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9348ca5885
* Migrate laser pointer to the new attack chain. * Apply suggestions from CRUNCH review Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com> Signed-off-by: Alan <alfalfascout@users.noreply.github.com> --------- Signed-off-by: Alan <alfalfascout@users.noreply.github.com> Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
197 lines
6.0 KiB
Plaintext
197 lines
6.0 KiB
Plaintext
/obj/item/laser_pointer
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name = "laser pointer"
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desc = "Don't shine it in your eyes!"
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icon = 'icons/obj/device.dmi'
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icon_state = "pointer"
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worn_icon_state = "pen"
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inhand_icon_state = "pen"
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flags = CONDUCT
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slot_flags = ITEM_SLOT_BELT
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materials = list(MAT_METAL=500, MAT_GLASS=500)
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "combat=1;magnets=2"
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var/pointer_icon_state
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var/energy = 5
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var/max_energy = 5
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var/effectchance = 33
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var/recharging = 0
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var/recharge_locked = 0
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var/obj/item/stock_parts/micro_laser/diode // Used for upgrading!
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new_attack_chain = TRUE
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/obj/item/laser_pointer/red
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pointer_icon_state = "red_laser"
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/obj/item/laser_pointer/green
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pointer_icon_state = "green_laser"
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/obj/item/laser_pointer/blue
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pointer_icon_state = "blue_laser"
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/obj/item/laser_pointer/purple
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pointer_icon_state = "purple_laser"
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/obj/item/laser_pointer/Initialize(mapload)
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. = ..()
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create_diode()
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if(!pointer_icon_state)
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pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
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/obj/item/laser_pointer/Destroy()
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QDEL_NULL(diode)
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return ..()
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/obj/item/laser_pointer/proc/create_diode()
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diode = new(src)
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/obj/item/laser_pointer/upgraded/create_diode()
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diode = new /obj/item/stock_parts/micro_laser/ultra(src)
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/obj/item/laser_pointer/interact_with_atom(atom/target, mob/living/user, list/modifiers)
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laser_act(target, user, modifiers)
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add_fingerprint(user)
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return ITEM_INTERACT_COMPLETE
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/obj/item/laser_pointer/ranged_interact_with_atom(atom/target, mob/living/user, list/modifiers)
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if(get_dist(src, target) >= (user.client.maxview() + 2)) // To prevent people from using it over cameras.
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return ITEM_INTERACT_COMPLETE
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laser_act(target, user, modifiers)
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add_fingerprint(user)
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return ITEM_INTERACT_COMPLETE
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/obj/item/laser_pointer/item_interaction(mob/user, obj/item/used, list/modifiers)
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if(!istype(used, /obj/item/stock_parts/micro_laser))
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return ..()
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if(diode)
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to_chat(user, SPAN_WARNING("There's already a [diode.name] inside [src]!"))
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return ITEM_INTERACT_COMPLETE
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if(!user.drop_item())
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to_chat(user, SPAN_WARNING("[used] is stuck to your hand!"))
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return ITEM_INTERACT_COMPLETE
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used.forceMove(src)
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diode = used
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to_chat(user, SPAN_NOTICE("You install [diode] in [src]."))
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return ITEM_INTERACT_COMPLETE
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/obj/item/laser_pointer/screwdriver_act(mob/living/user, obj/item/I)
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if(!diode)
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return
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to_chat(user, SPAN_NOTICE("You remove [diode] from [src]."))
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diode.forceMove(get_turf(loc))
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diode = null
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return TRUE
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/obj/item/laser_pointer/proc/laser_act(atom/target, mob/living/user, list/modifiers)
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if(!diode)
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to_chat(user, SPAN_NOTICE("You point [src] at [target], but nothing happens!"))
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return
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if(!user.IsAdvancedToolUser())
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to_chat(user, SPAN_WARNING("You don't have the dexterity to do this!"))
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return
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if(HAS_TRAIT(user, TRAIT_CHUNKYFINGERS))
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to_chat(user, SPAN_WARNING("Your fingers can't press the button!"))
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return
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if(!(target in view(7, get_turf(src)))) // Use the turf as center so it won't use the potential xray of the user
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to_chat(user, SPAN_WARNING("There is something in the way!"))
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return
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add_fingerprint(user)
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//nothing happens if the battery is drained
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if(recharge_locked)
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to_chat(user, SPAN_NOTICE("You point [src] at [target], but it's still charging."))
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return
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var/outmsg
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var/turf/targloc = get_turf(target)
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//human/alien mobs
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(user.zone_selected == "eyes")
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add_attack_logs(user, C, "Shone a laser in the eyes with [src]")
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var/severity = 1
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if(prob(33))
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severity = 2
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else if(prob(50))
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severity = 0
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//20% chance to actually hit the eyes
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if(prob(effectchance * diode.rating) && C.flash_eyes(severity, laser_pointer = TRUE))
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outmsg = SPAN_NOTICE("You blind [C] by shining [src] in [C.p_their()] eyes.")
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else
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outmsg = SPAN_WARNING("You fail to blind [C] by shining [src] at [C.p_their()] eyes!")
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//robots and AI
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else if(issilicon(target))
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var/mob/living/silicon/S = target
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//20% chance to actually hit the sensors
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if(prob(effectchance * diode.rating))
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S.flash_eyes(affect_silicon = TRUE)
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to_chat(S, SPAN_WARNING("Your sensors were overloaded by a laser!"))
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outmsg = SPAN_NOTICE("You overload [S] by shining [src] at [S.p_their()] sensors.")
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add_attack_logs(user, S, "shone [src] in their eyes")
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else
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outmsg = SPAN_WARNING("You fail to overload [S] by shining [src] at [S.p_their()] sensors!")
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//cameras
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else if(istype(target, /obj/machinery/camera))
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var/obj/machinery/camera/C = target
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if(prob(effectchance * diode.rating))
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C.emp_act(EMP_HEAVY)
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outmsg = SPAN_NOTICE("You hit the lens of [C] with [src], temporarily disabling the camera!")
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log_admin("[key_name(user)] EMPd a camera with a laser pointer")
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user.create_attack_log("[key_name(user)] EMPd a camera with a laser pointer")
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add_attack_logs(user, C, "EMPd with [src]", ATKLOG_ALL)
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else
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outmsg = SPAN_WARNING("You missed the lens of [C] with [src]!")
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//laser pointer image
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icon_state = "pointer_[pointer_icon_state]"
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var/list/showto = list()
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for(var/mob/M in viewers(7,targloc))
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if(M.client)
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showto.Add(M.client)
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var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,10)
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if(length(modifiers))
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if(modifiers["icon-x"])
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I.pixel_x = (text2num(modifiers["icon-x"]) - 16)
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if(modifiers["icon-y"])
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I.pixel_y = (text2num(modifiers["icon-y"]) - 16)
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else
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I.pixel_x = target.pixel_x + rand(-5,5)
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I.pixel_y = target.pixel_y + rand(-5,5)
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if(outmsg)
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to_chat(user, outmsg)
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else
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to_chat(user, SPAN_NOTICE("You point [src] at [target]."))
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energy -= 1
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if(energy <= max_energy)
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if(!recharging)
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recharging = 1
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START_PROCESSING(SSobj, src)
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if(energy <= 0)
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to_chat(user, SPAN_WARNING("You've overused the battery of [src], now it needs time to recharge!"))
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recharge_locked = 1
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flick_overlay(I, showto, 10)
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icon_state = "pointer"
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/obj/item/laser_pointer/process()
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if(prob(20 - recharge_locked*5))
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energy += 1
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if(energy >= max_energy)
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energy = max_energy
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recharging = 0
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recharge_locked = 0
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..()
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