Files
Leland Kemble 53ddde9d06 Fixes improvised mounted weaponry dropping way too much cable (#95002)
## About The Pull Request

Because cable coils are by default 30 cable, what was presumably
intended to drop four cable actually dropped four stacks of cable. This
modifies the deconstruction logic of improvised mounted weapons to spawn
`/obj/item/stack`s once, with their count set in `new()`, rather than
repeatedly spawning single stacks and having them merge, which allows
granularity when it comes to cable.

## Why It's Good For The Game

Unless you're deconstructing something via a wiremill, it shouldn't
produce eight times as much cable as it cost.

## Changelog
🆑

fix: Improvised mounted weaponry now drops a reasonable amount of cable

/🆑
2026-01-27 19:04:15 -05:00

419 lines
15 KiB
Plaintext

//Mounted guns are basically a smaller equivalent to cannons, designed to use pre-existing ammo rather than cannonballs.
//Due to using pre-existing ammo, they dont require to be loaded with gunpowder or an equivalent.
/obj/structure/mounted_gun
name = "Mounted Gun"
desc = "Default mounted gun for inheritance purposes."
density = TRUE
anchored = FALSE
icon = 'icons/obj/weapons/cannons.dmi'
icon_state = "falconet_patina"
base_icon_state = "falconet_patina"
max_integrity = 300
/// Suffix added to base icon state when firing
var/fire_suffix = "_fire"
/// whether the cannon can be unwrenched from the ground. Anchorable_cannon equivalent.
var/anchorable_gun = TRUE
/// Max shots per firing of the gun.
var/max_shots_per_fire = 1
/// Delay it takes to load the gun. Set to 0 if none.
var/load_delay = 0 SECONDS
/// Message displayed when loading gun
var/loading_message = "gun loaded"
/// Shots currently loaded. Should never be more than max_shots_per_fire.
var/shots_in_gun = 1
/// Shots added to gun, per piece of ammo loaded.
var/shots_per_load = 1
/// Things you can load into the gun
var/list/accepted_ammo_types = list(/obj/item/ammo_casing/strilka310)
/// Projectile to fire
var/projectile_type = /obj/projectile/bullet/strilka310
/// Delay in firing the gun after lighting
var/fire_delay = 5 DECISECONDS
/// Delay between shots
var/shot_delay = 3 DECISECONDS
/// If the gun shakes the camera when firing
var/firing_shakes_camera = TRUE
/// Sound of firing for all but last shot
var/fire_sound = 'sound/items/weapons/gun/general/mountedgun.ogg'
/// Sound of firing for last shot
var/last_fire_sound = 'sound/items/weapons/gun/general/mountedgunend.ogg'
/// So you can't reload it mid-firing
var/is_firing = FALSE
/// How many degrees to vary fire angle if the gun is not anchored
var/unanchored_variance = 20
/// What items to spawn when destroyed
var/list/debris = list(
/obj/item/stack/sheet/iron = 4,
/obj/item/stack/rods = 3,
/obj/item/assembly/igniter = 1,
)
/obj/structure/mounted_gun/Initialize(mapload)
. = ..()
AddElement(/datum/element/simple_rotation)
register_context()
/obj/structure/mounted_gun/add_context(atom/source, list/context, obj/item/held_item, mob/user)
if(!isliving(user))
return
if(anchorable_gun && held_item?.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = anchored ? "Unanchor" : "Anchor"
if(is_type_in_list(held_item, accepted_ammo_types))
context[SCREENTIP_CONTEXT_LMB] = "Load weapon"
if (!held_item)
context[SCREENTIP_CONTEXT_LMB] = "Fire weapon"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/mounted_gun/update_icon_state()
. = ..()
icon_state = base_icon_state + (is_firing ? fire_suffix : "")
/obj/structure/mounted_gun/wrench_act(mob/living/user, obj/item/tool)
. = ..()
if(!anchorable_gun) /// Can't anchor an unanchorable gun.
return FALSE
default_unfasten_wrench(user, tool)
return ITEM_INTERACT_SUCCESS
///Covers Reloading and lighting of the gun
/obj/structure/mounted_gun/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(user.combat_mode || !is_type_in_list(tool, accepted_ammo_types)) //see if the gun needs to be loaded in some way.
return NONE
if(is_firing)
balloon_alert(user, "gun firing!")
return ITEM_INTERACT_BLOCKING
var/fully_loaded = shots_in_gun >= max_shots_per_fire
if(fully_loaded)
balloon_alert(user, "already loaded!")
return ITEM_INTERACT_BLOCKING
if (load_delay > 0)
user.visible_message(span_warning("[user] starts loading [src]."))
if(!do_after(user, load_delay, target = src))
return ITEM_INTERACT_BLOCKING
shots_in_gun = min(shots_in_gun + shots_per_load, max_shots_per_fire)
balloon_alert(user, loading_message)
QDEL_NULL(tool)
return ITEM_INTERACT_SUCCESS
/obj/structure/mounted_gun/attack_hand(mob/living/user, list/modifiers)
. = ..()
if (.)
return
if (is_firing)
balloon_alert(user, "gun firing!")
return
try_firing(user)
/// Start firing the weapon on interaction
/obj/structure/mounted_gun/proc/try_firing(mob/living/user)
user.log_message("fired a [initial(name)]", LOG_ATTACK)
addtimer(CALLBACK(src, PROC_REF(fire_sequence), user), fire_delay)
/// Loop firing until we are done
/obj/structure/mounted_gun/proc/fire_sequence(mob/living/user)
if (!shots_in_gun)
balloon_alert(user, "not loaded!")
return
is_firing = TRUE
update_appearance(UPDATE_ICON_STATE)
var/delay = 0
while (shots_in_gun > 0)
shots_in_gun--
addtimer(CALLBACK(src, PROC_REF(fire_loop), user), delay, TIMER_DELETE_ME)
if (shots_in_gun == 0)
addtimer(CALLBACK(src, PROC_REF(finish_firing)), delay, TIMER_DELETE_ME)
else
delay += time_until_next_shot()
/// Called when we run out of bullets
/obj/structure/mounted_gun/proc/finish_firing()
is_firing = FALSE
update_appearance(UPDATE_ICON_STATE)
/// Return
/obj/structure/mounted_gun/proc/time_until_next_shot()
return shot_delay
/obj/structure/mounted_gun/atom_deconstruct(disassembled = TRUE)
. = ..()
dump_contents()
var/droploc = drop_location()
for (var/type in debris)
if(ispath(type, /obj/item/stack))
new type(droploc, debris[type])
continue
for (var/i in 1 to debris[type])
new type(droploc)
/obj/structure/mounted_gun/dump_contents()
return // Generally we don't have contents to dump but some children do.
/// Perform the contents of the loop, return the amount of time until the next shot
/obj/structure/mounted_gun/proc/fire_loop(mob/living/user)
for(var/mob/shaken_mob in urange(3, src))
if(shaken_mob.stat == CONSCIOUS && firing_shakes_camera) //is the mob awake to feel the shaking?
shake_camera(shaken_mob, 3, 1)
playsound(src, shots_in_gun > 0 ? fire_sound : last_fire_sound, vol = 50, vary = FALSE, falloff_exponent = 5)
fire_gun(user)
/// Actually finally shoot the thing
/obj/structure/mounted_gun/proc/fire_gun(mob/living/user)
var/obj/projectile/fired_projectile = get_fired_projectile()
fired_projectile.firer = user
fired_projectile.fired_from = src
var/fire_angle = dir2angle(dir) + (!anchorable_gun || anchored ? 0 : rand(-unanchored_variance, unanchored_variance))
fired_projectile.fire(fire_angle)
return fired_projectile
/// What kind of ammo are we shooting
/obj/structure/mounted_gun/proc/get_fired_projectile()
return new projectile_type(get_turf(src))
/// Rapidly fires a barrage of random junk ammo
/obj/structure/mounted_gun/organ_gun
name = "Pipe Organ Gun"
desc = "To become master over one who has killed, one must become a better killer. This engine of destruction is one of many things made to that end."
icon_state = "pipeorgangun"
base_icon_state = "pipeorgangun"
anchored = FALSE
max_shots_per_fire = 8
shots_in_gun = 8
shots_per_load = 2
accepted_ammo_types = list(/obj/item/ammo_casing/junk)
projectile_type = /obj/projectile/bullet/junk
fire_delay = 3 DECISECONDS
shot_delay = 2 DECISECONDS
firing_shakes_camera = FALSE
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 24.5,
/datum/material/wood = SHEET_MATERIAL_AMOUNT * 15,
/datum/material/glass = SMALL_MATERIAL_AMOUNT
)
debris = list(
/obj/item/pipe = 1,
/obj/item/stack/sheet/mineral/wood = 3,
/obj/item/storage/toolbox = 1,
/obj/item/stack/rods = 4,
/obj/item/assembly/igniter = 1,
)
/// Different kinds of bullet we can fire
var/static/list_of_projectiles = list(
/obj/projectile/bullet/junk = 40,
/obj/projectile/bullet/incendiary/fire/junk = 25,
/obj/projectile/bullet/junk/shock = 25,
/obj/projectile/bullet/junk/hunter = 20,
/obj/projectile/bullet/junk/phasic = 8,
/obj/projectile/bullet/junk/ripper = 8,
/obj/projectile/bullet/junk/reaper = 3,
)
/obj/structure/mounted_gun/organ_gun/examine_more(mob/user)
. = ..()
. += span_notice("<b><i>Looking down at \the [src], you recall a tale told to you in some distant memory...</i></b>")
. += span_info("To commit an act of vengeance is not unlike to enter a blood pact with a devil, ending the life of another, at the cost of your own.")
. += span_info("When humanity first spilled the blood of its own kind, with likely nothing more than a rock, the seal was broken. Vengeance was borne unto the world.")
. += span_info("However, vengeance alone is not enough to carry through the grim deed of murder. One must gain an advantage over their adversary.")
. += span_info("As such, the man who ended another's life with a stone, was in turn smote himself by another wielding a spear. After spears, bows. Swords. Guns. Tanks. Missiles. And on and on Vengeance fed. Growing stronger. Growing Worse.")
. += span_info("Vengeance persists to this day. It sometimes may slumber, seemingly content with having gorged itself, but in the end, its ceaseless hunger can be neither numbed nor sated.")
/obj/structure/mounted_gun/organ_gun/get_fired_projectile()
var/random_type = pick_weight(list_of_projectiles)
return new random_type(get_turf(src))
/// Rapidly sprays a large amount of bullets, used by pirates
/obj/structure/mounted_gun/canister_gatling
name = "Canister Gatling Gun"
desc = "''Quantity has a quality of its own.''"
icon_state = "canister_gatling"
base_icon_state = "canister_gatling"
anchored = FALSE
max_shots_per_fire = 50
shots_per_load = 50
shots_in_gun = 50
accepted_ammo_types = list(/obj/item/ammo_casing/canister_shot)
projectile_type = /obj/projectile/bullet/shrapnel
fire_delay = 3 DECISECONDS
shot_delay = 1 DECISECONDS
firing_shakes_camera = FALSE
debris = list(
/obj/item/pipe = 1,
/obj/item/stack/sheet/mineral/wood = 3,
/obj/item/stack/rods = 4,
/obj/item/assembly/igniter = 1,
)
/obj/item/ammo_casing/canister_shot
name = "Canister Shot"
desc = "A gigantic... well, canister of canister shot. Used for reloading the Canister Gatling Gun."
icon_state = "canister_shot"
obj_flags = CONDUCTS_ELECTRICITY
throwforce = 0
w_class = WEIGHT_CLASS_BULKY
projectile_type = /obj/projectile/bullet/shrapnel
/// Hand-cranked laser repeater which does not need to be reloaded
/obj/structure/mounted_gun/ratvarian_repeater
name = "Ratvarian Repeater"
desc = "''Brains? Bronze? Why not both?''"
icon_state = "ratvarian_repeater"
base_icon_state = "ratvarian_repeater"
loading_message = "gun charged"
anchored = FALSE
accepted_ammo_types = list() // We don't want any of that shit
load_delay = 3 SECONDS
max_shots_per_fire = 12
shots_per_load = 12
shots_in_gun = 12
fire_sound = 'sound/items/weapons/thermalpistol.ogg'
last_fire_sound = 'sound/items/weapons/thermalpistol.ogg'
projectile_type = /obj/projectile/beam/laser/repeater
fire_delay = 1
shot_delay = 2
firing_shakes_camera = FALSE
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5.25,
/datum/material/bronze = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.29
)
debris = list(
/obj/item/stack/cable_coil = 4,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stock_parts/capacitor = 1,
/obj/item/shard = 2,
/obj/item/stack/sheet/bronze = 2,
/obj/item/stack/rods = 3,
)
/obj/structure/mounted_gun/ratvarian_repeater/add_context(atom/source, list/context, obj/item/held_item, mob/user)
if(!isliving(user))
return
if(anchorable_gun && held_item?.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = anchored ? "Unanchor" : "Anchor"
if (!held_item)
context[SCREENTIP_CONTEXT_LMB] = shots_in_gun >= max_shots_per_fire ? "Fire weapon" : "Crank weapon"
return CONTEXTUAL_SCREENTIP_SET
// Charge the gun instead of firing it if it's not loaded
/obj/structure/mounted_gun/ratvarian_repeater/try_firing(mob/user)
var/fully_loaded = shots_in_gun >= max_shots_per_fire
if(fully_loaded)
return ..()
if (load_delay > 0)
user.visible_message(span_warning("[user] starts winding [src]."))
if(!do_after(user, load_delay, target = src))
return
shots_in_gun = min(shots_in_gun + shots_per_load, max_shots_per_fire)
playsound(src, 'sound/effects/magic/clockwork/fellowship_armory.ogg', 50, FALSE, 5)
/obj/structure/mounted_gun/ratvarian_repeater/time_until_next_shot()
return shots_in_gun % 2 != 1 ? shot_delay * 2 : shot_delay
/// A makeshift structure for firing spears with increased force
/obj/structure/mounted_gun/ballista
name = "Improvised Ballista"
desc = "''Engineers like to solve problems. If there are no problems handily available, they will create their own problems.''"
icon_state = "improvised_ballista"
base_icon_state = "improvised_ballista"
throwforce = 30
anchored = FALSE
load_delay = 6 SECONDS
max_shots_per_fire = 1
shots_per_load = 1
shots_in_gun = 0
fire_sound = 'sound/items/xbow_lock.ogg'
last_fire_sound = 'sound/items/xbow_lock.ogg'
accepted_ammo_types = list(
/obj/item/brass_spear,
/obj/item/melee/baton/security/cattleprod,
/obj/item/nullrod/spear,
/obj/item/spear,
)
projectile_type = /obj/projectile/bullet/ballista_spear
fire_delay = 1
shot_delay = 1
firing_shakes_camera = FALSE
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 15.15,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 1.5
)
debris = list(
/obj/item/stack/cable_coil = 3,
/obj/item/stack/sheet/iron = 2,
/obj/item/stack/rods = 3,
)
/// What spear has someone put in us?
var/obj/item/loaded_spear
/obj/structure/mounted_gun/ballista/update_icon_state()
. = ..()
if (loaded_spear)
icon_state = base_icon_state + (istype(loaded_spear, /obj/item/melee/baton/security/cattleprod) ? "_loaded_prod" : "_loaded")
else
icon_state = base_icon_state
/obj/structure/mounted_gun/ballista/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!is_type_in_list(tool, accepted_ammo_types) || user.combat_mode)
return NONE
if(is_firing)
balloon_alert(user, "gun firing!")
return ITEM_INTERACT_BLOCKING
if(loaded_spear)
balloon_alert(user, "already loaded!")
return ITEM_INTERACT_BLOCKING
playsound(src, 'sound/items/weapons/draw_bow.ogg', 50, FALSE, 5)
if (load_delay > 0)
user.visible_message(span_warning("[user] starts loading [src]."))
if (!do_after(user, load_delay, target = src))
return ITEM_INTERACT_BLOCKING
shots_in_gun = 1
loaded_spear = tool
loaded_spear.forceMove(src)
update_appearance(UPDATE_ICON_STATE)
RegisterSignals(loaded_spear, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(on_spear_left))
return ITEM_INTERACT_SUCCESS
/obj/structure/mounted_gun/ballista/get_fired_projectile()
if (istype(loaded_spear, /obj/item/spear/dragonator))
return new /obj/projectile/bullet/ballista_spear/dragonator(get_turf(src))
if (istype(loaded_spear, /obj/item/melee/baton/security/cattleprod))
return new /obj/projectile/bullet/ballista_spear/prod(get_turf(src))
return ..()
/obj/structure/mounted_gun/ballista/fire_gun(mob/living/user)
var/obj/projectile/bullet/ballista_spear/fired_projectile = . = ..()
fired_projectile.attach_spear(loaded_spear)
/// Called when our spear is not inside us any more
/obj/structure/mounted_gun/ballista/proc/on_spear_left()
SIGNAL_HANDLER
UnregisterSignal(loaded_spear, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
shots_in_gun = 0
loaded_spear = null
update_appearance(UPDATE_ICON_STATE)
/obj/structure/mounted_gun/ballista/dump_contents()
. = ..()
loaded_spear?.forceMove(drop_location())