mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
This was due to the master controller using update_powered_status() instead of power_change(), but many machines override power_change() to do various things when the machine gains or loses power.
1061 lines
34 KiB
Plaintext
1061 lines
34 KiB
Plaintext
/*
|
|
Portable Turrets:
|
|
|
|
Constructed from metal, a gun of choice, and a prox sensor.
|
|
Gun can be a taser or laser or energy gun.
|
|
|
|
This code is slightly more documented than normal, as requested by XSI on IRC.
|
|
|
|
*/
|
|
|
|
|
|
/obj/machinery/porta_turret
|
|
name = "turret"
|
|
icon = 'icons/obj/turrets.dmi'
|
|
icon_state = "grey_target_prism"
|
|
anchored = 1
|
|
layer = 3
|
|
invisibility = INVISIBILITY_LEVEL_TWO // the turret is invisible if it's inside its cover
|
|
density = 1
|
|
use_power = 1 // this turret uses and requires power
|
|
idle_power_usage = 50 // when inactive, this turret takes up constant 50 Equipment power
|
|
active_power_usage = 300// when active, this turret takes up constant 300 Equipment power
|
|
req_access = list(access_security)
|
|
power_channel = EQUIP // drains power from the EQUIPMENT channel
|
|
|
|
var/lasercolor = "" // Something to do with lasertag turrets, blame Sieve for not adding a comment.
|
|
var/raised = 0 // if the turret cover is "open" and the turret is raised
|
|
var/raising= 0 // if the turret is currently opening or closing its cover
|
|
var/health = 80 // the turret's health
|
|
var/locked = 1 // if the turret's behaviour control access is locked
|
|
|
|
var/installation // the type of weapon installed
|
|
var/gun_charge = 0 // the charge of the gun inserted
|
|
var/projectile = null //holder for bullettype
|
|
var/eprojectile = null//holder for the shot when emagged
|
|
var/reqpower = 0 //holder for power needed
|
|
var/sound = null//So the taser can have sound
|
|
var/iconholder = null//holder for the icon_state
|
|
var/egun = null//holder to handle certain guns switching bullettypes
|
|
|
|
var/obj/machinery/porta_turret_cover/cover = null // the cover that is covering this turret
|
|
var/last_fired = 0 // 1: if the turret is cooling down from a shot, 0: turret is ready to fire
|
|
var/shot_delay = 15 // 1.5 seconds between each shot
|
|
|
|
var/check_records = 1 // checks if it can use the security records
|
|
var/criminals = 1 // checks if it can shoot people on arrest
|
|
var/auth_weapons = 0 // checks if it can shoot people that have a weapon they aren't authorized to have
|
|
var/stun_all = 0 // if this is active, the turret shoots everything that isn't security or head of staff
|
|
var/check_anomalies = 1 // checks if it can shoot at unidentified lifeforms (ie xenos)
|
|
var/ai = 0 // if active, will shoot at anything not an AI or cyborg
|
|
|
|
var/attacked = 0 // if set to 1, the turret gets pissed off and shoots at people nearby (unless they have sec access!)
|
|
|
|
//var/emagged = 0 // 1: emagged, 0: not emagged
|
|
var/on = 1 // determines if the turret is on
|
|
var/disabled = 0
|
|
|
|
var/datum/effect/effect/system/spark_spread/spark_system // the spark system, used for generating... sparks?
|
|
|
|
New()
|
|
..()
|
|
icon_state = "[lasercolor]grey_target_prism"
|
|
// Sets up a spark system
|
|
spark_system = new /datum/effect/effect/system/spark_spread
|
|
spark_system.set_up(5, 0, src)
|
|
spark_system.attach(src)
|
|
sleep(10)
|
|
if(!installation)// if for some reason the turret has no gun (ie, admin spawned) it resorts to basic taser shots
|
|
projectile = /obj/item/projectile/beam/stun//holder for the projectile, here it is being set
|
|
eprojectile = /obj/item/projectile/beam//holder for the projectile when emagged, if it is different
|
|
reqpower = 200
|
|
sound = 1
|
|
iconholder = 1
|
|
else
|
|
var/obj/item/weapon/gun/energy/E=new installation
|
|
// All energy-based weapons are applicable
|
|
switch(E.type)
|
|
if(/obj/item/weapon/gun/energy/laser/bluetag)
|
|
projectile = /obj/item/projectile/beam/lastertag/blue
|
|
eprojectile = /obj/item/projectile/beam/lastertag/omni//This bolt will stun ERRYONE with a vest
|
|
iconholder = null
|
|
reqpower = 100
|
|
lasercolor = "b"
|
|
req_access = list(access_maint_tunnels)
|
|
check_records = 0
|
|
criminals = 0
|
|
auth_weapons = 1
|
|
stun_all = 0
|
|
check_anomalies = 0
|
|
shot_delay = 30
|
|
|
|
if(/obj/item/weapon/gun/energy/laser/redtag)
|
|
projectile = /obj/item/projectile/beam/lastertag/red
|
|
eprojectile = /obj/item/projectile/beam/lastertag/omni
|
|
iconholder = null
|
|
reqpower = 100
|
|
lasercolor = "r"
|
|
req_access = list(access_maint_tunnels)
|
|
check_records = 0
|
|
criminals = 0
|
|
auth_weapons = 1
|
|
stun_all = 0
|
|
check_anomalies = 0
|
|
shot_delay = 30
|
|
|
|
if(/obj/item/weapon/gun/energy/laser/practice)
|
|
projectile = /obj/item/projectile/beam/practice
|
|
eprojectile = /obj/item/projectile/beam
|
|
iconholder = null
|
|
reqpower = 100
|
|
|
|
if(/obj/item/weapon/gun/energy/pulse_rifle)
|
|
projectile = /obj/item/projectile/beam/pulse
|
|
eprojectile = projectile
|
|
iconholder = null
|
|
reqpower = 700
|
|
|
|
if(/obj/item/weapon/gun/energy/staff)
|
|
projectile = /obj/item/projectile/change
|
|
eprojectile = projectile
|
|
iconholder = 1
|
|
reqpower = 700
|
|
|
|
if(/obj/item/weapon/gun/energy/ionrifle)
|
|
projectile = /obj/item/projectile/ion
|
|
eprojectile = projectile
|
|
iconholder = 1
|
|
reqpower = 700
|
|
|
|
if(/obj/item/weapon/gun/energy/taser)
|
|
projectile = /obj/item/projectile/beam/stun
|
|
eprojectile = projectile
|
|
iconholder = 1
|
|
reqpower = 200
|
|
|
|
if(/obj/item/weapon/gun/energy/stunrevolver)
|
|
projectile = /obj/item/projectile/energy/electrode
|
|
eprojectile = projectile
|
|
iconholder = 1
|
|
reqpower = 200
|
|
|
|
if(/obj/item/weapon/gun/energy/lasercannon)
|
|
projectile = /obj/item/projectile/beam/heavylaser
|
|
eprojectile = projectile
|
|
iconholder = null
|
|
reqpower = 600
|
|
|
|
if(/obj/item/weapon/gun/energy/decloner)
|
|
projectile = /obj/item/projectile/energy/declone
|
|
eprojectile = projectile
|
|
iconholder = null
|
|
reqpower = 600
|
|
|
|
if(/obj/item/weapon/gun/energy/crossbow/largecrossbow)
|
|
projectile = /obj/item/projectile/energy/bolt/large
|
|
eprojectile = projectile
|
|
iconholder = null
|
|
reqpower = 125
|
|
|
|
if(/obj/item/weapon/gun/energy/crossbow)
|
|
projectile = /obj/item/projectile/energy/bolt
|
|
eprojectile = projectile
|
|
iconholder = null
|
|
reqpower = 50
|
|
|
|
if(/obj/item/weapon/gun/energy/laser)
|
|
projectile = /obj/item/projectile/beam
|
|
eprojectile = projectile
|
|
iconholder = null
|
|
reqpower = 500
|
|
|
|
else // Energy gun shots
|
|
projectile = /obj/item/projectile/beam/stun// if it hasn't been emagged, it uses normal taser shots
|
|
eprojectile = /obj/item/projectile/beam//If it has, going to kill mode
|
|
iconholder = 1
|
|
egun = 1
|
|
reqpower = 200
|
|
|
|
Del()
|
|
// deletes its own cover with it
|
|
del(cover)
|
|
..()
|
|
|
|
|
|
/obj/machinery/porta_turret/attack_ai(mob/user as mob)
|
|
return attack_hand(user)
|
|
|
|
/obj/machinery/porta_turret/attack_hand(mob/user as mob)
|
|
. = ..()
|
|
if (.)
|
|
return
|
|
var/dat
|
|
|
|
// The browse() text, similar to ED-209s and beepskies.
|
|
if(!(src.lasercolor))//Lasertag turrets have less options
|
|
dat += text({"
|
|
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
|
|
Status: []<BR>
|
|
Behaviour controls are [src.locked ? "locked" : "unlocked"]"},
|
|
|
|
"<A href='?src=\ref[src];power=1'>[src.on ? "On" : "Off"]</A>" )
|
|
|
|
if(!src.locked)
|
|
dat += text({"<BR>
|
|
Check for Weapon Authorization: []<BR>
|
|
Check Security Records: []<BR>
|
|
Neutralize Identified Criminals: []<BR>
|
|
Neutralize All Non-Security and Non-Command Personnel: []<BR>
|
|
Neutralize All Unidentified Life Signs: []<BR>"},
|
|
|
|
"<A href='?src=\ref[src];operation=authweapon'>[src.auth_weapons ? "Yes" : "No"]</A>",
|
|
"<A href='?src=\ref[src];operation=checkrecords'>[src.check_records ? "Yes" : "No"]</A>",
|
|
"<A href='?src=\ref[src];operation=shootcrooks'>[src.criminals ? "Yes" : "No"]</A>",
|
|
"<A href='?src=\ref[src];operation=shootall'>[stun_all ? "Yes" : "No"]</A>",
|
|
"<A href='?src=\ref[src];operation=checkxenos'>[check_anomalies ? "Yes" : "No"]</A>" )
|
|
else
|
|
if(istype(user,/mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = user
|
|
if(((src.lasercolor) == "b") && (istype(H.wear_suit, /obj/item/clothing/suit/redtag)))
|
|
return
|
|
if(((src.lasercolor) == "r") && (istype(H.wear_suit, /obj/item/clothing/suit/bluetag)))
|
|
return
|
|
dat += text({"
|
|
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
|
|
Status: []<BR>"},
|
|
|
|
"<A href='?src=\ref[src];power=1'>[src.on ? "On" : "Off"]</A>" )
|
|
|
|
|
|
user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
|
|
onclose(user, "autosec")
|
|
return
|
|
|
|
/obj/machinery/porta_turret/Topic(href, href_list)
|
|
if (..())
|
|
return
|
|
usr.set_machine(src)
|
|
src.add_fingerprint(usr)
|
|
if ((href_list["power"]) && (src.allowed(usr)))
|
|
if(anchored) // you can't turn a turret on/off if it's not anchored/secured
|
|
on = !on // toggle on/off
|
|
else
|
|
usr << "\red It has to be secured first!"
|
|
|
|
updateUsrDialog()
|
|
return
|
|
|
|
switch(href_list["operation"])
|
|
// toggles customizable behavioural protocols
|
|
|
|
if ("authweapon")
|
|
src.auth_weapons = !src.auth_weapons
|
|
if ("checkrecords")
|
|
src.check_records = !src.check_records
|
|
if ("shootcrooks")
|
|
src.criminals = !src.criminals
|
|
if("shootall")
|
|
stun_all = !stun_all
|
|
updateUsrDialog()
|
|
|
|
|
|
/obj/machinery/porta_turret/power_change()
|
|
|
|
if(!anchored)
|
|
icon_state = "turretCover"
|
|
return
|
|
|
|
..()
|
|
if(stat & BROKEN)
|
|
icon_state = "[lasercolor]destroyed_target_prism"
|
|
else
|
|
if( !(stat & NOPOWER) )
|
|
if (on)
|
|
if (installation == /obj/item/weapon/gun/energy/laser || installation == /obj/item/weapon/gun/energy/pulse_rifle)
|
|
// laser guns and pulse rifles have an orange icon
|
|
icon_state = "[lasercolor]orange_target_prism"
|
|
else
|
|
// anything else has a blue icon
|
|
icon_state = "[lasercolor]target_prism"
|
|
else
|
|
icon_state = "[lasercolor]grey_target_prism"
|
|
else
|
|
spawn(rand(0, 15))
|
|
src.icon_state = "[lasercolor]grey_target_prism"
|
|
|
|
|
|
|
|
/obj/machinery/porta_turret/attackby(obj/item/W as obj, mob/user as mob)
|
|
if(stat & BROKEN)
|
|
if(istype(W, /obj/item/weapon/crowbar))
|
|
|
|
// If the turret is destroyed, you can remove it with a crowbar to
|
|
// try and salvage its components
|
|
user << "You begin prying the metal coverings off."
|
|
sleep(20)
|
|
if(prob(70))
|
|
user << "You remove the turret and salvage some components."
|
|
if(installation)
|
|
var/obj/item/weapon/gun/energy/Gun = new installation(src.loc)
|
|
Gun.power_supply.charge=gun_charge
|
|
Gun.update_icon()
|
|
lasercolor = null
|
|
if(prob(50)) new /obj/item/stack/sheet/metal( loc, rand(1,4))
|
|
if(prob(50)) new /obj/item/device/assembly/prox_sensor(locate(x,y,z))
|
|
else
|
|
user << "You remove the turret but did not manage to salvage anything."
|
|
del(src)
|
|
|
|
|
|
if ((istype(W, /obj/item/weapon/card/emag)) && (!src.emagged))
|
|
// Emagging the turret makes it go bonkers and stun everyone. It also makes
|
|
// the turret shoot much, much faster.
|
|
|
|
user << "\red You short out [src]'s threat assessment circuits."
|
|
spawn(0)
|
|
for(var/mob/O in hearers(src, null))
|
|
O.show_message("\red [src] hums oddly...", 1)
|
|
emagged = 1
|
|
src.on = 0 // turns off the turret temporarily
|
|
sleep(60) // 6 seconds for the traitor to gtfo of the area before the turret decides to ruin his shit
|
|
on = 1 // turns it back on. The cover popUp() popDown() are automatically called in process(), no need to define it here
|
|
|
|
else if((istype(W, /obj/item/weapon/wrench)) && (!on))
|
|
if(raised) return
|
|
// This code handles moving the turret around. After all, it's a portable turret!
|
|
|
|
if(!anchored)
|
|
anchored = 1
|
|
invisibility = INVISIBILITY_LEVEL_TWO
|
|
icon_state = "[lasercolor]grey_target_prism"
|
|
user << "You secure the exterior bolts on the turret."
|
|
cover=new/obj/machinery/porta_turret_cover(src.loc) // create a new turret. While this is handled in process(), this is to workaround a bug where the turret becomes invisible for a split second
|
|
cover.Parent_Turret = src // make the cover's parent src
|
|
else
|
|
anchored = 0
|
|
user << "You unsecure the exterior bolts on the turret."
|
|
icon_state = "turretCover"
|
|
invisibility = 0
|
|
del(cover) // deletes the cover, and the turret instance itself becomes its own cover.
|
|
|
|
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
|
|
// Behavior lock/unlock mangement
|
|
if (allowed(user))
|
|
locked = !src.locked
|
|
user << "Controls are now [locked ? "locked." : "unlocked."]"
|
|
else
|
|
user << "\red Access denied."
|
|
|
|
else
|
|
// if the turret was attacked with the intention of harming it:
|
|
src.health -= W.force * 0.5
|
|
if (src.health <= 0)
|
|
src.die()
|
|
if ((W.force * 0.5) > 1) // if the force of impact dealt at least 1 damage, the turret gets pissed off
|
|
if(!attacked && !emagged)
|
|
attacked = 1
|
|
spawn()
|
|
sleep(60)
|
|
attacked = 0
|
|
..()
|
|
|
|
|
|
|
|
/obj/machinery/porta_turret/bullet_act(var/obj/item/projectile/Proj)
|
|
if(on)
|
|
if(!attacked && !emagged)
|
|
attacked = 1
|
|
spawn()
|
|
sleep(60)
|
|
attacked = 0
|
|
|
|
src.health -= Proj.damage
|
|
..()
|
|
if(prob(45) && Proj.damage > 0) src.spark_system.start()
|
|
if (src.health <= 0)
|
|
src.die() // the death process :(
|
|
if((src.lasercolor == "b") && (src.disabled == 0))
|
|
if(istype(Proj, /obj/item/projectile/beam/lastertag/red))
|
|
src.disabled = 1
|
|
del (Proj)
|
|
sleep(100)
|
|
src.disabled = 0
|
|
if((src.lasercolor == "r") && (src.disabled == 0))
|
|
if(istype(Proj, /obj/item/projectile/beam/lastertag/blue))
|
|
src.disabled = 1
|
|
del (Proj)
|
|
sleep(100)
|
|
src.disabled = 0
|
|
return
|
|
|
|
/obj/machinery/porta_turret/emp_act(severity)
|
|
if(on)
|
|
// if the turret is on, the EMP no matter how severe disables the turret for a while
|
|
// and scrambles its settings, with a slight chance of having an emag effect
|
|
check_records=pick(0,1)
|
|
criminals=pick(0,1)
|
|
auth_weapons=pick(0,1)
|
|
stun_all=pick(0,0,0,0,1) // stun_all is a pretty big deal, so it's least likely to get turned on
|
|
if(prob(5)) emagged=1
|
|
on=0
|
|
sleep(rand(60,600))
|
|
if(!on)
|
|
on=1
|
|
|
|
..()
|
|
|
|
/obj/machinery/porta_turret/ex_act(severity)
|
|
if(severity >= 3) // turret dies if an explosion touches it!
|
|
del(src)
|
|
else
|
|
src.die()
|
|
|
|
/obj/machinery/porta_turret/proc/die() // called when the turret dies, ie, health <= 0
|
|
src.health = 0
|
|
src.density = 0
|
|
src.stat |= BROKEN // enables the BROKEN bit
|
|
src.icon_state = "[lasercolor]destroyed_target_prism"
|
|
invisibility=0
|
|
src.spark_system.start() // creates some sparks because they look cool
|
|
src.density=1
|
|
del(cover) // deletes the cover - no need on keeping it there!
|
|
|
|
|
|
|
|
/obj/machinery/porta_turret/process()
|
|
// the main machinery process
|
|
|
|
set background = 1
|
|
|
|
if(src.cover==null && anchored) // if it has no cover and is anchored
|
|
if (stat & BROKEN) // if the turret is borked
|
|
del(cover) // delete its cover, assuming it has one. Workaround for a pesky little bug
|
|
else
|
|
|
|
src.cover = new /obj/machinery/porta_turret_cover(src.loc) // if the turret has no cover and is anchored, give it a cover
|
|
src.cover.Parent_Turret = src // assign the cover its Parent_Turret, which would be this (src)
|
|
|
|
if(stat & (NOPOWER|BROKEN))
|
|
// if the turret has no power or is broken, make the turret pop down if it hasn't already
|
|
popDown()
|
|
return
|
|
|
|
if(!on)
|
|
// if the turret is off, make it pop down
|
|
popDown()
|
|
return
|
|
|
|
var/list/targets = list() // list of primary targets
|
|
var/list/secondarytargets = list() // targets that are least important
|
|
|
|
if(src.check_anomalies) // if its set to check for xenos/carps, check for non-mob "crittersssss"(And simple_animals)
|
|
for(var/mob/living/simple_animal/C in view(7,src))
|
|
if(!C.stat)
|
|
targets += C
|
|
|
|
for (var/mob/living/carbon/C in view(7,src)) // loops through all living carbon-based lifeforms in view(12)
|
|
if(istype(C, /mob/living/carbon/alien) && src.check_anomalies) // git those fukken xenos
|
|
if(!C.stat) // if it's dead/dying, there's no need to keep shooting at it.
|
|
targets += C
|
|
|
|
else
|
|
if(emagged) // if emagged, HOLY SHIT EVERYONE IS DANGEROUS beep boop beep
|
|
targets += C
|
|
else
|
|
if (C.stat || C.handcuffed) // if the perp is handcuffed or dead/dying, no need to bother really
|
|
continue // move onto next potential victim!
|
|
|
|
var/dst = get_dist(src, C) // if it's too far away, why bother?
|
|
if (dst > 7)
|
|
continue
|
|
|
|
if(ai) // If it's set to attack all nonsilicons, target them!
|
|
if(C.lying)
|
|
if(lasercolor)
|
|
continue
|
|
else
|
|
secondarytargets += C
|
|
continue
|
|
else
|
|
targets += C
|
|
continue
|
|
|
|
if (istype(C, /mob/living/carbon/human)) // if the target is a human, analyze threat level
|
|
if(src.assess_perp(C)<4)
|
|
continue // if threat level < 4, keep going
|
|
|
|
else if (istype(C, /mob/living/carbon/monkey))
|
|
continue // Don't target monkeys or borgs/AIs you dumb shit
|
|
|
|
if (C.lying) // if the perp is lying down, it's still a target but a less-important target
|
|
secondarytargets += C
|
|
continue
|
|
|
|
targets += C // if the perp has passed all previous tests, congrats, it is now a "shoot-me!" nominee
|
|
|
|
if (targets.len>0) // if there are targets to shoot
|
|
|
|
var/atom/t = pick(targets) // pick a perp from the list of targets. Targets go first because they are the most important
|
|
|
|
if (istype(t, /mob/living)) // if a mob
|
|
var/mob/living/M = t // simple typecasting
|
|
if (M.stat!=2) // if the target is not dead
|
|
spawn() popUp() // pop the turret up if it's not already up.
|
|
dir=get_dir(src,M) // even if you can't shoot, follow the target
|
|
spawn() shootAt(M) // shoot the target, finally
|
|
|
|
else
|
|
if(secondarytargets.len>0) // if there are no primary targets, go for secondary targets
|
|
var/mob/t = pick(secondarytargets)
|
|
if (istype(t, /mob/living))
|
|
if (t.stat!=2)
|
|
spawn() popUp()
|
|
dir=get_dir(src,t)
|
|
shootAt(t)
|
|
else
|
|
spawn() popDown()
|
|
|
|
/obj/machinery/porta_turret/proc
|
|
popUp() // pops the turret up
|
|
if(disabled)
|
|
return
|
|
if(raising || raised) return
|
|
if(stat & BROKEN) return
|
|
invisibility=0
|
|
raising=1
|
|
flick("popup",cover)
|
|
sleep(5)
|
|
sleep(5)
|
|
raising=0
|
|
cover.icon_state="openTurretCover"
|
|
raised=1
|
|
layer=4
|
|
|
|
popDown() // pops the turret down
|
|
if(disabled)
|
|
return
|
|
if(raising || !raised) return
|
|
if(stat & BROKEN) return
|
|
layer=3
|
|
raising=1
|
|
flick("popdown",cover)
|
|
sleep(10)
|
|
raising=0
|
|
cover.icon_state="turretCover"
|
|
raised=0
|
|
invisibility=2
|
|
icon_state="[lasercolor]grey_target_prism"
|
|
|
|
|
|
/obj/machinery/porta_turret/proc/assess_perp(mob/living/carbon/human/perp as mob)
|
|
var/threatcount = 0 // the integer returned
|
|
|
|
if(src.emagged) return 10 // if emagged, always return 10.
|
|
|
|
if((stun_all && !src.allowed(perp)) || attacked && !src.allowed(perp))
|
|
// if the turret has been attacked or is angry, target all non-sec people
|
|
if(!src.allowed(perp))
|
|
return 10
|
|
|
|
if(auth_weapons) // check for weapon authorization
|
|
if((isnull(perp.wear_id)) || (istype(perp.wear_id.GetID(), /obj/item/weapon/card/id/syndicate)))
|
|
|
|
if((src.allowed(perp)) && !(src.lasercolor)) // if the perp has security access, return 0
|
|
return 0
|
|
|
|
if((istype(perp.l_hand, /obj/item/weapon/gun) && !istype(perp.l_hand, /obj/item/weapon/gun/projectile/shotgun)) || istype(perp.l_hand, /obj/item/weapon/melee/baton))
|
|
threatcount += 4
|
|
|
|
if((istype(perp.r_hand, /obj/item/weapon/gun) && !istype(perp.r_hand, /obj/item/weapon/gun/projectile/shotgun)) || istype(perp.r_hand, /obj/item/weapon/melee/baton))
|
|
threatcount += 4
|
|
|
|
if(istype(perp.belt, /obj/item/weapon/gun) || istype(perp.belt, /obj/item/weapon/melee/baton))
|
|
threatcount += 2
|
|
|
|
if((src.lasercolor) == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
|
|
threatcount = 0//But does not target anyone else
|
|
if(istype(perp.wear_suit, /obj/item/clothing/suit/redtag))
|
|
threatcount += 4
|
|
if((istype(perp.r_hand,/obj/item/weapon/gun/energy/laser/redtag)) || (istype(perp.l_hand,/obj/item/weapon/gun/energy/laser/redtag)))
|
|
threatcount += 4
|
|
if(istype(perp.belt, /obj/item/weapon/gun/energy/laser/redtag))
|
|
threatcount += 2
|
|
|
|
if((src.lasercolor) == "r")
|
|
threatcount = 0
|
|
if(istype(perp.wear_suit, /obj/item/clothing/suit/bluetag))
|
|
threatcount += 4
|
|
if((istype(perp.r_hand,/obj/item/weapon/gun/energy/laser/bluetag)) || (istype(perp.l_hand,/obj/item/weapon/gun/energy/laser/bluetag)))
|
|
threatcount += 4
|
|
if(istype(perp.belt, /obj/item/weapon/gun/energy/laser/bluetag))
|
|
threatcount += 2
|
|
|
|
if (src.check_records) // if the turret can check the records, check if they are set to *Arrest* on records
|
|
for (var/datum/data/record/E in data_core.general)
|
|
|
|
var/perpname = perp.name
|
|
if (perp.wear_id)
|
|
var/obj/item/weapon/card/id/id = perp.wear_id.GetID()
|
|
if (id)
|
|
perpname = id.registered_name
|
|
|
|
if (E.fields["name"] == perpname)
|
|
for (var/datum/data/record/R in data_core.security)
|
|
if ((R.fields["id"] == E.fields["id"]) && (R.fields["criminal"] == "*Arrest*"))
|
|
threatcount = 4
|
|
break
|
|
|
|
|
|
|
|
return threatcount
|
|
|
|
|
|
|
|
|
|
|
|
/obj/machinery/porta_turret/proc/shootAt(var/atom/movable/target) // shoots at a target
|
|
if(disabled)
|
|
return
|
|
|
|
if(lasercolor && (istype(target,/mob/living/carbon/human)))
|
|
var/mob/living/carbon/human/H = target
|
|
if(H.lying)
|
|
return
|
|
|
|
if(!emagged) // if it hasn't been emagged, it has to obey a cooldown rate
|
|
if(last_fired || !raised) return // prevents rapid-fire shooting, unless it's been emagged
|
|
last_fired = 1
|
|
spawn()
|
|
sleep(shot_delay)
|
|
last_fired = 0
|
|
|
|
var/turf/T = get_turf(src)
|
|
var/turf/U = get_turf(target)
|
|
if (!istype(T) || !istype(U))
|
|
return
|
|
|
|
if (!raised) // the turret has to be raised in order to fire - makes sense, right?
|
|
return
|
|
|
|
|
|
// any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
|
|
|
|
if(iconholder)
|
|
icon_state = "[lasercolor]target_prism"
|
|
else
|
|
icon_state = "[lasercolor]orange_target_prism"
|
|
if(sound)
|
|
playsound(src.loc, 'sound/weapons/Taser.ogg', 75, 1)
|
|
var/obj/item/projectile/A
|
|
if(emagged)
|
|
A = new eprojectile( loc )
|
|
else
|
|
A = new projectile( loc )
|
|
A.original = target.loc
|
|
if(!emagged)
|
|
use_power(reqpower)
|
|
else
|
|
use_power((reqpower*2))
|
|
// Shooting Code:
|
|
A.current = T
|
|
A.yo = U.y - T.y
|
|
A.xo = U.x - T.x
|
|
spawn( 1 )
|
|
A.process()
|
|
return
|
|
|
|
|
|
|
|
/*
|
|
|
|
Portable turret constructions
|
|
|
|
Known as "turret frame"s
|
|
|
|
*/
|
|
|
|
/obj/machinery/porta_turret_construct
|
|
name = "turret frame"
|
|
icon = 'icons/obj/turrets.dmi'
|
|
icon_state = "turret_frame"
|
|
density=1
|
|
var/build_step = 0 // the current step in the building process
|
|
var/finish_name="turret" // the name applied to the product turret
|
|
var/installation = null // the gun type installed
|
|
var/gun_charge = 0 // the gun charge of the gun type installed
|
|
|
|
|
|
|
|
/obj/machinery/porta_turret_construct/attackby(obj/item/W as obj, mob/user as mob)
|
|
|
|
// this is a bit unweildy but self-explanitory
|
|
switch(build_step)
|
|
if(0) // first step
|
|
if(istype(W, /obj/item/weapon/wrench) && !anchored)
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
|
user << "\blue You secure the external bolts."
|
|
anchored = 1
|
|
build_step = 1
|
|
return
|
|
|
|
else if(istype(W, /obj/item/weapon/crowbar) && !anchored)
|
|
playsound(src.loc, 'sound/items/Crowbar.ogg', 75, 1)
|
|
user << "You dismantle the turret construction."
|
|
new /obj/item/stack/sheet/metal( loc, 5)
|
|
del(src)
|
|
return
|
|
|
|
if(1)
|
|
if(istype(W, /obj/item/stack/sheet/metal))
|
|
if(W:amount>=2) // requires 2 metal sheets
|
|
user << "\blue You add some metal armor to the interior frame."
|
|
build_step = 2
|
|
W:amount -= 2
|
|
icon_state = "turret_frame2"
|
|
if(W:amount <= 0)
|
|
del(W)
|
|
return
|
|
|
|
else if(istype(W, /obj/item/weapon/wrench))
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
|
user << "You unfasten the external bolts."
|
|
anchored = 0
|
|
build_step = 0
|
|
return
|
|
|
|
|
|
if(2)
|
|
if(istype(W, /obj/item/weapon/wrench))
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
|
user << "\blue You bolt the metal armor into place."
|
|
build_step = 3
|
|
return
|
|
|
|
else if(istype(W, /obj/item/weapon/weldingtool))
|
|
var/obj/item/weapon/weldingtool/WT = W
|
|
if(!WT.isOn()) return
|
|
if (WT.get_fuel() < 5) // uses up 5 fuel.
|
|
user << "\red You need more fuel to complete this task."
|
|
return
|
|
|
|
playsound(src.loc, pick('sound/items/Welder.ogg', 'sound/items/Welder2.ogg'), 50, 1)
|
|
if(do_after(user, 20))
|
|
if(!src || !WT.remove_fuel(5, user)) return
|
|
build_step = 1
|
|
user << "You remove the turret's interior metal armor."
|
|
new /obj/item/stack/sheet/metal( loc, 2)
|
|
return
|
|
|
|
|
|
if(3)
|
|
if(istype(W, /obj/item/weapon/gun/energy)) // the gun installation part
|
|
|
|
var/obj/item/weapon/gun/energy/E = W // typecasts the item to an energy gun
|
|
installation = W.type // installation becomes W.type
|
|
gun_charge = E.power_supply.charge // the gun's charge is stored in src.gun_charge
|
|
user << "\blue You add \the [W] to the turret."
|
|
build_step = 4
|
|
del(W) // delete the gun :(
|
|
return
|
|
|
|
else if(istype(W, /obj/item/weapon/wrench))
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
|
user << "You remove the turret's metal armor bolts."
|
|
build_step = 2
|
|
return
|
|
|
|
if(4)
|
|
if(isprox(W))
|
|
build_step = 5
|
|
user << "\blue You add the prox sensor to the turret."
|
|
del(W)
|
|
return
|
|
|
|
// attack_hand() removes the gun
|
|
|
|
if(5)
|
|
if(istype(W, /obj/item/weapon/screwdriver))
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
|
build_step = 6
|
|
user << "\blue You close the internal access hatch."
|
|
return
|
|
|
|
// attack_hand() removes the prox sensor
|
|
|
|
if(6)
|
|
if(istype(W, /obj/item/stack/sheet/metal))
|
|
if(W:amount>=2)
|
|
user << "\blue You add some metal armor to the exterior frame."
|
|
build_step = 7
|
|
W:amount -= 2
|
|
if(W:amount <= 0)
|
|
del(W)
|
|
return
|
|
|
|
else if(istype(W, /obj/item/weapon/screwdriver))
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
|
build_step = 5
|
|
user << "You open the internal access hatch."
|
|
return
|
|
|
|
if(7)
|
|
if(istype(W, /obj/item/weapon/weldingtool))
|
|
var/obj/item/weapon/weldingtool/WT = W
|
|
if(!WT.isOn()) return
|
|
if (WT.get_fuel() < 5)
|
|
user << "\red You need more fuel to complete this task."
|
|
|
|
playsound(src.loc, pick('sound/items/Welder.ogg', 'sound/items/Welder2.ogg'), 50, 1)
|
|
if(do_after(user, 30))
|
|
if(!src || !WT.remove_fuel(5, user)) return
|
|
build_step = 8
|
|
user << "\blue You weld the turret's armor down."
|
|
|
|
// The final step: create a full turret
|
|
var/obj/machinery/porta_turret/Turret = new/obj/machinery/porta_turret(locate(x,y,z))
|
|
Turret.name = finish_name
|
|
Turret.installation = src.installation
|
|
Turret.gun_charge = src.gun_charge
|
|
|
|
// Turret.cover=new/obj/machinery/porta_turret_cover(src.loc)
|
|
// Turret.cover.Parent_Turret=Turret
|
|
// Turret.cover.name = finish_name
|
|
Turret.New()
|
|
del(src)
|
|
|
|
else if(istype(W, /obj/item/weapon/crowbar))
|
|
playsound(src.loc, 'sound/items/Crowbar.ogg', 75, 1)
|
|
user << "You pry off the turret's exterior armor."
|
|
new /obj/item/stack/sheet/metal( loc, 2)
|
|
build_step = 6
|
|
return
|
|
|
|
if (istype(W, /obj/item/weapon/pen)) // you can rename turrets like bots!
|
|
var/t = input(user, "Enter new turret name", src.name, src.finish_name) as text
|
|
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
|
|
if (!t)
|
|
return
|
|
if (!in_range(src, usr) && src.loc != usr)
|
|
return
|
|
|
|
src.finish_name = t
|
|
return
|
|
..()
|
|
|
|
|
|
|
|
/obj/machinery/porta_turret_construct/attack_hand(mob/user as mob)
|
|
switch(build_step)
|
|
if(4)
|
|
if(!installation) return
|
|
build_step = 3
|
|
|
|
var/obj/item/weapon/gun/energy/Gun = new installation(src.loc)
|
|
Gun.power_supply.charge=gun_charge
|
|
Gun.update_icon()
|
|
installation = null
|
|
gun_charge = 0
|
|
user << "You remove \the [Gun] from the turret frame."
|
|
|
|
if(5)
|
|
user << "You remove the prox sensor from the turret frame."
|
|
new/obj/item/device/assembly/prox_sensor(locate(x,y,z))
|
|
build_step = 4
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/obj/machinery/porta_turret_cover
|
|
name = "turret"
|
|
icon = 'icons/obj/turrets.dmi'
|
|
icon_state = "turretCover"
|
|
anchored = 1
|
|
layer = 3.5
|
|
density = 0
|
|
var/obj/machinery/porta_turret/Parent_Turret = null
|
|
|
|
|
|
|
|
// The below code is pretty much just recoded from the initial turret object. It's necessary but uncommented because it's exactly the same!
|
|
|
|
/obj/machinery/porta_turret_cover/attack_ai(mob/user as mob)
|
|
. = ..()
|
|
if (.)
|
|
return
|
|
var/dat
|
|
if(!(Parent_Turret.lasercolor))
|
|
dat += text({"
|
|
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
|
|
Status: []<BR>
|
|
Behaviour controls are [Parent_Turret.locked ? "locked" : "unlocked"]"},
|
|
|
|
"<A href='?src=\ref[src];power=1'>[Parent_Turret.on ? "On" : "Off"]</A>" )
|
|
|
|
|
|
dat += text({"<BR>
|
|
Check for Weapon Authorization: []<BR>
|
|
Check Security Records: []<BR>
|
|
Neutralize Identified Criminals: []<BR>
|
|
Neutralize All Non-Security and Non-Command Personnel: []<BR>
|
|
Neutralize All Unidentified Life Signs: []<BR>"},
|
|
|
|
"<A href='?src=\ref[src];operation=authweapon'>[Parent_Turret.auth_weapons ? "Yes" : "No"]</A>",
|
|
"<A href='?src=\ref[src];operation=checkrecords'>[Parent_Turret.check_records ? "Yes" : "No"]</A>",
|
|
"<A href='?src=\ref[src];operation=shootcrooks'>[Parent_Turret.criminals ? "Yes" : "No"]</A>",
|
|
"<A href='?src=\ref[src];operation=shootall'>[Parent_Turret.stun_all ? "Yes" : "No"]</A>" ,
|
|
"<A href='?src=\ref[src];operation=checkxenos'>[Parent_Turret.check_anomalies ? "Yes" : "No"]</A>" )
|
|
else
|
|
dat += text({"
|
|
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
|
|
Status: []<BR>"},
|
|
|
|
"<A href='?src=\ref[src];power=1'>[Parent_Turret.on ? "On" : "Off"]</A>" )
|
|
|
|
user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
|
|
onclose(user, "autosec")
|
|
return
|
|
|
|
/obj/machinery/porta_turret_cover/attack_hand(mob/user as mob)
|
|
. = ..()
|
|
if (.)
|
|
return
|
|
var/dat
|
|
if(!(Parent_Turret.lasercolor))
|
|
dat += text({"
|
|
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
|
|
Status: []<BR>
|
|
Behaviour controls are [Parent_Turret.locked ? "locked" : "unlocked"]"},
|
|
|
|
"<A href='?src=\ref[src];power=1'>[Parent_Turret.on ? "On" : "Off"]</A>" )
|
|
|
|
if(!Parent_Turret.locked)
|
|
dat += text({"<BR>
|
|
Check for Weapon Authorization: []<BR>
|
|
Check Security Records: []<BR>
|
|
Neutralize Identified Criminals: []<BR>
|
|
Neutralize All Non-Security and Non-Command Personnel: []<BR>
|
|
Neutralize All Unidentified Life Signs: []<BR>"},
|
|
|
|
"<A href='?src=\ref[src];operation=authweapon'>[Parent_Turret.auth_weapons ? "Yes" : "No"]</A>",
|
|
"<A href='?src=\ref[src];operation=checkrecords'>[Parent_Turret.check_records ? "Yes" : "No"]</A>",
|
|
"<A href='?src=\ref[src];operation=shootcrooks'>[Parent_Turret.criminals ? "Yes" : "No"]</A>",
|
|
"<A href='?src=\ref[src];operation=shootall'>[Parent_Turret.stun_all ? "Yes" : "No"]</A>" ,
|
|
"<A href='?src=\ref[src];operation=checkxenos'>[Parent_Turret.check_anomalies ? "Yes" : "No"]</A>" )
|
|
else
|
|
if(istype(user,/mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = user
|
|
if(((Parent_Turret.lasercolor) == "b") && (istype(H.wear_suit, /obj/item/clothing/suit/redtag)))
|
|
return
|
|
if(((Parent_Turret.lasercolor) == "r") && (istype(H.wear_suit, /obj/item/clothing/suit/bluetag)))
|
|
return
|
|
dat += text({"
|
|
<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
|
|
Status: []<BR>"},
|
|
|
|
"<A href='?src=\ref[src];power=1'>[Parent_Turret.on ? "On" : "Off"]</A>" )
|
|
|
|
|
|
|
|
user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
|
|
onclose(user, "autosec")
|
|
return
|
|
|
|
/obj/machinery/porta_turret_cover/Topic(href, href_list)
|
|
if (..())
|
|
return
|
|
usr.set_machine(src)
|
|
Parent_Turret.add_fingerprint(usr)
|
|
src.add_fingerprint(usr)
|
|
if ((href_list["power"]) && (Parent_Turret.allowed(usr)))
|
|
if(Parent_Turret.anchored)
|
|
if (Parent_Turret.on)
|
|
Parent_Turret.on=0
|
|
else
|
|
Parent_Turret.on=1
|
|
else
|
|
usr << "\red It has to be secured first!"
|
|
|
|
updateUsrDialog()
|
|
return
|
|
|
|
switch(href_list["operation"])
|
|
if ("authweapon")
|
|
Parent_Turret.auth_weapons = !Parent_Turret.auth_weapons
|
|
if ("checkrecords")
|
|
Parent_Turret.check_records = !Parent_Turret.check_records
|
|
if ("shootcrooks")
|
|
Parent_Turret.criminals = !Parent_Turret.criminals
|
|
if("shootall")
|
|
Parent_Turret.stun_all = !Parent_Turret.stun_all
|
|
if("checkxenos")
|
|
Parent_Turret.check_anomalies = !Parent_Turret.check_anomalies
|
|
|
|
updateUsrDialog()
|
|
|
|
|
|
|
|
/obj/machinery/porta_turret_cover/attackby(obj/item/W as obj, mob/user as mob)
|
|
|
|
if ((istype(W, /obj/item/weapon/card/emag)) && (!Parent_Turret.emagged))
|
|
user << "\red You short out [Parent_Turret]'s threat assessment circuits."
|
|
spawn(0)
|
|
for(var/mob/O in hearers(Parent_Turret, null))
|
|
O.show_message("\red [Parent_Turret] hums oddly...", 1)
|
|
Parent_Turret.emagged = 1
|
|
Parent_Turret.on = 0
|
|
sleep(40)
|
|
Parent_Turret.on = 1
|
|
|
|
else if((istype(W, /obj/item/weapon/wrench)) && (!Parent_Turret.on))
|
|
if(Parent_Turret.raised) return
|
|
|
|
if(!Parent_Turret.anchored)
|
|
Parent_Turret.anchored = 1
|
|
Parent_Turret.invisibility = INVISIBILITY_LEVEL_TWO
|
|
Parent_Turret.icon_state = "grey_target_prism"
|
|
user << "You secure the exterior bolts on the turret."
|
|
else
|
|
Parent_Turret.anchored = 0
|
|
user << "You unsecure the exterior bolts on the turret."
|
|
Parent_Turret.icon_state = "turretCover"
|
|
Parent_Turret.invisibility = 0
|
|
del(src)
|
|
|
|
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
|
|
if (Parent_Turret.allowed(user))
|
|
Parent_Turret.locked = !Parent_Turret.locked
|
|
user << "Controls are now [Parent_Turret.locked ? "locked." : "unlocked."]"
|
|
updateUsrDialog()
|
|
else
|
|
user << "\red Access denied."
|
|
|
|
else
|
|
Parent_Turret.health -= W.force * 0.5
|
|
if (Parent_Turret.health <= 0)
|
|
Parent_Turret.die()
|
|
if ((W.force * 0.5) > 2)
|
|
if(!Parent_Turret.attacked && !Parent_Turret.emagged)
|
|
Parent_Turret.attacked = 1
|
|
spawn()
|
|
sleep(30)
|
|
Parent_Turret.attacked = 0
|
|
..()
|
|
|
|
|
|
|
|
|
|
/obj/machinery/porta_turret/stationary
|
|
emagged = 1
|
|
|
|
New()
|
|
installation = new/obj/item/weapon/gun/energy/laser(src.loc)
|
|
..()
|