[MIRROR] Deployable Component (Big Dakka Included) (#7380)

* Deployable Component (Big Dakka Included) (#60554)

* Deployable Component (Big Dakka Included)

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
This commit is contained in:
SkyratBot
2021-08-04 15:08:40 +01:00
committed by GitHub
co-authored by Paxilmaniac
parent dcee556d33
commit bce50c3a84
13 changed files with 181 additions and 48 deletions
+74
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@@ -0,0 +1,74 @@
/**
* Deployable - Bring your big guns with you, and smack em' down where you want.
*
* Allows items to spawn other items (usually objects) in front of the user after a short delay.
* If attaching this to something:
* Set deploy_time to a number in seconds for the deploy delay
* Set thing_to_be_deployed to an obj path for the thing that gets spawned
* Lastly, set delete_on_use to TRUE or FALSE if you want the object you're deploying with to get deleted when used
*/
/datum/component/deployable
/// The time it takes to deploy the object
var/deploy_time = 5 SECONDS
/// The object that gets spawned if deployed successfully
var/obj/thing_to_be_deployed
/// Used in getting the name of the deployed object
var/deployed_name
/// If the item used to deploy gets deleted on use or not
var/delete_on_use = TRUE
/datum/component/deployable/Initialize(deploy_time, thing_to_be_deployed, delete_on_use)
. = ..()
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
src.deploy_time = deploy_time
src.thing_to_be_deployed = thing_to_be_deployed
src.delete_on_use = delete_on_use
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/on_attack_hand)
var/obj/item/typecast = thing_to_be_deployed
deployed_name = initial(typecast.name)
/datum/component/deployable/proc/examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_notice("[source.p_they()] look[source.p_s()] like [source.p_they()] can be deployed into \a [deployed_name].")
/datum/component/deployable/proc/on_attack_hand(datum/source, mob/user, location, direction)
SIGNAL_HANDLER
INVOKE_ASYNC(src, .proc/deploy, source, user, location, direction)
/datum/component/deployable/proc/deploy(obj/source, mob/user, location, direction) //If there's no user, location and direction are used
var/obj/deployed_object //Used for spawning the deployed object
var/turf/deploy_location //Where our deployed_object gets put
var/new_direction //What direction do we want our deployed object in
if(user)
if(!ishuman(user))
return
deploy_location = get_step(user, user.dir) //Gets spawn location for thing_to_be_deployed if there is a user
if(deploy_location.is_blocked_turf(TRUE))
source.balloon_alert(user, "insufficient room to deploy here.")
return
new_direction = user.dir //Gets the direction for thing_to_be_deployed if there is a user
source.balloon_alert(user, "deploying...")
playsound(source, 'sound/items/ratchet.ogg', 50, TRUE)
if(!do_after(user, deploy_time))
return
else //If there is for some reason no user, then the location and direction are set here
deploy_location = location
new_direction = direction
deployed_object = new thing_to_be_deployed(deploy_location)
deployed_object.setDir(new_direction)
//Sets the integrity of the new deployed machine to that of the object it came from
deployed_object.modify_max_integrity(source.max_integrity)
deployed_object.update_icon_state()
if(delete_on_use)
qdel(source)
+12
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@@ -196,6 +196,18 @@
/obj/item/grenade/barrier/ui_action_click(mob/user)
toggle_mode(user)
/obj/item/deployable_turret_folded
name = "folded heavy machine gun"
desc = "A folded and unloaded heavy machine gun, ready to be deployed and used."
icon = 'icons/obj/turrets.dmi'
icon_state = "folded_hmg"
max_integrity = 250
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
/obj/item/deployable_turret_folded/Initialize()
. = ..()
AddComponent(/datum/component/deployable, 5 SECONDS, /obj/machinery/deployable_turret/hmg, delete_on_use = TRUE)
#undef SINGLE
#undef VERTICAL
+9
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@@ -109,6 +109,15 @@
new /obj/item/extinguisher/mini(src)
new /obj/item/stack/cable_coil(src)
/obj/item/storage/belt/utility/full/powertools/rcd/PopulateContents()
new /obj/item/screwdriver/power(src)
new /obj/item/crowbar/power(src)
new /obj/item/weldingtool/experimental(src)
new /obj/item/multitool(src)
new /obj/item/construction/rcd/loaded/upgraded(src)
new /obj/item/extinguisher/mini(src)
new /obj/item/stack/cable_coil(src)
/obj/item/storage/belt/utility/full/engi/PopulateContents()
new /obj/item/screwdriver(src)
new /obj/item/wrench(src)
@@ -1,6 +1,7 @@
/////// MANNED TURRET ////////
/// DEPLOYABLE TURRET (FORMERLY MANNED TURRET)
//All of this file is five year old shitcode, and I'm too scared to touch more than I have to
/obj/machinery/manned_turret
/obj/machinery/deployable_turret
name = "machine gun turret"
desc = "While the trigger is held down, this gun will redistribute recoil to allow its user to easily shift targets."
icon = 'icons/obj/turrets.dmi'
@@ -13,23 +14,53 @@
layer = ABOVE_MOB_LAYER
var/view_range = 2.5
var/cooldown = 0
/// The projectile that the turret fires
var/projectile_type = /obj/projectile/bullet/manned_turret
/// Delay between shots in a burst
var/rate_of_fire = 1
/// Number of shots fired from one click
var/number_of_shots = 40
var/cooldown_duration = 90
/// How long it takes for the gun to allow firing after a burst
var/cooldown_duration = 9 SECONDS
var/atom/target
var/turf/target_turf
var/warned = FALSE
var/list/calculated_projectile_vars
/// Sound to play at the end of a burst
var/overheatsound = 'sound/weapons/sear.ogg'
/// Sound to play when firing
var/firesound = 'sound/weapons/gun/smg/shot.ogg'
/// If using a wrench on the turret will start undeploying it
var/can_be_undeployed = FALSE
/// What gets spawned if the object is undeployed
var/obj/spawned_on_undeploy
/// How long it takes for a wrench user to undeploy the object
var/undeploy_time = 3 SECONDS
/obj/machinery/manned_turret/Destroy()
/obj/machinery/deployable_turret/Destroy()
target = null
target_turf = null
..()
/// Undeploying, for when you want to move your big dakka around
/obj/machinery/deployable_turret/wrench_act(mob/living/user, obj/item/wrench/used_wrench)
. = ..()
if(!can_be_undeployed)
return
if(!ishuman(user))
return
used_wrench.play_tool_sound(user)
user.balloon_alert(user, "undeploying...")
if(!do_after(user, undeploy_time))
return
var/obj/undeployed_object = new spawned_on_undeploy(src)
//Keeps the health the same even if you redeploy the gun
undeployed_object.modify_max_integrity(max_integrity)
qdel(src)
//BUCKLE HOOKS
/obj/machinery/manned_turret/unbuckle_mob(mob/living/buckled_mob,force = FALSE)
/obj/machinery/deployable_turret/unbuckle_mob(mob/living/buckled_mob,force = FALSE)
playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
for(var/obj/item/I in buckled_mob.held_items)
if(istype(I, /obj/item/gun_control))
@@ -43,7 +74,7 @@
. = ..()
STOP_PROCESSING(SSfastprocess, src)
/obj/machinery/manned_turret/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
/obj/machinery/deployable_turret/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
if(user.incapacitated() || !istype(user))
return
M.forceMove(get_turf(src))
@@ -68,25 +99,26 @@
M.client.view_size.setTo(view_range)
START_PROCESSING(SSfastprocess, src)
/obj/machinery/manned_turret/process()
/obj/machinery/deployable_turret/process()
if (!update_positioning())
return PROCESS_KILL
/obj/machinery/manned_turret/proc/update_positioning()
/obj/machinery/deployable_turret/proc/update_positioning()
if (!LAZYLEN(buckled_mobs))
return FALSE
var/mob/living/controller = buckled_mobs[1]
if(!istype(controller))
return FALSE
var/client/C = controller.client
if(C)
var/atom/A = C.mouseObject
var/turf/T = get_turf(A)
if(istype(T)) //They're hovering over something in the map.
direction_track(controller, T)
calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(controller, C.mouseParams)
var/client/controlling_client = controller.client
if(controlling_client)
var/modifiers = params2list(controlling_client.mouseParams)
var/atom/target_atom = controlling_client.mouseObject
var/turf/target_turf = get_turf(target_atom)
if(istype(target_turf)) //They're hovering over something in the map.
direction_track(controller, target_turf)
calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(controller, modifiers)
/obj/machinery/manned_turret/proc/direction_track(mob/user, atom/targeted)
/obj/machinery/deployable_turret/proc/direction_track(mob/user, atom/targeted)
if(user.incapacitated())
return
setDir(get_dir(src,targeted))
@@ -125,56 +157,63 @@
user.pixel_x = 8
user.pixel_y = -4
/obj/machinery/manned_turret/proc/checkfire(atom/targeted_atom, mob/user)
/obj/machinery/deployable_turret/proc/checkfire(atom/targeted_atom, mob/user)
target = targeted_atom
if(target == user || user.incapacitated() || target == get_turf(src))
return
if(world.time < cooldown)
if(!warned && world.time > (cooldown - cooldown_duration + rate_of_fire*number_of_shots)) // To capture the window where one is done firing
warned = TRUE
playsound(src, 'sound/weapons/sear.ogg', 100, TRUE)
playsound(src, overheatsound, 100, TRUE)
return
else
cooldown = world.time + cooldown_duration
warned = FALSE
volley(user)
/obj/machinery/manned_turret/proc/volley(mob/user)
/obj/machinery/deployable_turret/proc/volley(mob/user)
target_turf = get_turf(target)
for(var/i in 1 to number_of_shots)
addtimer(CALLBACK(src, /obj/machinery/manned_turret/.proc/fire_helper, user), i*rate_of_fire)
addtimer(CALLBACK(src, /obj/machinery/deployable_turret/.proc/fire_helper, user), i*rate_of_fire)
/obj/machinery/manned_turret/proc/fire_helper(mob/user)
/obj/machinery/deployable_turret/proc/fire_helper(mob/user)
if(user.incapacitated() || !(user in buckled_mobs))
return
update_positioning() //REFRESH MOUSE TRACKING!!
var/turf/targets_from = get_turf(src)
if(QDELETED(target))
target = target_turf
var/obj/projectile/P = new projectile_type(targets_from)
P.starting = targets_from
P.firer = user
P.original = target
playsound(src, 'sound/weapons/gun/smg/shot.ogg', 75, TRUE)
P.xo = target.x - targets_from.x
P.yo = target.y - targets_from.y
P.Angle = calculated_projectile_vars[1] + rand(-9, 9)
P.p_x = calculated_projectile_vars[2]
P.p_y = calculated_projectile_vars[3]
P.fire()
var/obj/projectile/projectile_to_fire = new projectile_type
playsound(src, firesound, 75, TRUE)
projectile_to_fire.preparePixelProjectile(target, targets_from)
projectile_to_fire.fire()
/obj/machinery/manned_turret/ultimate // Admin-only proof of concept for autoclicker automatics
/obj/machinery/deployable_turret/ultimate // Admin-only proof of concept for autoclicker automatics
name = "Infinity Gun"
view_range = 12
projectile_type = /obj/projectile/bullet/manned_turret
/obj/machinery/manned_turret/ultimate/checkfire(atom/targeted_atom, mob/user)
/obj/machinery/deployable_turret/ultimate/checkfire(atom/targeted_atom, mob/user)
target = targeted_atom
if(target == user || target == get_turf(src))
return
target_turf = get_turf(target)
fire_helper(user)
/obj/machinery/deployable_turret/hmg
name = "heavy machine gun turret"
desc = "A heavy calibre machine gun commonly used by Nanotrasen forces, famed for it's ability to give people on the recieving end more holes than normal."
icon_state = "hmg"
max_integrity = 250
projectile_type = /obj/projectile/bullet/manned_turret/hmg
anchored = TRUE
number_of_shots = 3
cooldown_duration = 2 SECONDS
rate_of_fire = 2
firesound = 'sound/weapons/gun/hmg/hmg.ogg'
overheatsound = 'sound/weapons/gun/smg/smgrack.ogg'
can_be_undeployed = TRUE
spawned_on_undeploy = /obj/item/deployable_turret_folded
/obj/item/gun_control
name = "turret controls"
icon = 'icons/obj/items_and_weapons.dmi'
@@ -182,7 +221,7 @@
w_class = WEIGHT_CLASS_HUGE
item_flags = ABSTRACT | NOBLUDGEON | DROPDEL
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/obj/machinery/manned_turret/turret
var/obj/machinery/deployable_turret/turret
/obj/item/gun_control/Initialize()
. = ..()
@@ -210,7 +249,8 @@
/obj/item/gun_control/afterattack(atom/targeted_atom, mob/user, flag, params)
. = ..()
var/obj/machinery/manned_turret/E = user.buckled
E.calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(user, params)
var/modifiers = params2list(params)
var/obj/machinery/deployable_turret/E = user.buckled
E.calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(user, modifiers)
E.direction_track(user, targeted_atom)
E.checkfire(targeted_atom, user)
+3 -9
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@@ -619,16 +619,10 @@
suit_store = /obj/item/gun/ballistic/shotgun/lethal
mask = /obj/item/clothing/mask/cigarette/robustgold
head = /obj/item/clothing/head/helmet/marine/engineer
back = /obj/item/storage/backpack/ert/engineer
backpack_contents = list(
/obj/item/construction/rcd/loaded/upgraded = 1,
/obj/item/pipe_dispenser = 1,
/obj/item/storage/box/lethalshot = 1,
/obj/item/grenade/c4 = 3,
)
back = /obj/item/deployable_turret_folded
uniform = /obj/item/clothing/under/syndicate/camo
belt = /obj/item/storage/belt/utility/full/powertools
glasses = /obj/item/clothing/glasses/welding
belt = /obj/item/storage/belt/utility/full/powertools/rcd
glasses = /obj/item/clothing/glasses/hud/diagnostic/sunglasses
r_pocket = /obj/item/rcd_ammo/large
/datum/outfit/centcom/ert/marine/engineer/post_equip(mob/living/carbon/human/equipper, visualsOnly = FALSE)
@@ -18,6 +18,9 @@
/obj/projectile/bullet/manned_turret
damage = 20
/obj/projectile/bullet/manned_turret/hmg
icon_state = "redtrac"
/obj/projectile/bullet/syndicate_turret
damage = 20
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+2 -1
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@@ -553,6 +553,7 @@
#include "code\datums\components\customizable_reagent_holder.dm"
#include "code\datums\components\deadchat_control.dm"
#include "code\datums\components\dejavu.dm"
#include "code\datums\components\deployable.dm"
#include "code\datums\components\earprotection.dm"
#include "code\datums\components\edit_complainer.dm"
#include "code\datums\components\egg_layer.dm"
@@ -1436,6 +1437,7 @@
#include "code\game\objects\structures\barsigns.dm"
#include "code\game\objects\structures\bedsheet_bin.dm"
#include "code\game\objects\structures\chess.dm"
#include "code\game\objects\structures\deployable_turret.dm"
#include "code\game\objects\structures\destructible_structures.dm"
#include "code\game\objects\structures\displaycase.dm"
#include "code\game\objects\structures\divine.dm"
@@ -1467,7 +1469,6 @@
#include "code\game\objects\structures\life_candle.dm"
#include "code\game\objects\structures\loom.dm"
#include "code\game\objects\structures\maintenance.dm"
#include "code\game\objects\structures\manned_turret.dm"
#include "code\game\objects\structures\memorial.dm"
#include "code\game\objects\structures\mineral_doors.dm"
#include "code\game\objects\structures\mirror.dm"