Files
Polaris/code/game/objects/items/devices/laserpointer.dm
PrismaticGynoid eabfa03891 Laser pointers (#5257)
* Laser pointers

Adds laser pointers, ported from tg/oldaurora (but heavily modified). They can be found in the loadout, as well as made by science. Science can also upgrade them, which makes them occasionally useful for blinding people, too.

The bugfixes which make several of the features work properly will come in a separate commit.

* Three fixes

Cats now have resting sprites for all 4 directions, instead of just east. This was needed to make cats look like they're pouncing on the laser dot.

Cameras can now be EMPed more than once, and EMPs actually are able to disable them now. This was needed for the shining lasers into cameras feature.

Flash_eyes() now actually displays a flashing animation on your screen when you get flashed (except for silicons, who for some reason are excluded from this unless EMPed). This was needed for laser pointers to have a temporary "blinding" effect when shone into someone's eyes.

(removes errant debug message too, whoops)

* Nerf

Reduced chances of laser pointers doing anything useful on silicons.

Also, fixes a duplicated proc, oops.

* Requested changes

Minor changes as requested - 'cell' to 'diode', view() to viewers(), range() to viewers().

Stops buckled or dead cats from reacting to laser pointers. Zombie cats are fun, but no.

Also, does another small nerf to the effects on silicons.
2018-05-14 15:22:19 -07:00

219 lines
7.6 KiB
Plaintext

/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
slot_flags = SLOT_BELT
matter = list("glass" = 500,"metal" = 500)
w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
var/turf/pointer_loc
var/energy = 8
var/max_energy = 8
var/effectchance = 20
var/cooldown = 10
var/last_used_time = 0
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)
if(istype(W, /obj/item/weapon/stock_parts/micro_laser))
if(!diode)
user.drop_item()
W.loc = src
diode = W
to_chat(user, "<span class='notice'>You install a [diode.name] in [src].</span>")
else
to_chat(user, "<span class='notice'>[src] already has a diode.</span>")
else if(istype(W, /obj/item/weapon/screwdriver))
if(diode)
to_chat(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)
/obj/item/device/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user)
if(!(user in (viewers(world.view,target))))
return
if(!(world.time - last_used_time >= cooldown))
return
if (!diode)
to_chat(user, "<span class='notice'>You point [src] at [target], but nothing happens!</span>")
return
if (!user.IsAdvancedToolUser())
to_chat(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)
to_chat(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_attack_logs(user,C,"Tried blinding using [src]")
//eye target check, will return -1 to 2
var/eye_prot = C.eyecheck()
if(C.blinded)
eye_prot = 4
var/severity = (rand(0, 1) + diode.rating - eye_prot)
var/mob/living/carbon/human/H = C
var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
if(!E)
outmsg = "<span class='notice'>You shine [src] at [C], but they don't seem to have eyes.</span>"
return
outmsg = "<span class='notice'>You shine [src] into [C]'s eyes.</span>"
switch(severity)
if(0)
//rank 1 diode with basic eye protection (like sunglasses), or rank 2 with industrial protection (like welding goggles)
to_chat(C, "<span class='info'>A small, bright dot appears in your vision.</span>")
if(1)
//rank 1 with no protection, rank 2 with basic protection, or rank 3 with industrial protection
to_chat(C, "<span class='notice'>Something bright flashes in the corner of your vision.</span>")
if(2)
//rank 1 or 2 with no protection, rank 2 or 3 with basic protection, or rank 3 with industrial protection
//alternatively, rank 1 with minor vulnerability (like night vision goggles)
flick("flash", C.flash_eyes())
to_chat(C, "<span class='danger'>A bright light shines across your eyes!</span>")
if(3)
//rank 1 with minor vulnerability, rank 2 or 3 with no protection, or rank 3 with basic protection
if(prob(3 * diode.rating))
C.Weaken(1)
flick("flash", C.flash_eyes())
E.damage += 1
to_chat(C, "<span class='danger'>A bright light briefly blinds you!</span>")
if(4)
//rank 3 with no protection, or rank 2 with minor vulnerability
if(prob(5 * diode.rating))
C.Weaken(1)
flick("e_flash", C.flash_eyes())
E.damage += 2
to_chat(C, "<span class='danger'>A blinding light burns your eyes!</span>")
else
outmsg = "<span class='notice'>You shine the [src] at [C], but miss 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))
flick("flash", S.flash_eyes(affect_silicon = TRUE))
if (prob(3 * diode.rating))
S.Weaken(1)
to_chat(S, "<span class='warning'>Your sensors were blinded by a laser!</span>")
outmsg = "<span class='notice'>You blind [S] by shining [src] at their sensors.</span>"
add_attack_logs(user,S,"Tried disabling using [src]")
else
outmsg = "<span class='notice'>You shine the [src] at [S], but miss 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(4 - diode.rating)
outmsg = "<span class='notice'>You shine the [src] into the lens of [C].</span>"
add_attack_logs(user,C.name,"Tried disabling using [src]")
else
outmsg = "<span class='info'>You missed the lens of [C] with [src].</span>"
//cats!
for(var/mob/living/simple_animal/cat/C in viewers(1,targloc))
if (!(C.stat || C.buckled))
if(prob(50) && !(C.client))
C.visible_message("<span class='warning'>[C] pounces on the light!</span>", "<span class='warning'>You pounce on the light!</span>")
step_towards(C, targloc)
C.lay_down()
spawn(10)
C.lay_down()
else
C.set_dir(get_dir(C,targloc))
C.visible_message("<span class='notice'>[C] watches the light.</span>", "<span class='notice'>Your attention is drawn to the mysterious glowing dot.</span>")
//laser pointer image
icon_state = "pointer_[pointer_icon_state]"
var/list/showto = list()
for(var/mob/M in viewers(world.view,targloc))
if(M.client)
showto.Add(M.client)
var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,cooldown)
I.plane = PLANE_LIGHTING_ABOVE
I.pixel_x = target.pixel_x + rand(-5,5)
I.pixel_y = target.pixel_y + rand(-5,5)
if(outmsg)
user.visible_message("<span class='info'>[user] points [src] at [target].</span>", outmsg)
else
user.visible_message("<span class='info'>[user] points [src] at [target].</span>", "<span class='info'>You point [src] at [target].</span>")
last_used_time = world.time
energy -= 1
if(energy <= max_energy)
if(!recharging)
recharging = 1
processing_objects.Add(src)
if(energy <= 0)
to_chat(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, cooldown)
spawn(cooldown)
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
..()