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Automatic firemode for guns (#4730)
* New gun firemode: automatic Full-auto destruction at the tip of your fingers! If you're an admin. Switch the automatic var to 1 to make any gun automatic. This code is largely donated by Mport and the SS:CM project. Relevant modifcations are located in automatic.dm, special.dm, and automagical.dm * Removes '/blue's * Removes a block of pseudocode. * Welp. Missed some things. * Automatic removed from the Suppression gun, as requested by @Anewbe in #4730 * Requested changes.
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@@ -51,6 +51,7 @@
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attack_verb = list("struck", "hit", "bashed")
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zoomdevicename = "scope"
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var/automatic = 0
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var/burst = 1
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var/fire_delay = 6 //delay after shooting before the gun can be used again
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var/burst_delay = 2 //delay between shots, if firing in bursts
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@@ -68,7 +69,8 @@
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var/requires_two_hands
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var/wielded_icon = "gun_wielded"
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var/one_handed_penalty = 0 // Penalty applied if someone fires a two-handed gun with one hand.
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var/obj/screen/auto_target/auto_target
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var/shooting = 0
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var/next_fire_time = 0
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var/sel_mode = 1 //index of the currently selected mode
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@@ -87,7 +89,6 @@
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var/obj/item/dnalockingchip/attached_lock
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var/last_shot = 0 //records the last shot fired
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/obj/item/weapon/gun/New()
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..()
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for(var/i in 1 to firemodes.len)
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@@ -177,8 +178,23 @@
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if(user && user.a_intent == I_HELP && user.is_preference_enabled(/datum/client_preference/safefiring)) //regardless of what happens, refuse to shoot if help intent is on
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user << "<span class='warning'>You refrain from firing your [src] as your intent is set to help.</span>"
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else
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Fire(A,user,params) //Otherwise, fire normally.
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return
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if(automatic == 1)//Are we are going to be using automatic shooting
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//We check to make sure they can fire
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if(!special_check(user))
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return
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if(auto_target)//If they already have one then update it
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auto_target.loc = get_turf(A)
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auto_target.delay_del = 1//And reset the del so its like they got a new one and doesnt instantly vanish
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to_chat(user, "<span class='notice'>You ready \the [src]! Click and drag the target around to shoot.</span>")
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else//Otherwise just make a new one
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auto_target = new/obj/screen/auto_target(get_turf(A), src)
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visible_message("<span class='danger'>\[user] readies the [src]!</span>")
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playsound(src, 'sound/weapons/TargetOn.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You ready \the [src]! Click and drag the target around to shoot.</span>")
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return
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Fire(A,user,params) //Otherwise, fire normally.
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/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
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if (A == user && user.zone_sel.selecting == O_MOUTH && !mouthshoot)
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@@ -278,8 +294,8 @@
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return
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var/shoot_time = (burst - 1)* burst_delay
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user.setClickCooldown(shoot_time) //no clicking on things while shooting
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user.setMoveCooldown(shoot_time) //no moving while shooting either
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//user.setClickCooldown(shoot_time) //no clicking on things while shooting //These are currently disabled to allow for the automatic system to function without causing near-permanant paralysis.
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//user.setMoveCooldown(shoot_time) //no moving while shooting either
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next_fire_time = world.time + shoot_time
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var/held_acc_mod = 0
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@@ -291,7 +307,23 @@
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//actually attempt to shoot
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var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
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shooting = 1
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if(automatic == 1 && auto_target && auto_target.active)//When we are going to shoot and have an auto_target AND its active meaning we clicked on it we tell it to burstfire 1000 rounds
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burst = 1000//Yes its not EXACTLY full auto but when are we shooting more than 1000 normally and it can easily be made higher
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for(var/i in 1 to burst)
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if(!reflex && automatic)//If we are shooting automatic then check our target, however if we are shooting reflex we dont use automatic
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//extra sanity checking.
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if(user.paralysis >= 1)
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return
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if(user.get_active_hand() != src)
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break
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if(!auto_target) break//Stopped shooting
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else if(auto_target.loc)
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target = auto_target.loc
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//Lastly just update our dir if needed
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if(user.dir != get_dir(user, auto_target))
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user.face_atom(auto_target)
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var/obj/projectile = consume_next_projectile(user)
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if(!projectile)
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handle_click_empty(user)
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@@ -316,7 +348,7 @@
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pointblank = 0
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last_shot = world.time
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shooting = 0
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// We do this down here, so we don't get the message if we fire an empty gun.
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if(requires_two_hands)
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if(user.item_is_in_hands(src) && user.hands_are_full())
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70
code/modules/projectiles/guns/automagical.dm
Normal file
70
code/modules/projectiles/guns/automagical.dm
Normal file
@@ -0,0 +1,70 @@
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//True automagic gun modes. Dakka dakka.
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//A significant portion of this code was donated by Mport from SS:CM
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//This is used by guns shooting in automatic mode
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/obj/screen/auto_target
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name = "targeter"
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icon = null//We dont want people to see this guy
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density = 0
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anchored = 1
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var/obj/item/weapon/gun/gun
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var/active = 0//Just tells us that it was clicked on so we should start shooting
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var/delay_del = 0//Delays the del if we retarget without shooting
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/obj/screen/auto_target/New(loc, var/obj/item/weapon/gun/G)
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..()
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gun = G
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var/image/I = image('icons/effects/Targeted.dmi', src, "locked")
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I.override = 1
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usr << I
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//autodel() //Currently doesn't really work right.
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return
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/obj/screen/auto_target/CanPass()//Everything should ignore this guy and just pass by
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return 1
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//Used to get rid of this if they target but dont actually shoot or stop shooting (no ammo) yet are still dragging us around
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/obj/screen/auto_target/proc/autodel()
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set waitfor=0
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if(active == 1)
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return
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sleep(20)
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if(!src) return//Might not really be needed
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if(delay_del)//This says we want to wait another X seconds before trying to del
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delay_del = 0
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autodel()
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return
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if(gun.shooting == 0)
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del(src)
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else
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autodel()//Yes in theory this could hit the inf loop
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return
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//When the player clicks on the target it will disable the autodel and tell the gun to shoot
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/obj/screen/auto_target/MouseDown(location,control,params)
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active += 1//Tell the autodel that we are actually using this now
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if(gun.shooting == 0)//If we are not shooting start shooting, we need this here or they have to drag to a new turf before it starts shooting, felt weird
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gun.Fire(loc, usr, params)
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return
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//Called when they drag the object somewhere else
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//If its not already shooting (should be though due to the above, but this does let it click at you when it runs dry) then start shooting,
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/obj/screen/auto_target/MouseDrag(over_object,src_location,over_location,src_control,over_control,params)
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if(gun.shooting == 0)//If we are not shooting start shooting
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gun.Fire(loc, usr, params)
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if(over_location != loc)//This updates the loc to our new location when we drag it to a new turf
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loc = over_location
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if((usr.get_active_hand() != gun))
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del(src)
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//This gets rid of us when they let go of the click, but only after they actually drag the target to a new turf which is why the below also has to exist
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/obj/screen/auto_target/MouseDrop(over_object,src_location,over_location,src_control,over_control,params)
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del(src)
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return
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//This is needed so if they just MouseDown and then let go it will stop shooting, otherwise we stick around till they run out of bullets
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/obj/screen/auto_target/MouseUp(object,location,control,params)
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del(src)
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return
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//This pseudo code is being left in place to serve as references to the modifications to gun.dm, the Fire() proc, and the afterattack() proc. -k22
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//Code donated by Mport.
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@@ -209,5 +209,5 @@ obj/item/weapon/gun/energy/staff/focus
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firemodes = list(
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list(mode_name="single shot", burst = 1, burst_accuracy = list(5), dispersion = list(0), charge_cost = 24),
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list(mode_name="five shot burst", burst = 5, burst_accuracy = list(5,5,5,5,5), dispersion = list(1,1,1,1,1)),
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list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(5,5,5,5,5,5,5,5,5,5), dispersion = list(2,2,2,2,2,2,2,2,2,2)),
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)
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list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(5,5,5,5,5,5,5,5,5,5), dispersion = list(2,2,2,2,2,2,2,2,2,2))
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)
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@@ -191,9 +191,10 @@
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one_handed_penalty = 6
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
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list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2))
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list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null, automatic = 0),
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0), automatic = 0),
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list(mode_name="short bursts", burst=5, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.6, 1.0, 1.0, 1.0, 1.2), automatic = 0),
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list(mode_name="automatic", burst=1, fire_delay=-1, move_delay=null, burst_accuracy=null, dispersion=null, automatic = 1),
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)
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var/cover_open = 0
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@@ -370,4 +371,4 @@
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icon_state = "bullpup"
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else
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item_state = "bullpup-empty"
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if(!ignore_inhands) update_held_icon()
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if(!ignore_inhands) update_held_icon()
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