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Bubberstation/code/game/objects/structures/deployable_turret.dm
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00

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/// 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/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/weapons/turrets.dmi'
icon_state = "machinegun"
can_buckle = TRUE
anchored = FALSE
density = TRUE
max_integrity = 100
buckle_lying = 0
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
/// 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
/// If TRUE, the turret will not become unanchored when not mounted
var/always_anchored = FALSE
/obj/machinery/deployable_turret/Initialize(mapload)
. = ..()
if(always_anchored)
set_anchored(TRUE)
/obj/machinery/deployable_turret/Destroy()
target = null
target_turf = null
return ..()
/// 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 ITEM_INTERACT_SKIP_TO_ATTACK
if(!ishuman(user))
return ITEM_INTERACT_SKIP_TO_ATTACK
used_wrench.play_tool_sound(user)
user.balloon_alert(user, "undeploying...")
if(!do_after(user, undeploy_time))
return ITEM_INTERACT_BLOCKING
var/obj/undeployed_object = new spawned_on_undeploy()
//Keeps the health the same even if you redeploy the gun
undeployed_object.modify_max_integrity(max_integrity)
if(!user.put_in_hands(undeployed_object))
undeployed_object.forceMove(loc)
qdel(src)
return ITEM_INTERACT_SUCCESS
//BUCKLE HOOKS
/obj/machinery/deployable_turret/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
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))
qdel(I)
if(istype(buckled_mob))
buckled_mob.pixel_x = buckled_mob.base_pixel_x
buckled_mob.pixel_y = buckled_mob.base_pixel_y
if(buckled_mob.client)
buckled_mob.client.view_size.resetToDefault()
if(!always_anchored)
set_anchored(FALSE)
. = ..()
STOP_PROCESSING(SSfastprocess, src)
/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))
. = ..()
if(!.)
return
for(var/V in M.held_items)
var/obj/item/I = V
if(istype(I))
if(M.dropItemToGround(I))
var/obj/item/gun_control/TC = new(src)
M.put_in_hands(TC)
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
var/obj/item/gun_control/TC = new(src)
M.put_in_hands(TC)
M.pixel_y = 14
layer = ABOVE_MOB_LAYER
setDir(SOUTH)
playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
set_anchored(TRUE)
if(M.client)
M.client.view_size.setTo(view_range)
START_PROCESSING(SSfastprocess, src)
/obj/machinery/deployable_turret/process()
if (!update_positioning())
return PROCESS_KILL
/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/controlling_client = controller.client
if(controlling_client)
var/modifiers = params2list(controlling_client.mouseParams)
var/atom/target_atom = controlling_client.mouse_object_ref?.resolve()
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, target_turf, modifiers)
/obj/machinery/deployable_turret/proc/direction_track(mob/user, atom/targeted)
if(user.incapacitated())
return
setDir(get_dir(src,targeted))
user.setDir(dir)
switch(dir)
if(NORTH)
layer = BELOW_MOB_LAYER
user.pixel_x = 0
user.pixel_y = -14
if(NORTHEAST)
layer = BELOW_MOB_LAYER
user.pixel_x = -8
user.pixel_y = -4
if(EAST)
layer = ABOVE_MOB_LAYER
user.pixel_x = -14
user.pixel_y = 0
if(SOUTHEAST)
layer = BELOW_MOB_LAYER
user.pixel_x = -8
user.pixel_y = 4
if(SOUTH)
layer = ABOVE_MOB_LAYER
user.pixel_x = 0
user.pixel_y = 14
if(SOUTHWEST)
layer = BELOW_MOB_LAYER
user.pixel_x = 8
user.pixel_y = 4
if(WEST)
layer = ABOVE_MOB_LAYER
user.pixel_x = 14
user.pixel_y = 0
if(NORTHWEST)
layer = BELOW_MOB_LAYER
user.pixel_x = 8
user.pixel_y = -4
/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, overheatsound, 100, TRUE)
return
else
cooldown = world.time + cooldown_duration
warned = FALSE
volley(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, TYPE_PROC_REF(/obj/machinery/deployable_turret/, fire_helper), user), i*rate_of_fire)
/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/projectile_to_fire = new projectile_type(targets_from)
playsound(src, firesound, 75, TRUE)
projectile_to_fire.preparePixelProjectile(target, targets_from)
projectile_to_fire.firer = user
projectile_to_fire.fired_from = src
projectile_to_fire.fire()
/obj/machinery/deployable_turret/ultimate // Admin-only proof of concept for autoclicker automatics
name = "Infinity Gun"
view_range = 12
/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 caliber machine gun commonly used by Nanotrasen forces, famed for it's ability to give people on the receiving 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/weapons/hand.dmi'
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
item_flags = ABSTRACT | NOBLUDGEON | DROPDEL
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/obj/machinery/deployable_turret/turret
/obj/item/gun_control/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
turret = loc
if(!istype(turret))
return INITIALIZE_HINT_QDEL
/obj/item/gun_control/Destroy()
turret = null
return ..()
/obj/item/gun_control/CanItemAutoclick()
return TRUE
/obj/item/gun_control/attack_atom(obj/O, mob/living/user, params)
user.changeNext_move(CLICK_CD_MELEE)
O.attacked_by(src, user)
/obj/item/gun_control/attack(mob/living/M, mob/living/user)
M.lastattacker = user.real_name
M.lastattackerckey = user.ckey
M.attacked_by(src, user)
add_fingerprint(user)
/obj/item/gun_control/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
var/obj/machinery/deployable_turret/E = user.buckled
E.calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(user, interacting_with, modifiers)
E.direction_track(user, interacting_with)
E.checkfire(interacting_with, user)
/obj/item/gun_control/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
return interact_with_atom(interacting_with, user, modifiers)