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https://github.com/ParadiseSS13/Paradise.git
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Muh pod equipment
Conflicts: code/modules/projectiles/projectile/beams.dm
This commit is contained in:
@@ -0,0 +1,50 @@
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/datum/spacepod/equipment
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var/obj/spacepod/my_atom
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var/obj/item/device/spacepod_equipment/weaponry/weapon_system // weapons system
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//var/obj/item/device/spacepod_equipment/engine/engine_system // engine system
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//var/obj/item/device/spacepod_equipment/shield/shield_system // shielding system
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/datum/spacepod/equipment/New(var/obj/spacepod/SP)
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..()
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if(istype(SP))
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my_atom = SP
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/obj/item/device/spacepod_equipment
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name = "equipment"
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// base item for spacepod weapons
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/obj/item/device/spacepod_equipment/weaponry
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name = "pod weapon"
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desc = "You shouldn't be seeing this"
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icon = 'icons/pods/ship.dmi'
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icon_state = "blank"
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var/projectile_type
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var/shot_cost = 0
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var/shots_per = 1
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var/fire_sound
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var/fire_delay = 10
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/obj/item/device/spacepod_equipment/weaponry/taser
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name = "\improper taser system"
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desc = "A weak taser system for space pods, fires electrodes that shock upon impact."
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icon_state = "pod_taser"
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projectile_type = "/obj/item/projectile/energy/electrode"
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shot_cost = 10
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fire_sound = "sound/weapons/Taser.ogg"
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/obj/item/device/spacepod_equipment/weaponry/taser/burst
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name = "\improper taser system"
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desc = "A weak taser system for space pods, this one fires 3 at a time."
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icon_state = "pod_b_taser"
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shot_cost = 20
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shots_per = 3
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/obj/item/device/spacepod_equipment/weaponry/laser
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name = "\improper laser system"
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desc = "A weak laser system for space pods, fires concentrated bursts of energy"
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icon_state = "pod_w_laser"
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projectile_type = "/obj/item/projectile/beam"
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shot_cost = 15
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fire_sound = 'sound/weapons/Laser.ogg'
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fire_delay = 25
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+135
@@ -10,6 +10,7 @@
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layer = 3.9
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infra_luminosity = 15
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var/mob/living/carbon/occupant
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var/datum/spacepod/equipment/equipment_system
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var/obj/item/weapon/cell/high/battery
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var/datum/gas_mixture/cabin_air
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var/obj/machinery/portable_atmospherics/canister/internal_tank
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@@ -18,6 +19,8 @@
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var/datum/global_iterator/pr_int_temp_processor //normalizes internal air mixture temperature
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var/datum/global_iterator/pr_give_air //moves air from tank to cabin
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var/inertia_dir = 0
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var/hatch_open = 0
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var/next_firetime = 0
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/obj/spacepod/New()
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bound_width = 64
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@@ -32,6 +35,88 @@
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src.use_internal_tank = 1
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pr_int_temp_processor = new /datum/global_iterator/pod_preserve_temp(list(src))
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pr_give_air = new /datum/global_iterator/pod_tank_give_air(list(src))
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equipment_system = new(src)
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/obj/spacepod/attackby(obj/item/W as obj, mob/user as mob)
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if(iscrowbar(W))
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hatch_open = !hatch_open
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user << "<span class='notice'>You [hatch_open ? "open" : "close"] the maintenance hatch.</span>"
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if(istype(W, /obj/item/weapon/cell))
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if(!hatch_open)
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return ..()
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if(battery)
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user << "<span class='notice'>The pod already has a battery.</span>"
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return
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user.drop_item(W)
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battery = W
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W.loc = src
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return
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if(istype(W, /obj/item/device/spacepod_equipment))
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if(!hatch_open)
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return ..()
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if(!equipment_system)
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user << "<span class='warning'>The pod has no equipment datum, yell at pomf</span>"
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return
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if(istype(W, /obj/item/device/spacepod_equipment/weaponry))
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if(equipment_system.weapon_system)
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user << "<span class='notice'>The pod already has a weapon system, remove it first.</span>"
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return
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else
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user << "<span class='notice'>You insert \the [W] into the equipment system.</span>"
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user.drop_item(W)
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W.loc = equipment_system
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equipment_system.weapon_system = W
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verbs += /obj/spacepod/proc/fire_weapons
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return
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/obj/spacepod/attack_hand(mob/user as mob)
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if(!hatch_open)
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return ..()
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if(!equipment_system || !istype(equipment_system))
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user << "<span class='warning'>The pod has no equpment datum, or is the wrong type, yell at pomf.</span>"
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return
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var/list/possible = list()
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if(battery)
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possible.Add("Energy Cell")
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if(equipment_system.weapon_system)
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possible.Add("Weapon System")
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/* Not yet implemented
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if(equipment_system.engine_system)
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possible.Add("Engine System")
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if(equipment_system.shield_system)
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possible.Add("Shield System")
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*/
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var/obj/item/device/spacepod_equipment/SPE
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switch(input(user, "Remove which equipment?", null, null) as null|anything in possible)
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if("Energy Cell")
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if(user.put_in_any_hand_if_possible(battery))
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user << "<span class='notice'>You remove \the [battery] from the space pod</span>"
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battery = null
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if("Weapon System")
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SPE = equipment_system.weapon_system
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if(user.put_in_any_hand_if_possible(SPE))
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user << "<span class='notice'>You remove \the [SPE] from the equipment system.</span>"
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equipment_system.weapon_system = null
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else
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user << "<span class='warning'>You need an open hand to do that.</span>"
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/*
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if("engine system")
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SPE = equipment_system.engine_system
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if(user.put_in_any_hand_if_possible(SPE))
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user << "<span class='notice'>You remove \the [SPE] from the equipment system.</span>"
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equipment_system.engine_system = null
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else
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user << "<span class='warning'>You need an open hand to do that.</span>"
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if("shield system")
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SPE = equipment_system.shield_system
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if(user.put_in_any_hand_if_possible(SPE))
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user << "<span class='notice'>You remove \the [SPE] from the equipment system.</span>"
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equipment_system.shield_system = null
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else
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user << "<span class='warning'>You need an open hand to do that.</span>"
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*/
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return
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/obj/spacepod/civilian
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icon_state = "pod_civ"
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@@ -142,6 +227,56 @@
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return
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move_inside(M, user)
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/obj/spacepod/proc/fire_weapons()
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set category = "Spacepod"
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set name = "Fire Weapon System"
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set desc = "Fire ze missiles(or lasers)"
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set src = usr.loc
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if(next_firetime > world.time)
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usr << "<span class='warning'>Your weapons are recharging.</span>"
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return
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var/turf/firstloc
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var/turf/secondloc
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if(!equipment_system || !equipment_system.weapon_system)
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usr << "<span class='warning'>Missing equipment or weapons.</span>"
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src.verbs -= /obj/spacepod/proc/fire_weapons
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return
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battery.use(equipment_system.weapon_system.shot_cost)
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var/olddir
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for(var/i = 0; i < equipment_system.weapon_system.shots_per; i++)
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if(olddir != dir)
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switch(dir)
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if(NORTH)
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firstloc = get_step(src, NORTH)
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secondloc = get_step(firstloc,EAST)
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if(SOUTH)
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firstloc = get_turf(src)
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secondloc = get_step(firstloc,EAST)
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if(EAST)
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firstloc = get_turf(src)
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firstloc = get_step(firstloc, EAST)
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secondloc = get_step(firstloc,NORTH)
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if(WEST)
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firstloc = get_turf(src)
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secondloc = get_step(firstloc,NORTH)
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olddir = dir
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var/obj/item/projectile/projone = new equipment_system.weapon_system.projectile_type(firstloc)
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var/obj/item/projectile/projtwo = new equipment_system.weapon_system.projectile_type(secondloc)
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projone.starting = get_turf(src)
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projone.shot_from = src
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projone.firer = usr
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projone.def_zone = "chest"
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projtwo.starting = get_turf(src)
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projtwo.shot_from = src
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projtwo.firer = usr
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projtwo.def_zone = "chest"
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spawn()
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playsound(src, equipment_system.weapon_system.fire_sound, 50, 1)
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projone.dumbfire(dir)
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projtwo.dumbfire(dir)
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sleep(1)
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next_firetime = world.time + equipment_system.weapon_system.fire_delay
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/obj/spacepod/verb/move_inside()
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set category = "Object"
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set name = "Enter Pod"
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