in loadedItems)
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spawn(0)
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user << "<span class='info'>\icon [I] It has \the [I] loaded.</span>"
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if(tank)
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user << "<span class='notice'>\icon [tank] It has \the [tank] mounted onto it.</span>"
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/obj/item/weapon/pneumatic_cannon/attackby(obj/item/weapon/W, mob/user, params)
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..()
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if(istype(W, /obj/item/weapon/tank/) && !tank)
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if(istype(W, /obj/item/weapon/tank/emergency_oxygen))
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user << "<span class='warning'>\The [W] is too small for \the [src].</span>"
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return
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updateTank(W, 0, user)
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return
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if(W.type == type)
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user << "<span class='warning'>You're fairly certain that putting a pneumatic cannon inside another pneumatic cannon would cause a spacetime disruption.</span>"
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return
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if(istype(W, /obj/item/weapon/wrench))
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switch(pressureSetting)
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if(1)
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pressureSetting = 2
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if(2)
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pressureSetting = 3
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if(3)
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pressureSetting = 1
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user << "<span class='notice'>You tweak \the [src]'s pressure output to [pressureSetting].</span>"
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return
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if(istype(W, /obj/item/weapon/screwdriver) && tank)
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updateTank(tank, 1, user)
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return
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if(loadedWeightClass >= maxWeightClass)
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user << "<span class='warning'>\The [src] can't hold any more items!</span>"
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return
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if(istype(W, /obj/item))
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var/obj/item/IW = W
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if((loadedWeightClass + IW.w_class) > maxWeightClass)
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user << "<span class='warning'>\The [IW] won't fit into \the [src]!</span>"
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return
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if(IW.w_class > src.w_class)
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user << "<span class='warning'>\The [IW] is too large to fit into \the [src]!</span>"
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return
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if(!user.unEquip(W))
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return
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user << "<span class='notice'>You load \the [IW] into \the [src].</span>"
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loadedItems.Add(IW)
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loadedWeightClass += IW.w_class
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IW.loc = src
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return
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/obj/item/weapon/pneumatic_cannon/afterattack(atom/target, mob/living/carbon/human/user, flag, params)
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if(istype(target, /obj/item/weapon/storage)) //So you can store it in backpacks
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return ..()
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if(istype(target, /obj/structure/closet)) //So you can store it in closets
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return ..()
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if(istype(target, /obj/structure/rack)) //So you can store it on racks
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return ..()
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if(!istype(user))
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return ..()
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Fire(user, target)
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/obj/item/weapon/pneumatic_cannon/proc/Fire(var/mob/living/carbon/human/user, var/atom/target)
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if(!istype(user) && !target)
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return
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var/discharge = 0
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if(!loadedItems || !loadedWeightClass)
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user << "<span class='warning'>\The [src] has nothing loaded.</span>"
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return
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if(!tank)
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user << "<span class='warning'>\The [src] can't fire without a source of gas.</span>"
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return
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if(tank && !tank.air_contents.remove(gasPerThrow * pressureSetting))
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user << "<span class='warning'>\The [src] lets out a weak hiss and doesn't react!</span>"
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return
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if(user && (CLUMSY in user.mutations) && prob(75))
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user.visible_message("<span class='warning'>[user] loses their grip on [src], causing it to go off!</span>", "<span class='userdanger'>[src] slips out of your hands and goes off!</span>")
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user.drop_item()
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if(prob(10))
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target = get_turf(user)
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else
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var/list/possible_targets = range(3,src)
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target = pick(possible_targets)
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discharge = 1
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if(!discharge)
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user.visible_message("<span class='danger'>[user] fires \the [src]!</span>", \
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"<span class='danger'>You fire \the [src]!</span>")
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add_logs(target, user, "fired at", src)
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playsound(src.loc, 'sound/weapons/sonic_jackhammer.ogg', 50, 1)
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for(var/obj/item/ITD in loadedItems) //Item To Discharge
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spawn(0)
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loadedItems.Remove(ITD)
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loadedWeightClass -= ITD.w_class
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ITD.throw_speed = pressureSetting * 2
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ITD.loc = get_turf(src)
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ITD.throw_at(target, pressureSetting * 5, pressureSetting * 2,user)
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if(pressureSetting >= 3 && user)
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user.visible_message("<span class='warning'>[user] is thrown down by the force of the cannon!</span>", "<span class='userdanger'>[src] slams into your shoulder, knocking you down!")
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user.Weaken(3)
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/obj/item/weapon/pneumatic_cannon/ghetto //Obtainable by improvised methods; more gas per use, less capacity, but smaller
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name = "improvised pneumatic cannon"
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desc = "A gas-powered, object-firing cannon made out of common parts."
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force = 5
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w_class = 3
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maxWeightClass = 7
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gasPerThrow = 5
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/datum/table_recipe/improvised_pneumatic_cannon //Pretty easy to obtain but
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name = "Pneumatic Cannon"
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result = /obj/item/weapon/pneumatic_cannon/ghetto
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tools = list(/obj/item/weapon/weldingtool,
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/obj/item/weapon/wrench)
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reqs = list(/obj/item/stack/sheet/metal = 4,
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/obj/item/stack/packageWrap = 8,
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/obj/item/pipe = 2)
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time = 300
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/obj/item/weapon/pneumatic_cannon/proc/updateTank(obj/item/weapon/tank/thetank, removing = 0, mob/living/carbon/human/user)
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if(removing)
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if(!src.tank)
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return
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user << "<span class='notice'>You detach \the [thetank] from \the [src].</span>"
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src.tank.loc = get_turf(user)
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user.put_in_hands(tank)
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src.tank = null
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if(!removing)
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if(src.tank)
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user << "<span class='warning'>\The [src] already has a tank.</span>"
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return
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if(!user.unEquip(thetank))
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return
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user << "<span class='notice'>You hook \the [thetank] up to \the [src].</span>"
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src.tank = thetank
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thetank.loc = src
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src.update_icons()
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/obj/item/weapon/pneumatic_cannon/proc/update_icons()
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src.overlays.Cut()
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if(!tank)
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return
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src.overlays += image('icons/obj/pneumaticCannon.dmi', "[tank.icon_state]")
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src.update_icon()
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