Merge pull request #8336 from BurgerLUA/Integrated-Circuit-Fixes-and-Additions
Adds Stun Circuit, Pneumatic Cannon Circuit. Makes Extinguisher and Smoke Reagent circuits work.
This commit is contained in:
@@ -1,139 +1,6 @@
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/obj/item/integrated_circuit/manipulation
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category_text = "Manipulation"
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/obj/item/integrated_circuit/manipulation/weapon_firing
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name = "weapon firing mechanism"
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desc = "This somewhat complicated system allows one to slot in a gun, direct it towards a position, and remotely fire it."
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extended_desc = "The firing mechanism can slot in any energy weapon. \
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The first and second inputs need to be numbers which correspond to coordinates for the gun to fire at relative to the machine itself. \
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The 'fire' activator will cause the mechanism to attempt to fire the weapon at the coordinates, if possible. Mode will switch between \
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lethal (TRUE) or stun (FALSE) modes. It uses the internal battery of the weapon itself, not the assembly. If you wish to fire the gun while the circuit is in \
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hand, you will need to use an assembly that is a gun."
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complexity = 20
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w_class = WEIGHT_CLASS_SMALL
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size = 3
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inputs = list(
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"target X rel" = IC_PINTYPE_NUMBER,
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"target Y rel" = IC_PINTYPE_NUMBER,
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"mode" = IC_PINTYPE_BOOLEAN
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)
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outputs = list("reference to gun" = IC_PINTYPE_REF)
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activators = list(
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"fire" = IC_PINTYPE_PULSE_IN
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)
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var/obj/item/gun/energy/installed_gun = null
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spawn_flags = IC_SPAWN_RESEARCH
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action_flags = IC_ACTION_COMBAT
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power_draw_per_use = 0
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ext_cooldown = 1
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var/mode = FALSE
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var/stun_projectile = null //stun mode projectile type
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var/stun_projectile_sound
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var/lethal_projectile = null //lethal mode projectile type
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var/lethal_projectile_sound
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demands_object_input = TRUE // You can put stuff in once the circuit is in assembly,passed down from additem and handled by attackby()
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/obj/item/integrated_circuit/manipulation/weapon_firing/Destroy()
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qdel(installed_gun)
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return ..()
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/obj/item/integrated_circuit/manipulation/weapon_firing/attackby(var/obj/O, var/mob/user)
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if(istype(O, /obj/item/gun/energy))
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var/obj/item/gun/gun = O
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if(installed_gun)
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to_chat(user, "<span class='warning'>There's already a weapon installed.</span>")
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return
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user.transferItemToLoc(gun,src)
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installed_gun = gun
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var/list/gun_properties = gun.get_turret_properties()
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to_chat(user, "<span class='notice'>You slide \the [gun] into the firing mechanism.</span>")
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playsound(src, 'sound/items/Crowbar.ogg', 50, 1)
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stun_projectile = gun_properties["stun_projectile"]
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stun_projectile_sound = gun_properties["stun_projectile_sound"]
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lethal_projectile = gun_properties["lethal_projectile"]
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lethal_projectile_sound = gun_properties["lethal_projectile_sound"]
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if(gun_properties["shot_delay"])
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cooldown_per_use = gun_properties["shot_delay"]*10
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if(cooldown_per_use<30)
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cooldown_per_use = 30
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if(gun_properties["reqpower"])
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power_draw_per_use = gun_properties["reqpower"]
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set_pin_data(IC_OUTPUT, 1, WEAKREF(installed_gun))
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push_data()
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else
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..()
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/obj/item/integrated_circuit/manipulation/weapon_firing/attack_self(var/mob/user)
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if(installed_gun)
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installed_gun.forceMove(drop_location())
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to_chat(user, "<span class='notice'>You slide \the [installed_gun] out of the firing mechanism.</span>")
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size = initial(size)
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playsound(src, 'sound/items/Crowbar.ogg', 50, 1)
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installed_gun = null
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set_pin_data(IC_OUTPUT, 1, WEAKREF(null))
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push_data()
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else
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to_chat(user, "<span class='notice'>There's no weapon to remove from the mechanism.</span>")
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/obj/item/integrated_circuit/manipulation/weapon_firing/do_work()
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if(!installed_gun || !installed_gun.handle_pins())
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return
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if(!isturf(assembly.loc) && !(assembly.can_fire_equipped && ishuman(assembly.loc)))
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return
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set_pin_data(IC_OUTPUT, 1, WEAKREF(installed_gun))
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push_data()
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var/datum/integrated_io/xo = inputs[1]
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var/datum/integrated_io/yo = inputs[2]
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var/datum/integrated_io/mode1 = inputs[3]
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mode = mode1.data
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if(assembly)
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if(isnum(xo.data))
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xo.data = round(xo.data, 1)
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if(isnum(yo.data))
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yo.data = round(yo.data, 1)
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var/turf/T = get_turf(assembly)
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var/target_x = CLAMP(T.x + xo.data, 0, world.maxx)
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var/target_y = CLAMP(T.y + yo.data, 0, world.maxy)
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assembly.visible_message("<span class='danger'>[assembly] fires [installed_gun]!</span>")
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shootAt(locate(target_x, target_y, T.z))
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/obj/item/integrated_circuit/manipulation/weapon_firing/proc/shootAt(turf/target)
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var/turf/T = get_turf(src)
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var/turf/U = target
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if(!istype(T) || !istype(U))
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return
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if(!installed_gun.cell)
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return
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if(!installed_gun.cell.charge)
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return
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var/obj/item/ammo_casing/energy/shot = installed_gun.ammo_type[mode?2:1]
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if(installed_gun.cell.charge < shot.e_cost)
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return
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if(!shot)
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return
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update_icon()
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var/obj/item/projectile/A
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if(!mode)
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A = new stun_projectile(T)
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playsound(loc, stun_projectile_sound, 75, 1)
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else
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A = new lethal_projectile(T)
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playsound(loc, lethal_projectile_sound, 75, 1)
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installed_gun.cell.use(shot.e_cost)
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//Shooting Code:
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A.preparePixelProjectile(target, src)
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A.fire()
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log_attack("[assembly] [REF(assembly)] has fired [installed_gun].")
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return A
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/obj/item/integrated_circuit/manipulation/locomotion
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name = "locomotion circuit"
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desc = "This allows a machine to move in a given direction."
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@@ -171,80 +38,6 @@
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return FALSE
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return FALSE
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/obj/item/integrated_circuit/manipulation/grenade
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name = "grenade primer"
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desc = "This circuit comes with the ability to attach most types of grenades and prime them at will."
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extended_desc = "The time between priming and detonation is limited to between 1 to 12 seconds, but is optional. \
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If the input is not set, not a number, or a number less than 1, the grenade's built-in timing will be used. \
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Beware: Once primed, there is no aborting the process!"
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icon_state = "grenade"
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complexity = 30
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cooldown_per_use = 10
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inputs = list("detonation time" = IC_PINTYPE_NUMBER)
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outputs = list()
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activators = list("prime grenade" = IC_PINTYPE_PULSE_IN)
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spawn_flags = IC_SPAWN_RESEARCH
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action_flags = IC_ACTION_COMBAT
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var/obj/item/grenade/attached_grenade
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var/pre_attached_grenade_type
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demands_object_input = TRUE // You can put stuff in once the circuit is in assembly,passed down from additem and handled by attackby()
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/obj/item/integrated_circuit/manipulation/grenade/Initialize()
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. = ..()
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if(pre_attached_grenade_type)
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var/grenade = new pre_attached_grenade_type(src)
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attach_grenade(grenade)
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/obj/item/integrated_circuit/manipulation/grenade/Destroy()
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if(attached_grenade && !attached_grenade.active)
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attached_grenade.forceMove(loc)
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detach_grenade()
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return ..()
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/obj/item/integrated_circuit/manipulation/grenade/attackby(var/obj/item/grenade/G, var/mob/user)
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if(istype(G))
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if(attached_grenade)
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to_chat(user, "<span class='warning'>There is already a grenade attached!</span>")
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else if(user.transferItemToLoc(G,src))
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user.visible_message("<span class='warning'>\The [user] attaches \a [G] to \the [src]!</span>", "<span class='notice'>You attach \the [G] to \the [src].</span>")
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attach_grenade(G)
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G.forceMove(src)
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else
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return ..()
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/obj/item/integrated_circuit/manipulation/grenade/attack_self(var/mob/user)
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if(attached_grenade)
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user.visible_message("<span class='warning'>\The [user] removes \an [attached_grenade] from \the [src]!</span>", "<span class='notice'>You remove \the [attached_grenade] from \the [src].</span>")
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user.put_in_hands(attached_grenade)
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detach_grenade()
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else
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return ..()
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/obj/item/integrated_circuit/manipulation/grenade/do_work()
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if(attached_grenade && !attached_grenade.active)
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var/datum/integrated_io/detonation_time = inputs[1]
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var/dt
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if(isnum(detonation_time.data) && detonation_time.data > 0)
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dt = CLAMP(detonation_time.data, 1, 12)*10
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else
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dt = 15
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addtimer(CALLBACK(attached_grenade, /obj/item/grenade.proc/prime), dt)
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var/atom/holder = loc
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message_admins("activated a grenade assembly. Last touches: Assembly: [holder.fingerprintslast] Circuit: [fingerprintslast] Grenade: [attached_grenade.fingerprintslast]")
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// These procs do not relocate the grenade, that's the callers responsibility
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/obj/item/integrated_circuit/manipulation/grenade/proc/attach_grenade(var/obj/item/grenade/G)
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attached_grenade = G
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G.forceMove(src)
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desc += " \An [attached_grenade] is attached to it!"
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/obj/item/integrated_circuit/manipulation/grenade/proc/detach_grenade()
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if(!attached_grenade)
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return
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attached_grenade.forceMove(drop_location())
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attached_grenade = null
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desc = initial(desc)
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/obj/item/integrated_circuit/manipulation/plant_module
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name = "plant manipulation module"
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desc = "Used to uproot weeds and harvest/plant trays."
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@@ -478,7 +271,7 @@
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/obj/item/integrated_circuit/manipulation/thrower
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name = "thrower"
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desc = "A compact launcher to throw things from inside or nearby tiles."
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desc = "A compact launcher to throw things from inside or nearby tiles at a low enough velocity not to harm someone."
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extended_desc = "The first and second inputs need to be numbers which correspond to the coordinates to throw objects at relative to the machine itself. \
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The 'fire' activator will cause the mechanism to attempt to throw objects at the coordinates, if possible. Note that the \
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projectile needs to be inside the machine, or on an adjacent tile, and must be medium sized or smaller. The assembly \
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@@ -544,7 +337,7 @@
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A.embedding = list("embed_chance" = 0)
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//throw it
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assembly.visible_message("<span class='danger'>[assembly] has thrown [A]!</span>")
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log_attack("[assembly] [REF(assembly)] has thrown [A].")
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log_attack("[assembly] [REF(assembly)] has thrown [A] with non-lethal force.")
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A.forceMove(drop_location())
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A.throw_at(locate(x_abs, y_abs, T.z), range, 3, , , , CALLBACK(src, .proc/post_throw, A))
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@@ -813,4 +606,7 @@
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set_pin_data(IC_OUTPUT, 1, assembly.detail_color)
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push_data()
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activate_pin(3)
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activate_pin(3)
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@@ -548,9 +548,12 @@
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desc = "Unlike most electronics, creating smoke is completely intentional."
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icon_state = "smoke"
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extended_desc = "This smoke generator creates clouds of smoke on command. It can also hold liquids inside, which will go \
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into the smoke clouds when activated. The reagents are consumed when the smoke is made."
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into the smoke clouds when activated. The reagents are consumed when the smoke is made. Requires at least 10 units of reagents to generate smoke."
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ext_cooldown = 1
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volume = 100
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container_type = OPENCONTAINER
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complexity = 20
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cooldown_per_use = 1 SECONDS
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inputs = list()
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@@ -573,6 +576,7 @@
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if(changetype == ADD_REAGENT)
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notified = FALSE
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push_vol()
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/obj/item/integrated_circuit/reagent/smoke/do_work(ord)
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switch(ord)
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if(1)
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@@ -598,9 +602,10 @@
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name = "integrated extinguisher"
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desc = "This circuit sprays any of its contents out like an extinguisher."
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icon_state = "injector"
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extended_desc = "This circuit can hold up to 30 units of any given chemicals. On each use, it sprays these reagents like a fire extinguisher."
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extended_desc = "This circuit can hold up to 30 units of any given chemicals. On each use, it sprays these reagents like a fire extinguisher. Requires at least 10 units of reagents to work."
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volume = 30
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container_type = OPENCONTAINER
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complexity = 20
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cooldown_per_use = 6 SECONDS
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@@ -631,7 +636,7 @@
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/obj/item/integrated_circuit/reagent/extinguisher/do_work()
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//Check if enough volume
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set_pin_data(IC_OUTPUT, 1, reagents.total_volume)
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if(!reagents || reagents.total_volume < 5 || busy)
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if(!reagents || reagents.total_volume < IC_SMOKE_REAGENTS_MINIMUM_UNITS || busy)
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push_data()
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activate_pin(3)
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return
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@@ -0,0 +1,343 @@
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/obj/item/integrated_circuit/weaponized
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category_text = "Weaponized"
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/obj/item/integrated_circuit/weaponized/weapon_firing
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name = "weapon firing mechanism"
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desc = "This somewhat complicated system allows one to slot in a gun, direct it towards a position, and remotely fire it."
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extended_desc = "The firing mechanism can slot in any energy weapon. \
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The first and second inputs need to be numbers which correspond to coordinates for the gun to fire at relative to the machine itself. \
|
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The 'fire' activator will cause the mechanism to attempt to fire the weapon at the coordinates, if possible. Mode will switch between \
|
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lethal (TRUE) or stun (FALSE) modes. It uses the internal battery of the weapon itself, not the assembly. If you wish to fire the gun while the circuit is in \
|
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hand, you will need to use an assembly that is a gun."
|
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complexity = 20
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w_class = WEIGHT_CLASS_SMALL
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size = 3
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inputs = list(
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"target X rel" = IC_PINTYPE_NUMBER,
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"target Y rel" = IC_PINTYPE_NUMBER,
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"mode" = IC_PINTYPE_BOOLEAN
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)
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outputs = list("reference to gun" = IC_PINTYPE_REF)
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activators = list(
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"fire" = IC_PINTYPE_PULSE_IN
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)
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var/obj/item/gun/energy/installed_gun = null
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spawn_flags = IC_SPAWN_RESEARCH
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action_flags = IC_ACTION_COMBAT
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power_draw_per_use = 0
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ext_cooldown = 1
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var/mode = FALSE
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var/stun_projectile = null //stun mode projectile type
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var/stun_projectile_sound
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var/lethal_projectile = null //lethal mode projectile type
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var/lethal_projectile_sound
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demands_object_input = TRUE // You can put stuff in once the circuit is in assembly,passed down from additem and handled by attackby()
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/obj/item/integrated_circuit/weaponized/weapon_firing/Destroy()
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qdel(installed_gun)
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return ..()
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/obj/item/integrated_circuit/weaponized/weapon_firing/attackby(var/obj/O, var/mob/user)
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if(istype(O, /obj/item/gun/energy))
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var/obj/item/gun/gun = O
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if(installed_gun)
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to_chat(user, "<span class='warning'>There's already a weapon installed.</span>")
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return
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user.transferItemToLoc(gun,src)
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installed_gun = gun
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var/list/gun_properties = gun.get_turret_properties()
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to_chat(user, "<span class='notice'>You slide \the [gun] into the firing mechanism.</span>")
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playsound(src, 'sound/items/Crowbar.ogg', 50, 1)
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stun_projectile = gun_properties["stun_projectile"]
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stun_projectile_sound = gun_properties["stun_projectile_sound"]
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lethal_projectile = gun_properties["lethal_projectile"]
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lethal_projectile_sound = gun_properties["lethal_projectile_sound"]
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if(gun_properties["shot_delay"])
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cooldown_per_use = gun_properties["shot_delay"]*10
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if(cooldown_per_use<30)
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cooldown_per_use = 30
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if(gun_properties["reqpower"])
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power_draw_per_use = gun_properties["reqpower"]
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set_pin_data(IC_OUTPUT, 1, WEAKREF(installed_gun))
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push_data()
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else
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..()
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/obj/item/integrated_circuit/weaponized/weapon_firing/attack_self(var/mob/user)
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if(installed_gun)
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installed_gun.forceMove(drop_location())
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to_chat(user, "<span class='notice'>You slide \the [installed_gun] out of the firing mechanism.</span>")
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size = initial(size)
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playsound(src, 'sound/items/Crowbar.ogg', 50, 1)
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installed_gun = null
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set_pin_data(IC_OUTPUT, 1, WEAKREF(null))
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push_data()
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else
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to_chat(user, "<span class='notice'>There's no weapon to remove from the mechanism.</span>")
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/obj/item/integrated_circuit/weaponized/weapon_firing/do_work()
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if(!installed_gun || !installed_gun.handle_pins())
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return
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if(!isturf(assembly.loc) && !(assembly.can_fire_equipped && ishuman(assembly.loc)))
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return
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set_pin_data(IC_OUTPUT, 1, WEAKREF(installed_gun))
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push_data()
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var/datum/integrated_io/xo = inputs[1]
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var/datum/integrated_io/yo = inputs[2]
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var/datum/integrated_io/mode1 = inputs[3]
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mode = mode1.data
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if(assembly)
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if(isnum(xo.data))
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xo.data = round(xo.data, 1)
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if(isnum(yo.data))
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yo.data = round(yo.data, 1)
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var/turf/T = get_turf(assembly)
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var/target_x = CLAMP(T.x + xo.data, 0, world.maxx)
|
||||
var/target_y = CLAMP(T.y + yo.data, 0, world.maxy)
|
||||
|
||||
assembly.visible_message("<span class='danger'>[assembly] fires [installed_gun]!</span>")
|
||||
shootAt(locate(target_x, target_y, T.z))
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/weapon_firing/proc/shootAt(turf/target)
|
||||
var/turf/T = get_turf(src)
|
||||
var/turf/U = target
|
||||
if(!istype(T) || !istype(U))
|
||||
return
|
||||
if(!installed_gun.cell)
|
||||
return
|
||||
if(!installed_gun.cell.charge)
|
||||
return
|
||||
var/obj/item/ammo_casing/energy/shot = installed_gun.ammo_type[mode?2:1]
|
||||
if(installed_gun.cell.charge < shot.e_cost)
|
||||
return
|
||||
if(!shot)
|
||||
return
|
||||
update_icon()
|
||||
var/obj/item/projectile/A
|
||||
if(!mode)
|
||||
A = new stun_projectile(T)
|
||||
playsound(loc, stun_projectile_sound, 75, 1)
|
||||
else
|
||||
A = new lethal_projectile(T)
|
||||
playsound(loc, lethal_projectile_sound, 75, 1)
|
||||
installed_gun.cell.use(shot.e_cost)
|
||||
//Shooting Code:
|
||||
A.preparePixelProjectile(target, src)
|
||||
A.fire()
|
||||
log_attack("[assembly] [REF(assembly)] has fired [installed_gun].")
|
||||
return A
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/grenade
|
||||
name = "grenade primer"
|
||||
desc = "This circuit comes with the ability to attach most types of grenades and prime them at will."
|
||||
extended_desc = "The time between priming and detonation is limited to between 1 to 12 seconds, but is optional. \
|
||||
If the input is not set, not a number, or a number less than 1, the grenade's built-in timing will be used. \
|
||||
Beware: Once primed, there is no aborting the process!"
|
||||
icon_state = "grenade"
|
||||
complexity = 30
|
||||
cooldown_per_use = 10
|
||||
inputs = list("detonation time" = IC_PINTYPE_NUMBER)
|
||||
outputs = list()
|
||||
activators = list("prime grenade" = IC_PINTYPE_PULSE_IN)
|
||||
spawn_flags = IC_SPAWN_RESEARCH
|
||||
action_flags = IC_ACTION_COMBAT
|
||||
var/obj/item/grenade/attached_grenade
|
||||
var/pre_attached_grenade_type
|
||||
demands_object_input = TRUE // You can put stuff in once the circuit is in assembly,passed down from additem and handled by attackby()
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/grenade/Initialize()
|
||||
. = ..()
|
||||
if(pre_attached_grenade_type)
|
||||
var/grenade = new pre_attached_grenade_type(src)
|
||||
attach_grenade(grenade)
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/grenade/Destroy()
|
||||
if(attached_grenade && !attached_grenade.active)
|
||||
attached_grenade.forceMove(loc)
|
||||
detach_grenade()
|
||||
return ..()
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/grenade/attackby(var/obj/item/grenade/G, var/mob/user)
|
||||
if(istype(G))
|
||||
if(attached_grenade)
|
||||
to_chat(user, "<span class='warning'>There is already a grenade attached!</span>")
|
||||
else if(user.transferItemToLoc(G,src))
|
||||
user.visible_message("<span class='warning'>\The [user] attaches \a [G] to \the [src]!</span>", "<span class='notice'>You attach \the [G] to \the [src].</span>")
|
||||
attach_grenade(G)
|
||||
G.forceMove(src)
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/grenade/attack_self(var/mob/user)
|
||||
if(attached_grenade)
|
||||
user.visible_message("<span class='warning'>\The [user] removes \an [attached_grenade] from \the [src]!</span>", "<span class='notice'>You remove \the [attached_grenade] from \the [src].</span>")
|
||||
user.put_in_hands(attached_grenade)
|
||||
detach_grenade()
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/grenade/do_work()
|
||||
if(attached_grenade && !attached_grenade.active)
|
||||
var/datum/integrated_io/detonation_time = inputs[1]
|
||||
var/dt
|
||||
if(isnum(detonation_time.data) && detonation_time.data > 0)
|
||||
dt = CLAMP(detonation_time.data, 1, 12)*10
|
||||
else
|
||||
dt = 15
|
||||
addtimer(CALLBACK(attached_grenade, /obj/item/grenade.proc/prime), dt)
|
||||
var/atom/holder = loc
|
||||
message_admins("activated a grenade assembly. Last touches: Assembly: [holder.fingerprintslast] Circuit: [fingerprintslast] Grenade: [attached_grenade.fingerprintslast]")
|
||||
|
||||
// These procs do not relocate the grenade, that's the callers responsibility
|
||||
/obj/item/integrated_circuit/weaponized/grenade/proc/attach_grenade(var/obj/item/grenade/G)
|
||||
attached_grenade = G
|
||||
G.forceMove(src)
|
||||
desc += " \An [attached_grenade] is attached to it!"
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/grenade/proc/detach_grenade()
|
||||
if(!attached_grenade)
|
||||
return
|
||||
attached_grenade.forceMove(drop_location())
|
||||
attached_grenade = null
|
||||
desc = initial(desc)
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/air_cannon
|
||||
name = "pneumatic cannon"
|
||||
desc = "A compact pneumatic cannon to throw things from inside or nearby tiles at a high enough velocity to cause damage. Requires air from a canister to fire."
|
||||
extended_desc = "The first and second inputs need to be numbers which correspond to the coordinates to throw objects at relative to the machine itself. \
|
||||
The 'fire' activator will cause the mechanism to attempt to launch objects at the coordinates, if possible. Note that the \
|
||||
projectile needs to be inside the machine, or on an adjacent tile, and must be medium sized or smaller. The assembly \
|
||||
must also be a gun if you wish to launch something while the assembly is in hand."
|
||||
complexity = 75
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
size = 4
|
||||
cooldown_per_use = 30
|
||||
ext_cooldown = 15
|
||||
inputs = list(
|
||||
"target X rel" = IC_PINTYPE_NUMBER,
|
||||
"target Y rel" = IC_PINTYPE_NUMBER,
|
||||
"projectile" = IC_PINTYPE_REF,
|
||||
"canister" = IC_PINTYPE_REF
|
||||
)
|
||||
outputs = list()
|
||||
activators = list(
|
||||
"fire" = IC_PINTYPE_PULSE_IN
|
||||
)
|
||||
spawn_flags = IC_SPAWN_RESEARCH
|
||||
action_flags = IC_ACTION_COMBAT
|
||||
power_draw_per_use = 50
|
||||
var/gas_per_throw = 6
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/air_cannon/do_work()
|
||||
|
||||
var/max_w_class = assembly.w_class
|
||||
var/target_x_rel = round(get_pin_data(IC_INPUT, 1))
|
||||
var/target_y_rel = round(get_pin_data(IC_INPUT, 2))
|
||||
var/obj/item/A = get_pin_data_as_type(IC_INPUT, 3, /obj/item)
|
||||
var/obj/item/integrated_circuit/atmospherics/AT = get_pin_data_as_type(IC_INPUT, 4, /obj/item/integrated_circuit/atmospherics)
|
||||
|
||||
if(!A || A.anchored || A.throwing || A == assembly || istype(A, /obj/item/twohanded) || istype(A, /obj/item/transfer_valve))
|
||||
return
|
||||
|
||||
if(!AT || !AT.air_contents)
|
||||
return
|
||||
|
||||
if (istype(assembly.loc, /obj/item/implant/storage)) //Prevents the more abusive form of chestgun.
|
||||
return
|
||||
|
||||
if(max_w_class && (A.w_class > max_w_class))
|
||||
return
|
||||
|
||||
if(!assembly.can_fire_equipped && ishuman(assembly.loc))
|
||||
return
|
||||
|
||||
// Is the target inside the assembly or close to it?
|
||||
if(!check_target(A, exclude_components = TRUE))
|
||||
return
|
||||
|
||||
var/turf/T = get_turf(get_object())
|
||||
if(!T)
|
||||
return
|
||||
|
||||
// If the item is in mob's inventory, try to remove it from there.
|
||||
if(ismob(A.loc))
|
||||
var/mob/living/M = A.loc
|
||||
if(!M.temporarilyRemoveItemFromInventory(A))
|
||||
return
|
||||
|
||||
var/datum/gas_mixture/source_air = AT.return_air()
|
||||
var/datum/gas_mixture/target_air = T.return_air()
|
||||
|
||||
if(!source_air || !target_air)
|
||||
return
|
||||
|
||||
var/datum/gas_mixture/removed = source_air.remove(gas_per_throw)
|
||||
if(!removed)
|
||||
return
|
||||
target_air.merge(removed)
|
||||
|
||||
// If the item is in a grabber circuit we'll update the grabber's outputs after we've thrown it.
|
||||
var/obj/item/integrated_circuit/manipulation/grabber/G = A.loc
|
||||
|
||||
var/x_abs = CLAMP(T.x + target_x_rel, 0, world.maxx)
|
||||
var/y_abs = CLAMP(T.y + target_y_rel, 0, world.maxy)
|
||||
var/range = round(CLAMP(sqrt(target_x_rel*target_x_rel+target_y_rel*target_y_rel),0,8),1)
|
||||
assembly.visible_message("<span class='danger'>\The [assembly] has thrown [A]!</span>")
|
||||
log_attack("[assembly] [REF(assembly)] has thrown [A] with lethal force.")
|
||||
A.forceMove(drop_location())
|
||||
A.throw_at(locate(x_abs, y_abs, T.z), range, 3)
|
||||
|
||||
air_update_turf()
|
||||
|
||||
// If the item came from a grabber now we can update the outputs since we've thrown it.
|
||||
if(istype(G))
|
||||
G.update_outputs()
|
||||
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/stun
|
||||
name = "electronic stun module"
|
||||
desc = "Used to stun a target holding the device via electricity."
|
||||
icon_state = "power_relay"
|
||||
extended_desc = "Attempts to stun the holder of this device, with the strength input being the strength of the stun, from 1 to 70."
|
||||
complexity = 60
|
||||
size = 4
|
||||
inputs = list("strength" = IC_PINTYPE_NUMBER)
|
||||
activators = list("stun" = IC_PINTYPE_PULSE_IN, "on success" = IC_PINTYPE_PULSE_OUT, "on fail" = IC_PINTYPE_PULSE_OUT)
|
||||
spawn_flags = IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 2000
|
||||
cooldown_per_use = 50
|
||||
ext_cooldown = 25
|
||||
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/stun/do_work()
|
||||
var/stunforce = CLAMP(get_pin_data(IC_INPUT, 1),1,70)
|
||||
var/mob/living/L = assembly.loc
|
||||
if(attempt_stun(L,stunforce))
|
||||
activate_pin(2)
|
||||
else
|
||||
activate_pin(3)
|
||||
|
||||
/obj/item/integrated_circuit/weaponized/proc/attempt_stun(var/mob/living/L,var/stunforce = 70) //Copied from stunbaton code.
|
||||
|
||||
if(!L || !isliving(L))
|
||||
return 0
|
||||
|
||||
L.Knockdown(stunforce)
|
||||
SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
|
||||
|
||||
message_admins("stunned someone with an assembly. Last touches: Assembly: [assembly.fingerprintslast] Circuit: [fingerprintslast]")
|
||||
|
||||
L.visible_message("<span class='danger'>\The [assembly] has stunned \the [L] with \the [src]!</span>", "<span class='userdanger'>\The [assembly] has stunned you with \the [src]!</span>")
|
||||
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
|
||||
if(ishuman(L))
|
||||
var/mob/living/carbon/human/H = L
|
||||
H.forcesay(GLOB.hit_appends)
|
||||
|
||||
return 1
|
||||
Reference in New Issue
Block a user