Shooting Target Refactor (#11186)

This commit is contained in:
Geeves
2021-04-06 23:13:08 -03:00
committed by GitHub
parent f631f478fa
commit dbe0b00838
7 changed files with 148 additions and 154 deletions
+50 -41
View File
@@ -1,53 +1,62 @@
// Basically they are for the firing range
// Target stakes for the firing range.
/obj/structure/target_stake
name = "target stake"
desc = "A thin platform with negatively-magnetized wheels."
icon = 'icons/obj/target_stake.dmi'
icon_state = "target_stake"
density = 1
w_class = ITEMSIZE_HUGE
flags = CONDUCT
var/obj/item/target/pinned_target // the current pinned target
density = TRUE
w_class = ITEMSIZE_IMMENSE
build_amt = 10
var/obj/item/target/pinned_target
Move()
..()
// Move the pinned target along with the stake
if(pinned_target in view(3, src))
pinned_target.forceMove(loc)
/obj/structure/target_stake/Initialize(mapload)
. = ..()
material = SSmaterials.get_material_by_name(MATERIAL_STEEL)
else // Sanity check: if the pinned target can't be found in immediate view
pinned_target = null
density = 1
attackby(obj/item/W as obj, mob/user as mob)
// Putting objects on the stake. Most importantly, targets
/obj/structure/target_stake/attackby(var/obj/item/W, var/mob/user)
if(istype(W, /obj/item/target))
if(pinned_target)
return // get rid of that pinned target first!
if(istype(W, /obj/item/target))
density = 0
W.density = 1
user.remove_from_mob(W)
W.forceMove(loc)
W.layer = 3.1
pinned_target = W
to_chat(user, "You slide the target into the stake.")
to_chat(user, SPAN_WARNING("\The [src] already has a target."))
return
if(user.unEquip(W, FALSE, get_turf(src)))
to_chat(user, SPAN_NOTICE("You slide \the [W] into the stake."))
set_target(W)
return
attack_hand(mob/user as mob)
// taking pinned targets off!
if(W.iswrench())
if(pinned_target)
density = 1
pinned_target.density = 0
to_chat(user, SPAN_WARNING("You cannot dismantle \the [src] while it has a target attached."))
return
dismantle()
/obj/structure/target_stake/attack_hand(var/mob/user)
. = ..()
if(pinned_target && ishuman(user))
var/obj/item/target/T = pinned_target
to_chat(user, SPAN_NOTICE("You take \the [T] out of the stake."))
set_target(null)
user.put_in_hands(T)
/obj/structure/target_stake/proc/set_target(var/obj/item/target/T)
if(T)
density = FALSE
T.density = TRUE
T.pixel_x = 0
T.pixel_y = 0
T.layer = ABOVE_OBJ_LAYER
moved_event.register(T, src, /atom/movable/proc/move_to_turf)
moved_event.register(src, T, /atom/movable/proc/move_to_turf)
T.stake = src
pinned_target = T
else
density = TRUE
if(pinned_target)
pinned_target.density = FALSE
pinned_target.layer = OBJ_LAYER
moved_event.unregister(pinned_target, src)
moved_event.unregister(src, pinned_target)
pinned_target.stake = null
pinned_target = null
pinned_target.forceMove(user.loc)
if(ishuman(user))
if(!user.get_active_hand())
user.put_in_hands(pinned_target)
to_chat(user, "You take the target out of the stake.")
else
pinned_target.forceMove(get_turf(user))
to_chat(user, "You take the target out of the stake.")
pinned_target = null
/obj/structure/target_stake/Destroy()
set_target(null)
return ..()