Files
Paradise/code/game/objects/items/devices/laserpointer.dm
Crazylemon 734e0842e2 Fixed a few more reversed add_logs
Did a search, and found 3 of these to patch up. Perhaps there's
something left, perhaps not.
2015-09-29 11:56:51 -07:00

216 lines
6.9 KiB
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/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
user << "<span class='notice'>You install a [diode.name] in [src].</span>"
else
user << "<span class='notice'>[src] already has a cell.</span>"
else if(istype(W, /obj/item/weapon/screwdriver))
if(diode)
user << "<span class='notice'>You remove the [diode.name] from the [src].</span>"
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)
user << "<span class='notice'>You point [src] at [target], but nothing happens!</span>"
return
if (!user.IsAdvancedToolUser())
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
add_fingerprint(user)
//nothing happens if the battery is drained
if(recharge_locked)
user << "<span class='notice'>You point [src] at [target], but it's still charging.</span>"
return
var/outmsg
var/turf/targloc = get_turf(target)
//human/alien mobs
if(iscarbon(target))
if(user.zone_sel.selecting == "eyes")
var/mob/living/carbon/C = target
//20% chance to actually hit the eyes
if(prob(effectchance * diode.rating))
add_logs(C, user, "shone in the eyes", object="laser pointer")
//eye target check
outmsg = "<span class='notice'>You blind [C] by shining [src] in their eyes.</span>"
if(C.weakeyes)
C.Stun(1)
var/eye_prot = C.eyecheck()
if(C.blinded || eye_prot >= 2)
eye_prot = 4
var/severity = 3 - eye_prot
if(prob(33))
severity += 1
else if(prob(50))
severity -= 1
severity = min(max(severity, 0), 4)
var/mob/living/carbon/human/H = C
var/obj/item/organ/eyes/E = H.internal_organs_by_name["eyes"]
switch(severity)
if(0)
//no effect
C << "<span class='info'>A small, bright dot appears in your vision.</span>"
if(1)
//industrial grade eye protection
E.damage += rand(0, 2)
C << "<span class='notice'>Something bright flashes in the corner of your vision!</span>"
if(2)
//basic eye protection (sunglasses)
flick("flash", C.flash)
E.damage += rand(1, 6)
C << "<span class='danger'>Your eyes were blinded!</span>"
if(3)
//no eye protection
if(prob(2))
C.Weaken(1)
flick("e_flash", C.flash)
E.damage += rand(3, 7)
C << "<span class='danger'>Your eyes were blinded!</span>"
if(4)
//the effect has been worsened by something
if(prob(5))
C.Weaken(1)
flick("e_flash", C.flash)
E.damage += rand(5, 10)
C << "<span class='danger'>Your eyes were blinded!</span>"
else
outmsg = "<span class='notice'>You fail to blind [C] by shining [src] at their eyes.</span>"
//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.Weaken(rand(5,10))
S << "<span class='warning'>Your sensors were overloaded by a laser!</span>"
outmsg = "<span class='notice'>You overload [S] by shining [src] at their sensors.</span>"
S.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had a laser pointer shone in their eyes by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='orange'>Shone a laser pointer in the eyes of [S.name] ([S.ckey])</font>")
log_attack("<font color='orange'>[user.name] ([user.ckey]) Shone a laser pointer in the eyes of [S.name] ([S.ckey])</font>")
else
outmsg = "<span class='notice'>You fail to overload [S] by shining [src] at their sensors.</span>"
//cameras
else if(istype(target, /obj/machinery/camera))
var/obj/machinery/camera/C = target
if(prob(effectchance * diode.rating))
C.emp_act(1)
outmsg = "<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>"
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 = "<span class='info'>You missed the lens of [C] with [src].</span>"
//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)
user << outmsg
else
user << "<span class='info'>You point [src] at [target].</span>"
energy -= 1
if(energy <= max_energy)
if(!recharging)
recharging = 1
processing_objects.Add(src)
if(energy <= 0)
user << "<span class='warning'>You've overused the battery of [src], now it needs time to recharge!</span>"
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
..()