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## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
270 lines
8.8 KiB
Plaintext
270 lines
8.8 KiB
Plaintext
/// DEPLOYABLE TURRET (FORMERLY MANNED TURRET)
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//All of this file is five year old shitcode, and I'm too scared to touch more than I have to
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/obj/machinery/deployable_turret
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name = "machine gun turret"
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desc = "While the trigger is held down, this gun will redistribute recoil to allow its user to easily shift targets."
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icon = 'icons/obj/weapons/turrets.dmi'
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icon_state = "machinegun"
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can_buckle = TRUE
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anchored = FALSE
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density = TRUE
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max_integrity = 100
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buckle_lying = 0
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layer = ABOVE_MOB_LAYER
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var/view_range = 2.5
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var/cooldown = 0
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/// The projectile that the turret fires
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var/projectile_type = /obj/projectile/bullet/manned_turret
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/// Delay between shots in a burst
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var/rate_of_fire = 1
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/// Number of shots fired from one click
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var/number_of_shots = 40
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/// How long it takes for the gun to allow firing after a burst
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var/cooldown_duration = 9 SECONDS
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var/atom/target
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var/turf/target_turf
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var/warned = FALSE
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var/list/calculated_projectile_vars
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/// Sound to play at the end of a burst
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var/overheatsound = 'sound/items/weapons/sear.ogg'
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/// Sound to play when firing
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var/firesound = 'sound/items/weapons/gun/smg/shot.ogg'
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/// If using a wrench on the turret will start undeploying it
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var/can_be_undeployed = FALSE
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/// What gets spawned if the object is undeployed
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var/obj/spawned_on_undeploy
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/// How long it takes for a wrench user to undeploy the object
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var/undeploy_time = 3 SECONDS
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/// If TRUE, the turret will not become unanchored when not mounted
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var/always_anchored = FALSE
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/obj/machinery/deployable_turret/Initialize(mapload)
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. = ..()
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if(always_anchored)
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set_anchored(TRUE)
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/obj/machinery/deployable_turret/Destroy()
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target = null
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target_turf = null
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return ..()
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/// Undeploying, for when you want to move your big dakka around
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/obj/machinery/deployable_turret/wrench_act(mob/living/user, obj/item/wrench/used_wrench)
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if(!can_be_undeployed)
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return ITEM_INTERACT_SKIP_TO_ATTACK
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if(!ishuman(user))
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return ITEM_INTERACT_SKIP_TO_ATTACK
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used_wrench.play_tool_sound(user)
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user.balloon_alert(user, "undeploying...")
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if(!do_after(user, undeploy_time))
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return ITEM_INTERACT_BLOCKING
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var/obj/undeployed_object = new spawned_on_undeploy()
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//Keeps the health the same even if you redeploy the gun
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undeployed_object.modify_max_integrity(max_integrity)
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if(!user.put_in_hands(undeployed_object))
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undeployed_object.forceMove(loc)
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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//BUCKLE HOOKS
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/obj/machinery/deployable_turret/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
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playsound(src,'sound/vehicles/mecha/mechmove01.ogg', 50, TRUE)
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for(var/obj/item/I in buckled_mob.held_items)
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if(istype(I, /obj/item/gun_control))
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qdel(I)
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if(istype(buckled_mob))
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buckled_mob.pixel_x = buckled_mob.base_pixel_x
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buckled_mob.pixel_y = buckled_mob.base_pixel_y
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if(buckled_mob.client)
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buckled_mob.client.view_size.resetToDefault()
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if(!always_anchored)
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set_anchored(FALSE)
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. = ..()
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STOP_PROCESSING(SSfastprocess, src)
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/obj/machinery/deployable_turret/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if(user.incapacitated || !istype(user))
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return
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M.forceMove(get_turf(src))
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. = ..()
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if(!.)
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return
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for(var/V in M.held_items)
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var/obj/item/I = V
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if(istype(I))
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if(M.dropItemToGround(I))
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var/obj/item/gun_control/TC = new(src)
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M.put_in_hands(TC)
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else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
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var/obj/item/gun_control/TC = new(src)
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M.put_in_hands(TC)
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M.pixel_y = 14
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layer = ABOVE_MOB_LAYER
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setDir(SOUTH)
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playsound(src,'sound/vehicles/mecha/mechmove01.ogg', 50, TRUE)
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set_anchored(TRUE)
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if(M.client)
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M.client.view_size.setTo(view_range)
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START_PROCESSING(SSfastprocess, src)
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/obj/machinery/deployable_turret/process()
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if (!update_positioning())
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return PROCESS_KILL
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/obj/machinery/deployable_turret/proc/update_positioning()
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if (!LAZYLEN(buckled_mobs))
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return FALSE
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var/mob/living/controller = buckled_mobs[1]
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if(!istype(controller))
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return FALSE
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var/client/controlling_client = controller.client
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if(controlling_client)
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var/modifiers = params2list(controlling_client.mouseParams)
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var/atom/target_atom = controlling_client.mouse_object_ref?.resolve()
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var/turf/target_turf = get_turf(target_atom)
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if(istype(target_turf)) //They're hovering over something in the map.
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direction_track(controller, target_turf)
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calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(controller, target_turf, modifiers)
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/obj/machinery/deployable_turret/proc/direction_track(mob/user, atom/targeted)
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if(user.incapacitated)
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return
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setDir(get_dir(src,targeted))
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user.setDir(dir)
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switch(dir)
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if(NORTH)
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layer = BELOW_MOB_LAYER
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user.pixel_x = 0
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user.pixel_y = -14
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if(NORTHEAST)
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layer = BELOW_MOB_LAYER
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user.pixel_x = -8
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user.pixel_y = -4
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if(EAST)
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layer = ABOVE_MOB_LAYER
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user.pixel_x = -14
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user.pixel_y = 0
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if(SOUTHEAST)
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layer = BELOW_MOB_LAYER
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user.pixel_x = -8
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user.pixel_y = 4
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if(SOUTH)
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layer = ABOVE_MOB_LAYER
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user.pixel_x = 0
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user.pixel_y = 14
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if(SOUTHWEST)
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layer = BELOW_MOB_LAYER
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user.pixel_x = 8
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user.pixel_y = 4
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if(WEST)
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layer = ABOVE_MOB_LAYER
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user.pixel_x = 14
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user.pixel_y = 0
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if(NORTHWEST)
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layer = BELOW_MOB_LAYER
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user.pixel_x = 8
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user.pixel_y = -4
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/obj/machinery/deployable_turret/proc/checkfire(atom/targeted_atom, mob/user)
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target = targeted_atom
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if(target == user || user.incapacitated || target == get_turf(src))
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return
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if(world.time < cooldown)
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if(!warned && world.time > (cooldown - cooldown_duration + rate_of_fire*number_of_shots)) // To capture the window where one is done firing
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warned = TRUE
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playsound(src, overheatsound, 100, TRUE)
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return
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else
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cooldown = world.time + cooldown_duration
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warned = FALSE
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volley(user)
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/obj/machinery/deployable_turret/proc/volley(mob/user)
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target_turf = get_turf(target)
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for(var/i in 1 to number_of_shots)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/machinery/deployable_turret/, fire_helper), user), i*rate_of_fire)
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/obj/machinery/deployable_turret/proc/fire_helper(mob/user)
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if(user.incapacitated || !(user in buckled_mobs))
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return
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update_positioning() //REFRESH MOUSE TRACKING!!
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var/turf/targets_from = get_turf(src)
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if(QDELETED(target))
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target = target_turf
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var/obj/projectile/projectile_to_fire = new projectile_type(targets_from)
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playsound(src, firesound, 75, TRUE)
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projectile_to_fire.aim_projectile(target, targets_from)
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projectile_to_fire.firer = user
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projectile_to_fire.fired_from = src
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projectile_to_fire.fire()
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/obj/machinery/deployable_turret/ultimate // Admin-only proof of concept for autoclicker automatics
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name = "Infinity Gun"
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view_range = 12
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/obj/machinery/deployable_turret/ultimate/checkfire(atom/targeted_atom, mob/user)
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target = targeted_atom
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if(target == user || target == get_turf(src))
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return
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target_turf = get_turf(target)
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fire_helper(user)
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/obj/machinery/deployable_turret/hmg
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name = "heavy machine gun turret"
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desc = "A heavy caliber machine gun commonly used by Nanotrasen forces, famed for its ability to give people on the receiving end more holes than normal."
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icon_state = "hmg"
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max_integrity = 250
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projectile_type = /obj/projectile/bullet/manned_turret/hmg
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anchored = TRUE
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number_of_shots = 3
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cooldown_duration = 2 SECONDS
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rate_of_fire = 2
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firesound = 'sound/items/weapons/gun/hmg/hmg.ogg'
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overheatsound = 'sound/items/weapons/gun/smg/smgrack.ogg'
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can_be_undeployed = TRUE
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spawned_on_undeploy = /obj/item/deployable_turret_folded
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/obj/item/gun_control
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name = "turret controls"
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icon = 'icons/obj/weapons/hand.dmi'
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icon_state = "offhand"
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w_class = WEIGHT_CLASS_HUGE
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item_flags = ABSTRACT | NOBLUDGEON | DROPDEL
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/obj/machinery/deployable_turret/turret
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/obj/item/gun_control/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
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turret = loc
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if(!istype(turret))
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return INITIALIZE_HINT_QDEL
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/obj/item/gun_control/Destroy()
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turret = null
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return ..()
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/obj/item/gun_control/CanItemAutoclick()
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return TRUE
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/obj/item/gun_control/attack_atom(obj/O, mob/living/user, list/modifiers)
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user.changeNext_move(CLICK_CD_MELEE)
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O.attacked_by(src, user)
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/obj/item/gun_control/attack(mob/living/M, mob/living/user)
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M.lastattacker = user.real_name
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M.lastattackerckey = user.ckey
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M.attacked_by(src, user)
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add_fingerprint(user)
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/obj/item/gun_control/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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var/obj/machinery/deployable_turret/E = user.buckled
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E.calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(user, interacting_with, modifiers)
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E.direction_track(user, interacting_with)
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E.checkfire(interacting_with, user)
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/obj/item/gun_control/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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return ranged_interact_with_atom(interacting_with, user, modifiers)
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