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GS13NG/code/modules/projectiles/guns/beam_rifle.dm
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CitadelStationBotandkevinz000 2d3905457e [MIRROR] Rename Bump to Collide (#2002)
* Rename Bump to Collide

* Delete bubblegum.dm.rej

* Update bubblegum.dm
2017-07-14 21:35:56 -07:00

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/obj/item/weapon/gun/energy/beam_rifle
name = "particle acceleration rifle"
desc = "An energy-based anti material marksman rifle that uses highly charged particle beams moving at extreme velocities to decimate whatever is unfortunate enough to be targetted by one. \
<span class='boldnotice'>Hold down left click while scoped to aim, when weapon is fully aimed (Tracer goes from red to green as it charges), release to fire. Moving while aiming or \
changing where you're pointing at while aiming will delay the aiming process depending on how much you changed.</span>"
icon = 'icons/obj/guns/energy.dmi'
icon_state = "esniper"
item_state = "esniper"
fire_sound = 'sound/weapons/beam_sniper.ogg'
slot_flags = SLOT_BACK
force = 15
materials = list()
origin_tech = ""
recoil = 5
ammo_x_offset = 3
ammo_y_offset = 3
modifystate = FALSE
zoomable = TRUE
zoom_amt = 17
zoom_out_amt = 20
weapon_weight = WEAPON_HEAVY
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/beam_rifle/hitscan)
var/hipfire_inaccuracy = 2
var/hipfire_recoil = 10
var/scoped_inaccuracy = 0
var/scoped_recoil = 3
var/scoped = FALSE
var/noscope = FALSE //Can you fire this without a scope?
cell_type = /obj/item/weapon/stock_parts/cell/beam_rifle
canMouseDown = TRUE
pin = null
var/aiming = FALSE
var/aiming_time = 7
var/aiming_time_fire_threshold = 2
var/aiming_time_left = 7
var/aiming_time_increase_user_movement = 3
var/scoped_slow = 1
var/aiming_time_increase_angle_multiplier = 0.6
var/lastangle = 0
var/mob/current_user = null
var/list/obj/effect/temp_visual/current_tracers = list()
var/structure_piercing = 2 //This doesn't always work!
var/structure_bleed_coeff = 0.7
var/wall_pierce_amount = 0
var/wall_devastate = 0
var/aoe_structure_range = 1
var/aoe_structure_damage = 50
var/aoe_fire_range = 2
var/aoe_fire_chance = 40
var/aoe_mob_range = 1
var/aoe_mob_damage = 30
var/impact_structure_damage = 60
var/projectile_damage = 30
var/projectile_stun = 0
var/projectile_setting_pierce = TRUE
var/delay = 65
var/lastfire = 0
var/static/image/charged_overlay = image(icon = 'icons/obj/guns/energy.dmi', icon_state = "esniper_charged")
var/static/image/drained_overlay = image(icon = 'icons/obj/guns/energy.dmi', icon_state = "esniper_empty")
/obj/item/weapon/gun/energy/beam_rifle/debug
delay = 0
cell_type = /obj/item/weapon/stock_parts/cell/infinite
aiming_time = 0
recoil = 0
scoped_recoil = 0
hipfire_recoil = 0
hipfire_inaccuracy = 0
scoped_inaccuracy = 0
noscope = 1
/obj/item/weapon/gun/energy/beam_rifle/update_icon()
cut_overlays()
var/obj/item/ammo_casing/energy/primary_ammo = ammo_type[1]
if(cell.charge > primary_ammo.e_cost)
add_overlay(charged_overlay)
else
add_overlay(drained_overlay)
/obj/item/weapon/gun/energy/beam_rifle/attack_self(mob/user)
projectile_setting_pierce = !projectile_setting_pierce
to_chat(user, "<span class='boldnotice'>You set \the [src] to [projectile_setting_pierce? "pierce":"impact"] mode.</span>")
/obj/item/weapon/gun/energy/beam_rifle/proc/update_slowdown()
if(scoped)
slowdown = scoped_slow
else
slowdown = initial(slowdown)
/obj/item/weapon/gun/energy/beam_rifle/Initialize()
. = ..()
START_PROCESSING(SSfastprocess, src)
/obj/item/weapon/gun/energy/beam_rifle/Destroy()
STOP_PROCESSING(SSfastprocess, src)
..()
/obj/item/weapon/gun/energy/beam_rifle/zoom(user, forced_zoom)
. = ..()
scope(user, .)
/obj/item/weapon/gun/energy/beam_rifle/proc/scope(mob/user, forced)
var/scoping
switch(forced)
if(TRUE)
scoping = TRUE
if(FALSE)
scoping = FALSE
else
scoping = !scoped
if(scoping)
spread = scoped_inaccuracy
recoil = scoped_recoil
scoped = TRUE
user << "<span class='boldnotice'>You bring your [src] up and use its scope...</span>"
else
spread = hipfire_inaccuracy
recoil = hipfire_recoil
scoped = FALSE
user << "<span class='boldnotice'>You lower your [src].</span>"
update_slowdown()
/obj/item/weapon/gun/energy/beam_rifle/can_trigger_gun(var/mob/living/user)
if(!scoped && !noscope)
user << "<span class='userdanger'>This beam rifle can only be used while scoped!</span>"
return FALSE
. = ..(user)
/obj/item/weapon/gun/energy/beam_rifle/emp_act(severity)
chambered = null
recharge_newshot()
/obj/item/weapon/gun/energy/beam_rifle/proc/aiming_beam()
var/atom/A = current_user.client.mouseObject
if(!istype(A) || !A.loc)
return
var/turf/T = get_turf(current_user.client.mouseObject)
if(!istype(T))
return
var/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/P = new
P.gun = src
P.wall_pierce_amount = wall_pierce_amount
P.structure_pierce_amount = structure_piercing
P.do_pierce = projectile_setting_pierce
P.preparePixelProjectile(current_user.client.mouseObject, T, current_user, current_user.client.mouseParams, 0)
if(aiming_time)
var/percent = ((100/aiming_time)*aiming_time_left)
P.color = rgb(255 * percent,255 * ((100 - percent) / 100),0)
else
P.color = rgb(0, 255, 0)
clear_tracers()
P.fire()
/obj/item/weapon/gun/energy/beam_rifle/proc/clear_tracers()
for(var/I in current_tracers)
current_tracers -= I
var/obj/effect/temp_visual/projectile_beam/PB = I
qdel(PB)
/obj/item/weapon/gun/energy/beam_rifle/proc/terminate_aiming()
stop_aiming()
clear_tracers()
/obj/item/weapon/gun/energy/beam_rifle/process()
if(!aiming)
return
if(!istype(current_user) || !isturf(current_user.loc) || !(src in current_user.held_items) || current_user.incapacitated()) //Doesn't work if you're not holding it!
terminate_aiming()
return
if(aiming_time_left > 0)
aiming_time_left--
aiming_beam()
process_aim()
/obj/item/weapon/gun/energy/beam_rifle/proc/process_aim()
if(current_user.client.mouseParams)
var/list/mouse_control = params2list(current_user.client.mouseParams)
if(isturf(current_user.client.mouseLocation))
current_user.face_atom(current_user.client.mouseLocation)
if(mouse_control["screen-loc"])
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
var/x = (text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32)
var/y = (text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32)
var/screenview = (current_user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
var/ox = round(screenview/2) - current_user.client.pixel_x //"origin" x
var/oy = round(screenview/2) - current_user.client.pixel_y //"origin" y
var/angle = NORM_ROT(Atan2(y - oy, x - ox))
var/difference = abs(lastangle - angle)
delay_penalty(difference * aiming_time_increase_angle_multiplier)
lastangle = angle
/obj/item/weapon/gun/energy/beam_rifle/on_mob_move()
delay_penalty(aiming_time_increase_user_movement)
/obj/item/weapon/gun/energy/beam_rifle/proc/start_aiming()
aiming_time_left = aiming_time
aiming = TRUE
/obj/item/weapon/gun/energy/beam_rifle/proc/stop_aiming()
aiming_time_left = aiming_time
aiming = FALSE
/obj/item/weapon/gun/energy/beam_rifle/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
current_user = mob
/obj/item/weapon/gun/energy/beam_rifle/onMouseDown(object, location, params, mob)
start_aiming()
current_user = mob
/obj/item/weapon/gun/energy/beam_rifle/onMouseUp(object, location, params, mob/M)
process_aim()
if(aiming_time_left <= aiming_time_fire_threshold)
sync_ammo()
afterattack(M.client.mouseObject, M, FALSE, M.client.mouseParams, passthrough = TRUE)
stop_aiming()
clear_tracers()
/obj/item/weapon/gun/energy/beam_rifle/afterattack(atom/target, mob/living/user, flag, params, passthrough = FALSE)
if(!passthrough && (aiming_time > aiming_time_fire_threshold))
return
if(lastfire > world.time + delay)
return
lastfire = world.time
. = ..()
/obj/item/weapon/gun/energy/beam_rifle/proc/sync_ammo()
for(var/obj/item/ammo_casing/energy/beam_rifle/AC in contents)
AC.sync_stats()
/obj/item/weapon/gun/energy/beam_rifle/proc/delay_penalty(amount)
aiming_time_left = Clamp(aiming_time_left + amount, 0, aiming_time)
/obj/item/ammo_casing/energy/beam_rifle
name = "particle acceleration lens"
desc = "Don't look into barrel!"
var/wall_pierce_amount = 0
var/wall_devastate = 0
var/aoe_structure_range = 1
var/aoe_structure_damage = 30
var/aoe_fire_range = 2
var/aoe_fire_chance = 66
var/aoe_mob_range = 1
var/aoe_mob_damage = 20
var/impact_structure_damage = 50
var/projectile_damage = 40
var/projectile_stun = 0
var/structure_piercing = 2
var/structure_bleed_coeff = 0.7
var/do_pierce = TRUE
var/obj/item/weapon/gun/energy/beam_rifle/host
/obj/item/ammo_casing/energy/beam_rifle/proc/sync_stats()
var/obj/item/weapon/gun/energy/beam_rifle/BR = loc
if(!istype(BR))
stack_trace("Beam rifle syncing error")
host = BR
do_pierce = BR.projectile_setting_pierce
wall_pierce_amount = BR.wall_pierce_amount
wall_devastate = BR.wall_devastate
aoe_structure_range = BR.aoe_structure_range
aoe_structure_damage = BR.aoe_structure_damage
aoe_fire_range = BR.aoe_fire_range
aoe_fire_chance = BR.aoe_fire_chance
aoe_mob_range = BR.aoe_mob_range
aoe_mob_damage = BR.aoe_mob_damage
impact_structure_damage = BR.impact_structure_damage
projectile_damage = BR.projectile_damage
projectile_stun = BR.projectile_stun
delay = BR.delay
structure_piercing = BR.structure_piercing
structure_bleed_coeff = BR.structure_bleed_coeff
/obj/item/ammo_casing/energy/beam_rifle/ready_proj(atom/target, mob/living/user, quiet, zone_override)
. = ..(target, user, quiet, zone_override)
var/obj/item/projectile/beam/beam_rifle/hitscan/HS_BB = BB
if(!istype(HS_BB))
return
HS_BB.impact_direct_damage = projectile_damage
HS_BB.stun = projectile_stun
HS_BB.impact_structure_damage = impact_structure_damage
HS_BB.aoe_mob_damage = aoe_mob_damage
HS_BB.aoe_mob_range = Clamp(aoe_mob_range, 0, 15) //Badmin safety lock
HS_BB.aoe_fire_chance = aoe_fire_chance
HS_BB.aoe_fire_range = aoe_fire_range
HS_BB.aoe_structure_damage = aoe_structure_damage
HS_BB.aoe_structure_range = Clamp(aoe_structure_range, 0, 15) //Badmin safety lock
HS_BB.wall_devastate = wall_devastate
HS_BB.wall_pierce_amount = wall_pierce_amount
HS_BB.structure_pierce_amount = structure_piercing
HS_BB.structure_bleed_coeff = structure_bleed_coeff
HS_BB.do_pierce = do_pierce
HS_BB.gun = host
/obj/item/ammo_casing/energy/beam_rifle/hitscan
projectile_type = /obj/item/projectile/beam/beam_rifle/hitscan
select_name = "beam"
e_cost = 5000
fire_sound = 'sound/weapons/beam_sniper.ogg'
/obj/item/projectile/beam/beam_rifle
name = "particle beam"
icon = ""
hitsound = 'sound/effects/explosion3.ogg'
damage = 0 //Handled manually.
damage_type = BURN
flag = "energy"
range = 150
jitter = 10
var/obj/item/weapon/gun/energy/beam_rifle/gun
var/structure_pierce_amount = 0 //All set to 0 so the gun can manually set them during firing.
var/structure_bleed_coeff = 0
var/structure_pierce = 0
var/do_pierce = TRUE
var/wall_pierce_amount = 0
var/wall_pierce = 0
var/wall_devastate = 0
var/aoe_structure_range = 0
var/aoe_structure_damage = 0
var/aoe_fire_range = 0
var/aoe_fire_chance = 0
var/aoe_mob_range = 0
var/aoe_mob_damage = 0
var/impact_structure_damage = 0
var/impact_direct_damage = 0
var/turf/cached
/obj/item/projectile/beam/beam_rifle/proc/AOE(turf/epicenter)
set waitfor = FALSE
if(!epicenter)
return
new /obj/effect/temp_visual/explosion/fast(epicenter)
for(var/mob/living/L in range(aoe_mob_range, epicenter)) //handle aoe mob damage
L.adjustFireLoss(aoe_mob_damage)
to_chat(L, "<span class='userdanger'>\The [src] sears you!</span>")
for(var/turf/T in range(aoe_fire_range, epicenter)) //handle aoe fire
if(prob(aoe_fire_chance))
new /obj/effect/hotspot(T)
for(var/obj/O in range(aoe_structure_range, epicenter))
if(!isitem(O))
if(O.level == 1) //Please don't break underfloor items!
continue
O.take_damage(aoe_structure_damage * get_damage_coeff(O), BURN, "laser", FALSE)
/obj/item/projectile/beam/beam_rifle/proc/check_pierce(atom/target)
if(!do_pierce)
return FALSE
if(isclosedturf(target))
if(wall_pierce++ < wall_pierce_amount)
loc = target
if(prob(wall_devastate))
target.ex_act(EXPLODE_HEAVY)
return TRUE
if(ismovableatom(target))
var/atom/movable/AM = target
if(AM.density && !AM.CanPass(src, get_turf(target)) && !ismob(AM))
if(structure_pierce++ < structure_pierce_amount)
if(isobj(AM))
var/obj/O = AM
O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(AM), BURN, "energy", FALSE)
loc = get_turf(AM)
return TRUE
return FALSE
/obj/item/projectile/beam/beam_rifle/proc/get_damage_coeff(atom/target)
if(istype(target, /obj/machinery/door))
return 0.4
if(istype(target, /obj/structure/window))
return 0.5
return 1
/obj/item/projectile/beam/beam_rifle/proc/handle_impact(atom/target)
if(isobj(target))
var/obj/O = target
O.take_damage(impact_structure_damage * get_damage_coeff(target), BURN, "laser", FALSE)
if(isliving(target))
var/mob/living/L = target
L.adjustFireLoss(impact_direct_damage)
L.emote("scream")
/obj/item/projectile/beam/beam_rifle/proc/handle_hit(atom/target)
set waitfor = FALSE
if(!cached && !QDELETED(target))
cached = get_turf(target)
if(nodamage)
return FALSE
playsound(cached, 'sound/effects/explosion3.ogg', 100, 1)
AOE(cached)
if(!QDELETED(target))
handle_impact(target)
/obj/item/projectile/beam/beam_rifle/Collide(atom/target)
if(check_pierce(target))
permutated += target
return FALSE
if(!QDELETED(target))
cached = get_turf(target)
. = ..()
/obj/item/projectile/beam/beam_rifle/on_hit(atom/target, blocked = FALSE)
if(!QDELETED(target))
cached = get_turf(target)
handle_hit(target)
. = ..()
/obj/item/projectile/beam/beam_rifle/hitscan
icon_state = ""
var/tracer_type = /obj/effect/temp_visual/projectile_beam/tracer
/obj/item/projectile/beam/beam_rifle/hitscan/fire(setAngle, atom/direct_target) //oranges didn't let me make this a var the first time around so copypasta time
set waitfor = 0
if(!log_override && firer && original)
add_logs(firer, original, "fired at", src, " [get_area(src)]")
if(setAngle)
Angle = setAngle
var/next_run = world.time
var/old_pixel_x = pixel_x
var/old_pixel_y = pixel_y
var/safety = 0 //The code works fine, but... just in case...
while(loc)
if(++safety > (range * 3)) //If it's looping for way, way too long...
return //Kill!
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
if(!Angle)
Angle=round(Get_Angle(src,current))
if(spread)
Angle += (rand() - 0.5) * spread
var/matrix/M = new
M.Turn(Angle)
transform = M
var/Pixel_x=sin(Angle)+16*sin(Angle)*2
var/Pixel_y=cos(Angle)+16*cos(Angle)*2
var/pixel_x_offset = old_pixel_x + Pixel_x
var/pixel_y_offset = old_pixel_y + Pixel_y
var/new_x = x
var/new_y = y
while(pixel_x_offset > 16)
pixel_x_offset -= 32
old_pixel_x -= 32
new_x++// x++
while(pixel_x_offset < -16)
pixel_x_offset += 32
old_pixel_x += 32
new_x--
while(pixel_y_offset > 16)
pixel_y_offset -= 32
old_pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
pixel_y_offset += 32
old_pixel_y += 32
new_y--
pixel_x = old_pixel_x
pixel_y = old_pixel_y
step_towards(src, locate(new_x, new_y, z))
next_run += max(world.tick_lag, speed)
var/delay = next_run - world.time
if(delay <= world.tick_lag*2)
pixel_x = pixel_x_offset
pixel_y = pixel_y_offset
else
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
old_pixel_x = pixel_x_offset
old_pixel_y = pixel_y_offset
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Collide(original)
Range()
/obj/item/projectile/beam/beam_rifle/hitscan/Range()
spawn_tracer_effect()
if(!QDELETED(src) && loc)
cached = get_turf(src)
/obj/item/projectile/beam/beam_rifle/hitscan/proc/spawn_tracer_effect()
QDEL_IN((new tracer_type(loc, time = 5, angle_override = Angle, p_x = pixel_x, p_y = pixel_y, color_override = color)), 5)
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam
tracer_type = /obj/effect/temp_visual/projectile_beam/tracer/aiming
name = "aiming beam"
hitsound = null
hitsound_wall = null
nodamage = TRUE
damage = 0
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/prehit(atom/target)
qdel(src)
return FALSE
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/on_hit()
qdel(src)
return FALSE
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/spawn_tracer_effect()
var/obj/effect/temp_visual/projectile_beam/T = new tracer_type(loc, time = 5, angle_override = Angle, p_x = pixel_x, p_y = pixel_y, color_override = color)
if(istype(gun) && istype(T))
gun.current_tracers[T] = TRUE
/obj/effect/temp_visual/projectile_beam
icon = 'icons/obj/projectiles.dmi'
layer = ABOVE_MOB_LAYER
anchored = TRUE
duration = 5
randomdir = FALSE
light_power = 1
light_range = 2
light_color = "#00ffff"
/obj/effect/temp_visual/projectile_beam/New(time = 5, angle_override, p_x, p_y, color_override)
duration = time
var/mutable_appearance/look = new(src)
look.pixel_x = p_x
look.pixel_y = p_y
if(color_override)
look.color = color_override
var/matrix/M = new
M.Turn(angle_override)
look.transform = M
appearance = look
..()
/obj/effect/temp_visual/projectile_beam/tracer
icon_state = "tracer_beam"
/obj/effect/temp_visual/projectile_beam/tracer/aiming
icon_state = "gbeam"
duration = 1