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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
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.preparePixelProjectile(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, params)
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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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