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beam_rifle.dm
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#define ZOOM_LOCK_AUTOZOOM_FREEMOVE 0
#define ZOOM_LOCK_AUTOZOOM_ANGLELOCK 1
#define ZOOM_LOCK_CENTER_VIEW 2
#define ZOOM_LOCK_OFF 3
#define AUTOZOOM_PIXEL_STEP_FACTOR 48
#define AIMING_BEAM_ANGLE_CHANGE_THRESHOLD 0.1
/obj/item/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 targeted 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 = ITEM_SLOT_BACK
force = 15
materials = list()
recoil = 4
ammo_x_offset = 3
ammo_y_offset = 3
modifystate = FALSE
weapon_weight = WEAPON_HEAVY
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/beam_rifle/hitscan/piercing, /obj/item/ammo_casing/energy/beam_rifle/hitscan/impact)
actions_types = list(/datum/action/item_action/zoom_lock_action)
cell_type = /obj/item/stock_parts/cell/beam_rifle
canMouseDown = TRUE
pin = null
var/aiming = FALSE
var/aiming_time = 12
var/aiming_time_fire_threshold = 5
var/aiming_time_left = 12
var/aiming_time_increase_user_movement = 3
var/scoped_slow = 1
var/aiming_time_increase_angle_multiplier = 0.3
var/last_process = 0
var/lastangle = 0
var/aiming_lastangle = 0
var/mob/current_user = null
var/delay = 25
var/lastfire = 0
//ZOOMING
var/zoom_current_view_increase = 0
///The radius you want to zoom by
var/zoom_target_view_increase = 9.5
var/zooming = FALSE
var/zoom_lock = ZOOM_LOCK_OFF
var/zooming_angle
var/current_zoom_x = 0
var/current_zoom_y = 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")
var/mob/listeningTo
/obj/item/gun/energy/beam_rifle/debug
delay = 0
cell_type = /obj/item/stock_parts/cell/infinite
aiming_time = 0
recoil = 0
pin = /obj/item/firing_pin
/obj/item/gun/energy/beam_rifle/equipped(mob/user)
set_user(user)
return ..()
/obj/item/gun/energy/beam_rifle/pickup(mob/user)
set_user(user)
return ..()
/obj/item/gun/energy/beam_rifle/dropped(mob/user)
set_user()
return ..()
/obj/item/gun/energy/beam_rifle/ui_action_click(mob/user, actiontype)
if(istype(actiontype, /datum/action/item_action/zoom_lock_action))
zoom_lock++
if(zoom_lock > 3)
zoom_lock = 0
switch(zoom_lock)
if(ZOOM_LOCK_AUTOZOOM_FREEMOVE)
to_chat(user, span_boldnotice("You switch [src]'s zooming processor to free directional."))
if(ZOOM_LOCK_AUTOZOOM_ANGLELOCK)
to_chat(user, span_boldnotice("You switch [src]'s zooming processor to locked directional."))
if(ZOOM_LOCK_CENTER_VIEW)
to_chat(user, span_boldnotice("You switch [src]'s zooming processor to center mode."))
if(ZOOM_LOCK_OFF)
to_chat(user, span_boldnotice("You disable [src]'s zooming system."))
reset_zooming()
return
return ..()
/obj/item/gun/energy/beam_rifle/proc/set_autozoom_pixel_offsets_immediate(current_angle)
if(zoom_lock == ZOOM_LOCK_CENTER_VIEW || zoom_lock == ZOOM_LOCK_OFF)
return
current_zoom_x = sin(current_angle) + sin(current_angle) * AUTOZOOM_PIXEL_STEP_FACTOR * zoom_current_view_increase
current_zoom_y = cos(current_angle) + cos(current_angle) * AUTOZOOM_PIXEL_STEP_FACTOR * zoom_current_view_increase
/obj/item/gun/energy/beam_rifle/proc/handle_zooming()
if(!zooming || !check_user())
return
current_user.client.view_size.setTo(zoom_target_view_increase)
zoom_current_view_increase = zoom_target_view_increase
set_autozoom_pixel_offsets_immediate(zooming_angle)
/obj/item/gun/energy/beam_rifle/proc/start_zooming()
if(zoom_lock == ZOOM_LOCK_OFF)
return
zooming = TRUE
/obj/item/gun/energy/beam_rifle/proc/stop_zooming(mob/user)
if(zooming)
zooming = FALSE
reset_zooming(user)
/obj/item/gun/energy/beam_rifle/proc/reset_zooming(mob/user)
if(!user)
user = current_user
if(!user || !user.client)
return FALSE
user.client.view_size.zoomIn()
zoom_current_view_increase = 0
zooming_angle = 0
current_zoom_x = 0
current_zoom_y = 0
/obj/item/gun/energy/beam_rifle/update_overlays()
. = ..()
var/obj/item/ammo_casing/energy/primary_ammo = ammo_type[1]
if(!QDELETED(cell) && (cell.charge >= primary_ammo.e_cost))
. += charged_overlay
else
. += drained_overlay
/obj/item/gun/energy/beam_rifle/select_fire(mob/living/user)
. = ..()
aiming_beam()
/obj/item/gun/energy/beam_rifle/proc/update_slowdown()
if(aiming)
slowdown = scoped_slow
else
slowdown = initial(slowdown)
/obj/item/gun/energy/beam_rifle/Initialize(mapload)
. = ..()
fire_delay = delay
START_PROCESSING(SSfastprocess, src)
/obj/item/gun/energy/beam_rifle/Destroy()
STOP_PROCESSING(SSfastprocess, src)
set_user(null)
QDEL_LIST(current_tracers)
listeningTo = null
return ..()
/obj/item/gun/energy/beam_rifle/proc/aiming_beam(force_update = FALSE)
var/diff = abs(aiming_lastangle - lastangle)
check_user()
if(diff < AIMING_BEAM_ANGLE_CHANGE_THRESHOLD && !force_update)
return
aiming_lastangle = lastangle
var/obj/projectile/beam/beam_rifle/hitscan/aiming_beam/P = new
P.fired_from = src
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)
var/turf/curloc = get_turf(src)
var/turf/targloc = get_turf(current_user.client.mouse_object_ref?.resolve())
if(!istype(targloc))
if(!istype(curloc))
return
targloc = get_turf_in_angle(lastangle, curloc, 10)
P.preparePixelProjectile(targloc, current_user, current_user.client.mouseParams, 0)
P.fire(lastangle)
/obj/item/gun/energy/beam_rifle/process()
if(!aiming)
last_process = world.time
return
check_user()
handle_zooming()
aiming_time_left = max(0, aiming_time_left - (world.time - last_process))
aiming_beam(TRUE)
last_process = world.time
/obj/item/gun/energy/beam_rifle/proc/check_user(automatic_cleanup = TRUE)
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!
if(automatic_cleanup)
stop_aiming()
set_user(null)
return FALSE
return TRUE
/obj/item/gun/energy/beam_rifle/proc/process_aim()
if(istype(current_user) && current_user.client && current_user.client.mouseParams)
var/angle = mouse_angle_from_client(current_user.client)
current_user.setDir(angle2dir_cardinal(angle))
var/difference = abs(closer_angle_difference(lastangle, angle))
delay_penalty(difference * aiming_time_increase_angle_multiplier)
lastangle = angle
/obj/item/gun/energy/beam_rifle/proc/on_mob_move()
check_user()
if(aiming)
delay_penalty(aiming_time_increase_user_movement)
process_aim()
aiming_beam(TRUE)
/obj/item/gun/energy/beam_rifle/proc/start_aiming()
aiming_time_left = aiming_time
aiming = TRUE
process_aim()
aiming_beam(TRUE)
zooming_angle = lastangle
start_zooming()
/obj/item/gun/energy/beam_rifle/proc/stop_aiming(mob/user)
set waitfor = FALSE
aiming_time_left = aiming_time
aiming = FALSE
QDEL_LIST(current_tracers)
stop_zooming(user)
/obj/item/gun/energy/beam_rifle/proc/set_user(mob/user)
if(user == current_user)
return
stop_aiming(current_user)
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
listeningTo = null
if(istype(current_user))
LAZYREMOVE(current_user.mousemove_intercept_objects, src)
current_user = null
if(istype(user))
current_user = user
LAZYOR(current_user.mousemove_intercept_objects, src)
RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(on_mob_move))
listeningTo = user
/obj/item/gun/energy/beam_rifle/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
if(aiming)
process_aim()
aiming_beam()
if(zoom_lock == ZOOM_LOCK_AUTOZOOM_FREEMOVE)
zooming_angle = lastangle
set_autozoom_pixel_offsets_immediate(zooming_angle)
return ..()
/obj/item/gun/energy/beam_rifle/onMouseDown(object, location, params, mob/mob)
if(istype(mob))
set_user(mob)
if(istype(object, /atom/movable/screen) && !istype(object, /atom/movable/screen/click_catcher))
return
if((object in mob.contents) || (object == mob))
return
start_aiming()
return ..()
/obj/item/gun/energy/beam_rifle/onMouseUp(object, location, params, mob/M)
if(istype(object, /atom/movable/screen) && !istype(object, /atom/movable/screen/click_catcher))
return
process_aim()
if(aiming_time_left <= aiming_time_fire_threshold && check_user())
var/atom/target = M.client.mouse_object_ref?.resolve()
if(target)
afterattack(target, M, FALSE, M.client.mouseParams, passthrough = TRUE)
stop_aiming()
QDEL_LIST(current_tracers)
return ..()
/obj/item/gun/energy/beam_rifle/afterattack(atom/target, mob/living/user, flag, params, passthrough = FALSE)
if(flag) //It's adjacent, is the user, or is on the user's person
if(target in user.contents) //can't shoot stuff inside us.
return
if(!ismob(target) || user.combat_mode) //melee attack
return
if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected)
return
if(!passthrough && (aiming_time > aiming_time_fire_threshold))
return
if(lastfire > world.time + delay)
return
lastfire = world.time
. = ..()
stop_aiming()
/obj/item/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!"
select_name = "beam"
e_cost = 10000
fire_sound = 'sound/weapons/beam_sniper.ogg'
/obj/item/ammo_casing/energy/beam_rifle/throw_proj(atom/target, turf/targloc, mob/living/user, params, spread)
var/turf/curloc = get_turf(user)
if(!istype(curloc) || !BB)
return FALSE
var/obj/item/gun/energy/beam_rifle/gun = loc
if(!targloc && gun)
targloc = get_turf_in_angle(gun.lastangle, curloc, 10)
else if(!targloc)
return FALSE
var/firing_dir
if(BB.firer)
firing_dir = BB.firer.dir
if(!BB.suppressed && firing_effect_type)
new firing_effect_type(get_turf(src), firing_dir)
BB.preparePixelProjectile(target, user, params, spread)
BB.fire(gun? gun.lastangle : null, null)
BB = null
return TRUE
/obj/item/ammo_casing/energy/beam_rifle/hitscan
projectile_type = /obj/projectile/beam/beam_rifle/hitscan
/obj/item/ammo_casing/energy/beam_rifle/hitscan/impact
projectile_type = /obj/projectile/beam/beam_rifle/hitscan/impact
select_name = "impact"
/obj/item/ammo_casing/energy/beam_rifle/hitscan/piercing
projectile_type = /obj/projectile/beam/beam_rifle/hitscan/piercing
select_name = "pierce"
/obj/projectile/beam/beam_rifle
name = "particle beam"
icon = null
hitsound = 'sound/effects/explosion3.ogg'
damage = 0
damage_type = BURN
armor_flag = ENERGY
range = 150
jitter = 10
demolition_mod = 4
can_ricoshot = ALWAYS_RICOSHOT
var/aoe_range = 0
var/aoe_fire_chance = 0
var/tracer_fire_chance = 0
var/fire_color = "green"
/obj/projectile/beam/beam_rifle/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SHIELDBUSTER, INNATE_TRAIT)
/obj/projectile/beam/beam_rifle/hitscan
icon_state = ""
hitscan = TRUE
tracer_type = /obj/effect/projectile/tracer/tracer/beam_rifle
var/constant_tracer = FALSE
/obj/projectile/beam/beam_rifle/hitscan/piercing
damage = 60 // same as the impact version, but applied all at once
aoe_range = 0 // no AOE, has piercing instead
penetrations = 2
tracer_fire_chance = 50
penetration_flags = PENETRATE_OBJECTS | PENETRATE_WALLS | PENETRATE_MOBS
/obj/projectile/beam/beam_rifle/hitscan/impact
damage = 30 // total of 60 on direct hit
aoe_range = 2
aoe_fire_chance = 50
tracer_fire_chance = 20
/obj/projectile/beam/beam_rifle/Move(atom/newloc, dir)
. = ..()
if(prob(tracer_fire_chance))
var/turf/new_turf = newloc
new_turf.ignite_turf(rand(16, 22), fire_color) // FIRE IN THE HOLE!!!!
/obj/projectile/beam/beam_rifle/proc/do_area_damage(turf/epicenter)
set waitfor = FALSE
if(!epicenter)
return
new /obj/effect/temp_visual/explosion/fast(epicenter)
for(var/turf/T in spiral_range_turfs(aoe_range, epicenter))
var/modified_damage = damage / max(get_dist(epicenter, T), 1) // damage decreases with range
if(prob(aoe_fire_chance))
T.ignite_turf(rand(16, 22), fire_color)
for(var/mob/living/L in T) //handle aoe mob damage
L.apply_damage(modified_damage, BURN, null, L.getarmor(null, BOMB))
to_chat(L, span_userdanger("\The [src] sears you!"))
for(var/obj/O in T)
O.take_damage(modified_damage, BURN, BOMB, FALSE)
/obj/projectile/beam/beam_rifle/on_hit(atom/target, blocked = FALSE)
. = ..()
var/turf/target_turf = (isclosedturf(target) && penetrations <= 0) ? get_turf(src) : get_turf(target)
playsound(target_turf, 'sound/effects/explosion3.ogg', 100, 1)
if(isclosedturf(target)) // if hitting a wall
SSexplosions.lowturf += target
target_turf.ignite_turf(rand(16, 22), fire_color)
if(aoe_range)
do_area_damage(target_turf)
/obj/projectile/beam/beam_rifle/hitscan/generate_hitscan_tracers(cleanup = TRUE, duration = 5, impacting = TRUE, highlander)
set waitfor = FALSE
if(isnull(highlander))
highlander = constant_tracer
if(highlander && istype(fired_from, /obj/item/gun))
var/obj/item/gun/gun = fired_from
QDEL_LIST(gun.current_tracers)
for(var/datum/point/p in beam_segments)
gun.current_tracers += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, 0, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
else
for(var/datum/point/p in beam_segments)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
if(cleanup)
QDEL_LIST(beam_segments)
beam_segments = null
QDEL_NULL(beam_index)
/obj/projectile/beam/beam_rifle/hitscan/aiming_beam
tracer_type = /obj/effect/projectile/tracer/tracer/aiming
name = "aiming beam"
hitsound = null
hitsound_wall = null
nodamage = TRUE
damage = 0
aoe_range = 0
constant_tracer = TRUE
hitscan_light_range = 0
hitscan_light_intensity = 0
hitscan_light_color_override = "#99ff99"
reflectable = REFLECT_FAKEPROJECTILE
/obj/projectile/beam/beam_rifle/hitscan/aiming_beam/prehit(atom/target)
qdel(src)
return FALSE
/obj/projectile/beam/beam_rifle/hitscan/aiming_beam/on_hit()
qdel(src)
return BULLET_ACT_HIT