mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-18 04:55:27 +00:00
## 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)  - 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:  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 /🆑
270 lines
8.7 KiB
Plaintext
270 lines
8.7 KiB
Plaintext
/// 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)
|