Removes gun turrets

This commit is contained in:
AnturK
2015-11-25 14:41:17 +01:00
parent 34a3dcba9f
commit 0524045bef
5 changed files with 134 additions and 346 deletions
+32 -31
View File
@@ -444,12 +444,12 @@
maxhealth = 150
metal_cost = 25
glass_cost = 30
var/obj/machinery/gun_turret/defensepylon_internal_turret/pylon_gun
var/obj/machinery/porta_turret/defensepylon_internal_turret/pylon_gun
/obj/structure/divine/defensepylon/New()
..()
pylon_gun = new()
pylon_gun = new(src)
pylon_gun.base = src
pylon_gun.faction = list("[side] god")
@@ -474,49 +474,50 @@
pylon_gun.on = !pylon_gun.on
icon_state = (pylon_gun.on) ? "defensepylon-[side]" : "defensepylon"
//This sits inside the defensepylon, to avoid copypasta
/obj/machinery/gun_turret/defensepylon_internal_turret
/obj/machinery/porta_turret/defensepylon_internal_turret
name = "defense pylon"
desc = "A plyon which is blessed to withstand many blows, and fire strong bolts at nonbelievers."
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "defensepylon"
installation = null
always_up = 1
use_power = 0
has_cover = 0
health = 200
projectile = /obj/item/projectile/beam/pylon_bolt
eprojectile = /obj/item/projectile/beam/pylon_bolt
shot_sound = 'sound/weapons/emitter2.ogg'
eshot_sound = 'sound/weapons/emitter2.ogg'
base_icon_state = "defensepylon"
scan_range = 7
active_state = ""
off_state = ""
faction = null
projectile_type = /obj/item/projectile/beam/pylon_bolt
fire_sound = 'sound/weapons/emitter2.ogg'
var/side = "neutral"
var/on = 1
/obj/machinery/gun_turret/defensepylon_internal_turret/process()
if(on)
..()
/obj/machinery/porta_turret/defensepylon_internal_turret/setup()
return
/obj/machinery/gun_turret/defensepylon_internal_turret/fire(atom/target)
/obj/machinery/porta_turret/defensepylon_internal_turret/shootAt(atom/movable/target)
var/obj/item/projectile/A = ..()
if(A)
A.color = side
/obj/machinery/gun_turret/defensepylon_internal_turret/validate_target(atom/target)
. = ..()
if(.)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(H.handcuffed) //dishonourable to kill somebody who might be converted.
return 0
var/badtarget = 0
switch(side)
if("blue")
badtarget = is_handofgod_bluecultist(target)
if("red")
badtarget = is_handofgod_redcultist(target)
else
badtarget = 1
if(badtarget)
return 0
/obj/machinery/porta_turret/defensepylon_internal_turret/assess_perp(mob/living/carbon/human/perp)
=
if(H.handcuffed) //dishonourable to kill somebody who might be converted.
return 0
var/badtarget = 0
switch(side)
if("blue")
badtarget = is_handofgod_bluecultist(perp)
if("red")
badtarget = is_handofgod_redcultist(perp)
else
badtarget = 1
if(badtarget)
return 0
return 10
/obj/item/projectile/beam/pylon_bolt
+102 -156
View File
@@ -17,6 +17,13 @@
req_access = list(access_security)
power_channel = EQUIP //drains power from the EQUIPMENT channel
var/base_icon_state = "grey"
var/active_state = "Taser" // "Taser"/"Laser/"Bullet" ,blue/red/no glow on active turret
var/off_state = "Off"
var/scan_range = 7
var/atom/base = null //for turrets inside other objects
var/lasercolor = "" //Something to do with lasertag turrets, blame Sieve for not adding a comment.
var/raised = 0 //if the turret cover is "open" and the turret is raised
var/raising= 0 //if the turret is currently opening or closing its cover
@@ -29,8 +36,9 @@
var/projectile = null //holder for bullettype
var/eprojectile = null //holder for the shot when emagged
var/reqpower = 500 //holder for power needed
var/iconholder = null //holder for the icon_state. 1 for orange sprite, null for blue.
var/egun = null //holder to handle certain guns switching bullettypes
var/always_up = 0 //Will stay active
var/has_cover = 1 //Hides the cover
var/obj/machinery/porta_turret_cover/cover = null //the cover that is covering this turret
var/last_fired = 0 //1: if the turret is cooling down from a shot, 0: turret is ready to fire
@@ -57,19 +65,35 @@
/obj/machinery/porta_turret/New()
..()
icon_state = "[lasercolor]grey_target_prism"
if(!base)
base = src
icon_state = "[base_icon_state][off_state]"
//Sets up a spark system
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
cover = new /obj/machinery/porta_turret_cover(loc)
cover.Parent_Turret = src
if(has_cover)
cover = new /obj/machinery/porta_turret_cover(loc)
cover.Parent_Turret = src
setup()
if(!has_cover)
popUp()
/obj/machinery/porta_turret/proc/get_base_icon()
if(installation)
switch(installation)
if(/obj/item/weapon/gun/energy/laser/bluetag)
return "blue"
if(/obj/item/weapon/gun/energy/laser/redtag)
return "red"
return "grey"
/obj/machinery/porta_turret/proc/setup()
var/obj/item/weapon/gun/energy/E=new installation //All energy-based weapons are applicable
var/obj/item/weapon/gun/energy/E= new installation //All energy-based weapons are applicable
var/obj/item/ammo_casing/shottype = E.ammo_type[1]
projectile = shottype.projectile_type
@@ -99,27 +123,20 @@
stun_all = 0
check_anomalies = 0
shot_delay = 30
iconholder = 1
active_state = "Laser"
if(/obj/item/weapon/gun/energy/laser/practice)
iconholder = 1
active_state = "Laser"
eprojectile = /obj/item/projectile/beam
// if(/obj/item/weapon/gun/energy/laser/practice/sc_laser)
// iconholder = 1
// eprojectile = /obj/item/projectile/beam
if(/obj/item/weapon/gun/energy/laser/retro)
iconholder = 1
// if(/obj/item/weapon/gun/energy/laser/retro/sc_retro)
// iconholder = 1
active_state = "Laser"
if(/obj/item/weapon/gun/energy/laser/captain)
iconholder = 1
active_state = "Laser"
if(/obj/item/weapon/gun/energy/lasercannon)
iconholder = 1
active_state = "Laser"
if(/obj/item/weapon/gun/energy/gun/advtaser)
eprojectile = /obj/item/projectile/beam
@@ -140,6 +157,8 @@
eshot_sound = 'sound/weapons/Laser.ogg'
egun = 1
base_icon_state = get_base_icon()
/obj/machinery/porta_turret/Destroy()
//deletes its own cover with it
qdel(cover)
@@ -229,22 +248,17 @@
icon_state = "turretCover"
return
if(stat & BROKEN)
icon_state = "[lasercolor]destroyed_target_prism"
icon_state = "[base_icon_state]Broken"
else
if( powered() )
if(on)
if(iconholder)
//lasers have a orange icon
icon_state = "[lasercolor]orange_target_prism"
else
//almost everything has a blue icon
icon_state = "[lasercolor]target_prism"
icon_state = "[base_icon_state][active_state]"
else
icon_state = "[lasercolor]grey_target_prism"
icon_state = "[base_icon_state][off_state]"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
icon_state = "[lasercolor]grey_target_prism"
icon_state = "[base_icon_state][off_state]"
stat |= NOPOWER
@@ -277,10 +291,11 @@
if(!anchored && !isinspace())
anchored = 1
invisibility = INVISIBILITY_LEVEL_TWO
icon_state = "[lasercolor]grey_target_prism"
icon_state = "[base_icon_state][off_state]"
user << "<span class='notice'>You secure the exterior bolts on the turret.</span>"
cover = new /obj/machinery/porta_turret_cover(loc) //create a new turret. While this is handled in process(), this is to workaround a bug where the turret becomes invisible for a split second
cover.Parent_Turret = src //make the cover's parent src
if(has_cover)
cover = new /obj/machinery/porta_turret_cover(loc) //create a new turret. While this is handled in process(), this is to workaround a bug where the turret becomes invisible for a split second
cover.Parent_Turret = src //make the cover's parent src
else if(anchored)
anchored = 0
user << "<span class='notice'>You unsecure the exterior bolts on the turret.</span>"
@@ -339,7 +354,7 @@
user << "<span class='warning'>You short out [src]'s threat assessment circuits.</span>"
visible_message("[src] hums oddly...")
emagged = 1
iconholder = 1
active_state = "Laser"
controllock = 1
on = 0 //turns off the turret temporarily
sleep(60) //6 seconds for the traitor to gtfo of the area before the turret decides to ruin his shit
@@ -412,7 +427,7 @@
health = 0
density = 0
stat |= BROKEN //enables the BROKEN bit
icon_state = "[lasercolor]destroyed_target_prism"
icon_state = "[base_icon_state]Broken"
invisibility = 0
spark_system.start() //creates some sparks because they look cool
density = 1
@@ -429,22 +444,22 @@
if(stat & BROKEN) //if the turret is borked
qdel(cover) //delete its cover, assuming it has one. Workaround for a pesky little bug
else
if(has_cover)
cover = new /obj/machinery/porta_turret_cover(loc) //if the turret has no cover and is anchored, give it a cover
cover.Parent_Turret = src //assign the cover its Parent_Turret, which would be this (src)
cover = new /obj/machinery/porta_turret_cover(loc) //if the turret has no cover and is anchored, give it a cover
cover.Parent_Turret = src //assign the cover its Parent_Turret, which would be this (src)
if(stat & (NOPOWER|BROKEN))
if(stat & (NOPOWER|BROKEN) && !always_up)
//if the turret has no power or is broken, make the turret pop down if it hasn't already
popDown()
return
if(!on)
if(!on && !always_up)
//if the turret is off, make it pop down
popDown()
return
var/list/targets = list() //list of primary targets
var/turretview = view(7, src)
var/turretview = view(scan_range, base)
if(check_anomalies) //if it's set to check for xenos/simpleanimals
for(var/mob/living/simple_animal/SA in turretview)
@@ -476,12 +491,13 @@
for(var/obj/mecha/M in turretview)
if(M.occupant)
if(ai || emagged) // we target all occupied mechs if we're emagged or set to attack all non silicons.
if(ai || emagged || assess_perp(M.occupant) >= 4) // we target all occupied mechs if we're emagged or set to attack all non silicons.
targets += M
if(!tryToShootAt(targets))
spawn()
popDown() // no valid targets, close the cover
if(!always_up)
spawn()
popDown() // no valid targets, close the cover
/obj/machinery/porta_turret/proc/tryToShootAt(list/atom/movable/targets)
@@ -501,10 +517,12 @@
return
invisibility = 0
raising = 1
flick("popup", cover)
if(cover)
flick("popup", cover)
sleep(10)
raising = 0
cover.icon_state = "openTurretCover"
if(cover)
cover.icon_state = "openTurretCover"
raised = 1
layer = 4
@@ -517,13 +535,15 @@
return
layer = 3
raising = 1
flick("popdown", cover)
if(cover)
flick("popdown", cover)
sleep(10)
raising = 0
cover.icon_state = "turretCover"
if(cover)
cover.icon_state = "turretCover"
raised = 0
invisibility = 2
icon_state = "[lasercolor]grey_target_prism"
icon_state = "[base_icon_state][off_state]"
/obj/machinery/porta_turret/proc/assess_perp(mob/living/carbon/human/perp)
@@ -585,7 +605,7 @@
if(target)
spawn()
popUp() //pop the turret up if it's not already up.
dir = get_dir(src, target) //even if you can't shoot, follow the target
dir = get_dir(base, target) //even if you can't shoot, follow the target
spawn()
shootAt(target)
return 1
@@ -609,34 +629,34 @@
return
//any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
if(iconholder)
icon_state = "[lasercolor]orange_target_prism"
else
icon_state = "[lasercolor]target_prism"
icon_state = "[base_icon_state][active_state]"
var/obj/item/projectile/A
if(emagged)
A = new eprojectile(loc)
A = new eprojectile(T)
playsound(loc, eshot_sound, 75, 1)
else
A = new projectile(loc)
A = new projectile(T)
playsound(loc, shot_sound, 75, 1)
A.original = target
if(!emagged)
use_power(reqpower)
else
use_power(reqpower * 2)
//Shooting Code:
//Shooting Code:
A.current = T
A.yo = U.y - T.y
A.xo = U.x - T.x
A.fire()
return A
/obj/machinery/porta_turret/proc/setState(on, emagged)
if(controllock)
return
src.on = on
src.emagged = emagged
src.iconholder = emagged
if(emagged)
src.active_state = "Laser"
src.power_change()
/*
@@ -867,113 +887,16 @@
. = ..()
if(.)
return
var/dat
if(!(Parent_Turret.lasercolor))
dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [Parent_Turret.locked ? "locked" : "unlocked"]"},
"<A href='?src=\ref[src];power=1'>[Parent_Turret.on ? "On" : "Off"]</A>" )
dat += text({"<BR>
Check for Weapon Authorization: []<BR>
Check Security Records: []<BR>
Neutralize Identified Criminals: []<BR>
Neutralize All Non-Security and Non-Command Personnel: []<BR>
Neutralize All Unidentified Life Signs: []<BR>"},
"<A href='?src=\ref[src];operation=authweapon'>[Parent_Turret.auth_weapons ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkrecords'>[Parent_Turret.check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootcrooks'>[Parent_Turret.criminals ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootall'>[Parent_Turret.stun_all ? "Yes" : "No"]</A>" ,
"<A href='?src=\ref[src];operation=checkxenos'>[Parent_Turret.check_anomalies ? "Yes" : "No"]</A>" )
else
dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
Status: []<BR>"},
"<A href='?src=\ref[src];power=1'>[Parent_Turret.on ? "On" : "Off"]</A>" )
user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
onclose(user, "autosec")
return Parent_Turret.attack_ai(user)
/obj/machinery/porta_turret_cover/attack_hand(mob/user)
. = ..()
if(.)
return
var/dat
if(!Parent_Turret.lasercolor)
dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [Parent_Turret.locked ? "locked" : "unlocked"]"},
"<A href='?src=\ref[src];power=1'>[Parent_Turret.on ? "On" : "Off"]</A>" )
if(!Parent_Turret.locked)
dat += text({"<BR>
Check for Weapon Authorization: []<BR>
Check Security Records: []<BR>
Neutralize Identified Criminals: []<BR>
Neutralize All Non-Security and Non-Command Personnel: []<BR>
Neutralize All Unidentified Life Signs: []<BR>"},
"<A href='?src=\ref[src];operation=authweapon'>[Parent_Turret.auth_weapons ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkrecords'>[Parent_Turret.check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootcrooks'>[Parent_Turret.criminals ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=shootall'>[Parent_Turret.stun_all ? "Yes" : "No"]</A>" ,
"<A href='?src=\ref[src];operation=checkxenos'>[Parent_Turret.check_anomalies ? "Yes" : "No"]</A>" )
else
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(Parent_Turret.lasercolor == "b" && istype(H.wear_suit, /obj/item/clothing/suit/redtag))
return
if(Parent_Turret.lasercolor == "r" && istype(H.wear_suit, /obj/item/clothing/suit/bluetag))
return
dat += text({"
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
Status: []<BR>"},
"<A href='?src=\ref[src];power=1'>[Parent_Turret.on ? "On" : "Off"]</A>" )
user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
onclose(user, "autosec")
/obj/machinery/porta_turret_cover/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
Parent_Turret.add_fingerprint(usr)
add_fingerprint(usr)
if(href_list["power"] && !Parent_Turret.locked)
if(Parent_Turret.anchored)
if(Parent_Turret.on)
Parent_Turret.on = 0
else
Parent_Turret.on = 1
else
usr << "<span class='notice'>It has to be secured first!</span>"
updateUsrDialog()
return
switch(href_list["operation"])
if("authweapon")
Parent_Turret.auth_weapons = !Parent_Turret.auth_weapons
if("checkrecords")
Parent_Turret.check_records = !Parent_Turret.check_records
if("shootcrooks")
Parent_Turret.criminals = !Parent_Turret.criminals
if("shootall")
Parent_Turret.stun_all = !Parent_Turret.stun_all
if("checkxenos")
Parent_Turret.check_anomalies = !Parent_Turret.check_anomalies
updateUsrDialog()
return Parent_Turret.attack_hand(user)
/obj/machinery/porta_turret_cover/attackby(obj/item/I, mob/user, params)
@@ -1014,7 +937,7 @@ Status: []<BR>"},
..()
/obj/machinery/porta_turret_cover/emag_act(mob/user)
if(!emagged)
if(!Parent_Turret.emagged)
user << "<span class='notice'>You short out [Parent_Turret]'s threat assessment circuits.</span>"
visible_message("[Parent_Turret] hums oddly...")
Parent_Turret.emagged = 1
@@ -1025,10 +948,33 @@ Status: []<BR>"},
/obj/machinery/porta_turret/stationary
emagged = 1
New()
/obj/machinery/porta_turret/stationary/New()
installation = new/obj/item/weapon/gun/energy/laser(loc)
..()
/obj/machinery/porta_turret/syndicate
installation = null
always_up = 1
use_power = 0
has_cover = 0
scan_range = 9
projectile = /obj/item/projectile/bullet
eprojectile = /obj/item/projectile/bullet
shot_sound = 'sound/weapons/Gunshot.ogg'
eshot_sound = 'sound/weapons/Gunshot.ogg'
base_icon_state = "syndie"
active_state = "Bullet"
faction = "syndicate"
/obj/machinery/porta_turret/syndicate/setup()
return
/obj/machinery/porta_turret/syndicate/assess_perp(mob/living/carbon/human/perp)
if(faction in perp.faction) //Shoot all non syndies
return 0
return 10
////////////////////////
//Turret Control Panel//
////////////////////////
-158
View File
@@ -1,158 +0,0 @@
//////////////
//Gun Turret//
//////////////
/obj/machinery/gun_turret //related to turrets but work way differentely because of being mounted on a moving ship.
name = "machine gun turret"
desc = "Syndicate defense turret. It really packs a punch."
density = 1
anchored = 1
var/state = 0 //Like stat on mobs, 0 is alive, 1 is damaged, 2 is dead
var/faction = "syndicate"
var/atom/cur_target = null
var/scan_range = 9 //You will never see them coming
var/health = 200 //Because it lacks a cover, and is mostly to keep people from touching the syndie shuttle.
var/base_icon_state = "syndieturret"
var/projectile_type = /obj/item/projectile/bullet
var/fire_sound = 'sound/weapons/Gunshot.ogg'
var/atom/base = null //where do to range calculations, firing projectiles, etc. from. allows for turrets inside of things to work
icon = 'icons/obj/turrets.dmi'
icon_state = "syndieturret0"
/obj/machinery/gun_turret/New()
..()
if(!base)
base = src
take_damage(0) //check your health
icon_state = "[base_icon_state]" + "0"
/obj/machinery/gun_turret/ex_act(severity, target)
switch(severity)
if(1)
die()
if(2)
take_damage(100)
if(3)
take_damage(50)
return
/obj/machinery/gun_turret/emp_act() //Can't emp an mechanical turret.
return
/obj/machinery/gun_turret/update_icon()
if(state > 2 || state < 0) //someone fucked up the vars so fix them
take_damage(0)
icon_state = "[base_icon_state]" + "[state]"
return
/obj/machinery/gun_turret/proc/take_damage(damage)
health -= damage
switch(health)
if(101 to INFINITY)
state = 0
if(1 to 100)
state = 1
if(-INFINITY to 0)
if(state != 2)
die()
return
state = 2
update_icon()
return
/obj/machinery/gun_turret/bullet_act(obj/item/projectile/Proj)
take_damage(Proj.damage)
return
/obj/machinery/gun_turret/proc/die()
state = 2
update_icon()
/obj/machinery/gun_turret/attack_hand(mob/user)
return
/obj/machinery/gun_turret/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/gun_turret/attack_alien(mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
user.visible_message("<span class='danger'>[user] slashes at [src]!</span>", "<span class='danger'>You slash at [src]!</span>")
take_damage(15)
return
/obj/machinery/gun_turret/proc/should_target(atom/target)
if(ismob(target))
var/mob/M = target
if(!M.stat && !(faction in M.faction))
return 1
else if(istype(target, /obj/mecha))
var/obj/mecha/M = target
if(M.occupant && should_target(M.occupant))
return 1
return 0
/obj/machinery/gun_turret/proc/validate_target(atom/target)
if(get_dist(target, base)>scan_range)
return 0
if(should_target(target))
return 1
return 0
/obj/machinery/gun_turret/process()
if(state == 2)
return
if(cur_target && !validate_target(cur_target))
cur_target = null
if(!cur_target)
cur_target = get_target()
if(cur_target)
fire(cur_target)
return
/obj/machinery/gun_turret/proc/get_target()
var/list/pos_targets = list()
var/target = null
for(var/mob/living/M in view(scan_range,base))
if(!should_target(M))
continue
pos_targets += M
for(var/obj/mecha/M in oview(scan_range, base))
if(!should_target(M))
continue
pos_targets += M
if(pos_targets.len)
target = pick(pos_targets)
return target
/obj/machinery/gun_turret/proc/fire(atom/target)
if(!target)
cur_target = null
return
src.dir = get_dir(base,target)
var/turf/targloc = get_turf(target)
if(!src)
return
var/turf/curloc = get_turf(base)
if (!targloc || !curloc)
return
if (targloc == curloc)
return
playsound(src, fire_sound, 50, 1)
var/obj/item/projectile/A = new projectile_type(curloc)
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
A.fire()
return
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@@ -450,7 +450,6 @@
#include "code\game\machinery\syndicatebomb.dm"
#include "code\game\machinery\teleporter.dm"
#include "code\game\machinery\transformer.dm"
#include "code\game\machinery\turrets.dm"
#include "code\game\machinery\vending.dm"
#include "code\game\machinery\washing_machine.dm"
#include "code\game\machinery\wishgranter.dm"