mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-10 01:22:41 +00:00
* refactor: Attack chain, initial setup. * migrate curtain to make dreamchecker happy * update thurible * don't call attacked_by separately for legacy attack chain * remove duplicate proc * condense similar code, put allowances for legacy code in new procs * update docs, include diagram source * add comment on how to update diagram * fix admonition * mindflayer updates * remove commented out code * clarify all steps * after_attack should be overridable * whoops * retrofit recent changes * duh, can't restrict this yet because of tool_acts * i hate ore bags with the fire of a thousand suns * return correct value for object attack logic * Various cleanups. We don't want to attempt to pull stuff out of `/obj/item/attackby`, because those pieces are part of the related objects' migrations, not `/obj/item` itself. Attempting to do this causes knockon effects where things expected to call e.g. `/obj/item/storage/attackby` in the call chain were not ferried over to the new item interaction code, because the related objects hadn't actually been migrated over yet. I've used refactoring /obj/vehicle as the example for migrating `attackby` methods instead. * simplify some argument names * fuck it * make it do the thing * Rename CI module call * Prove that CI works * improve test output * aaand fix it again * fix curtain tool interactions * fix compile error * fix compile error * Better docs, introduce migration plan tool.
432 lines
16 KiB
Plaintext
432 lines
16 KiB
Plaintext
/* CONTENTS:
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* 1. SABER SMG
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* 2. C-20R SMG
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* 3. WT-550 PDW
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* 4. TYPE U3 UZI
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* 5. M-90GL CARBINE
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* 6. THOMPSON SMG
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* 7. M26A2 ASSAULT RIFLE
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* 8. AK-814 ASSAULT RIFLE
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* 9. AS-14 'BULLDOG' SHOTGUN
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* 10. IK-M2 LASER CARBINE
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* 11. IK-M1 LASER RIFLE
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*/
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/obj/item/gun/projectile/automatic
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w_class = WEIGHT_CLASS_NORMAL
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var/alarmed = 0
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var/select = 1
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can_tactical = TRUE
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can_suppress = TRUE
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burst_size = 3
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fire_delay = 2
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actions_types = list(/datum/action/item_action/toggle_firemode)
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/obj/item/gun/projectile/automatic/update_icon_state()
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icon_state = "[initial(icon_state)][magazine ? "-[magazine.max_ammo]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
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/obj/item/gun/projectile/automatic/update_overlays()
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. = ..()
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if(!select)
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. += "[initial(icon_state)]semi"
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if(select == 1)
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. += "[initial(icon_state)]burst"
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/obj/item/gun/projectile/automatic/attackby__legacy__attackchain(obj/item/A as obj, mob/user as mob, params)
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. = ..()
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if(.)
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if(alarmed) // Did the empty clip alarm go off already?
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alarmed = 0 // Reset the alarm once a magazine is loaded
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return
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if(istype(A, /obj/item/ammo_box/magazine))
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var/obj/item/ammo_box/magazine/AM = A
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if(istype(AM, mag_type))
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if(magazine)
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to_chat(user, "<span class='notice'>You perform a tactical reload on \the [src], replacing the magazine.</span>")
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magazine.loc = get_turf(loc)
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magazine.update_icon()
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magazine = null
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else
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to_chat(user, "<span class='notice'>You insert the magazine into \the [src].</span>")
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if(alarmed)
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alarmed = 0
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user.remove_from_mob(AM)
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magazine = AM
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magazine.loc = src
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chamber_round()
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A.update_icon()
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update_icon()
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return 1
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/obj/item/gun/projectile/automatic/ui_action_click()
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burst_select()
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/obj/item/gun/projectile/automatic/proc/burst_select()
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var/mob/living/carbon/human/user = usr
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select = !select
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if(!select)
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burst_size = 1
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fire_delay = 0
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to_chat(user, "<span class='notice'>You switch to semi-automatic.</span>")
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else
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burst_size = initial(burst_size)
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fire_delay = initial(fire_delay)
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to_chat(user, "<span class='notice'>You switch to [burst_size] round burst.</span>")
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playsound(user, 'sound/weapons/gun_interactions/selector.ogg', 100, 1)
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update_icon()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtons()
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/obj/item/gun/projectile/automatic/can_shoot()
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return get_ammo()
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/obj/item/gun/projectile/automatic/proc/empty_alarm()
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if(!chambered && !get_ammo() && !alarmed)
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playsound(loc, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
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update_icon()
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alarmed = 1
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//////////////////////////////
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// MARK: SABER SMG
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//////////////////////////////
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/obj/item/gun/projectile/automatic/proto
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name = "\improper NF10 'Saber' SMG"
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desc = "A rejected prototype three-round burst 9mm submachine gun, designated 'SABR'. Surplus of this model are bouncing around armories of Nanotrasen Space Stations. Has a threaded barrel for suppressors."
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icon_state = "saber"
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item_state = "saber"
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mag_type = /obj/item/ammo_box/magazine/smgm9mm
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origin_tech = "combat=4;materials=2"
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fire_sound = 'sound/weapons/gunshots/gunshot_pistol.ogg'
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//////////////////////////////
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// MARK: C-20R SMG
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//////////////////////////////
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/obj/item/gun/projectile/automatic/c20r
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name = "\improper C-20R SMG"
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desc = "A two-round burst .45 SMG, designated 'C-20R'. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp."
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icon_state = "c20r"
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item_state = "c20r"
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origin_tech = "combat=5;materials=2;syndicate=6"
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mag_type = /obj/item/ammo_box/magazine/smgm45
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fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg'
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fire_delay = 2
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burst_size = 2
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can_bayonet = TRUE
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knife_x_offset = 26
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knife_y_offset = 12
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/obj/item/gun/projectile/automatic/c20r/Initialize(mapload)
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. = ..()
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update_icon()
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/obj/item/gun/projectile/automatic/c20r/afterattack__legacy__attackchain(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
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..()
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empty_alarm()
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/obj/item/gun/projectile/automatic/c20r/update_icon_state()
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icon_state = "c20r[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
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//////////////////////////////
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// MARK: WT-550 PDW
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//////////////////////////////
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/obj/item/gun/projectile/automatic/wt550
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name = "\improper WT-550 PDW"
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desc = "An outdated personal defense weapon utilized by law enforcement. Chambered in 4.6x30mm."
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icon_state = "wt550"
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item_state = "wt550"
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w_class = WEIGHT_CLASS_BULKY
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mag_type = /obj/item/ammo_box/magazine/wt550m9
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fire_sound = 'sound/weapons/gunshots/gunshot_rifle.ogg'
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magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
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magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
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fire_delay = 2
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can_suppress = FALSE
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burst_size = 1
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actions_types = list()
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can_bayonet = TRUE
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knife_x_offset = 25
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knife_y_offset = 12
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/obj/item/gun/projectile/automatic/wt550/update_icon_state()
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icon_state = "wt550[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""]"
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item_state = "wt550-[CEILING(get_ammo(0)/6.7, 1)]"
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//////////////////////////////
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// MARK: TYPE U3 UZI
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//////////////////////////////
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/obj/item/gun/projectile/automatic/mini_uzi
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name = "\improper 'Type U3' Uzi"
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desc = "A lightweight, burst-fire submachine gun, for when you really want someone dead. Uses 9mm rounds."
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icon_state = "mini-uzi"
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origin_tech = "combat=4;materials=2;syndicate=4"
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mag_type = /obj/item/ammo_box/magazine/uzim9mm
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fire_sound = 'sound/weapons/gunshots/gunshot_pistol.ogg'
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burst_size = 2
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can_holster = TRUE // it's a mini-uzi after all
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//////////////////////////////
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// MARK: M-90GL CARBINE
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//////////////////////////////
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/obj/item/gun/projectile/automatic/m90
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name = "\improper M-90GL Carbine"
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desc = "A three-round burst 5.56 toploading carbine, designated 'M-90GL'. Has an attached underbarrel grenade launcher which can be toggled on and off."
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icon_state = "m90"
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item_state = "m90-4"
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origin_tech = "combat=5;materials=2;syndicate=6"
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mag_type = /obj/item/ammo_box/magazine/m556
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fire_sound = 'sound/weapons/gunshots/gunshot_rifle.ogg'
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magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
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magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
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can_suppress = FALSE
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var/obj/item/gun/projectile/revolver/grenadelauncher/underbarrel
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burst_size = 3
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fire_delay = 2
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/obj/item/gun/projectile/automatic/m90/Initialize(mapload)
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. = ..()
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underbarrel = new /obj/item/gun/projectile/revolver/grenadelauncher(src)
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update_icon()
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/obj/item/gun/projectile/automatic/m90/Destroy()
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qdel(underbarrel)
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return ..()
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/obj/item/gun/projectile/automatic/m90/afterattack__legacy__attackchain(atom/target, mob/living/user, flag, params)
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if(select == 2)
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underbarrel.afterattack__legacy__attackchain(target, user, flag, params)
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else
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..()
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return
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/obj/item/gun/projectile/automatic/m90/attackby__legacy__attackchain(obj/item/A, mob/user, params)
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if(istype(A, /obj/item/ammo_casing))
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if(istype(A, underbarrel.magazine.ammo_type))
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underbarrel.attack_self__legacy__attackchain(user)
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underbarrel.attackby__legacy__attackchain(A, user, params)
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else
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return ..()
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/obj/item/gun/projectile/automatic/m90/update_icon_state()
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icon_state = "[initial(icon_state)][magazine ? "" : "-e"]"
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if(magazine)
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item_state = "m90-[CEILING(get_ammo(0)/7.5, 1)]"
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else
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item_state = "m90-0"
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/obj/item/gun/projectile/automatic/m90/update_overlays()
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. = ..()
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switch(select)
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if(0)
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. += "[initial(icon_state)]semi"
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if(1)
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. += "[initial(icon_state)]burst"
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if(2)
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. += "[initial(icon_state)]gren"
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if(magazine)
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. += image(icon = icon, icon_state = "m90-[CEILING(get_ammo(0)/6, 1)*6]")
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/obj/item/gun/projectile/automatic/m90/burst_select()
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var/mob/living/carbon/human/user = usr
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switch(select)
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if(0)
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select = 1
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burst_size = initial(burst_size)
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fire_delay = initial(fire_delay)
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to_chat(user, "<span class='notice'>You switch to [burst_size] round burst.</span>")
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if(1)
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select = 2
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to_chat(user, "<span class='notice'>You switch to grenades.</span>")
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if(2)
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select = 0
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burst_size = 1
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fire_delay = 0
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to_chat(user, "<span class='notice'>You switch to semi-auto.</span>")
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playsound(user, 'sound/weapons/gun_interactions/selector.ogg', 100, 1)
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update_icon()
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//////////////////////////////
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// MARK: THOMPSON SMG
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//////////////////////////////
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/obj/item/gun/projectile/automatic/tommygun
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name = "\improper Thompson SMG"
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desc = "A genuine 'Chicago Typewriter'."
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icon_state = "tommygun"
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_HUGE
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slot_flags = 0
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origin_tech = "combat=5;materials=1;syndicate=3"
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mag_type = /obj/item/ammo_box/magazine/tommygunm45
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fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg'
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can_suppress = FALSE
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burst_size = 4
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fire_delay = 1
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//////////////////////////////
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// MARK: M26A2 ASSAULT RIFLE
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//////////////////////////////
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/obj/item/gun/projectile/automatic/ar
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name = "\improper M26A2 assault rifle"
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desc = "A robust assault rifle used by Trans-Solar Federation forces. Chambered in 5.56mm."
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icon_state = "arg"
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item_state = "arg"
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slot_flags = 0
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origin_tech = "combat=6;engineering=4"
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mag_type = /obj/item/ammo_box/magazine/m556/arg
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fire_sound = 'sound/weapons/gunshots/gunshot_mg.ogg'
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magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
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magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
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can_suppress = FALSE
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burst_size = 3
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fire_delay = 1
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//////////////////////////////
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// MARK: AK-814 ASSAULT RIFLE
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//////////////////////////////
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/obj/item/gun/projectile/automatic/ak814
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name = "\improper AK-814 assault rifle"
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desc = "A modern AK assault rifle favored by elite Soviet soldiers. Chambered in 7.62x54mm."
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icon_state = "ak814"
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item_state = "ak814"
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origin_tech = "combat=5;materials=3"
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mag_type = /obj/item/ammo_box/magazine/ak814
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fire_sound = 'sound/weapons/gunshots/gunshot_mg.ogg'
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magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
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magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
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can_suppress = FALSE
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can_bayonet = TRUE
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knife_x_offset = 26
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knife_y_offset = 10
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burst_size = 2
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fire_delay = 1
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//////////////////////////////
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// MARK: AS-14 'BULLDOG' SHOTGUN
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//////////////////////////////
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/obj/item/gun/projectile/automatic/shotgun/bulldog
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name = "\improper AS-14 'Bulldog' Shotgun"
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desc = "A compact semi-automatic shotgun for combat in narrow corridors, nicknamed 'Bulldog' by boarding parties. Compatible only with specialized 8-round drum magazines."
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icon_state = "bulldog"
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item_state = "bulldog"
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w_class = WEIGHT_CLASS_NORMAL
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origin_tech = "combat=6;materials=4;syndicate=6"
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mag_type = /obj/item/ammo_box/magazine/m12g
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fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
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magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
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magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
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can_suppress = FALSE
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burst_size = 1
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fire_delay = 0
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actions_types = list()
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execution_speed = 5 SECONDS
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/obj/item/gun/projectile/automatic/shotgun/bulldog/Initialize(mapload)
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. = ..()
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update_icon()
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/obj/item/gun/projectile/automatic/shotgun/bulldog/update_overlays()
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. = ..()
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if(magazine)
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. += "[magazine.icon_state]"
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if(istype(magazine, /obj/item/ammo_box/magazine/m12g/xtr_lrg))
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w_class = WEIGHT_CLASS_BULKY
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else
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w_class = WEIGHT_CLASS_NORMAL
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else
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/gun/projectile/automatic/shotgun/bulldog/update_icon_state()
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icon_state = "bulldog[chambered ? "" : "-e"]"
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/obj/item/gun/projectile/automatic/shotgun/bulldog/attackby__legacy__attackchain(obj/item/A as obj, mob/user as mob, params)
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if(istype(A, /obj/item/ammo_box/magazine/m12g/xtr_lrg))
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if(isstorage(loc)) // To prevent inventory exploits
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var/obj/item/storage/Strg = loc
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if(Strg.max_w_class < WEIGHT_CLASS_BULKY)
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to_chat(user, "<span class='warning'>You can't reload [src], with a XL mag, while it's in a normal bag.</span>")
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return
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return ..()
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/obj/item/gun/projectile/automatic/shotgun/bulldog/afterattack__legacy__attackchain(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
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..()
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empty_alarm()
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//////////////////////////////
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// MARK: IK-M2 LASER CARBINE
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//////////////////////////////
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/obj/item/gun/projectile/automatic/lasercarbine
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name = "\improper IK-M2 laser carbine"
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desc = "A compact Warp-Tac Industries fully automatic laser carbine that uses disposable laser cartridges rather than an internal power cell. Utilized by Nanotrasen's response teams for combat operations."
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icon_state = "lasercarbine"
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item_state = "lasercarbine"
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w_class = WEIGHT_CLASS_NORMAL
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origin_tech = "combat=4;materials=2"
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mag_type = /obj/item/ammo_box/magazine/laser
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fire_sound = 'sound/weapons/gunshots/gunshot_lascarbine.ogg'
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magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
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magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
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actions_types = list()
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can_suppress = FALSE
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burst_size = 1
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execution_speed = 5 SECONDS
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fire_delay = 0
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/obj/item/gun/projectile/automatic/lasercarbine/examine_more(mob/user)
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..()
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. = list()
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. += "The IK-M2 is the premium version of the already well-regarded IK-M1. Whilst the two weapons are fairly similar, \
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the IK-M2 is made from more advanced materials to achieve an even lighter and more ruggedized package, whilst also being slightly more compact."
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. += ""
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. += "The receiver is also modified, allowing it to continiously extract cartrages as long as the trigger is held, permitting fully automatic fire. \
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It also comes with hardened magazines to protect the laser cartridges from EMP damage."
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. += ""
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. += "Warp-Tac bundles this weapon with a lifetime warranty. This weapon is favored by private military groups and mercenaries with money to throw around."
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/obj/item/gun/projectile/automatic/lasercarbine/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/automatic_fire, 0.15 SECONDS, allow_akimbo = FALSE)
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/obj/item/gun/projectile/automatic/lasercarbine/update_icon_state()
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icon_state = "lasercarbine[magazine ? "-[CEILING(get_ammo(0)/5, 1)*5]" : ""]"
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item_state = "lasercarbine[magazine ? "-[CEILING(get_ammo(0)/5, 1)*5]" : ""]"
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//////////////////////////////
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// MARK: IK-M1 LASER RIFLE
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//////////////////////////////
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/obj/item/gun/projectile/automatic/laserrifle
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name = "\improper IK-M1 laser rifle"
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desc = "A sleek, Warp-Tac Industries laser rifle that uses disposable laser cartridges rather than an internal power cell. Sold to Nanotrasen's private security forces."
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icon_state = "laserrifle"
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item_state = "lasercarbine"
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w_class = WEIGHT_CLASS_BULKY
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origin_tech = "combat=3;materials=2"
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mag_type = /obj/item/ammo_box/magazine/laser
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fire_sound = 'sound/weapons/gunshots/gunshot_lascarbine.ogg'
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magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
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magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
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can_suppress = FALSE
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burst_size = 1
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actions_types = list()
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/obj/item/gun/projectile/automatic/laserrifle/examine_more(mob/user)
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..()
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. = list()
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. += "A sleek, futuristic laser rifle, developed by the brightest minds of Warp-Tac Industries. The IK-series is unique for utilising a patented system of disposable energy cartridges. \
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This unique system makes IK-pattern rifles handle more like a traditional firearm than a laser."
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. += ""
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. += "The IK-M1 marked Warp-Tec's investment into the realm of laser arms manufacturing, a bold move considering the industry's typical separation of ballistic and energy weapon production. \
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Years of development went into the creation of the ammunition, culminating in a cheap, easy to produce single-use supercapacitor cartridge that discharges its energy into the rifle's laser cavity at the moment of firing. \
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The cartridge is then ejected by an electronically-actuated plastitanum bolt powered by a small internal power cell. As the spent cell is extracted, it also carries with it a significant amount of heat directly \
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from the internals of the rifle. This action is responsible for most of the cooling of the weapon, the remaining heat conducts to the barrel, which also functions as a passive heatsink. \
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The lack of need for any further cooling hardware makes these rifles deceptively light and easy to handle."
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. += ""
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. += "Modern IK-pattern weapons remain expensive due to extremely stringent quality control measures at Warp-Tac's manufacturing plants - \
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each one is individually inspected and tested to ensure proper operation up to Warp-Tac's standards. The end result, however, is an exceptionally reliable weapon."
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. += ""
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. += "Today, the latest generation of the IK-M1 competes with established laser brands like Shellguard Munitions, positioning itself as a premium choice in the laser weaponry market."
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/obj/item/gun/projectile/automatic/laserrifle/update_icon_state()
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icon_state = "laserrifle[magazine ? "-[CEILING(get_ammo(0)/5, 1)*5]" : ""]"
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item_state = "lasercarbine[magazine ? "-[CEILING(get_ammo(0)/5, 1)*5]" : ""]"
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