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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
224 lines
7.2 KiB
Plaintext
224 lines
7.2 KiB
Plaintext
/obj/item/gun/launcher/pneumatic
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name = "pneumatic cannon"
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desc = "A large gas-powered cannon."
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icon_state = "pneumatic"
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item_state = "pneumatic"
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_HUGE
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fire_sound_text = "a loud whoosh of moving air"
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fire_delay = 50
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fire_sound = 'sound/weapons/grenade_launcher.ogg' // Formerly tablehit1.ogg but I like this better -Ace
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var/fire_pressure // Used in fire checks/pressure checks.
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var/max_w_class = ITEMSIZE_NORMAL // Hopper intake size.
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var/max_storage_space = ITEMSIZE_COST_NORMAL * 5 // Total internal storage size.
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var/obj/item/tank/tank = null // Tank of gas for use in firing the cannon.
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var/obj/item/storage/item_storage
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var/pressure_setting = 10 // Percentage of the gas in the tank used to fire the projectile.
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var/possible_pressure_amounts = list(5,10,20,25,50) // Possible pressure settings.
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var/force_divisor = 400 // Force equates to speed. Speed/5 equates to a damage multiplier for whoever you hit.
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// For reference, a fully pressurized oxy tank at 50% gas release firing a health
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// analyzer with a force_divisor of 10 hit with a damage multiplier of 3000+.
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special_handling = TRUE
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/obj/item/gun/launcher/pneumatic/Initialize(mapload)
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. = ..()
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item_storage = new(src)
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item_storage.name = "hopper"
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item_storage.max_w_class = max_w_class
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item_storage.max_storage_space = max_storage_space
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item_storage.use_sound = null
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/obj/item/gun/launcher/pneumatic/verb/set_pressure() //set amount of tank pressure.
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set name = "Set Valve Pressure"
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set category = "Object"
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set src in range(0)
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var/N = tgui_input_list(usr, "Percentage of tank used per shot:","[src]", possible_pressure_amounts)
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if (N)
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pressure_setting = N
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to_chat(usr, "You dial the pressure valve to [pressure_setting]%.")
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/obj/item/gun/launcher/pneumatic/proc/eject_tank(mob/user) //Remove the tank.
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if(!tank)
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to_chat(user, "There's no tank in [src].")
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return
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to_chat(user, "You twist the valve and pop the tank out of [src].")
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user.put_in_hands(tank)
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tank = null
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update_icon()
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/obj/item/gun/launcher/pneumatic/proc/unload_hopper(mob/user)
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if(item_storage.contents.len > 0)
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var/obj/item/removing = item_storage.contents[item_storage.contents.len]
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item_storage.remove_from_storage(removing, src.loc)
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user.put_in_hands(removing)
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to_chat(user, "You remove [removing] from the hopper.")
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playsound(src, 'sound/weapons/empty.ogg', 50, 1)
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else
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to_chat(user, "There is nothing to remove in \the [src].")
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/obj/item/gun/launcher/pneumatic/attack_hand(mob/user as mob)
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if(user.get_inactive_hand() == src)
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unload_hopper(user)
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else
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return ..()
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/obj/item/gun/launcher/pneumatic/attackby(obj/item/W as obj, mob/user as mob)
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if(!tank && istype(W,/obj/item/tank))
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user.drop_from_inventory(W, src)
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tank = W
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user.visible_message("[user] jams [W] into [src]'s valve and twists it closed.","You jam [W] into [src]'s valve and twist it closed.")
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update_icon()
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else if(istype(W) && item_storage.can_be_inserted(W))
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item_storage.handle_item_insertion(W)
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/obj/item/gun/launcher/pneumatic/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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eject_tank(user)
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/obj/item/gun/launcher/pneumatic/consume_next_projectile(mob/user=null)
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if(!item_storage.contents.len)
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return null
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if (!tank)
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to_chat(user, "There is no gas tank in [src]!")
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return null
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var/environment_pressure = 10
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var/turf/T = get_turf(src)
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if(T)
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var/datum/gas_mixture/environment = T.return_air()
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if(environment)
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environment_pressure = environment.return_pressure()
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fire_pressure = (tank.air_contents.return_pressure() - environment_pressure)*pressure_setting/100
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if(fire_pressure < 10)
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to_chat(user, "There isn't enough gas in the tank to fire [src].")
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return null
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var/obj/item/launched = item_storage.contents[1]
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item_storage.remove_from_storage(launched, src)
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return launched
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/obj/item/gun/launcher/pneumatic/examine(mob/user)
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. = ..()
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if(get_dist(user, src) <= 2)
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. += "The valve is dialed to [pressure_setting]%."
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if(tank)
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. += "The tank dial reads [tank.air_contents.return_pressure()] kPa."
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else
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. += "Nothing is attached to the tank valve!"
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/obj/item/gun/launcher/pneumatic/update_release_force(obj/item/projectile)
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if(tank)
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release_force = ((fire_pressure*tank.volume)/projectile.w_class)/force_divisor //projectile speed.
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if(release_force > 80) release_force = 80 //damage cap.
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else
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release_force = 0
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/obj/item/gun/launcher/pneumatic/handle_post_fire()
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if(tank)
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var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
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var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
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var/turf/T = get_turf(src.loc)
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if(T) T.assume_air(removed)
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..()
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/obj/item/gun/launcher/pneumatic/update_icon()
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if(tank)
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icon_state = "pneumatic-tank"
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item_state = "pneumatic-tank"
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else
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icon_state = "pneumatic"
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item_state = "pneumatic"
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if (ismob(src.loc))
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var/mob/M = src.loc
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M.update_inv_r_hand()
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M.update_inv_l_hand()
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//Constructable pneumatic cannon.
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/obj/item/cannonframe
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name = "pneumatic cannon frame"
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desc = "A half-finished pneumatic cannon."
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icon_state = "pneumatic0"
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item_state = "pneumatic"
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var/buildstate = 0
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/obj/item/cannonframe/update_icon()
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icon_state = "pneumatic[buildstate]"
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/obj/item/cannonframe/examine(mob/user)
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. = ..()
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switch(buildstate)
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if(1)
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. += "It has a pipe segment installed."
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if(2)
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. += "It has a pipe segment welded in place."
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if(3)
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. += "It has an outer chassis installed."
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if(4)
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. += "It has an outer chassis welded in place."
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if(5)
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. += "It has a transfer valve installed."
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/obj/item/cannonframe/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/pipe))
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if(buildstate == 0)
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user.drop_from_inventory(W)
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qdel(W)
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to_chat(user, span_notice("You secure the piping inside the frame."))
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buildstate++
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update_icon()
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return
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else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MAT_STEEL)
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if(buildstate == 2)
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var/obj/item/stack/material/M = W
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if(M.use(5))
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to_chat(user, span_notice("You assemble a chassis around the cannon frame."))
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buildstate++
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update_icon()
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else
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to_chat(user, span_notice("You need at least five metal sheets to complete this task."))
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return
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else if(istype(W,/obj/item/transfer_valve))
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if(buildstate == 4)
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user.drop_from_inventory(W)
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qdel(W)
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to_chat(user, span_notice("You install the transfer valve and connect it to the piping."))
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buildstate++
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update_icon()
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return
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else if(W.has_tool_quality(TOOL_WELDER))
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var/obj/item/weldingtool/T = W.get_welder()
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if(buildstate == 1)
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if(T.remove_fuel(0,user))
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if(!src || !T.isOn()) return
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playsound(src, W.usesound, 100, 1)
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to_chat(user, span_notice("You weld the pipe into place."))
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buildstate++
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update_icon()
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if(buildstate == 3)
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if(T.remove_fuel(0,user))
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if(!src || !T.isOn()) return
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playsound(src, W.usesound, 100, 1)
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to_chat(user, span_notice("You weld the metal chassis together."))
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buildstate++
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update_icon()
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if(buildstate == 5)
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if(T.remove_fuel(0,user))
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if(!src || !T.isOn()) return
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playsound(src, W.usesound, 100, 1)
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to_chat(user, span_notice("You weld the valve into place."))
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new /obj/item/gun/launcher/pneumatic(get_turf(src))
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qdel(src)
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return
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else
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..()
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