Files
Paradise/code/modules/projectiles/ammunition.dm
1080pCat e2ffb8a882 Engineering borg nerf (just their decompiler ;p) (#23227)
* Engi borg nerf

* Update code/game/objects/items/devices/flashlight.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/game/objects/items/weapons/storage/fancy.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/game/objects/items/weapons/storage/fancy.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/food_and_drinks/drinks/drinks/bottle.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/mob/living/simple_animal/friendly/lizard.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/projectiles/ammunition.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/chemical_bottle.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update lighters.dm

* Update spiders.dm

* reverts some that maybe should stay

* oops

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
2023-11-14 12:51:13 +00:00

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/obj/item/ammo_casing
name = "bullet casing"
desc = "A bullet casing."
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
flags = CONDUCT
slot_flags = SLOT_FLAG_BELT
throwforce = 1
w_class = WEIGHT_CLASS_TINY
var/fire_sound = null //What sound should play when this ammo is fired
var/casing_drop_sound = "casingdrop" //What sound should play when this ammo hits the ground
var/caliber = null //Which kind of guns it can be loaded into
var/projectile_type = null //The bullet type to create when New() is called
var/obj/item/projectile/BB = null //The loaded bullet
var/pellets = 1 //Pellets for spreadshot
var/variance = 0 //Variance for inaccuracy fundamental to the casing
var/delay = 0 //Delay for energy weapons
var/randomspread = 0 //Randomspread for automatics
var/click_cooldown_override = 0 //Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
var/harmful = TRUE //pacifism check for boolet, set to FALSE if bullet is non-lethal
/// What type of muzzle flash effect will be shown. If null then no effect and flash of light will be shown
var/muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash
/// What color the flash has. If null then the flash won't cause lighting
var/muzzle_flash_color = LIGHT_COLOR_TUNGSTEN
/// What range the muzzle flash has
var/muzzle_flash_range = MUZZLE_FLASH_RANGE_WEAK
/// How strong the flash is
var/muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_WEAK
/obj/item/ammo_casing/New()
..()
if(projectile_type)
BB = new projectile_type(src)
pixel_x = rand(-10.0, 10)
pixel_y = rand(-10.0, 10)
dir = pick(GLOB.alldirs)
update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
/obj/item/ammo_casing/update_desc()
. = ..()
desc = "[initial(desc)][BB ? "" : " This one is spent."]"
/obj/item/ammo_casing/update_icon_state()
icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
/obj/item/ammo_casing/proc/newshot(params) //For energy weapons, shotgun shells and wands (!).
if(!BB)
BB = new projectile_type(src, params)
return
/obj/item/ammo_casing/attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I, /obj/item/ammo_box))
var/obj/item/ammo_box/box = I
if(box.slow_loading)
return
if(isturf(loc))
var/boolets = 0
for(var/obj/item/ammo_casing/bullet in loc)
if(length(box.stored_ammo) >= box.max_ammo)
break
if(bullet.BB)
if(box.give_round(bullet, 0))
boolets++
else
continue
if(boolets > 0)
box.update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
to_chat(user, "<span class='notice'>You collect [boolets] shell\s. [box] now contains [length(box.stored_ammo)] shell\s.</span>")
playsound(src, 'sound/weapons/gun_interactions/bulletinsert.ogg', 50, 1)
else
to_chat(user, "<span class='warning'>You fail to collect anything!</span>")
else
..()
/obj/item/ammo_casing/screwdriver_act(mob/living/user, obj/item/I)
. = TRUE
if(!BB)
to_chat(user, "<span class='notice'>There is no bullet in the casing to inscribe anything into.</span>")
return
if(!initial(BB.name) == "bullet")
to_chat(user, "<span class='notice'>You can only inscribe a metal bullet.</span>")//because inscribing beanbags is silly
return
var/tmp_label = ""
var/label_text = sanitize(input(user, "Inscribe some text into \the [initial(BB.name)]", "Inscription", tmp_label))
if(length(label_text) > 20)
to_chat(user, "<span class='warning'>The inscription can be at most 20 characters long.</span>")
return
if(label_text == "")
to_chat(user, "<span class='notice'>You scratch the inscription off of [initial(BB)].</span>")
BB.name = initial(BB.name)
else
to_chat(user, "<span class='notice'>You inscribe \"[label_text]\" into \the [initial(BB.name)].</span>")
BB.name = "[initial(BB.name)] \"[label_text]\""
/obj/item/ammo_casing/decompile_act(obj/item/matter_decompiler/C, mob/user)
if(isdrone(user) && !BB)
C.stored_comms["metal"] += 1
qdel(src)
return TRUE
return ..()
/obj/item/ammo_casing/emp_act(severity)
BB?.emp_act(severity)
#define AMMO_MULTI_SPRITE_STEP_NONE null
#define AMMO_MULTI_SPRITE_STEP_ON_OFF -1
//Boxes of ammo
/obj/item/ammo_box
name = "ammo box (generic)"
desc = "A box of ammo?"
icon = 'icons/obj/ammo.dmi'
icon_state = "10mmbox" // placeholder icon
flags = CONDUCT
slot_flags = SLOT_FLAG_BELT
item_state = "syringe_kit"
materials = list(MAT_METAL = 30000)
throwforce = 2
w_class = WEIGHT_CLASS_TINY
throw_speed = 4
throw_range = 10
var/list/stored_ammo = list()
var/ammo_type = /obj/item/ammo_casing
var/max_ammo = 7
var/multi_sprite_step = AMMO_MULTI_SPRITE_STEP_NONE // see update_icon_state() for details
var/caliber
var/multiload = 1
var/slow_loading = FALSE
var/list/initial_mats //For calculating refund values.
/obj/item/ammo_box/Initialize(mapload)
. = ..()
for(var/i in 1 to max_ammo)
stored_ammo += new ammo_type(src)
update_appearance(UPDATE_DESC|UPDATE_ICON)
/obj/item/ammo_box/Destroy()
QDEL_LIST_CONTENTS(stored_ammo)
stored_ammo = null
return ..()
/obj/item/ammo_box/proc/get_round(keep = 0)
if(!length(stored_ammo))
return null
else
var/b = stored_ammo[length(stored_ammo)]
stored_ammo -= b
if(keep)
stored_ammo.Insert(1,b)
if(!initial_mats)
initial_mats = materials.Copy()
update_mat_value()
update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
return b
/obj/item/ammo_box/emp_act(severity)
for(var/obj/item/ammo_casing/A in stored_ammo)
A.emp_act(severity)
/obj/item/ammo_box/proc/give_round(obj/item/ammo_casing/R, replace_spent = 0)
// Boxes don't have a caliber type, magazines do. Not sure if it's intended or not, but if we fail to find a caliber, then we fall back to ammo_type.
if(!R || (caliber && R.caliber != caliber) || (!caliber && R.type != ammo_type))
return 0
if(length(stored_ammo) < max_ammo)
stored_ammo += R
R.loc = src
playsound(src, 'sound/weapons/gun_interactions/bulletinsert.ogg', 50, 1)
update_mat_value()
return 1
//for accessibles magazines (e.g internal ones) when full, start replacing spent ammo
else if(replace_spent)
for(var/obj/item/ammo_casing/AC in stored_ammo)
if(!AC.BB)//found a spent ammo
stored_ammo -= AC
AC.loc = get_turf(loc)
stored_ammo += R
R.loc = src
playsound(src, 'sound/weapons/gun_interactions/shotguninsert.ogg', 50, 1)
update_mat_value()
return 1
return 0
/obj/item/ammo_box/proc/can_load(mob/user)
return 1
/obj/item/ammo_box/attackby(obj/item/A, mob/user, params, silent = 0, replace_spent = 0)
var/num_loaded = 0
if(!can_load(user))
return
if(istype(A, /obj/item/ammo_box))
var/obj/item/ammo_box/AM = A
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
var/did_load = give_round(AC, replace_spent)
if(did_load)
AM.stored_ammo -= AC
num_loaded++
if(!multiload || !did_load)
break
if(istype(A, /obj/item/ammo_casing))
var/obj/item/ammo_casing/AC = A
if(give_round(AC, replace_spent))
user.drop_item()
AC.loc = src
num_loaded++
if(num_loaded)
if(!silent)
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
playsound(src, 'sound/weapons/gun_interactions/shotguninsert.ogg', 50, 1)
A.update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
return num_loaded
/obj/item/ammo_box/attack_self(mob/user as mob)
var/obj/item/ammo_casing/A = get_round()
if(A)
user.put_in_hands(A)
playsound(src, 'sound/weapons/gun_interactions/remove_bullet.ogg', 50, 1)
to_chat(user, "<span class='notice'>You remove a round from \the [src]!</span>")
update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
// `multi_sprite_step` governs whether there are different sprites for different degrees of being loaded.
// AMMO_MULTI_SPRITE_STEP_NONE - just a single `icon_state`, no shenanigans
// AMMO_MULTI_SPRITE_STEP_ON_OFF - empty sprite `[icon_state]-0`, full sprite `[icon_state]`, no inbetween
// (positive integer) - sprites for intermediate degrees of being loaded are present in the .dmi
// and are named `[icon_state]-[ammo_count]`, with `ammo_count` being incremented in steps of `multi_sprite_step`
// ... except the very final full mag sprite with is just `[icon_state]`
/obj/item/ammo_box/update_icon_state()
var/icon_base = initial(icon_state)
switch(multi_sprite_step)
if(AMMO_MULTI_SPRITE_STEP_NONE)
icon_state = icon_base
if(AMMO_MULTI_SPRITE_STEP_ON_OFF)
icon_state = "[icon_base][length(stored_ammo) ? "" : "-0"]"
else
var/shown_ammo = CEILING(length(stored_ammo), multi_sprite_step)
if(shown_ammo == CEILING(max_ammo, multi_sprite_step))
icon_state = icon_base
else
icon_state = "[icon_base]-[shown_ammo]"
/obj/item/ammo_box/update_desc()
. = ..()
desc = "[initial(desc)] There are [length(stored_ammo)] shell\s left!"
/obj/item/ammo_box/proc/update_mat_value()
var/num_ammo = 0
for(var/B in stored_ammo)
var/obj/item/ammo_casing/AC = B
if(!AC.BB) //Skip any casing which are empty
continue
num_ammo++
for(var/M in initial_mats) //In case we have multiple types of materials
var/materials_per = initial_mats[M] / max_ammo
var/value = max(materials_per * num_ammo, 500) //Enforce a minimum of 500 units even if empty.
materials[M] = value
//Behavior for magazines
/obj/item/ammo_box/magazine/proc/ammo_count()
return length(stored_ammo)
/obj/item/ammo_box/magazine/proc/empty_magazine()
var/turf_mag = get_turf(src)
for(var/obj/item/ammo in stored_ammo)
ammo.forceMove(turf_mag)
stored_ammo -= ammo