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* adds signal and modifies each call of afterattack to call it's inherited proc * uses new macro for sendsignal() * map fuck * skip precommithooks * combine and negate 2 ifs
195 lines
6.7 KiB
Plaintext
195 lines
6.7 KiB
Plaintext
/obj/item/laser_pointer
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name = "laser pointer"
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desc = "Don't shine it in your eyes!"
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icon = 'icons/obj/device.dmi'
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icon_state = "pointer"
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item_state = "pen"
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var/pointer_icon_state
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flags_1 = CONDUCT_1
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item_flags = NOBLUDGEON
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slot_flags = ITEM_SLOT_BELT
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materials = list(MAT_METAL=500, MAT_GLASS=500)
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w_class = WEIGHT_CLASS_SMALL
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var/turf/pointer_loc
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var/energy = 5
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var/max_energy = 5
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var/effectchance = 33
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var/recharging = 0
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var/recharge_locked = FALSE
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var/obj/item/stock_parts/micro_laser/diode //used for upgrading!
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/obj/item/laser_pointer/red
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pointer_icon_state = "red_laser"
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/obj/item/laser_pointer/green
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pointer_icon_state = "green_laser"
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/obj/item/laser_pointer/blue
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pointer_icon_state = "blue_laser"
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/obj/item/laser_pointer/purple
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pointer_icon_state = "purple_laser"
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/obj/item/laser_pointer/New()
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..()
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diode = new(src)
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if(!pointer_icon_state)
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pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
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/obj/item/laser_pointer/upgraded/New()
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..()
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diode = new /obj/item/stock_parts/micro_laser/ultra
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/obj/item/laser_pointer/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stock_parts/micro_laser))
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if(!diode)
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if(!user.transferItemToLoc(W, src))
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return
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diode = W
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to_chat(user, "<span class='notice'>You install a [diode.name] in [src].</span>")
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else
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to_chat(user, "<span class='notice'>[src] already has a diode installed.</span>")
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else if(istype(W, /obj/item/screwdriver))
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if(diode)
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to_chat(user, "<span class='notice'>You remove the [diode.name] from \the [src].</span>")
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diode.forceMove(drop_location())
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diode = null
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else
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return ..()
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/obj/item/laser_pointer/afterattack(atom/target, mob/living/user, flag, params)
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. = ..()
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laser_act(target, user, params)
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/obj/item/laser_pointer/proc/laser_act(atom/target, mob/living/user, params)
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if( !(user in (viewers(7,target))) )
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return
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if (!diode)
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to_chat(user, "<span class='notice'>You point [src] at [target], but nothing happens!</span>")
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return
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if (!user.IsAdvancedToolUser())
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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if(user.has_trait(TRAIT_NOGUNS))
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to_chat(user, "<span class='warning'>Your fingers can't press the button!</span>")
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.dna.check_mutation(HULK))
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to_chat(user, "<span class='warning'>Your fingers can't press the button!</span>")
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return
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add_fingerprint(user)
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//nothing happens if the battery is drained
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if(recharge_locked)
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to_chat(user, "<span class='notice'>You point [src] at [target], but it's still charging.</span>")
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return
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var/outmsg
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var/turf/targloc = get_turf(target)
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//human/alien mobs
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(user.zone_selected == BODY_ZONE_PRECISE_EYES)
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add_logs(user, C, "shone in the eyes", src)
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var/severity = 1
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if(prob(33))
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severity = 2
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else if(prob(50))
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severity = 0
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//chance to actually hit the eyes depends on internal component
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if(prob(effectchance * diode.rating) && C.flash_act(severity))
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outmsg = "<span class='notice'>You blind [C] by shining [src] in [C.p_their()] eyes.</span>"
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else
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outmsg = "<span class='warning'>You fail to blind [C] by shining [src] at [C.p_their()] eyes!</span>"
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//robots
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else if(iscyborg(target))
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var/mob/living/silicon/S = target
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add_logs(user, S, "shone in the sensors", src)
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//chance to actually hit the eyes depends on internal component
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if(prob(effectchance * diode.rating))
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S.flash_act(affect_silicon = 1)
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S.Knockdown(rand(100,200))
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to_chat(S, "<span class='danger'>Your sensors were overloaded by a laser!</span>")
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outmsg = "<span class='notice'>You overload [S] by shining [src] at [S.p_their()] sensors.</span>"
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else
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outmsg = "<span class='warning'>You fail to overload [S] by shining [src] at [S.p_their()] sensors!</span>"
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//cameras
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else if(istype(target, /obj/machinery/camera))
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var/obj/machinery/camera/C = target
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if(prob(effectchance * diode.rating))
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C.emp_act(EMP_HEAVY)
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outmsg = "<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>"
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add_logs(user, C, "EMPed", src)
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else
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outmsg = "<span class='warning'>You miss the lens of [C] with [src]!</span>"
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//catpeople
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for(var/mob/living/carbon/human/H in view(1,targloc))
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if(!iscatperson(H) || H.incapacitated() || H.eye_blind )
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continue
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if(!H.lying)
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H.setDir(get_dir(H,targloc)) // kitty always looks at the light
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if(prob(effectchance))
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H.visible_message("<span class='warning'>[H] makes a grab for the light!</span>","<span class='userdanger'>LIGHT!</span>")
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H.Move(targloc)
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add_logs(user, H, "moved with a laser pointer",src)
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else
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H.visible_message("<span class='notice'>[H] looks briefly distracted by the light.</span>","<span class = 'warning'> You're briefly tempted by the shiny light... </span>")
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else
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H.visible_message("<span class='notice'>[H] stares at the light</span>","<span class = 'warning'> You stare at the light... </span>")
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//cats!
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for(var/mob/living/simple_animal/pet/cat/C in view(1,targloc))
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if(prob(50))
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C.visible_message("<span class='notice'>[C] pounces on the light!</span>","<span class='warning'>LIGHT!</span>")
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C.Move(targloc)
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C.resting = TRUE
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C.update_canmove()
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else
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C.visible_message("<span class='notice'>[C] looks uninterested in your games.</span>","<span class='warning'>You spot [user] shining [src] at you. How insulting!</span>")
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//laser pointer image
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icon_state = "pointer_[pointer_icon_state]"
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var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,10)
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var/list/click_params = params2list(params)
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if(click_params)
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if(click_params["icon-x"])
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I.pixel_x = (text2num(click_params["icon-x"]) - 16)
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if(click_params["icon-y"])
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I.pixel_y = (text2num(click_params["icon-y"]) - 16)
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else
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I.pixel_x = target.pixel_x + rand(-5,5)
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I.pixel_y = target.pixel_y + rand(-5,5)
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if(outmsg)
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to_chat(user, outmsg)
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else
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to_chat(user, "<span class='info'>You point [src] at [target].</span>")
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energy -= 1
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if(energy <= max_energy)
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if(!recharging)
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recharging = 1
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START_PROCESSING(SSobj, src)
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if(energy <= 0)
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to_chat(user, "<span class='warning'>[src]'s battery is overused, it needs time to recharge!</span>")
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recharge_locked = TRUE
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flick_overlay_view(I, targloc, 10)
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icon_state = "pointer"
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/obj/item/laser_pointer/process()
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if(prob(20 - recharge_locked*5))
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energy += 1
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if(energy >= max_energy)
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energy = max_energy
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recharging = 0
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recharge_locked = FALSE
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..()
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