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Bubberstation/code/game/objects/structures/deployable_turret.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

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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
plane = GAME_PLANE_UPPER
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
/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
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/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()
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
SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
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
SET_PLANE_IMPLICIT(src, GAME_PLANE)
user.pixel_x = 0
user.pixel_y = -14
if(NORTHEAST)
layer = BELOW_MOB_LAYER
SET_PLANE_IMPLICIT(src, GAME_PLANE)
user.pixel_x = -8
user.pixel_y = -4
if(EAST)
layer = ABOVE_MOB_LAYER
SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
user.pixel_x = -14
user.pixel_y = 0
if(SOUTHEAST)
layer = BELOW_MOB_LAYER
SET_PLANE_IMPLICIT(src, GAME_PLANE)
user.pixel_x = -8
user.pixel_y = 4
if(SOUTH)
layer = ABOVE_MOB_LAYER
SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
plane = GAME_PLANE_UPPER
user.pixel_x = 0
user.pixel_y = 14
if(SOUTHWEST)
layer = BELOW_MOB_LAYER
SET_PLANE_IMPLICIT(src, GAME_PLANE)
user.pixel_x = 8
user.pixel_y = 4
if(WEST)
layer = ABOVE_MOB_LAYER
SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
user.pixel_x = 14
user.pixel_y = 0
if(NORTHWEST)
layer = BELOW_MOB_LAYER
SET_PLANE_IMPLICIT(src, GAME_PLANE)
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
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 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/weapons/items_and_weapons.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/afterattack(atom/targeted_atom, mob/user, flag, params)
. = ..()
var/modifiers = params2list(params)
var/obj/machinery/deployable_turret/E = user.buckled
E.calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(user, targeted_atom, modifiers)
E.direction_track(user, targeted_atom)
E.checkfire(targeted_atom, user)