/obj/item/melee/powerfist
name = "power-fist"
desc = "A metal gauntlet with a piston-powered ram ontop for that extra 'ompfh' in your punch."
icon_state = "powerfist"
item_state = "powerfist"
flags = CONDUCT
attack_verb = list("whacked", "fisted", "power-punched")
force = 12
throwforce = 10
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 40)
resistance_flags = FIRE_PROOF
origin_tech = "combat=5;powerstorage=3;syndicate=3"
var/click_delay = 1.5
var/fisto_setting = 1
/// Base pressure in kpa used by the powerfist per hit
var/gasperfist = 17.5
var/obj/item/tank/internals/tank = null //Tank used for the gauntlet's piston-ram.
/obj/item/melee/powerfist/Destroy()
QDEL_NULL(tank)
return ..()
/obj/item/melee/powerfist/examine(mob/user)
. = ..()
if(!in_range(user, src))
. += "You'll need to get closer to see any more."
else if(tank)
. += "[bicon(tank)] It has [tank] mounted onto it."
/obj/item/melee/powerfist/attackby__legacy__attackchain(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank/internals))
if(!user.is_holding(src))
to_chat(user, "You have to hold [src] in your hand!")
return
if(!tank)
var/obj/item/tank/internals/IT = W
if(IT.volume <= 3)
to_chat(user, "[IT] is too small for [src].")
return
updateTank(W, 0, user)
return
return ..()
/obj/item/melee/powerfist/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
switch(fisto_setting)
if(1)
fisto_setting = 2
if(2)
fisto_setting = 3
if(3)
fisto_setting = 1
to_chat(user, "You tweak [src]'s piston valve to [fisto_setting].")
/obj/item/melee/powerfist/screwdriver_act(mob/user, obj/item/I)
if(!tank)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
updateTank(tank, 1, user)
/obj/item/melee/powerfist/proc/updateTank(obj/item/tank/thetank, removing = 0, mob/living/carbon/human/user)
if(removing)
if(!tank)
to_chat(user, "[src] currently has no tank attached to it.")
return
to_chat(user, "As you detach [thetank] from [src], the fist unlocks.")
set_nodrop(FALSE, user)
tank.forceMove(get_turf(user))
user.put_in_hands(tank)
tank = null
if(!removing)
if(tank)
to_chat(user, "[src] already has a tank.")
return
if(!user.unequip(thetank))
return
to_chat(user, "As you hook [thetank] up to [src], the fist locks into place around your arm.")
tank = thetank
thetank.forceMove(src)
set_nodrop(TRUE, user)
/obj/item/melee/powerfist/attack__legacy__attackchain(mob/living/target, mob/living/user)
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "You don't want to harm other living beings!")
return
if(!tank)
to_chat(user, "[src] can't operate without a source of gas!")
return
if(!use_air())
to_chat(user, "[src]'s piston-ram lets out a weak hiss, it needs more gas!")
playsound(loc, 'sound/effects/refill.ogg', 50, 1)
return
user.do_attack_animation(target)
var/obj/item/organ/external/affecting = target.get_organ(ran_zone(user.zone_selected))
if(!affecting)
affecting = target.get_organ("chest")
var/armor_block = target.run_armor_check(affecting, MELEE)
target.apply_damage(force * fisto_setting, BRUTE, affecting, armor_block)
target.visible_message("[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!", \
"You cry out in pain as [user]'s punch flings you backwards!")
new /obj/effect/temp_visual/kinetic_blast(target.loc)
playsound(loc, 'sound/weapons/resonator_blast.ogg', 50, 1)
playsound(loc, 'sound/weapons/genhit2.ogg', 50, 1)
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 5 * fisto_setting, 3 * fisto_setting)
add_attack_logs(user, target, "POWER FISTED with [src]")
user.changeNext_move(CLICK_CD_MELEE * click_delay)
/obj/item/melee/powerfist/proc/use_air()
if(!tank)
return FALSE
var/amount_to_remove = gasperfist * fisto_setting
var/pressure_in_tank = tank.air_contents.return_pressure()
// So this check is here to see if the amount of pressure currently in the tank is higher than 10 atmospheres
// If it is higher, we instead take 10% out of the tank so it'll deplete a lot faster, but is still a bit more ammo
if(pressure_in_tank > (ONE_ATMOSPHERE * 10))
amount_to_remove = 0.1 * pressure_in_tank
var/moles_to_remove = (amount_to_remove * tank.air_contents.volume) / (R_IDEAL_GAS_EQUATION * tank.air_contents.temperature())
return tank.air_contents.boolean_remove(moles_to_remove)