/
dueling.dm
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/
dueling.dm
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#define DUEL_IDLE 1
#define DUEL_PREPARATION 2
#define DUEL_READY 3
#define DUEL_COUNTDOWN 4
#define DUEL_FIRING 5
//paper rock scissors
#define DUEL_SETTING_A "wide"
#define DUEL_SETTING_B "cone"
#define DUEL_SETTING_C "pinpoint"
/datum/duel
var/obj/item/gun/energy/dueling/gun_A
var/obj/item/gun/energy/dueling/gun_B
var/state = DUEL_IDLE
var/required_distance = 5
var/list/confirmations = list()
var/list/fired = list()
var/countdown_length = 10
var/countdown_step = 0
var/pairing_code = ""
/datum/duel/New(new_gun_A, new_gun_B)
pairing_code = assign_random_name()
gun_A = new_gun_A
gun_B = new_gun_B
gun_A.duel = src
gun_B.duel = src
. = ..()
/datum/duel/proc/try_begin()
//Check if both guns are held and if so begin.
var/mob/living/A = get_duelist(gun_A)
var/mob/living/B = get_duelist(gun_B)
if(!A || !B)
message_duelists(span_warning("To begin the duel, both participants need to be holding paired dueling pistols."))
return
begin()
/datum/duel/proc/begin()
state = DUEL_PREPARATION
confirmations.Cut()
fired.Cut()
countdown_step = countdown_length
message_duelists(span_notice("Set your gun setting and move [required_distance] steps away from your opponent."))
START_PROCESSING(SSobj,src)
/datum/duel/proc/get_duelist(obj/gun)
var/mob/living/G = gun.loc
if(!istype(G) || !G.is_holding(gun))
return null
return G
/datum/duel/proc/message_duelists(message)
var/mob/living/LA = get_duelist(gun_A)
if(LA)
to_chat(LA,message)
var/mob/living/LB = get_duelist(gun_B)
if(LB)
to_chat(LB,message)
/datum/duel/proc/other_gun(obj/item/gun/energy/dueling/G)
return G == gun_A ? gun_B : gun_A
/datum/duel/proc/end()
message_duelists(span_notice("Duel finished. Re-engaging safety."))
STOP_PROCESSING(SSobj,src)
state = DUEL_IDLE
/datum/duel/process()
switch(state)
if(DUEL_PREPARATION)
if(check_positioning())
confirm_positioning()
else if (!get_duelist(gun_A) && !get_duelist(gun_B))
end()
if(DUEL_READY)
if(!check_positioning())
back_to_prep()
else if(confirmations.len == 2)
confirm_ready()
if(DUEL_COUNTDOWN)
if(!check_positioning())
back_to_prep()
else
countdown_step()
if(DUEL_FIRING)
if(check_fired())
end()
/datum/duel/proc/back_to_prep()
message_duelists(span_notice("Positions invalid. Please move to valid positions exactly [required_distance] steps away from each other to continue."))
state = DUEL_PREPARATION
confirmations.Cut()
countdown_step = countdown_length
/datum/duel/proc/confirm_positioning()
message_duelists(span_notice("Position confirmed. Confirm readiness by pulling the trigger once."))
state = DUEL_READY
/datum/duel/proc/confirm_ready()
message_duelists(span_notice("Readiness confirmed. Starting countdown. Commence firing at zero mark."))
state = DUEL_COUNTDOWN
/datum/duel/proc/countdown_step()
countdown_step--
if(countdown_step == 0)
state = DUEL_FIRING
message_duelists(span_userdanger("Fire!"))
else
message_duelists(span_userdanger("[countdown_step]!"))
/datum/duel/proc/check_fired()
if(fired.len == 2)
return TRUE
//Let's say if gun was dropped/stowed the user is finished
if(!get_duelist(gun_A))
return TRUE
if(!get_duelist(gun_B))
return TRUE
return FALSE
/datum/duel/proc/check_positioning()
var/mob/living/A = get_duelist(gun_A)
var/mob/living/B = get_duelist(gun_B)
if(!A || !B)
return FALSE
if(!isturf(A.loc) || !isturf(B.loc))
return FALSE
if(get_dist(A,B) != required_distance)
return FALSE
for(var/turf/T in get_line(get_turf(A),get_turf(B)))
if(T.is_blocked_turf(TRUE))
return FALSE
return TRUE
///For each linked gun that still exists, clear its reference to us, then delete.
/datum/duel/proc/clear_duel()
gun_A?.duel = null
gun_B?.duel = null
qdel(src)
/obj/item/gun/energy/dueling
name = "dueling pistol"
desc = "High-tech dueling pistol. Launches chaff and projectile according to preset settings."
icon_state = "dueling_pistol"
inhand_icon_state = "gun"
ammo_x_offset = 2
w_class = WEIGHT_CLASS_SMALL
ammo_type = list(/obj/item/ammo_casing/energy/duel)
automatic_charge_overlays = FALSE
gun_flags = TURRET_INCOMPATIBLE
var/unlocked = FALSE
var/setting = DUEL_SETTING_A
var/datum/duel/duel
var/mutable_appearance/setting_overlay
/obj/item/gun/energy/dueling/Initialize(mapload)
. = ..()
setting_overlay = mutable_appearance(icon,setting_iconstate())
add_overlay(setting_overlay)
/obj/item/gun/energy/dueling/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/gun/energy/dueling))
var/obj/item/gun/energy/dueling/other_gun = W
if(!check_valid_duel(user, FALSE) && !other_gun.check_valid_duel(user, FALSE))
var/datum/duel/D = new(src, other_gun)
to_chat(user,span_notice("Pairing established. Pairing code: [D.pairing_code]"))
return
return ..()
/obj/item/gun/energy/dueling/examine_more(mob/user)
. = ..()
if(check_valid_duel(user, FALSE))
. += "The pairing code is: [duel.pairing_code]"
else
. += "[src] is currently unpaired."
/obj/item/gun/energy/dueling/proc/setting_iconstate()
switch(setting)
if(DUEL_SETTING_A)
return "duel_red"
if(DUEL_SETTING_B)
return "duel_green"
if(DUEL_SETTING_C)
return "duel_blue"
return "duel_red"
/obj/item/gun/energy/dueling/attack_self(mob/living/user)
. = ..()
if(!check_valid_duel(user, TRUE))
return
if(duel.state == DUEL_IDLE)
duel.try_begin()
else
toggle_setting(user)
/obj/item/gun/energy/dueling/proc/toggle_setting(mob/living/user)
switch(setting)
if(DUEL_SETTING_A)
setting = DUEL_SETTING_B
if(DUEL_SETTING_B)
setting = DUEL_SETTING_C
if(DUEL_SETTING_C)
setting = DUEL_SETTING_A
to_chat(user,span_notice("You switch [src] setting to [setting] mode."))
update_appearance()
/obj/item/gun/energy/dueling/update_overlays()
. = ..()
if(setting_overlay)
setting_overlay.icon_state = setting_iconstate()
. += setting_overlay
/obj/item/gun/energy/dueling/Destroy()
. = ..()
duel?.clear_duel()
/obj/item/gun/energy/dueling/can_trigger_gun(mob/living/user, akimbo_usage)
if(akimbo_usage)
return FALSE //not honorable.
. = ..()
if(!check_valid_duel(user, TRUE))
return FALSE
switch(duel.state)
if(DUEL_FIRING)
return . && !duel.fired[src]
if(DUEL_READY)
return .
else
to_chat(user,span_warning("[src] is locked. Wait for FIRE signal before shooting."))
return FALSE
/obj/item/gun/energy/dueling/proc/is_duelist(mob/living/L)
if(!istype(L))
return FALSE
if(!L.is_holding(duel.other_gun(src)))
return FALSE
return TRUE
/obj/item/gun/energy/dueling/process_fire(atom/target, mob/living/user, message, params, zone_override, bonus_spread)
if(!check_valid_duel(user, TRUE))
return
if(duel.state == DUEL_READY)
duel.confirmations[src] = TRUE
to_chat(user,span_notice("You confirm your readiness."))
return
else if(!is_duelist(target)) //I kinda want to leave this out just to see someone shoot a bystander or missing.
to_chat(user,span_warning("[src] safety system prevents shooting anyone but your designated opponent."))
return
else
duel.fired[src] = TRUE
. = ..()
/obj/item/gun/energy/dueling/before_firing(target,user)
var/obj/item/ammo_casing/energy/duel/D = chambered
D.setting = setting
///Return a boolean of whether or not the pistol has a valid duel datum, if false optionally warn the user
/obj/item/gun/energy/dueling/proc/check_valid_duel(mob/living/user, do_warn)
if(!duel)
if(do_warn)
to_chat(user,span_warning("[src] is currently unpaired."))
return FALSE
return TRUE
/obj/effect/temp_visual/dueling_chaff
icon = 'icons/effects/effects.dmi'
icon_state = "shield-old"
duration = 30
var/setting
/obj/effect/temp_visual/dueling_chaff/update_icon()
. = ..()
switch(setting)
if(DUEL_SETTING_A)
color = "red"
if(DUEL_SETTING_B)
color = "green"
if(DUEL_SETTING_C)
color = "blue"
//Casing
/obj/item/ammo_casing/energy/duel
e_cost = 0 // Can't use the macro
projectile_type = /obj/projectile/energy/duel
var/setting
/obj/item/ammo_casing/energy/duel/ready_proj(atom/target, mob/living/user, quiet, zone_override)
. = ..()
var/obj/projectile/energy/duel/D = loaded_projectile
D.setting = setting
D.update_appearance()
/obj/item/ammo_casing/energy/duel/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
. = ..()
var/obj/effect/temp_visual/dueling_chaff/C = new(get_turf(user))
C.setting = setting
C.update_appearance()
//Projectile
/obj/projectile/energy/duel
name = "dueling beam"
icon_state = "declone"
reflectable = FALSE
homing = TRUE
var/setting
/obj/projectile/energy/duel/update_icon()
. = ..()
switch(setting)
if(DUEL_SETTING_A)
color = "red"
if(DUEL_SETTING_B)
color = "green"
if(DUEL_SETTING_C)
color = "blue"
/obj/projectile/energy/duel/on_hit(atom/target, blocked = 0, pierce_hit)
. = ..()
var/turf/T = get_turf(target)
var/obj/effect/temp_visual/dueling_chaff/C = locate() in T
if(C)
var/counter_setting
switch(setting)
if(DUEL_SETTING_A)
counter_setting = DUEL_SETTING_B
if(DUEL_SETTING_B)
counter_setting = DUEL_SETTING_C
if(DUEL_SETTING_C)
counter_setting = DUEL_SETTING_A
if(C.setting == counter_setting)
return BULLET_ACT_BLOCK
var/mob/living/L = target
if(!istype(target))
return BULLET_ACT_BLOCK
var/obj/item/bodypart/B = L.get_bodypart(BODY_ZONE_HEAD)
B.dismember()
qdel(B)
//Storage case.
/obj/item/storage/lockbox/dueling
name = "dueling pistol case"
desc = "Let's solve this like gentlespacemen."
icon_state = "medalbox+l"
inhand_icon_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
req_access = list(ACCESS_CAPTAIN)
icon_locked = "medalbox+l"
icon_closed = "medalbox"
icon_broken = "medalbox+b"
base_icon_state = "medalbox"
/obj/item/storage/lockbox/dueling/Initialize(mapload)
. = ..()
atom_storage.max_specific_storage = WEIGHT_CLASS_SMALL
atom_storage.max_slots = 2
atom_storage.set_holdable(/obj/item/gun/energy/dueling)
/obj/item/storage/lockbox/dueling/update_icon_state()
if(atom_storage?.locked)
icon_state = icon_locked
return ..()
if(broken)
icon_state = icon_broken
return ..()
icon_state = open ? "[base_icon_state]open" : icon_closed
return ..()
/obj/item/storage/lockbox/dueling/PopulateContents()
. = ..()
var/obj/item/gun/energy/dueling/gun_A = new(src)
var/obj/item/gun/energy/dueling/gun_B = new(src)
new /datum/duel(gun_A, gun_B)
#undef DUEL_IDLE
#undef DUEL_PREPARATION
#undef DUEL_READY
#undef DUEL_COUNTDOWN
#undef DUEL_FIRING
#undef DUEL_SETTING_A
#undef DUEL_SETTING_B
#undef DUEL_SETTING_C