/obj/item/device/laser_pointer
name = "laser pointer"
desc = "Don't shine it in your eyes!"
icon = 'icons/obj/device.dmi'
icon_state = "pointer"
item_state = "pen"
var/pointer_icon_state
flags = CONDUCT
slot_flags = SLOT_BELT
materials = list(MAT_METAL=500, MAT_GLASS=500)
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"
/obj/item/device/laser_pointer/green
pointer_icon_state = "green_laser"
/obj/item/device/laser_pointer/blue
pointer_icon_state = "blue_laser"
/obj/item/device/laser_pointer/purple
pointer_icon_state = "purple_laser"
/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, params)
if(istype(W, /obj/item/weapon/stock_parts/micro_laser))
if(!diode)
user.drop_item()
W.loc = src
diode = W
to_chat(user, "You install a [diode.name] in [src].")
else
to_chat(user, "[src] already has a cell.")
else if(istype(W, /obj/item/weapon/screwdriver))
if(diode)
to_chat(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
laser_act(target, user, params)
/obj/item/device/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user, var/params)
if( !(user in (viewers(7,target))) )
return
if(!diode)
to_chat(user, "You point [src] at [target], but nothing happens!")
return
if(!user.IsAdvancedToolUser())
to_chat(user, "You don't have the dexterity to do this!")
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if((HULK in H.mutations) || (H.species.flags & NOGUNS))
user << "Your fingers can't press the button!"
return
add_fingerprint(user)
//nothing happens if the battery is drained
if(recharge_locked)
to_chat(user, "You point [src] at [target], but it's still charging.")
return
var/outmsg
var/turf/targloc = get_turf(target)
//human/alien mobs
if(iscarbon(target))
var/mob/living/carbon/C = target
if(user.zone_sel.selecting == "eyes")
add_logs(C, user, "shone in the eyes", object="laser pointer")
var/severity = 1
if(prob(33))
severity = 2
else if(prob(50))
severity = 0
//20% chance to actually hit the eyes
if(prob(effectchance * diode.rating) && C.flash_eyes(severity))
outmsg = "You blind [C] by shining [src] in their eyes."
if(C.weakeyes)
C.Stun(1)
else
outmsg = "You fail to blind [C] by shining [src] at their eyes!"
//robots and AI
else if(issilicon(target))
var/mob/living/silicon/S = target
//20% chance to actually hit the sensors
if(prob(effectchance * diode.rating))
S.flash_eyes(affect_silicon = 1)
S.Weaken(rand(5,10))
to_chat(S, "Your sensors were overloaded by a laser!")
outmsg = "You overload [S] by shining [src] at their sensors."
S.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 [S.name] ([S.ckey])")
log_attack("[user.name] ([user.ckey]) Shone a laser pointer in the eyes of [S.name] ([S.ckey])")
else
outmsg = "You fail to overload [S] by shining [src] at their sensors."
//cameras
else if(istype(target, /obj/machinery/camera))
var/obj/machinery/camera/C = target
if(prob(effectchance * diode.rating))
C.emp_act(1)
outmsg = "You hit the lens of [C] with [src], temporarily disabling the camera!"
log_admin("\[[time_stamp()]\] [user.name] ([user.ckey]) EMPd a camera with a laser pointer")
user.attack_log += text("\[[time_stamp()]\] [user.name] ([user.ckey]) EMPd a camera with a laser pointer")
else
outmsg = "You missed the lens of [C] with [src]."
//laser pointer image
icon_state = "pointer_[pointer_icon_state]"
var/list/showto = list()
for(var/mob/M in viewers(7,targloc))
if(M.client)
showto.Add(M.client)
var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,10)
var/list/click_params = params2list(params)
if(click_params)
if(click_params["icon-x"])
I.pixel_x = (text2num(click_params["icon-x"]) - 16)
if(click_params["icon-y"])
I.pixel_y = (text2num(click_params["icon-y"]) - 16)
else
I.pixel_x = target.pixel_x + rand(-5,5)
I.pixel_y = target.pixel_y + rand(-5,5)
if(outmsg)
to_chat(user, outmsg)
else
to_chat(user, "You point [src] at [target].")
energy -= 1
if(energy <= max_energy)
if(!recharging)
recharging = 1
processing_objects.Add(src)
if(energy <= 0)
to_chat(user, "You've overused the battery of [src], now it needs time to recharge!")
recharge_locked = 1
flick_overlay(I, showto, 10)
icon_state = "pointer"
/obj/item/device/laser_pointer/process()
if(prob(20 - recharge_locked*5))
energy += 1
if(energy >= max_energy)
energy = max_energy
recharging = 0
recharge_locked = 0
..()