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S.P.L.U.R.T-Station-13/code/modules/projectiles/guns/energy.dm

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/*
* Energy guns that draw from a cell to fire.
*
* This is a bit weird but this is how it currently works:
* When switching shots, it clears the chamber, and loads the correct energy ammo casing if there is enough energy to fire it.
* If there's no projectile in the casing, it creates it now.
* Otherwise the chamber stays null.
* After firing, it actually deducts the energy and then clears the chamber and does the above again.
* It detects if a successful fire is done by checking if the chambered energy ammo casing still has its projectile intact.
*
* It might be good in the future to move away from ammo casinsgs and instead use a datum-firemode system, but that would make handling firing,
* which the casing does as of now, a little interesting to implement.
*/
/obj/item/gun/energy
icon_state = "energy"
name = "energy gun"
desc = "A basic energy-based gun."
icon = 'icons/obj/guns/energy.dmi'
var/obj/item/stock_parts/cell/cell //What type of power cell this uses
var/cell_type = /obj/item/stock_parts/cell
var/modifystate = 0
/// = TRUE/FALSE decides if the user can switch to it of their own accord
var/list/ammo_type = list(/obj/item/ammo_casing/energy = TRUE)
/// The index of the ammo_types/firemodes which we're using right now
var/current_firemode_index = 1
var/can_charge = 1 //Can it be charged in a recharger?
var/automatic_charge_overlays = TRUE //Do we handle overlays with base update_icon()?
var/charge_sections = 4
ammo_x_offset = 2
var/shaded_charge = FALSE //if this gun uses a stateful charge bar for more detail
var/selfcharge = EGUN_NO_SELFCHARGE // EGUN_SELFCHARGE if true, EGUN_SELFCHARGE_BORG drains the cyborg's cell to recharge its own
var/charge_tick = 0
var/charge_delay = 4
var/use_cyborg_cell = FALSE //whether the gun drains the cyborg user's cell instead, not to be confused with EGUN_SELFCHARGE_BORG
var/dead_cell = FALSE //set to true so the gun is given an empty cell
/// SET THIS TO TRUE IF YOU OVERRIDE altafterattack() or ANY right click action! If this is FALSE, the gun will show in examine its default right click behavior, which is to switch modes.
var/right_click_overridden = FALSE
/obj/item/gun/energy/emp_act(severity)
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
cell.use(round(cell.charge * severity/100))
chambered = null //we empty the chamber
recharge_newshot() //and try to charge a new shot
update_appearance()
/obj/item/gun/energy/get_cell()
return cell
/obj/item/gun/energy/Initialize()
. = ..()
if(cell_type)
cell = new cell_type(src)
else
cell = new(src)
if(!dead_cell)
cell.give(cell.maxcharge)
update_ammo_types()
recharge_newshot(TRUE)
if(selfcharge)
START_PROCESSING(SSobj, src)
update_appearance()
/obj/item/gun/energy/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/gun/energy/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/gun/energy/handle_atom_del(atom/A)
if(A == cell)
cell = null
update_appearance()
return ..()
/obj/item/gun/energy/examine(mob/user)
. = ..()
if(!right_click_overridden)
. += "<span class='notice'>Right click in combat mode to switch modes.</span>"
/obj/item/gun/energy/process()
if(selfcharge && cell?.charge < cell.maxcharge)
charge_tick++
if(charge_tick < charge_delay)
return
charge_tick = 0
if(selfcharge == EGUN_SELFCHARGE_BORG)
var/atom/owner = loc
if(istype(owner, /obj/item/robot_module))
owner = owner.loc
if(!iscyborg(owner))
return
var/mob/living/silicon/robot/R = owner
if(!R.cell?.use(100))
return
cell.give(100)
if(!chambered) //if empty chamber we try to charge a new shot
recharge_newshot(TRUE)
update_appearance()
// ATTACK SELF IGNORING PARENT RETURN VALUE
/obj/item/gun/energy/attack_self(mob/living/user)
. = ..()
if(can_select_fire(user))
select_fire(user)
/obj/item/gun/energy/can_shoot()
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
return !QDELETED(cell) ? (cell.charge >= shot.e_cost) : FALSE
/obj/item/gun/energy/recharge_newshot(no_cyborg_drain)
if (!ammo_type || !cell)
return
if(use_cyborg_cell && !no_cyborg_drain)
if(iscyborg(loc))
var/mob/living/silicon/robot/R = loc
if(R.cell)
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index] //Necessary to find cost of shot
if(R.cell.use(shot.e_cost)) //Take power from the borg...
cell.give(shot.e_cost) //... to recharge the shot
if(!chambered)
var/obj/item/ammo_casing/energy/AC = ammo_type[current_firemode_index]
if(cell.charge >= AC.e_cost) //if there's enough power in the cell cell...
chambered = AC //...prepare a new shot based on the current ammo type selected
if(!chambered.BB)
chambered.newshot()
/obj/item/gun/energy/process_chamber()
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
var/obj/item/ammo_casing/energy/shot = chambered
cell.use(shot.e_cost)//... drain the cell cell
chambered = null //either way, released the prepared shot
recharge_newshot() //try to charge a new shot
/obj/item/gun/energy/do_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
if(!chambered && can_shoot())
process_chamber() // If the gun was drained and then recharged, load a new shot.
return ..()
/obj/item/gun/energy/do_burst_shot(mob/living/user, atom/target, message = TRUE, params = null, zone_override="", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0, stam_cost = 0)
if(!chambered && can_shoot())
process_chamber() // Ditto.
return ..()
// Firemodes/Ammotypes
/obj/item/gun/energy/proc/update_ammo_types()
var/obj/item/ammo_casing/energy/C
for(var/i in 1 to length(ammo_type))
var/v = ammo_type[i]
var/user_can_select = ammo_type[v]
if(istype(v, /obj/item/ammo_casing/energy)) //already set
ammo_type[v] = isnull(user_can_select)? TRUE : user_can_select
else
C = new v(src) //if you put non energycasing/type stuff in here you deserve the runtime
ammo_type[i] = C
ammo_type[C] = isnull(user_can_select)? TRUE : user_can_select
set_firemode_index(initial(current_firemode_index))
/obj/item/gun/energy/proc/set_firemode_index(index, mob/user_for_feedback)
chambered = null //unchamber whatever we have chambered
if(index > length(ammo_type))
index = 1
else if(index < 1)
index = length(ammo_type)
var/obj/item/ammo_casing/energy/C = ammo_type[index] //energy weapons should not have no casings, if it does you deserve the runtime.
current_firemode_index = index
fire_sound = C.fire_sound
fire_delay = C.delay
if(user_for_feedback)
to_chat(user_for_feedback, "<span class='notice'>[src] is now set to [C.select_name || C].</span>")
post_set_firemode()
update_appearance()
/obj/item/gun/energy/proc/post_set_firemode(recharge_newshot = TRUE)
if(recharge_newshot)
recharge_newshot(TRUE)
/obj/item/gun/energy/proc/set_firemode_to_next(mob/user_for_feedback)
return set_firemode_index(++current_firemode_index, user_for_feedback)
/obj/item/gun/energy/proc/set_firemode_to_prev(mob/user_for_feedback)
return set_firemode_index(--current_firemode_index, user_for_feedback)
/obj/item/gun/energy/proc/get_firemode_index(casing_type)
var/obj/item/ammo_casing/energy/E = locate(casing_type) in ammo_type
if(E)
return ammo_type.Find(E)
/obj/item/gun/energy/proc/set_firemode_to_type(casing_type)
var/index = get_firemode_index(casing_type)
if(index)
set_firemode_index(index)
/// This is the proc used in general for when a user switches firemodes. Just goes to next firemode by default.
/obj/item/gun/energy/proc/select_fire(mob/living/user)
return user_set_firemode_to_next(user)
/obj/item/gun/energy/proc/can_select_fire(mob/living/user)
return TRUE
#define INCREMENT_OR_WRAP(i) i = (i >= length(ammo_type))? 1 : (i + 1)
#define DECREMENT_OR_WRAP(i) i = (i <= 1)? length(ammo_type) : (i - 1)
#define IS_VALID_INDEX(i) (ammo_type[ammo_type[i]])
/obj/item/gun/energy/proc/user_set_firemode_to_next(mob/user_for_feedback)
var/current_index = current_firemode_index
var/new_index = current_index
INCREMENT_OR_WRAP(new_index)
if(!IS_VALID_INDEX(new_index))
var/initial_index = new_index
while(!IS_VALID_INDEX(new_index) && (new_index != initial_index))
new_index = INCREMENT_OR_WRAP(new_index)
if(initial_index == new_index) //cycled through without finding another
new_index = current_index
set_firemode_index(new_index, user_for_feedback)
/obj/item/gun/energy/proc/user_set_firemode_to_prev(mob/user_for_feedback)
var/current_index = current_firemode_index
var/new_index = current_index
DECREMENT_OR_WRAP(new_index)
if(!IS_VALID_INDEX(new_index))
var/initial_index = new_index
while(!IS_VALID_INDEX(new_index) && (new_index != initial_index))
new_index = DECREMENT_OR_WRAP(new_index)
if(initial_index == new_index) //cycled through without finding another
new_index = current_index
set_firemode_index(new_index, user_for_feedback)
#undef INCREMENT_OR_WRAP
#undef DECREMENT_OR_WRAP
#undef IS_VALID_INDEX
/obj/item/gun/energy/update_icon_state()
if(initial(item_state))
return
..()
var/ratio = get_charge_ratio()
var/new_item_state = ""
new_item_state = initial(icon_state)
if(modifystate)
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
new_item_state += "[shot.select_name]"
new_item_state += "[ratio]"
item_state = new_item_state
/obj/item/gun/energy/update_overlays()
. = ..()
if(QDELETED(src))
return
if(!automatic_charge_overlays)
return
var/overlay_icon_state = "[icon_state]_charge"
var/ratio = get_charge_ratio()
if (modifystate)
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
. += "[icon_state]_[shot.select_name]"
overlay_icon_state += "_[shot.select_name]"
if(ratio == 0)
. += "[icon_state]_empty"
else
if(!shaded_charge)
var/mutable_appearance/charge_overlay = mutable_appearance(icon, overlay_icon_state)
for(var/i = ratio, i >= 1, i--)
charge_overlay.pixel_x = ammo_x_offset * (i - 1)
charge_overlay.pixel_y = ammo_y_offset * (i - 1)
. += new /mutable_appearance(charge_overlay)
else
. += "[icon_state]_charge[ratio]"
///Used by update_icon_state() and update_overlays()
/obj/item/gun/energy/proc/get_charge_ratio()
return can_shoot() ? CEILING(clamp(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
// Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if its power cell is removed.
/obj/item/gun/energy/suicide_act(mob/living/user)
if (istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD))
user.visible_message("<span class='suicide'>[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!</span>")
sleep(25)
if(user.is_holding(src))
user.visible_message("<span class='suicide'>[user] melts [user.p_their()] face off with [src]!</span>")
playsound(loc, fire_sound, 50, 1, -1)
playsound(src, 'sound/weapons/dink.ogg', 30, 1)
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
cell.use(shot.e_cost)
update_icon()
return(FIRELOSS)
else
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
return(OXYLOSS)
else
user.visible_message("<span class='suicide'>[user] is pretending to melt [user.p_their()] face off with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
playsound(src, "gun_dry_fire", 30, 1)
return (OXYLOSS)
/obj/item/gun/energy/vv_edit_var(var_name, var_value)
switch(var_name)
if(NAMEOF(src, selfcharge))
if(var_value)
START_PROCESSING(SSobj, src)
else
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/gun/energy/ignition_effect(atom/A, mob/living/user)
if(!can_shoot() || !ammo_type[current_firemode_index])
shoot_with_empty_chamber()
. = ""
else
var/obj/item/ammo_casing/energy/E = ammo_type[current_firemode_index]
var/obj/item/projectile/energy/BB = E.BB
if(!BB)
. = ""
else if(BB.nodamage || !BB.damage || BB.damage_type == STAMINA)
user.visible_message("<span class='danger'>[user] tries to light [user.p_their()] [A.name] with [src], but it doesn't do anything. Dumbass.</span>")
playsound(user, E.fire_sound, 50, 1)
playsound(user, BB.hitsound, 50, 1)
cell.use(E.e_cost)
. = ""
else if(BB.damage_type != BURN)
user.visible_message("<span class='danger'>[user] tries to light [user.p_their()] [A.name] with [src], but only succeeds in utterly destroying it. Dumbass.</span>")
playsound(user, E.fire_sound, 50, 1)
playsound(user, BB.hitsound, 50, 1)
cell.use(E.e_cost)
qdel(A)
. = ""
else
playsound(user, E.fire_sound, 50, 1)
playsound(user, BB.hitsound, 50, 1)
cell.use(E.e_cost)
. = "<span class='danger'>[user] casually lights their [A.name] with [src]. Damn.</span>"
/obj/item/gun/energy/altafterattack(atom/target, mob/user, proximity_flags, params)
if(!right_click_overridden)
select_fire(user)
return TRUE
return ..()