mirror of
https://github.com/vgstation-coders/vgstation13.git
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236 lines
8.6 KiB
Plaintext
236 lines
8.6 KiB
Plaintext
/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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flags = FPRINT
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siemens_coefficient = 1
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slot_flags = SLOT_BELT
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throwforce = 1
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w_class = W_CLASS_TINY
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var/caliber = "" //Which kind of guns it can be loaded into
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var/projectile_type = ""//The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet
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shrapnel_amount = 1
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shrapnel_type = /obj/item/projectile/bullet/shrapnel/small
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shrapnel_size = 1
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/obj/item/ammo_casing/New(var/loc,var/empty = 0)
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..()
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if(projectile_type && !empty)
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BB = new projectile_type(src)
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update_icon()
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/obj/item/ammo_casing/update_icon()
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pixel_x = rand(-10, 10) * PIXEL_MULTIPLIER
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pixel_y = rand(-10, 10) * PIXEL_MULTIPLIER
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dir = pick(cardinal)
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name = "[BB ? "" : "spent "][initial(name)]"
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icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
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desc = "[initial(desc)][BB ? "" : " This one is spent."]"
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/obj/item/ammo_casing/get_shrapnel_projectile()
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if(BB)
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var/obj/item/projectile/bullet_bill = BB
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BB = null
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return bullet_bill
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else
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return new shrapnel_type(src)
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/obj/item/ammo_casing/send_to_past(var/duration)
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..()
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var/static/list/resettable_vars = list(
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"BB")
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reset_vars_after_duration(resettable_vars, duration)
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//Boxes of ammo
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/obj/item/ammo_storage
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name = "ammo box (.357)"
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desc = "A box of ammo."
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icon_state = "357"
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icon = 'icons/obj/ammo.dmi'
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flags = FPRINT
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siemens_coefficient = 1
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slot_flags = SLOT_BELT
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item_state = "syringe_kit"
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starting_materials = list(MAT_IRON = 50000)
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w_type = RECYK_METAL
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throwforce = 2
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w_class = W_CLASS_TINY
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throw_speed = 4
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throw_range = 5
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var/list/stored_ammo = list()
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var/ammo_type = "/obj/item/ammo_casing/a357"
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var/exact = 1 //whether or not the item only takes ammo_type, or also subtypes. Set to 1 to only take the specified ammo
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var/caliber = POINT357 //lets us define what magazines can go into guns
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var/max_ammo = 7
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var/starting_ammo = -1 //-1 makes it spawn the max ammo, 0 and above makes it spawn that number
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var/multiple_sprites = 0 //if it has multiple sprites. Please sprite more than 2 sprites if you set this to true, you fricks
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var/sprite_modulo = 1 //the spacing of the ammo sprites. Setting this to 1 means there's a sprite for every state, 10 for every 10 states, etc.
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/obj/item/ammo_storage/New()
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..()
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var/ammo_to_load = 0
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if(starting_ammo > -1 && starting_ammo < max_ammo)
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ammo_to_load = starting_ammo
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update_icon()
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else
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ammo_to_load = max_ammo
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for(var/i = 1, i <= ammo_to_load, i++)
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stored_ammo += new ammo_type(src)
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/obj/item/ammo_storage/attackby(var/atom/A, var/mob/user) //now with loading
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..()
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if(istype(A, /obj/item/ammo_casing)) //loading a bullet into the magazine or box
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var/obj/item/ammo_casing/AC = A
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var/accepted = 0
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if((exact && (AC.type == text2path(ammo_type))) || (!exact && (AC.caliber == caliber)))
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accepted = 1
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else
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to_chat(user, "<span class='warning'>\the [AC] does not fit into [src]. </span>")
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return
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if(AC.BB && accepted && stored_ammo.len < max_ammo)
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if(user.drop_item(A, src))
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to_chat(user, "<span class='notice'>You successfully load the [src] with \the [AC]. </span>")
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else
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to_chat(user, "<span class='warning'>You can't let go of \the [A]!</span>")
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return
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stored_ammo += AC
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update_icon()
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else if(!AC.BB)
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to_chat(user, "<span class='notice'>You can't load a spent bullet.</span>")
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else if (stored_ammo.len == max_ammo)
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to_chat(user, "<span class='notice'>\The [src] can't hold any more shells.</span>")
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return
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if(istype(A, /obj/item/ammo_storage)) //loads all the bullets from one magazine to the other
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var/obj/item/ammo_storage/AS = A
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if(stored_ammo.len < max_ammo && AS.stored_ammo)
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var/loaded_bullets = LoadInto(AS, src)
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if(loaded_bullets)
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to_chat(user, "<span class='notice'>You successfully fill the [src] with [loaded_bullets] shell\s from the [AS].</span>")
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update_icon()
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else if (stored_ammo.len >= max_ammo)
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to_chat(user, "<span class='notice'>\The [src] can't hold any more shells.</span>")
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/obj/item/ammo_storage/update_icon()
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if(multiple_sprites)
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if(!sprite_modulo)
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sprite_modulo = max_ammo
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var/visible_ammo = stored_ammo.len - (stored_ammo.len % sprite_modulo) //the smallest round number in the interval
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if(visible_ammo == 0 && stored_ammo.len) //if there IS ammo, but we can't see it because the thing is at 0 (most sprites are like this)
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visible_ammo += sprite_modulo //we go to the next lowest sprite state so it doesn't look empty
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icon_state = "[initial(icon_state)]-[visible_ammo]"
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/obj/item/ammo_storage/examine(mob/user) //never change descriptions, always use examine
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..()
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if(max_ammo > 0)
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to_chat(user, "<span class='info'>There are [stored_ammo.len] shell\s left!</span>")
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/obj/item/ammo_storage/attack_self(mob/user) //allows you to remove individual bullets
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if(stored_ammo.len)
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var/obj/item/ammo_casing/dropped = stored_ammo[1]
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dropped.forceMove(get_turf(user))
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stored_ammo -= dropped
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update_icon()
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to_chat(user, "<span class='notice'>You remove \a [dropped] from \the [src].</span>")
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//used for loading from or to boxes. Has the fumble check
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//this doesn't load any bullets by itself, but is a check for the slow loading used by boxes
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/obj/item/ammo_storage/proc/slowLoad(var/obj/item/ammo_storage/bullets_from, var/obj/item/target)
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if(!bullets_from || !istype(bullets_from)) //fuck you for calling this with the wrong arguments
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return 0
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if(!target || !istype(target))
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return 0
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var/trying_to_load = 0
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if(istype(target, /obj/item/weapon/gun/projectile))
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var/obj/item/weapon/gun/projectile/PW = target
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trying_to_load = min(PW.max_shells - PW.loaded.len - PW.refuse.len, bullets_from.stored_ammo.len) //either we fill to max, or we fill as much as possible
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else
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var/obj/item/ammo_storage/AS = target
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trying_to_load = min(AS.max_ammo - AS.stored_ammo.len, bullets_from.stored_ammo.len) //either we fill to max, or we fill as much as possible
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if(usr && trying_to_load)
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to_chat(usr, "You begin loading \the [target]...")
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if(trying_to_load && do_after(usr,target,trying_to_load * 5)) //bit of a wait, but that's why it's SLOW
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return 1
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else if(trying_to_load)
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var/dropped_bullets = 0
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var/to_drop = rand(1, trying_to_load) //yeah, drop some on the floor!
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for(var/i = 1; i<=min(to_drop, bullets_from.stored_ammo.len); i++)
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var/obj/item/ammo_casing/AC = bullets_from.stored_ammo[1]
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bullets_from.stored_ammo -= AC
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AC.forceMove(get_turf(target))
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dropped_bullets++
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bullets_from.update_icon()
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if(usr)
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to_chat(usr, "<span class='rose'>You fumble around and drop [dropped_bullets] shell\s!</span>")
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return 0
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return 0
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//used to load bullets from ammo storage into other ammo storage or guns
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//bullets_from is the origin, target is the gun or targetted box
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/obj/item/ammo_storage/proc/LoadInto(var/obj/item/ammo_storage/bullets_from, var/obj/item/target)
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if(!bullets_from || !istype(bullets_from))
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return 0
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if(!target || !istype(target))
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return 0
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var/bullets_loaded = 0
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if(istype(target, /obj/item/ammo_storage))
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if(istype(bullets_from, /obj/item/ammo_storage/box) || istype(target, /obj/item/ammo_storage/box))
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if(!slowLoad(bullets_from, target))
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return 0
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var/obj/item/ammo_storage/AS = target
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for(var/obj/item/ammo_casing/loading in bullets_from.stored_ammo)
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if(AS.stored_ammo.len >= AS.max_ammo)
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break
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if((AS.exact && (loading.type == text2path(AS.ammo_type))) || (!AS.exact && (bullets_from.caliber == caliber))) //If not exact, check if same caliber
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bullets_from.stored_ammo -= loading
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AS.stored_ammo += loading
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loading.forceMove(AS)
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bullets_loaded++
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if(istype(target, /obj/item/weapon/gun/projectile)) //if we load directly, this is what we want to do
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if(istype(bullets_from, /obj/item/ammo_storage/box))
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if(!slowLoad(bullets_from, target))
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return 0
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var/obj/item/weapon/gun/projectile/PW = target
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for(var/obj/item/ammo_casing/loading in bullets_from.stored_ammo)
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if(PW.loaded.len + PW.refuse.len >= PW.max_shells)
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break
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if(PW.caliber && PW.caliber[loading.caliber]) //hurrah for gun variables.
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bullets_from.stored_ammo -= loading
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PW.loaded += loading
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loading.forceMove(PW)
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bullets_loaded++
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bullets_from.update_icon()
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target.update_icon()
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return bullets_loaded
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/obj/item/ammo_storage/proc/get_round(var/keep = 0)
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if(!ammo_count())
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return null
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else
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var/b = stored_ammo[stored_ammo.len]
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stored_ammo -= b
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if(keep)
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stored_ammo.Insert(1,b)
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else
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update_icon()
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return b
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/obj/item/ammo_storage/proc/ammo_count()
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return stored_ammo.len
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/obj/item/ammo_storage/send_to_past(var/duration)
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..()
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var/static/list/resettable_vars = list(
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"stored_ammo")
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reset_vars_after_duration(resettable_vars, duration)
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