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* new aegun * it just work * Update code/modules/projectiles/guns/energy/energy_gun.dm Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com> * Add files via upload * dfuisqbdusq --------- Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com>
237 lines
7.9 KiB
Plaintext
237 lines
7.9 KiB
Plaintext
/obj/item/gun/energy
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icon_state = "energy"
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name = "energy gun"
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desc = "A basic energy-based gun."
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icon = 'icons/obj/guns/energy.dmi'
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var/obj/item/stock_parts/cell/cell //What type of power cell this uses
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var/cell_type = /obj/item/stock_parts/cell
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var/modifystate = 0
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var/list/ammo_type = list(/obj/item/ammo_casing/energy)
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var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
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var/can_charge = TRUE //Can it be charged in a recharger?
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var/automatic_charge_overlays = TRUE //Do we handle overlays with base update_icon()?
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var/charge_sections = 4
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ammo_x_offset = 2
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var/shaded_charge = FALSE //if this gun uses a stateful charge bar for more detail
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var/old_ratio = 0 // stores the gun's previous ammo "ratio" to see if it needs an updated icon
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var/selfcharge = 0
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var/charge_timer = 0
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var/charge_delay = 8
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var/charge_amount = 1
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var/use_cyborg_cell = FALSE //whether the gun's cell drains the cyborg user's cell to recharge
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var/dead_cell = FALSE //set to true so the gun is given an empty cell
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available_attachments = list(
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/obj/item/attachment/scope/simple,
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/obj/item/attachment/scope/holo,
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/obj/item/attachment/scope/infrared,
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/obj/item/attachment/laser_sight,
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/obj/item/attachment/grip/vertical,
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)
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max_attachments = 4
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recoil = 0.1
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/obj/item/gun/energy/emp_act(severity)
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. = ..()
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if(!(. & EMP_PROTECT_CONTENTS))
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cell.use(round(cell.charge / severity))
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chambered = null //we empty the chamber
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recharge_newshot() //and try to charge a new shot
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update_icon()
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/obj/item/gun/energy/get_cell()
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return cell
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/obj/item/gun/energy/Initialize()
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. = ..()
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if(cell_type)
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cell = new cell_type(src)
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else
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cell = new(src)
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if(dead_cell)
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cell.charge = 0
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update_ammo_types()
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recharge_newshot(TRUE)
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if(selfcharge)
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START_PROCESSING(SSobj, src)
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update_icon()
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/obj/item/gun/energy/proc/update_ammo_types()
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var/obj/item/ammo_casing/energy/shot
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for (var/i = 1, i <= ammo_type.len, i++)
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var/shottype = ammo_type[i]
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shot = new shottype(src)
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ammo_type[i] = shot
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shot = ammo_type[select]
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fire_sound = shot.fire_sound
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fire_delay = shot.delay
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/obj/item/gun/energy/Destroy()
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if (cell)
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QDEL_NULL(cell)
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/gun/energy/process(delta_time)
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if(selfcharge && cell && cell.percent() < 100)
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charge_timer += delta_time
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if(charge_timer < charge_delay)
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return
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charge_timer = 0
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cell.give(100*charge_amount)
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if(!chambered) //if empty chamber we try to charge a new shot
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recharge_newshot(TRUE)
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update_icon()
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/obj/item/gun/energy/attack_self(mob/living/user as mob)
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if(ammo_type.len > 1)
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select_fire(user)
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update_icon()
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/obj/item/gun/energy/can_shoot()
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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return !QDELETED(cell) ? (cell.charge >= shot.e_cost) : FALSE
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/obj/item/gun/energy/recharge_newshot(no_cyborg_drain)
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if (!ammo_type || !cell)
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return
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if(use_cyborg_cell && !no_cyborg_drain)
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if(iscyborg(loc))
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var/mob/living/silicon/robot/R = loc
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if(R.cell)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select] //Necessary to find cost of shot
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if(R.cell.use(shot.e_cost)) //Take power from the borg...
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cell.give(shot.e_cost) //... to recharge the shot
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if(!chambered)
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var/obj/item/ammo_casing/energy/AC = ammo_type[select]
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if(cell.charge >= AC.e_cost) //if there's enough power in the cell cell...
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chambered = AC //...prepare a new shot based on the current ammo type selected
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if(!chambered.BB)
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chambered.newshot()
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/obj/item/gun/energy/process_chamber()
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if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
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var/obj/item/ammo_casing/energy/shot = chambered
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cell.use(shot.e_cost)//... drain the cell cell
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chambered = null //either way, released the prepared shot
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recharge_newshot() //try to charge a new shot
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/obj/item/gun/energy/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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if(!chambered && can_shoot())
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process_chamber() // If the gun was drained and then recharged, load a new shot.
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return ..()
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/obj/item/gun/energy/process_burst(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)
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if(!chambered && can_shoot())
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process_chamber() // Ditto.
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return ..()
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/obj/item/gun/energy/proc/select_fire(mob/living/user)
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select++
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if (select > ammo_type.len)
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select = 1
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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fire_sound = shot.fire_sound
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fire_delay = shot.delay
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if (shot.select_name)
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to_chat(user, span_notice("[src] is now set to [shot.select_name]."))
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chambered = null
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recharge_newshot(TRUE)
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update_icon(TRUE)
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return
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/obj/item/gun/energy/update_icon(force_update)
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if(QDELETED(src))
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return
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..()
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if(!automatic_charge_overlays)
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return
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var/ratio = CEILING(clamp(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1)
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if(ratio == old_ratio && !force_update)
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return
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old_ratio = ratio
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cut_overlays()
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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var/iconState = "[icon_state]_charge"
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var/itemState = null
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if(!initial(item_state))
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itemState = icon_state
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if (modifystate)
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add_overlay("[icon_state]_[shot.select_name]")
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iconState += "_[shot.select_name]"
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if(itemState)
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itemState += "[shot.select_name]"
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if(cell.charge < shot.e_cost)
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add_overlay("[icon_state]_empty")
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else
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if(!shaded_charge)
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var/mutable_appearance/charge_overlay = mutable_appearance(icon, iconState)
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for(var/i = ratio, i >= 1, i--)
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charge_overlay.pixel_x = ammo_x_offset * (i - 1)
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charge_overlay.pixel_y = ammo_y_offset * (i - 1)
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add_overlay(charge_overlay)
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else
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add_overlay("[icon_state]_charge[ratio]")
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if(itemState)
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itemState += "[ratio]"
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item_state = itemState
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/obj/item/gun/energy/suicide_act(mob/living/user)
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if (istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD))
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user.visible_message(span_suicide("[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!"))
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sleep(2.5 SECONDS)
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if(user.is_holding(src))
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user.visible_message(span_suicide("[user] melts [user.p_their()] face off with [src]!"))
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playsound(loc, fire_sound, 50, 1, -1)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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cell.use(shot.e_cost)
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update_icon()
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return(FIRELOSS)
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else
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user.visible_message(span_suicide("[user] panics and starts choking to death!"))
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return(OXYLOSS)
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else
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user.visible_message(span_suicide("[user] is pretending to melt [user.p_their()] face off with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b>"))
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playsound(src, dry_fire_sound, 30, TRUE)
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return (OXYLOSS)
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/obj/item/gun/energy/vv_edit_var(var_name, var_value)
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switch(var_name)
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if("selfcharge")
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if(var_value)
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START_PROCESSING(SSobj, src)
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else
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/gun/energy/ignition_effect(atom/A, mob/living/user)
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if(!can_shoot() || !ammo_type[select])
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shoot_with_empty_chamber()
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. = ""
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else
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var/obj/item/ammo_casing/energy/E = ammo_type[select]
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var/obj/item/projectile/energy/BB = E.BB
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if(!BB)
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. = ""
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else if(BB.nodamage || !BB.damage || BB.damage_type == STAMINA)
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user.visible_message(span_danger("[user] tries to light [user.p_their()] [A.name] with [src], but it doesn't do anything. Dumbass."))
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playsound(user, E.fire_sound, 50, 1)
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playsound(user, BB.hitsound, 50, 1)
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cell.use(E.e_cost)
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. = ""
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else if(BB.damage_type != BURN)
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user.visible_message(span_danger("[user] tries to light [user.p_their()] [A.name] with [src], but only succeeds in utterly destroying it. Dumbass."))
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playsound(user, E.fire_sound, 50, 1)
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playsound(user, BB.hitsound, 50, 1)
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cell.use(E.e_cost)
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qdel(A)
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. = ""
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else
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playsound(user, E.fire_sound, 50, 1)
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playsound(user, BB.hitsound, 50, 1)
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cell.use(E.e_cost)
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. = span_danger("[user] casually lights their [A.name] with [src]. Damn.")
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