This commit is contained in:
Seris02
2020-01-13 12:53:52 +08:00
1027 changed files with 196105 additions and 197892 deletions
+167 -167
View File
@@ -1,167 +1,167 @@
//DO NOT ADD MECHA PARTS TO THE GAME WITH THE DEFAULT "SPRITE ME" SPRITE!
//I'm annoyed I even have to tell you this! SPRITE FIRST, then commit.
/obj/item/mecha_parts/mecha_equipment
name = "mecha equipment"
icon = 'icons/mecha/mecha_equipment.dmi'
icon_state = "mecha_equip"
force = 5
max_integrity = 300
var/equip_cooldown = 0 // cooldown after use
var/equip_ready = 1 //whether the equipment is ready for use. (or deactivated/activated for static stuff)
var/energy_drain = 0
var/obj/mecha/chassis = null
var/range = MELEE //bitFflags
var/salvageable = 1
var/selectable = 1 // Set to 0 for passive equipment such as mining scanner or armor plates
var/harmful = FALSE //Controls if equipment can be used to attack by a pacifist.
/obj/item/mecha_parts/mecha_equipment/proc/update_chassis_page()
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","eq_list",chassis.get_equipment_list())
send_byjax(chassis.occupant,"exosuit.browser","equipment_menu",chassis.get_equipment_menu(),"dropdowns")
return 1
return
/obj/item/mecha_parts/mecha_equipment/proc/update_equip_info()
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","[REF(src)]",get_equip_info())
return 1
return
/obj/item/mecha_parts/mecha_equipment/Destroy()
if(chassis)
chassis.equipment -= src
if(chassis.selected == src)
chassis.selected = null
src.update_chassis_page()
chassis.occupant_message("<span class='danger'>[src] is destroyed!</span>")
chassis.log_append_to_last("[src] is destroyed.",1)
SEND_SOUND(chassis.occupant, sound(istype(src, /obj/item/mecha_parts/mecha_equipment/weapon) ? 'sound/mecha/weapdestr.ogg' : 'sound/mecha/critdestr.ogg', volume=50))
chassis = null
return ..()
/obj/item/mecha_parts/mecha_equipment/proc/critfail()
if(chassis)
log_message("Critical failure", color="red")
/obj/item/mecha_parts/mecha_equipment/proc/get_equip_info()
if(!chassis)
return
var/txt = "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;"
if(chassis.selected == src)
txt += "<b>[src.name]</b>"
else if(selectable)
txt += "<a href='?src=[REF(chassis)];select_equip=[REF(src)]'>[src.name]</a>"
else
txt += "[src.name]"
return txt
/obj/item/mecha_parts/mecha_equipment/proc/is_ranged()//add a distance restricted equipment. Why not?
return range&RANGED
/obj/item/mecha_parts/mecha_equipment/proc/is_melee()
return range&MELEE
/obj/item/mecha_parts/mecha_equipment/proc/action_checks(atom/target)
if(!target)
return 0
if(!chassis)
return 0
if(!equip_ready)
return 0
if(crit_fail)
return 0
if(energy_drain && !chassis.has_charge(energy_drain))
return 0
if(chassis.equipment_disabled)
to_chat(chassis.occupant, "<span=warn>Error -- Equipment control unit is unresponsive.</span>")
return 0
return 1
/obj/item/mecha_parts/mecha_equipment/proc/action(atom/target)
return 0
/obj/item/mecha_parts/mecha_equipment/proc/start_cooldown()
set_ready_state(0)
chassis.use_power(energy_drain)
addtimer(CALLBACK(src, .proc/set_ready_state, 1), equip_cooldown)
/obj/item/mecha_parts/mecha_equipment/proc/do_after_cooldown(atom/target)
if(!chassis)
return
var/C = chassis.loc
set_ready_state(0)
chassis.use_power(energy_drain)
. = do_after(chassis.occupant, equip_cooldown, target=target)
set_ready_state(1)
if(!chassis || chassis.loc != C || src != chassis.selected || !(get_dir(chassis, target)&chassis.dir))
return 0
/obj/item/mecha_parts/mecha_equipment/proc/do_after_mecha(atom/target, delay)
if(!chassis)
return
var/C = chassis.loc
. = do_after(chassis.occupant, delay, target=target)
if(!chassis || chassis.loc != C || src != chassis.selected || !(get_dir(chassis, target)&chassis.dir))
return 0
/obj/item/mecha_parts/mecha_equipment/proc/can_attach(obj/mecha/M)
if(M.equipment.len<M.max_equip)
return 1
/obj/item/mecha_parts/mecha_equipment/proc/attach(obj/mecha/M)
M.equipment += src
chassis = M
forceMove(M)
M.log_message("[src] initialized.")
if(!M.selected && selectable)
M.selected = src
src.update_chassis_page()
return
/obj/item/mecha_parts/mecha_equipment/proc/detach(atom/moveto=null)
moveto = moveto || get_turf(chassis)
if(src.Move(moveto))
chassis.equipment -= src
if(chassis.selected == src)
chassis.selected = null
update_chassis_page()
chassis.log_message("[src] removed from equipment.")
chassis = null
set_ready_state(1)
return
/obj/item/mecha_parts/mecha_equipment/Topic(href,href_list)
if(href_list["detach"])
detach()
/obj/item/mecha_parts/mecha_equipment/proc/set_ready_state(state)
equip_ready = state
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","[REF(src)]",src.get_equip_info())
return
/obj/item/mecha_parts/mecha_equipment/proc/occupant_message(message)
if(chassis)
chassis.occupant_message("[icon2html(src, chassis.occupant)] [message]")
return
/obj/item/mecha_parts/mecha_equipment/log_message(message, message_type=LOG_GAME, color=null, log_globally)
if(chassis)
chassis.log_message("([src]) [message]", message_type, color)
else
..()
return
//Used for reloading weapons/tools etc. that use some form of resource
/obj/item/mecha_parts/mecha_equipment/proc/rearm()
return 0
/obj/item/mecha_parts/mecha_equipment/proc/needs_rearm()
return 0
//DO NOT ADD MECHA PARTS TO THE GAME WITH THE DEFAULT "SPRITE ME" SPRITE!
//I'm annoyed I even have to tell you this! SPRITE FIRST, then commit.
/obj/item/mecha_parts/mecha_equipment
name = "mecha equipment"
icon = 'icons/mecha/mecha_equipment.dmi'
icon_state = "mecha_equip"
force = 5
max_integrity = 300
var/equip_cooldown = 0 // cooldown after use
var/equip_ready = 1 //whether the equipment is ready for use. (or deactivated/activated for static stuff)
var/energy_drain = 0
var/obj/mecha/chassis = null
var/range = MELEE //bitFflags
var/salvageable = 1
var/selectable = 1 // Set to 0 for passive equipment such as mining scanner or armor plates
var/harmful = FALSE //Controls if equipment can be used to attack by a pacifist.
/obj/item/mecha_parts/mecha_equipment/proc/update_chassis_page()
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","eq_list",chassis.get_equipment_list())
send_byjax(chassis.occupant,"exosuit.browser","equipment_menu",chassis.get_equipment_menu(),"dropdowns")
return 1
return
/obj/item/mecha_parts/mecha_equipment/proc/update_equip_info()
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","[REF(src)]",get_equip_info())
return 1
return
/obj/item/mecha_parts/mecha_equipment/Destroy()
if(chassis)
chassis.equipment -= src
if(chassis.selected == src)
chassis.selected = null
src.update_chassis_page()
chassis.occupant_message("<span class='danger'>[src] is destroyed!</span>")
chassis.log_append_to_last("[src] is destroyed.",1)
SEND_SOUND(chassis.occupant, sound(istype(src, /obj/item/mecha_parts/mecha_equipment/weapon) ? 'sound/mecha/weapdestr.ogg' : 'sound/mecha/critdestr.ogg', volume=50))
chassis = null
return ..()
/obj/item/mecha_parts/mecha_equipment/proc/critfail()
if(chassis)
log_message("Critical failure", color="red")
/obj/item/mecha_parts/mecha_equipment/proc/get_equip_info()
if(!chassis)
return
var/txt = "<span style=\"color:[equip_ready?"#0f0":"#f00"];\">*</span>&nbsp;"
if(chassis.selected == src)
txt += "<b>[src.name]</b>"
else if(selectable)
txt += "<a href='?src=[REF(chassis)];select_equip=[REF(src)]'>[src.name]</a>"
else
txt += "[src.name]"
return txt
/obj/item/mecha_parts/mecha_equipment/proc/is_ranged()//add a distance restricted equipment. Why not?
return range&RANGED
/obj/item/mecha_parts/mecha_equipment/proc/is_melee()
return range&MELEE
/obj/item/mecha_parts/mecha_equipment/proc/action_checks(atom/target)
if(!target)
return 0
if(!chassis)
return 0
if(!equip_ready)
return 0
if(crit_fail)
return 0
if(energy_drain && !chassis.has_charge(energy_drain))
return 0
if(chassis.equipment_disabled)
to_chat(chassis.occupant, "<span=warn>Error -- Equipment control unit is unresponsive.</span>")
return 0
return 1
/obj/item/mecha_parts/mecha_equipment/proc/action(atom/target)
return 0
/obj/item/mecha_parts/mecha_equipment/proc/start_cooldown()
set_ready_state(0)
chassis.use_power(energy_drain)
addtimer(CALLBACK(src, .proc/set_ready_state, 1), equip_cooldown)
/obj/item/mecha_parts/mecha_equipment/proc/do_after_cooldown(atom/target)
if(!chassis)
return
var/C = chassis.loc
set_ready_state(0)
chassis.use_power(energy_drain)
. = do_after(chassis.occupant, equip_cooldown, target=target)
set_ready_state(1)
if(!chassis || chassis.loc != C || src != chassis.selected || !(get_dir(chassis, target)&chassis.dir))
return 0
/obj/item/mecha_parts/mecha_equipment/proc/do_after_mecha(atom/target, delay)
if(!chassis)
return
var/C = chassis.loc
. = do_after(chassis.occupant, delay, target=target)
if(!chassis || chassis.loc != C || src != chassis.selected || !(get_dir(chassis, target)&chassis.dir))
return 0
/obj/item/mecha_parts/mecha_equipment/proc/can_attach(obj/mecha/M)
if(M.equipment.len<M.max_equip)
return 1
/obj/item/mecha_parts/mecha_equipment/proc/attach(obj/mecha/M)
M.equipment += src
chassis = M
forceMove(M)
M.log_message("[src] initialized.")
if(!M.selected && selectable)
M.selected = src
src.update_chassis_page()
return
/obj/item/mecha_parts/mecha_equipment/proc/detach(atom/moveto=null)
moveto = moveto || get_turf(chassis)
if(src.Move(moveto))
chassis.equipment -= src
if(chassis.selected == src)
chassis.selected = null
update_chassis_page()
chassis.log_message("[src] removed from equipment.")
chassis = null
set_ready_state(1)
return
/obj/item/mecha_parts/mecha_equipment/Topic(href,href_list)
if(href_list["detach"])
detach()
/obj/item/mecha_parts/mecha_equipment/proc/set_ready_state(state)
equip_ready = state
if(chassis)
send_byjax(chassis.occupant,"exosuit.browser","[REF(src)]",src.get_equip_info())
return
/obj/item/mecha_parts/mecha_equipment/proc/occupant_message(message)
if(chassis)
chassis.occupant_message("[icon2html(src, chassis.occupant)] [message]")
return
/obj/item/mecha_parts/mecha_equipment/log_message(message, message_type=LOG_GAME, color=null, log_globally)
if(chassis)
chassis.log_message("([src]) [message]", message_type, color)
else
..()
return
//Used for reloading weapons/tools etc. that use some form of resource
/obj/item/mecha_parts/mecha_equipment/proc/rearm()
return 0
/obj/item/mecha_parts/mecha_equipment/proc/needs_rearm()
return 0
File diff suppressed because it is too large Load Diff
+444 -444
View File
@@ -1,444 +1,444 @@
/obj/item/mecha_parts/mecha_equipment/weapon
name = "mecha weapon"
range = RANGED
var/projectile
var/fire_sound
var/projectiles_per_shot = 1
var/variance = 0
var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
var/projectile_delay = 0
var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect //the visual effect appearing when the weapon is fired.
var/kickback = TRUE //Will using this weapon in no grav push mecha back.
/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(obj/mecha/combat/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/proc/get_shot_amount()
return projectiles_per_shot
/obj/item/mecha_parts/mecha_equipment/weapon/action(atom/target, params)
if(!action_checks(target))
return 0
var/turf/curloc = get_turf(chassis)
var/turf/targloc = get_turf(target)
if (!targloc || !istype(targloc) || !curloc)
return 0
if (targloc == curloc)
return 0
set_ready_state(0)
for(var/i=1 to get_shot_amount())
var/obj/item/projectile/A = new projectile(curloc)
A.firer = chassis.occupant
A.original = target
if(!A.suppressed && firing_effect_type)
new firing_effect_type(get_turf(src), chassis.dir)
var/spread = 0
if(variance)
if(randomspread)
spread = round((rand() - 0.5) * variance)
else
spread = round((i / projectiles_per_shot - 0.5) * variance)
A.preparePixelProjectile(target, chassis.occupant, params, spread)
A.fire()
playsound(chassis, fire_sound, 50, 1)
sleep(max(0, projectile_delay))
if(kickback)
chassis.newtonian_move(turn(chassis.dir,180))
chassis.log_message("Fired from [src.name], targeting [target].")
return 1
//Base energy weapon type
/obj/item/mecha_parts/mecha_equipment/weapon/energy
name = "general energy weapon"
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
/obj/item/mecha_parts/mecha_equipment/weapon/energy/get_shot_amount()
return min(round(chassis.cell.charge / energy_drain), projectiles_per_shot)
/obj/item/mecha_parts/mecha_equipment/weapon/energy/start_cooldown()
set_ready_state(0)
chassis.use_power(energy_drain*get_shot_amount())
addtimer(CALLBACK(src, .proc/set_ready_state, 1), equip_cooldown)
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
equip_cooldown = 8
name = "\improper CH-PS \"Immolator\" laser"
desc = "A weapon for combat exosuits. Shoots basic lasers."
icon_state = "mecha_laser"
energy_drain = 30
projectile = /obj/item/projectile/beam/laser
fire_sound = 'sound/weapons/laser.ogg'
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
equip_cooldown = 15
name = "\improper CH-LC \"Solaris\" laser cannon"
desc = "A weapon for combat exosuits. Shoots heavy lasers."
icon_state = "mecha_laser"
energy_drain = 60
projectile = /obj/item/projectile/beam/laser/heavylaser
fire_sound = 'sound/weapons/lasercannonfire.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/ion
equip_cooldown = 20
name = "\improper MKIV ion heavy cannon"
desc = "A weapon for combat exosuits. Shoots technology-disabling ion beams. Don't catch yourself in the blast!"
icon_state = "mecha_ion"
energy_drain = 120
projectile = /obj/item/projectile/ion
fire_sound = 'sound/weapons/laser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/tesla
equip_cooldown = 35
name = "\improper MKI Tesla Cannon"
desc = "A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine."
icon_state = "mecha_ion"
energy_drain = 500
projectile = /obj/item/projectile/energy/tesla/cannon
fire_sound = 'sound/magic/lightningbolt.ogg'
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/energy/pulse
equip_cooldown = 30
name = "eZ-13 MK2 heavy pulse rifle"
desc = "A weapon for combat exosuits. Shoots powerful destructive blasts capable of demolishing obstacles."
icon_state = "mecha_pulse"
energy_drain = 120
projectile = /obj/item/projectile/beam/pulse/heavy
fire_sound = 'sound/weapons/marauder.ogg'
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma
equip_cooldown = 10
name = "217-D Heavy Plasma Cutter"
desc = "A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles."
icon_state = "mecha_plasmacutter"
item_state = "plasmacutter"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
energy_drain = 30
projectile = /obj/item/projectile/plasma/adv/mech
fire_sound = 'sound/weapons/plasma_cutter.ogg'
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma/can_attach(obj/mecha/working/M)
if(..()) //combat mech
return 1
else if(M.equipment.len < M.max_equip && istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
name = "\improper PBT \"Pacifier\" mounted taser"
desc = "A weapon for combat exosuits. Shoots non-lethal stunning electrodes."
icon_state = "mecha_taser"
energy_drain = 20
equip_cooldown = 8
projectile = /obj/item/projectile/energy/electrode
fire_sound = 'sound/weapons/taser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/honker
name = "\improper HoNkER BlAsT 5000"
desc = "Equipment for clown exosuits. Spreads fun and joy to everyone around. Honk!"
icon_state = "mecha_honker"
energy_drain = 200
equip_cooldown = 150
range = MELEE|RANGED
kickback = FALSE
/obj/item/mecha_parts/mecha_equipment/weapon/honker/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/honker/action(target, params)
if(!action_checks(target))
return
playsound(chassis, 'sound/items/airhorn.ogg', 100, 1)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
for(var/mob/living/carbon/M in ohearers(6, chassis))
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
to_chat(M, "<font color='red' size='7'>HONK</font>")
M.SetSleeping(0)
M.stuttering += 20
M.adjustEarDamage(0, 30)
M.Knockdown(60)
if(prob(30))
M.Stun(200)
M.Unconscious(80)
else
M.Jitter(500)
log_message("Honked from [src.name]. HONK!")
var/turf/T = get_turf(src)
message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] used a Mecha Honker in [ADMIN_VERBOSEJMP(T)]")
log_game("[key_name(chassis.occupant)] used a Mecha Honker in [AREACOORD(T)]")
return 1
//Base ballistic weapon type
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
name = "general ballistic weapon"
fire_sound = 'sound/weapons/gunshot.ogg'
var/projectiles
var/projectile_energy_cost
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_shot_amount()
return min(projectiles, projectiles_per_shot)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action_checks(target)
if(!..())
return 0
if(projectiles <= 0)
return 0
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_equip_info()
return "[..()] \[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - <a href='?src=[REF(src)];rearm=1'>Rearm</a>":null]"
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/rearm()
if(projectiles < initial(projectiles))
var/projectiles_to_add = initial(projectiles) - projectiles
while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
projectiles++
projectiles_to_add--
chassis.use_power(projectile_energy_cost)
send_byjax(chassis.occupant,"exosuit.browser","[REF(src)]",src.get_equip_info())
log_message("Rearmed [src.name].")
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/needs_rearm()
. = !(projectiles > 0)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/Topic(href, href_list)
..()
if (href_list["rearm"])
src.rearm()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action(atom/target)
if(..())
projectiles -= get_shot_amount()
send_byjax(chassis.occupant,"exosuit.browser","[REF(src)]",src.get_equip_info())
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
name = "\improper FNX-99 \"Hades\" Carbine"
desc = "A weapon for combat exosuits. Shoots incendiary bullets."
icon_state = "mecha_carbine"
equip_cooldown = 10
projectile = /obj/item/projectile/bullet/incendiary/fnx99
projectiles = 24
projectile_energy_cost = 15
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/silenced
name = "\improper S.H.H. \"Quietus\" Carbine"
desc = "A weapon for combat exosuits. A mime invention, field tests have shown that targets cannot even scream before going down."
fire_sound = 'sound/weapons/gunshot_silenced.ogg'
icon_state = "mecha_mime"
equip_cooldown = 30
projectile = /obj/item/projectile/bullet/mime
projectiles = 6
projectile_energy_cost = 50
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot
name = "\improper LBX AC 10 \"Scattershot\""
desc = "A weapon for combat exosuits. Shoots a spread of pellets."
icon_state = "mecha_scatter"
equip_cooldown = 20
projectile = /obj/item/projectile/bullet/scattershot
projectiles = 40
projectile_energy_cost = 25
projectiles_per_shot = 4
variance = 25
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/seedscatter
name = "\improper Melon Seed \"Scattershot\""
desc = "A weapon for combat exosuits. Shoots a spread of pellets, shaped as seed."
icon_state = "mecha_scatter"
equip_cooldown = 20
projectile = /obj/item/projectile/bullet/seed
projectiles = 20
projectile_energy_cost = 25
projectiles_per_shot = 10
variance = 25
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
name = "\improper Ultra AC 2"
desc = "A weapon for combat exosuits. Shoots a rapid, three shot burst."
icon_state = "mecha_uac2"
equip_cooldown = 10
projectile = /obj/item/projectile/bullet/lmg
projectiles = 300
projectile_energy_cost = 20
projectiles_per_shot = 3
variance = 6
randomspread = 1
projectile_delay = 2
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
name = "\improper SRM-8 missile rack"
desc = "A weapon for combat exosuits. Shoots light explosive missiles."
icon_state = "mecha_missilerack"
projectile = /obj/item/projectile/bullet/a84mm_he
fire_sound = 'sound/weapons/grenadelaunch.ogg'
projectiles = 8
projectile_energy_cost = 1000
equip_cooldown = 60
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher
var/missile_speed = 2
var/missile_range = 30
var/diags_first = FALSE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/action(target)
if(!action_checks(target))
return
var/obj/O = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
log_message("Launched a [O.name] from [name], targeting [target].")
projectiles--
proj_init(O)
O.throw_at(target, missile_range, missile_speed, chassis.occupant, FALSE, diagonals_first = diags_first)
return 1
//used for projectile initilisation (priming flashbang) and additional logging
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/proc/proj_init(var/obj/O)
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang
name = "\improper SGL-6 grenade launcher"
desc = "A weapon for combat exosuits. Launches primed flashbangs."
icon_state = "mecha_grenadelnchr"
projectile = /obj/item/grenade/flashbang
fire_sound = 'sound/weapons/grenadelaunch.ogg'
projectiles = 6
missile_speed = 1.5
projectile_energy_cost = 800
equip_cooldown = 60
var/det_time = 20
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/proj_init(var/obj/item/grenade/flashbang/F)
var/turf/T = get_turf(src)
message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] fired a [src] in [ADMIN_VERBOSEJMP(T)]")
log_game("[key_name(chassis.occupant)] fired a [src] in [AREACOORD(T)]")
addtimer(CALLBACK(F, /obj/item/grenade/flashbang.proc/prime), det_time)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/clusterbang //Because I am a heartless bastard -Sieve //Heartless? for making the poor man's honkblast? - Kaze
name = "\improper SOB-3 grenade launcher"
desc = "A weapon for combat exosuits. Launches primed clusterbangs. You monster."
projectiles = 3
projectile = /obj/item/grenade/clusterbuster
projectile_energy_cost = 1600 //getting off cheap seeing as this is 3 times the flashbangs held in the grenade launcher.
equip_cooldown = 90
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar
name = "banana mortar"
desc = "Equipment for clown exosuits. Launches banana peels."
icon_state = "mecha_bananamrtr"
projectile = /obj/item/grown/bananapeel
fire_sound = 'sound/items/bikehorn.ogg'
projectiles = 15
missile_speed = 1.5
projectile_energy_cost = 100
equip_cooldown = 20
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar
name = "mousetrap mortar"
desc = "Equipment for clown exosuits. Launches armed mousetraps."
icon_state = "mecha_mousetrapmrtr"
projectile = /obj/item/assembly/mousetrap/armed
fire_sound = 'sound/items/bikehorn.ogg'
projectiles = 15
missile_speed = 1.5
projectile_energy_cost = 100
equip_cooldown = 10
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar/proj_init(var/obj/item/assembly/mousetrap/armed/M)
M.secured = 1
//Classic extending punching glove, but weaponised!
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove
name = "\improper Oingo Boingo Punch-face"
desc = "Equipment for clown exosuits. Delivers fun right to your face!"
icon_state = "mecha_punching_glove"
energy_drain = 250
equip_cooldown = 20
range = MELEE|RANGED
missile_range = 5
projectile = /obj/item/punching_glove
fire_sound = 'sound/items/bikehorn.ogg'
projectiles = 10
projectile_energy_cost = 500
diags_first = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/action(target)
. = ..()
if(.)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/proj_init(obj/item/punching_glove/PG)
if(!istype(PG))
return
//has to be low sleep or it looks weird, the beam doesn't exist for very long so it's a non-issue
chassis.Beam(PG, icon_state = "chain", time = missile_range * 20, maxdistance = missile_range + 2, beam_sleep_time = 1)
/obj/item/punching_glove
name = "punching glove"
desc = "INCOMING HONKS"
throwforce = 35
icon_state = "punching_glove"
/obj/item/punching_glove/throw_impact(atom/hit_atom)
if(!..())
if(ismovableatom(hit_atom))
var/atom/movable/AM = hit_atom
AM.safe_throw_at(get_edge_target_turf(AM,get_dir(src, AM)), 7, 2)
qdel(src)
/obj/item/mecha_parts/mecha_equipment/weapon
name = "mecha weapon"
range = RANGED
var/projectile
var/fire_sound
var/projectiles_per_shot = 1
var/variance = 0
var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
var/projectile_delay = 0
var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect //the visual effect appearing when the weapon is fired.
var/kickback = TRUE //Will using this weapon in no grav push mecha back.
/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(obj/mecha/combat/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/proc/get_shot_amount()
return projectiles_per_shot
/obj/item/mecha_parts/mecha_equipment/weapon/action(atom/target, params)
if(!action_checks(target))
return 0
var/turf/curloc = get_turf(chassis)
var/turf/targloc = get_turf(target)
if (!targloc || !istype(targloc) || !curloc)
return 0
if (targloc == curloc)
return 0
set_ready_state(0)
for(var/i=1 to get_shot_amount())
var/obj/item/projectile/A = new projectile(curloc)
A.firer = chassis.occupant
A.original = target
if(!A.suppressed && firing_effect_type)
new firing_effect_type(get_turf(src), chassis.dir)
var/spread = 0
if(variance)
if(randomspread)
spread = round((rand() - 0.5) * variance)
else
spread = round((i / projectiles_per_shot - 0.5) * variance)
A.preparePixelProjectile(target, chassis.occupant, params, spread)
A.fire()
playsound(chassis, fire_sound, 50, 1)
sleep(max(0, projectile_delay))
if(kickback)
chassis.newtonian_move(turn(chassis.dir,180))
chassis.log_message("Fired from [src.name], targeting [target].")
return 1
//Base energy weapon type
/obj/item/mecha_parts/mecha_equipment/weapon/energy
name = "general energy weapon"
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
/obj/item/mecha_parts/mecha_equipment/weapon/energy/get_shot_amount()
return min(round(chassis.cell.charge / energy_drain), projectiles_per_shot)
/obj/item/mecha_parts/mecha_equipment/weapon/energy/start_cooldown()
set_ready_state(0)
chassis.use_power(energy_drain*get_shot_amount())
addtimer(CALLBACK(src, .proc/set_ready_state, 1), equip_cooldown)
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
equip_cooldown = 8
name = "\improper CH-PS \"Immolator\" laser"
desc = "A weapon for combat exosuits. Shoots basic lasers."
icon_state = "mecha_laser"
energy_drain = 30
projectile = /obj/item/projectile/beam/laser
fire_sound = 'sound/weapons/laser.ogg'
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
equip_cooldown = 15
name = "\improper CH-LC \"Solaris\" laser cannon"
desc = "A weapon for combat exosuits. Shoots heavy lasers."
icon_state = "mecha_laser"
energy_drain = 60
projectile = /obj/item/projectile/beam/laser/heavylaser
fire_sound = 'sound/weapons/lasercannonfire.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/ion
equip_cooldown = 20
name = "\improper MKIV ion heavy cannon"
desc = "A weapon for combat exosuits. Shoots technology-disabling ion beams. Don't catch yourself in the blast!"
icon_state = "mecha_ion"
energy_drain = 120
projectile = /obj/item/projectile/ion
fire_sound = 'sound/weapons/laser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/tesla
equip_cooldown = 35
name = "\improper MKI Tesla Cannon"
desc = "A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine."
icon_state = "mecha_ion"
energy_drain = 500
projectile = /obj/item/projectile/energy/tesla/cannon
fire_sound = 'sound/magic/lightningbolt.ogg'
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/energy/pulse
equip_cooldown = 30
name = "eZ-13 MK2 heavy pulse rifle"
desc = "A weapon for combat exosuits. Shoots powerful destructive blasts capable of demolishing obstacles."
icon_state = "mecha_pulse"
energy_drain = 120
projectile = /obj/item/projectile/beam/pulse/heavy
fire_sound = 'sound/weapons/marauder.ogg'
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma
equip_cooldown = 10
name = "217-D Heavy Plasma Cutter"
desc = "A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles."
icon_state = "mecha_plasmacutter"
item_state = "plasmacutter"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
energy_drain = 30
projectile = /obj/item/projectile/plasma/adv/mech
fire_sound = 'sound/weapons/plasma_cutter.ogg'
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma/can_attach(obj/mecha/working/M)
if(..()) //combat mech
return 1
else if(M.equipment.len < M.max_equip && istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
name = "\improper PBT \"Pacifier\" mounted taser"
desc = "A weapon for combat exosuits. Shoots non-lethal stunning electrodes."
icon_state = "mecha_taser"
energy_drain = 20
equip_cooldown = 8
projectile = /obj/item/projectile/energy/electrode
fire_sound = 'sound/weapons/taser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/honker
name = "\improper HoNkER BlAsT 5000"
desc = "Equipment for clown exosuits. Spreads fun and joy to everyone around. Honk!"
icon_state = "mecha_honker"
energy_drain = 200
equip_cooldown = 150
range = MELEE|RANGED
kickback = FALSE
/obj/item/mecha_parts/mecha_equipment/weapon/honker/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/honker/action(target, params)
if(!action_checks(target))
return
playsound(chassis, 'sound/items/airhorn.ogg', 100, 1)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
for(var/mob/living/carbon/M in ohearers(6, chassis))
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
to_chat(M, "<font color='red' size='7'>HONK</font>")
M.SetSleeping(0)
M.stuttering += 20
M.adjustEarDamage(0, 30)
M.Knockdown(60)
if(prob(30))
M.Stun(200)
M.Unconscious(80)
else
M.Jitter(500)
log_message("Honked from [src.name]. HONK!")
var/turf/T = get_turf(src)
message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] used a Mecha Honker in [ADMIN_VERBOSEJMP(T)]")
log_game("[key_name(chassis.occupant)] used a Mecha Honker in [AREACOORD(T)]")
return 1
//Base ballistic weapon type
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
name = "general ballistic weapon"
fire_sound = 'sound/weapons/gunshot.ogg'
var/projectiles
var/projectile_energy_cost
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_shot_amount()
return min(projectiles, projectiles_per_shot)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action_checks(target)
if(!..())
return 0
if(projectiles <= 0)
return 0
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_equip_info()
return "[..()] \[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - <a href='?src=[REF(src)];rearm=1'>Rearm</a>":null]"
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/rearm()
if(projectiles < initial(projectiles))
var/projectiles_to_add = initial(projectiles) - projectiles
while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
projectiles++
projectiles_to_add--
chassis.use_power(projectile_energy_cost)
send_byjax(chassis.occupant,"exosuit.browser","[REF(src)]",src.get_equip_info())
log_message("Rearmed [src.name].")
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/needs_rearm()
. = !(projectiles > 0)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/Topic(href, href_list)
..()
if (href_list["rearm"])
src.rearm()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action(atom/target)
if(..())
projectiles -= get_shot_amount()
send_byjax(chassis.occupant,"exosuit.browser","[REF(src)]",src.get_equip_info())
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
name = "\improper FNX-99 \"Hades\" Carbine"
desc = "A weapon for combat exosuits. Shoots incendiary bullets."
icon_state = "mecha_carbine"
equip_cooldown = 10
projectile = /obj/item/projectile/bullet/incendiary/fnx99
projectiles = 24
projectile_energy_cost = 15
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/silenced
name = "\improper S.H.H. \"Quietus\" Carbine"
desc = "A weapon for combat exosuits. A mime invention, field tests have shown that targets cannot even scream before going down."
fire_sound = 'sound/weapons/gunshot_silenced.ogg'
icon_state = "mecha_mime"
equip_cooldown = 30
projectile = /obj/item/projectile/bullet/mime
projectiles = 6
projectile_energy_cost = 50
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot
name = "\improper LBX AC 10 \"Scattershot\""
desc = "A weapon for combat exosuits. Shoots a spread of pellets."
icon_state = "mecha_scatter"
equip_cooldown = 20
projectile = /obj/item/projectile/bullet/scattershot
projectiles = 40
projectile_energy_cost = 25
projectiles_per_shot = 4
variance = 25
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/seedscatter
name = "\improper Melon Seed \"Scattershot\""
desc = "A weapon for combat exosuits. Shoots a spread of pellets, shaped as seed."
icon_state = "mecha_scatter"
equip_cooldown = 20
projectile = /obj/item/projectile/bullet/seed
projectiles = 20
projectile_energy_cost = 25
projectiles_per_shot = 10
variance = 25
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
name = "\improper Ultra AC 2"
desc = "A weapon for combat exosuits. Shoots a rapid, three shot burst."
icon_state = "mecha_uac2"
equip_cooldown = 10
projectile = /obj/item/projectile/bullet/lmg
projectiles = 300
projectile_energy_cost = 20
projectiles_per_shot = 3
variance = 6
randomspread = 1
projectile_delay = 2
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
name = "\improper SRM-8 missile rack"
desc = "A weapon for combat exosuits. Shoots light explosive missiles."
icon_state = "mecha_missilerack"
projectile = /obj/item/projectile/bullet/a84mm_he
fire_sound = 'sound/weapons/grenadelaunch.ogg'
projectiles = 8
projectile_energy_cost = 1000
equip_cooldown = 60
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher
var/missile_speed = 2
var/missile_range = 30
var/diags_first = FALSE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/action(target)
if(!action_checks(target))
return
var/obj/O = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
log_message("Launched a [O.name] from [name], targeting [target].")
projectiles--
proj_init(O)
O.throw_at(target, missile_range, missile_speed, chassis.occupant, FALSE, diagonals_first = diags_first)
return 1
//used for projectile initilisation (priming flashbang) and additional logging
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/proc/proj_init(var/obj/O)
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang
name = "\improper SGL-6 grenade launcher"
desc = "A weapon for combat exosuits. Launches primed flashbangs."
icon_state = "mecha_grenadelnchr"
projectile = /obj/item/grenade/flashbang
fire_sound = 'sound/weapons/grenadelaunch.ogg'
projectiles = 6
missile_speed = 1.5
projectile_energy_cost = 800
equip_cooldown = 60
var/det_time = 20
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/proj_init(var/obj/item/grenade/flashbang/F)
var/turf/T = get_turf(src)
message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] fired a [src] in [ADMIN_VERBOSEJMP(T)]")
log_game("[key_name(chassis.occupant)] fired a [src] in [AREACOORD(T)]")
addtimer(CALLBACK(F, /obj/item/grenade/flashbang.proc/prime), det_time)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/clusterbang //Because I am a heartless bastard -Sieve //Heartless? for making the poor man's honkblast? - Kaze
name = "\improper SOB-3 grenade launcher"
desc = "A weapon for combat exosuits. Launches primed clusterbangs. You monster."
projectiles = 3
projectile = /obj/item/grenade/clusterbuster
projectile_energy_cost = 1600 //getting off cheap seeing as this is 3 times the flashbangs held in the grenade launcher.
equip_cooldown = 90
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar
name = "banana mortar"
desc = "Equipment for clown exosuits. Launches banana peels."
icon_state = "mecha_bananamrtr"
projectile = /obj/item/grown/bananapeel
fire_sound = 'sound/items/bikehorn.ogg'
projectiles = 15
missile_speed = 1.5
projectile_energy_cost = 100
equip_cooldown = 20
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar
name = "mousetrap mortar"
desc = "Equipment for clown exosuits. Launches armed mousetraps."
icon_state = "mecha_mousetrapmrtr"
projectile = /obj/item/assembly/mousetrap/armed
fire_sound = 'sound/items/bikehorn.ogg'
projectiles = 15
missile_speed = 1.5
projectile_energy_cost = 100
equip_cooldown = 10
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar/proj_init(var/obj/item/assembly/mousetrap/armed/M)
M.secured = 1
//Classic extending punching glove, but weaponised!
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove
name = "\improper Oingo Boingo Punch-face"
desc = "Equipment for clown exosuits. Delivers fun right to your face!"
icon_state = "mecha_punching_glove"
energy_drain = 250
equip_cooldown = 20
range = MELEE|RANGED
missile_range = 5
projectile = /obj/item/punching_glove
fire_sound = 'sound/items/bikehorn.ogg'
projectiles = 10
projectile_energy_cost = 500
diags_first = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/action(target)
. = ..()
if(.)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/proj_init(obj/item/punching_glove/PG)
if(!istype(PG))
return
//has to be low sleep or it looks weird, the beam doesn't exist for very long so it's a non-issue
chassis.Beam(PG, icon_state = "chain", time = missile_range * 20, maxdistance = missile_range + 2, beam_sleep_time = 1)
/obj/item/punching_glove
name = "punching glove"
desc = "INCOMING HONKS"
throwforce = 35
icon_state = "punching_glove"
/obj/item/punching_glove/throw_impact(atom/hit_atom)
if(!..())
if(ismovableatom(hit_atom))
var/atom/movable/AM = hit_atom
AM.safe_throw_at(get_edge_target_turf(AM,get_dir(src, AM)), 7, 2)
qdel(src)