This commit is contained in:
Kashargul
2024-03-25 21:42:27 +01:00
committed by GitHub
parent 10ff8e6573
commit 59cf60b91b
3 changed files with 80 additions and 55 deletions

View File

@@ -375,11 +375,10 @@
lethal_shot_sound = 'sound/weapons/eluger.ogg' lethal_shot_sound = 'sound/weapons/eluger.ogg'
shot_sound = 'sound/weapons/Taser.ogg' shot_sound = 'sound/weapons/Taser.ogg'
/obj/machinery/porta_turret/proc/HasController()
var/area/A = get_area(src)
return A && A.turret_controls.len > 0
/obj/machinery/porta_turret/proc/isLocked(mob/user) /obj/machinery/porta_turret/proc/isLocked(mob/user)
if(locked && !issilicon(user))
to_chat(user, "<span class='notice'>Controls locked.</span>")
return TRUE // CHOMPEdit
if(HasController()) if(HasController())
return TRUE return TRUE
if(isrobot(user) || isAI(user)) if(isrobot(user) || isAI(user))
@@ -407,6 +406,10 @@
/obj/machinery/porta_turret/attack_hand(mob/user) /obj/machinery/porta_turret/attack_hand(mob/user)
tgui_interact(user) tgui_interact(user)
/obj/machinery/porta_turret/proc/HasController()
var/area/A = get_area(src)
return A && A.turret_controls.len > 0
/obj/machinery/porta_turret/tgui_interact(mob/user, datum/tgui/ui = null) /obj/machinery/porta_turret/tgui_interact(mob/user, datum/tgui/ui = null)
if(HasController()) if(HasController())
to_chat(user, "<span class='notice'>[src] can only be controlled using the assigned turret controller.</span>") to_chat(user, "<span class='notice'>[src] can only be controlled using the assigned turret controller.</span>")
@@ -672,40 +675,43 @@
var/list/targets = list() //list of primary targets var/list/targets = list() //list of primary targets
var/list/secondarytargets = list() //targets that are least important var/list/secondarytargets = list() //targets that are least important
/* CHOMPEdit Start
var/list/seenturfs = list() var/list/seenturfs = list()
for(var/turf/T in oview(world.view, src)) for(var/turf/T in oview(world.view, src))
seenturfs += T seenturfs += T
for(var/mob/M as anything in living_mob_list) for(var/mob/M as anything in living_mob_list)
if(M.z != z) //Skip if(M.z != z || !(get_turf(M) in seenturfs)) // Skip
continue continue
if(get_turf(M) in seenturfs) assess_and_assign_l(M, targets, secondarytargets) //CHOMPEdit
assess_and_assign(M, targets, secondarytargets)
This was dumb.*/
for(var/mob/M in oview(world.view, src)) for(var/obj/mecha/M as anything in mechas_list)
assess_and_assign(M, targets, secondarytargets) if(M.z != z || !(get_turf(M) in seenturfs)) // Skip
//CHOMPEdit End continue
assess_and_assign_m(M, targets, secondarytargets) //CHOMPEdit
if(!tryToShootAt(targets)) if(!tryToShootAt(targets) && !tryToShootAt(secondarytargets) && --timeout <= 0)
if(!tryToShootAt(secondarytargets)) // if no valid targets, go for secondary targets
timeout--
if(timeout <= 0)
spawn()
popDown() // no valid targets, close the cover popDown() // no valid targets, close the cover
if(auto_repair && (health < maxhealth)) if(auto_repair && (health < maxhealth))
use_power(20000) use_power(20000)
health = min(health+1, maxhealth) // 1HP for 20kJ health = min(health+1, maxhealth) // 1HP for 20kJ
/obj/machinery/porta_turret/proc/assess_and_assign(var/mob/living/L, var/list/targets, var/list/secondarytargets) //CHOMPAdd Start
/obj/machinery/porta_turret/proc/assess_and_assign_l(var/mob/living/L, var/list/targets, var/list/secondarytargets)
switch(assess_living(L)) switch(assess_living(L))
if(TURRET_PRIORITY_TARGET) if(TURRET_PRIORITY_TARGET)
targets += L targets += L
if(TURRET_SECONDARY_TARGET) if(TURRET_SECONDARY_TARGET)
secondarytargets += L secondarytargets += L
/obj/machinery/porta_turret/proc/assess_and_assign_m(var/obj/mecha/M, var/list/targets, var/list/secondarytargets)
switch(assess_mecha(M))
if(TURRET_PRIORITY_TARGET)
targets += M
if(TURRET_SECONDARY_TARGET)
secondarytargets += M
//CHOMPAdd End
/obj/machinery/porta_turret/proc/assess_living(var/mob/living/L) /obj/machinery/porta_turret/proc/assess_living(var/mob/living/L)
if(!istype(L)) if(!istype(L))
return TURRET_NOT_TARGET return TURRET_NOT_TARGET
@@ -713,9 +719,6 @@
if(L.invisibility >= INVISIBILITY_LEVEL_ONE) // Cannot see him. see_invisible is a mob-var if(L.invisibility >= INVISIBILITY_LEVEL_ONE) // Cannot see him. see_invisible is a mob-var
return TURRET_NOT_TARGET return TURRET_NOT_TARGET
if(!L)
return TURRET_NOT_TARGET
if(faction && L.faction == faction) if(faction && L.faction == faction)
return TURRET_NOT_TARGET return TURRET_NOT_TARGET
@@ -757,6 +760,15 @@
return TURRET_PRIORITY_TARGET //if the perp has passed all previous tests, congrats, it is now a "shoot-me!" nominee return TURRET_PRIORITY_TARGET //if the perp has passed all previous tests, congrats, it is now a "shoot-me!" nominee
/obj/machinery/porta_turret/proc/assess_mecha(var/obj/mecha/M)
if(!istype(M))
return TURRET_NOT_TARGET
if(!M.occupant)
return check_all ? TURRET_SECONDARY_TARGET : TURRET_NOT_TARGET
return assess_living(M.occupant)
/obj/machinery/porta_turret/proc/assess_perp(var/mob/living/carbon/human/H) /obj/machinery/porta_turret/proc/assess_perp(var/mob/living/carbon/human/H)
if(!H || !istype(H)) if(!H || !istype(H))
return 0 return 0
@@ -778,6 +790,7 @@
/obj/machinery/porta_turret/proc/popUp() //pops the turret up /obj/machinery/porta_turret/proc/popUp() //pops the turret up
set waitfor = FALSE
if(disabled) if(disabled)
return return
if(raising || raised) if(raising || raised)
@@ -799,6 +812,7 @@
timeout = 10 timeout = 10
/obj/machinery/porta_turret/proc/popDown() //pops the turret down /obj/machinery/porta_turret/proc/popDown() //pops the turret down
set waitfor = FALSE
last_target = null last_target = null
if(disabled) if(disabled)
return return
@@ -827,18 +841,17 @@
/obj/machinery/porta_turret/proc/target(var/mob/living/target) /obj/machinery/porta_turret/proc/target(var/mob/living/target)
if(disabled) if(disabled)
return return FALSE
if(target) if(target)
if(target in check_trajectory(target, src)) //Finally, check if we can actually hit the target if(target in check_trajectory(target, src)) //Finally, check if we can actually hit the target
last_target = target last_target = target
spawn()
popUp() //pop the turret up if it's not already up. popUp() //pop the turret up if it's not already up.
set_dir(get_dir(src, target)) //even if you can't shoot, follow the target set_dir(get_dir(src, target)) //even if you can't shoot, follow the target
playsound(src, 'sound/machines/turrets/turret_rotate.ogg', 100, 1) // Play rotating sound playsound(src, 'sound/machines/turrets/turret_rotate.ogg', 100, 1) // Play rotating sound
spawn() spawn()
shootAt(target) shootAt(target)
return 1 return TRUE
return return FALSE
/obj/machinery/porta_turret/proc/shootAt(var/mob/living/target) /obj/machinery/porta_turret/proc/shootAt(var/mob/living/target)
//any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power! //any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
@@ -850,9 +863,7 @@
sleep(shot_delay) sleep(shot_delay)
last_fired = FALSE last_fired = FALSE
var/turf/T = get_turf(src) if(!isturf(get_turf(src)) || !isturf(get_turf(target)))
var/turf/U = get_turf(target)
if(!istype(T) || !istype(U))
return return
if(!raised) //the turret has to be raised in order to fire - makes sense, right? if(!raised) //the turret has to be raised in order to fire - makes sense, right?
@@ -867,9 +878,12 @@
A = new projectile(loc) A = new projectile(loc)
playsound(src, shot_sound, 75, 1) playsound(src, shot_sound, 75, 1)
// Lethal/emagged turrets use twice the power due to higher energy beams var/power_mult = 1
// Emagged turrets again use twice as much power due to higher firing rates if(emagged)
use_power(reqpower * (2 * (emagged || lethal)) * (2 * emagged)) power_mult = 4 // Lethal beams + higher rate of fire
else if(lethal)
power_mult = 2 // Lethal beams
use_power(reqpower * power_mult)
//Turrets aim for the center of mass by default. //Turrets aim for the center of mass by default.
//If the target is grabbing someone then the turret smartly aims for extremities //If the target is grabbing someone then the turret smartly aims for extremities

View File

@@ -56,7 +56,7 @@
set desc = "Create a resource tower which will generate resources for you." set desc = "Create a resource tower which will generate resources for you."
if(!blob_type.can_build_resources) if(!blob_type.can_build_resources)
return TRUE return FALSE
createSpecial(40, blob_type.resource_type, 4, 1) createSpecial(40, blob_type.resource_type, 4, 1)
@@ -66,7 +66,7 @@
set desc = "Automatically places a resource tower near a node or your core, at a sufficent distance." set desc = "Automatically places a resource tower near a node or your core, at a sufficent distance."
if(!blob_type.can_build_resources) if(!blob_type.can_build_resources)
return TRUE return FALSE
var/obj/structure/blob/B = null var/obj/structure/blob/B = null
var/list/potential_blobs = GLOB.all_blobs.Copy() var/list/potential_blobs = GLOB.all_blobs.Copy()
@@ -99,7 +99,7 @@
set desc = "Create a spore tower that will spawn spores to harass your enemies." set desc = "Create a spore tower that will spawn spores to harass your enemies."
if(!blob_type.can_build_factories) if(!blob_type.can_build_factories)
return TRUE return FALSE
createSpecial(60, blob_type.factory_type, 7, 1) createSpecial(60, blob_type.factory_type, 7, 1)
@@ -109,7 +109,7 @@
set desc = "Automatically places a resource tower near a node or your core, at a sufficent distance." set desc = "Automatically places a resource tower near a node or your core, at a sufficent distance."
if(!blob_type.can_build_factories) if(!blob_type.can_build_factories)
return TRUE return FALSE
var/obj/structure/blob/B = null var/obj/structure/blob/B = null
var/list/potential_blobs = GLOB.all_blobs.Copy() var/list/potential_blobs = GLOB.all_blobs.Copy()
@@ -143,7 +143,7 @@
set desc = "Create a node, which will expand blobs around it, and power nearby factory and resource blobs." set desc = "Create a node, which will expand blobs around it, and power nearby factory and resource blobs."
if(!blob_type.can_build_nodes) if(!blob_type.can_build_nodes)
return TRUE return FALSE
createSpecial(100, blob_type.node_type, 5, 0) createSpecial(100, blob_type.node_type, 5, 0)
@@ -153,7 +153,7 @@
set desc = "Automatically places a node blob at a sufficent distance." set desc = "Automatically places a node blob at a sufficent distance."
if(!blob_type.can_build_nodes) if(!blob_type.can_build_nodes)
return TRUE return FALSE
var/obj/structure/blob/B = null var/obj/structure/blob/B = null
var/list/potential_blobs = GLOB.all_blobs.Copy() var/list/potential_blobs = GLOB.all_blobs.Copy()
@@ -216,23 +216,31 @@
for(var/mob/living/L in view(src)) for(var/mob/living/L in view(src))
if(L.stat == DEAD) if(L.stat == DEAD)
continue // Already dying or dead. continue // Already dying or dead.
if(L.faction == blob_type.faction) if(can_attack(L))
continue // No friendly fire.
if(locate(/obj/structure/blob) in L.loc)
continue // Already has a blob over them.
var/obj/structure/blob/B = null
for(var/direction in cardinal)
var/turf/T = get_step(L, direction)
B = locate(/obj/structure/blob) in T
if(B && B.overmind == src)
break
if(!B)
continue
potential_targets += L potential_targets += L
for(var/obj/mecha/M in view(src))
if(!M.occupant)
continue // Just a hunk of metal
if(can_attack(M.occupant))
potential_targets += M
if(potential_targets.len) if(potential_targets.len)
var/mob/living/victim = pick(potential_targets) var/mob/living/victim = pick(potential_targets)
var/turf/T = get_turf(victim) var/turf/T = get_turf(victim)
expand_blob(T) expand_blob(T)
/mob/observer/blob/proc/can_attack(var/mob/living/L)
if(!istype(L))
return FALSE
if(L.faction == blob_type.faction)
return FALSE // No friendly fire.
if(locate(/obj/structure/blob) in get_turf(L))
return FALSE // Already has a blob over them.
for(var/direction in cardinal)
var/turf/T = get_step(L, direction)
var/obj/structure/blob/B = locate(/obj/structure/blob) in T
if(B && B.overmind == src)
return TRUE
return FALSE

View File

@@ -32,7 +32,10 @@
var/list/secondarytargets = list() //targets that are least important var/list/secondarytargets = list() //targets that are least important
for(var/mob/M in oview(world.view, src)) for(var/mob/M in oview(world.view, src))
assess_and_assign(M, targets, secondarytargets) assess_and_assign_l(M, targets, secondarytargets)
for(var/obj/mecha/M in oview(world.view, src))
assess_and_assign_m(M, targets, secondarytargets)
if(!tryToShootAt(targets)) if(!tryToShootAt(targets))
if(!tryToShootAt(secondarytargets)) // if no valid targets, go for secondary targets if(!tryToShootAt(secondarytargets)) // if no valid targets, go for secondary targets