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GS13NG/code/game/objects/items/weapons/pneumaticCannon.dm
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/obj/item/weapon/pneumatic_cannon
name = "pneumatic cannon"
desc = "A gas-powered cannon that can fire any object loaded into it."
w_class = 4
force = 8 //Very heavy
attack_verb = list("bludgeoned", "smashed", "beaten")
icon = 'icons/obj/pneumaticCannon.dmi'
icon_state = "pneumaticCannon"
item_state = "bulldog"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/weapon/tank/internals/tank = null //The gas tank that is drawn from to fire things
var/gasPerThrow = 3 //How much gas is drawn from a tank's pressure to fire
var/list/loadedItems = list() //The items loaded into the cannon that will be fired out
var/pressureSetting = 1 //How powerful the cannon is - higher pressure = more gas but more powerful throws
/obj/item/weapon/pneumatic_cannon/examine(mob/user)
..()
if(!in_range(user, src))
user << "<span class='notice'>You'll need to get closer to see any more.</span>"
return
for(var/obj/item/I in loadedItems)
user << "<span class='info'>\icon [I] It has \the [I] loaded.</span>"
if(tank)
user << "<span class='notice'>\icon [tank] It has \the [tank] mounted onto it.</span>"
/obj/item/weapon/pneumatic_cannon/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/tank/internals))
if(!tank)
var/obj/item/weapon/tank/internals/IT = W
if(IT.volume <= 3)
user << "<span class='warning'>\The [IT] is too small for \the [src].</span>"
return
updateTank(W, 0, user)
else if(W.type == type)
user << "<span class='warning'>You're fairly certain that putting a pneumatic cannon inside another pneumatic cannon would cause a spacetime disruption.</span>"
else if(istype(W, /obj/item/weapon/wrench))
switch(pressureSetting)
if(1)
pressureSetting = 2
if(2)
pressureSetting = 3
if(3)
pressureSetting = 1
user << "<span class='notice'>You tweak \the [src]'s pressure output to [pressureSetting].</span>"
else if(istype(W, /obj/item/weapon/screwdriver))
if(tank)
updateTank(tank, 1, user)
else if(loadedWeightClass >= maxWeightClass)
user << "<span class='warning'>\The [src] can't hold any more items!</span>"
else if(istype(W, /obj/item))
var/obj/item/IW = W
if((loadedWeightClass + IW.w_class) > maxWeightClass)
user << "<span class='warning'>\The [IW] won't fit into \the [src]!</span>"
return
if(IW.w_class > src.w_class)
user << "<span class='warning'>\The [IW] is too large to fit into \the [src]!</span>"
return
if(!user.unEquip(W))
return
user << "<span class='notice'>You load \the [IW] into \the [src].</span>"
loadedItems.Add(IW)
loadedWeightClass += IW.w_class
IW.loc = src
/obj/item/weapon/pneumatic_cannon/afterattack(atom/target, mob/living/carbon/human/user, flag, params)
if(flag && user.a_intent == "harm") //melee attack
return
if(!istype(user))
return
Fire(user, target)
/obj/item/weapon/pneumatic_cannon/proc/Fire(var/mob/living/carbon/human/user, var/atom/target)
if(!istype(user) && !target)
return
var/discharge = 0
if(!loadedItems || !loadedWeightClass)
user << "<span class='warning'>\The [src] has nothing loaded.</span>"
return
if(!tank)
user << "<span class='warning'>\The [src] can't fire without a source of gas.</span>"
return
if(tank && !tank.air_contents.remove(gasPerThrow * pressureSetting))
user << "<span class='warning'>\The [src] lets out a weak hiss and doesn't react!</span>"
return
if(user.disabilities & CLUMSY && prob(75))
user.visible_message("<span class='warning'>[user] loses their grip on [src], causing it to go off!</span>", "<span class='userdanger'>[src] slips out of your hands and goes off!</span>")
user.drop_item()
if(prob(10))
target = get_turf(user)
else
var/list/possible_targets = range(3,src)
target = pick(possible_targets)
discharge = 1
if(!discharge)
user.visible_message("<span class='danger'>[user] fires \the [src]!</span>", \
"<span class='danger'>You fire \the [src]!</span>")
add_logs(user, target, "fired at", src)
playsound(src.loc, 'sound/weapons/sonic_jackhammer.ogg', 50, 1)
for(var/obj/item/ITD in loadedItems) //Item To Discharge
loadedItems.Remove(ITD)
loadedWeightClass -= ITD.w_class
ITD.throw_speed = pressureSetting * 2
ITD.loc = get_turf(src)
ITD.throw_at_fast(target, pressureSetting * 5, pressureSetting * 2,user)
if(pressureSetting >= 3 && user)
user.visible_message("<span class='warning'>[user] is thrown down by the force of the cannon!</span>", "<span class='userdanger'>[src] slams into your shoulder, knocking you down!")
user.Weaken(3)
/obj/item/weapon/pneumatic_cannon/ghetto //Obtainable by improvised methods; more gas per use, less capacity, but smaller
name = "improvised pneumatic cannon"
desc = "A gas-powered, object-firing cannon made out of common parts."
force = 5
w_class = 3
maxWeightClass = 7
gasPerThrow = 5
/datum/crafting_recipe/improvised_pneumatic_cannon //Pretty easy to obtain but
name = "Pneumatic Cannon"
result = /obj/item/weapon/pneumatic_cannon/ghetto
tools = list(/obj/item/weapon/weldingtool,
/obj/item/weapon/wrench)
reqs = list(/obj/item/stack/sheet/metal = 4,
/obj/item/stack/packageWrap = 8,
/obj/item/pipe = 2)
time = 300
category = CAT_WEAPON
/obj/item/weapon/pneumatic_cannon/proc/updateTank(obj/item/weapon/tank/internals/thetank, removing = 0, mob/living/carbon/human/user)
if(removing)
if(!src.tank)
return
user << "<span class='notice'>You detach \the [thetank] from \the [src].</span>"
src.tank.loc = get_turf(user)
user.put_in_hands(tank)
src.tank = null
if(!removing)
if(src.tank)
user << "<span class='warning'>\The [src] already has a tank.</span>"
return
if(!user.unEquip(thetank))
return
user << "<span class='notice'>You hook \the [thetank] up to \the [src].</span>"
src.tank = thetank
thetank.loc = src
src.update_icons()
/obj/item/weapon/pneumatic_cannon/proc/update_icons()
src.cut_overlays()
if(!tank)
return
src.add_overlay(image('icons/obj/pneumaticCannon.dmi', "[tank.icon_state]"))
src.update_icon()