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CHOMPStation2/code/game/machinery/portable_turret.dm
CHOMPStation2StaffMirrorBot 1b8f394a14 [MIRROR] Makes uses of do_after sane (#11582)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-09-07 23:02:27 -04:00

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/* Portable Turrets:
Constructed from metal, a gun of choice, and a prox sensor.
This code is slightly more documented than normal, as requested by XSI on IRC.
*/
/datum/category_item/catalogue/technology/turret
name = "Turrets"
desc = "This imtimidating machine is essentially an automated gun. It is able to \
scan its immediate environment, and if it determines that a threat is nearby, it will \
open up, aim the barrel of the weapon at the threat, and engage it until the threat \
goes away, it dies (if using a lethal gun), or the turret is destroyed. This has made them \
well suited for long term defense for a static position, as electricity costs much \
less than hiring a person to stand around. Despite this, the lack of a sapient entity's \
judgement has sometimes lead to tragedy when turrets are poorly configured.\
<br><br>\
Early models generally had simple designs, and would shoot at anything that moved, with only \
the option to disable it remotely for maintenance or to let someone pass. More modern iterations \
of turrets have instead replaced those simple systems with intricate optical sensors and \
image recognition software that allow the turret to distinguish between several kinds of \
entities, and to only engage whatever their owners configured them to fight against.\
Some models also have the ability to switch between a lethal and non-lethal mode.\
<br><br>\
Today's cutting edge in static defense development has shifted away from improving the \
software of the turret, and instead towards the hardware. The newest solutions for \
automated protection includes new hardware capabilities such as thicker armor, more \
advanced integrated weapons, and some may even have been built with EM hardening in \
mind."
value = CATALOGUER_REWARD_MEDIUM
#define TURRET_PRIORITY_TARGET 2
#define TURRET_SECONDARY_TARGET 1
#define TURRET_NOT_TARGET 0
/obj/machinery/porta_turret
name = "turret"
catalogue_data = list(/datum/category_item/catalogue/technology/turret)
icon = 'icons/obj/turrets.dmi'
icon_state = "turret_cover_normal"
anchored = TRUE
density = FALSE
use_power = TRUE //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
power_channel = EQUIP //drains power from the EQUIPMENT channel
req_one_access = list(ACCESS_SECURITY, ACCESS_HEADS)
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
var/raised = FALSE //if the turret cover is "open" and the turret is raised
var/raising= FALSE //if the turret is currently opening or closing its cover
var/health = 80 //the turret's health
var/maxhealth = 80 //turrets maximal health.
var/auto_repair = FALSE //if 1 the turret slowly repairs itself.
var/locked = TRUE //if the turret's behaviour control access is locked
var/controllock = FALSE //if the turret responds to control panels
var/installation = /obj/item/gun/energy/gun //the type of weapon installed
var/gun_charge = 0 //the charge of the gun inserted
var/projectile = null //holder for bullettype
var/lethal_projectile = null //holder for the shot when emagged
var/reqpower = 500 //holder for power needed
var/turret_type = "normal"
var/icon_color = "blue"
var/lethal_icon_color = "blue"
var/last_fired = FALSE //TRUE: if the turret is cooling down from a shot, FALSE: turret is ready to fire
var/shot_delay = 1.5 SECONDS //1.5 seconds between each shot
var/targetting_is_configurable = TRUE // if false, you cannot change who this turret attacks via its UI
var/check_arrest = TRUE //checks if the perp is set to arrest
var/check_records = TRUE //checks if a security record exists at all
var/check_weapons = FALSE //checks if it can shoot people that have a weapon they aren't authorized to have
var/check_access = TRUE //if this is active, the turret shoots everything that does not meet the access requirements
var/check_anomalies = TRUE //checks if it can shoot at unidentified lifeforms (ie xenos)
var/check_synth = FALSE //if active, will shoot at anything not an AI or cyborg
var/check_all = FALSE //If active, will fire on anything, including synthetics.
var/ailock = FALSE // AI cannot use this
var/check_down = FALSE //If active, will shoot to kill when lethals are also on
var/faction = null //if set, will not fire at people in the same faction for any reason.
var/attacked = FALSE //if set to TRUE, the turret gets pissed off and shoots at people nearby (unless they have sec access!)
var/enabled = TRUE //determines if the turret is on
var/lethal = FALSE //whether in lethal or stun mode
var/lethal_is_configurable = TRUE // if false, its lethal setting cannot be changed
var/disabled = FALSE
var/shot_sound //what sound should play when the turret fires
var/lethal_shot_sound //what sound should play when the emagged turret fires
var/datum/effect/effect/system/spark_spread/spark_system //the spark system, used for generating... sparks?
var/wrenching = FALSE
var/last_target //last target fired at, prevents turrets from erratically firing at all valid targets in range
var/timeout = 10 // When a turret pops up, then finds nothing to shoot at, this number decrements until 0, when it pops down.
var/can_salvage = TRUE // If false, salvaging doesn't give you anything.
/obj/machinery/porta_turret/crescent
req_one_access = list(ACCESS_CENT_SPECOPS)
enabled = FALSE
ailock = TRUE
check_synth = FALSE
check_access = TRUE
check_arrest = TRUE
check_records = TRUE
check_weapons = TRUE
check_anomalies = TRUE
check_all = FALSE
check_down = TRUE
/obj/machinery/porta_turret/can_catalogue(mob/user) // Dead turrets can't be scanned.
if(stat & BROKEN)
to_chat(user, span_warning("\The [src] was destroyed, so it cannot be scanned."))
return FALSE
return ..()
/obj/machinery/porta_turret/stationary
ailock = TRUE
lethal = TRUE
installation = /obj/item/gun/energy/laser
/obj/machinery/porta_turret/stationary/syndie // Generic turrets for POIs that need to not shoot their buddies.
req_one_access = list(ACCESS_SYNDICATE)
enabled = TRUE
check_all = TRUE
faction = FACTION_SYNDICATE // Make sure this equals the faction that the mobs in the POI have or they will fight each other.
/obj/machinery/porta_turret/ai_defense
name = "defense turret"
desc = "This variant appears to be much more durable."
req_one_access = list(ACCESS_SYNTH) // Just in case.
installation = /obj/item/gun/energy/xray // For the armor pen.
health = 250 // Since lasers do 40 each.
maxhealth = 250
/datum/category_item/catalogue/anomalous/precursor_a/alien_turret
name = "Precursor Alpha Object - Turrets"
desc = "An autonomous defense turret created by unknown ancient aliens. It utilizes an \
integrated laser projector to harm, firing a cyan beam at the target. The signal processing \
of this mechanism appears to be radically different to conventional electronics used by modern \
technology, which appears to be much less susceptible to external electromagnetic influences.\
<br><br>\
This makes the turret be very resistant to the effects of an EM pulse. It is unknown if whatever \
species that built the turret had intended for it to have that quality, or if it was an incidental \
quirk of how they designed their electronics."
value = CATALOGUER_REWARD_MEDIUM
/obj/machinery/porta_turret/alien // The kind used on the UFO submap.
name = "interior anti-boarding turret"
desc = "A very tough looking turret made by alien hands."
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_turret)
icon_state = "turret_cover_alien"
req_one_access = list(ACCESS_ALIEN)
installation = /obj/item/gun/energy/alien
enabled = TRUE
lethal = TRUE
ailock = TRUE
check_all = TRUE
health = 250 // Similar to the AI turrets.
maxhealth = 250
turret_type = "alien"
/obj/machinery/porta_turret/alien/destroyed // Turrets that are already dead, to act as a warning of what the rest of the submap contains.
name = "broken interior anti-boarding turret"
desc = "A very tough looking turret made by alien hands. This one looks destroyed, thankfully."
icon_state = "destroyed_target_prism_alien"
stat = BROKEN
can_salvage = FALSE // So you need to actually kill a turret to get the alien gun.
/obj/machinery/porta_turret/industrial
name = "industrial turret"
desc = "This variant appears to be much more rugged."
req_one_access = list(ACCESS_HEADS)
icon_state = "turret_cover_industrial"
installation = /obj/item/gun/energy/locked/phasegun/unlocked
health = 200
maxhealth = 200
turret_type = "industrial"
/obj/machinery/porta_turret/industrial/bullet_act(obj/item/projectile/Proj)
var/damage = round(Proj.get_structure_damage() * 1.33)
if(!damage)
return
if(enabled)
if(!attacked && !emagged)
attacked = TRUE
VARSET_IN(src, attacked, FALSE, 6 SECONDS)
take_damage(damage)
/obj/machinery/porta_turret/industrial/attack_generic(mob/living/L, damage)
return ..(L, damage * 0.8)
/obj/machinery/porta_turret/industrial/teleport_defense
name = "defense turret"
desc = "This variant appears to be much more durable, with a rugged outer coating."
req_one_access = list(ACCESS_HEADS)
installation = /obj/item/gun/energy/gun/burst
health = 250
maxhealth = 250
/obj/machinery/porta_turret/poi //These are always angry
enabled = TRUE
lethal = TRUE
ailock = TRUE
check_all = TRUE
can_salvage = FALSE // So you can't just twoshot a turret and get a fancy gun
/obj/machinery/porta_turret/lasertag
name = "lasertag turret"
turret_type = "normal"
req_one_access = list()
installation = /obj/item/gun/energy/lasertag/omni
targetting_is_configurable = FALSE
lethal_is_configurable = FALSE
locked = FALSE
enabled = FALSE
anchored = FALSE
//These two are used for lasertag
check_synth = FALSE
check_weapons = FALSE
//These vars aren't used
check_access = FALSE
check_arrest = FALSE
check_records = FALSE
check_anomalies = FALSE
check_all = FALSE
check_down = FALSE
/obj/machinery/porta_turret/lasertag/red
turret_type = "red"
installation = /obj/item/gun/energy/lasertag/red
check_weapons = TRUE // Used to target blue players
/obj/machinery/porta_turret/lasertag/blue
turret_type = "blue"
installation = /obj/item/gun/energy/lasertag/blue
check_synth = TRUE // Used to target red players
/obj/machinery/porta_turret/lasertag/assess_living(var/mob/living/L)
if(!ishuman(L))
return TURRET_NOT_TARGET
if(L.invisibility >= INVISIBILITY_LEVEL_ONE) // Cannot see him. see_invisible is a mob-var
return TURRET_NOT_TARGET
if(get_dist(src, L) > 7) //if it's too far away, why bother?
return TURRET_NOT_TARGET
if(L.lying) //Don't need to stun-lock the players
return TURRET_NOT_TARGET
if(ishuman(L))
var/mob/living/carbon/human/M = L
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag) && check_synth) // Checks if they are a red player
return TURRET_PRIORITY_TARGET
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag) && check_weapons) // Checks if they are a blue player
return TURRET_PRIORITY_TARGET
/obj/machinery/porta_turret/lasertag/tgui_data(mob/user)
var/list/data = list(
"locked" = isLocked(user), // does the current user have access?
"on" = enabled, // is turret turned on?
"lethal" = lethal,
"lethal_is_configurable" = lethal_is_configurable
)
return data
/obj/machinery/porta_turret/Initialize(mapload)
//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)
setup()
// If turrets ever switch overlays, this will need to be cached and reapplied each time overlays_cut() is called.
var/image/turret_opened_overlay = image(icon, "open_[turret_type]")
turret_opened_overlay.layer = layer-0.1
add_overlay(turret_opened_overlay)
return ..()
/obj/machinery/porta_turret/Destroy()
QDEL_NULL(spark_system)
return ..()
/obj/machinery/porta_turret/update_icon()
if(stat & BROKEN) // Turret is dead.
icon_state = "destroyed_target_prism_[turret_type]"
else if(raised || raising)
// Turret is open.
if(powered() && enabled)
// Trying to shoot someone.
if(lethal)
icon_state = "[lethal_icon_color]_target_prism_[turret_type]"
else
icon_state = "[icon_color]_target_prism_[turret_type]"
else
// Disabled.
icon_state = "grey_target_prism_[turret_type]"
else
// Its closed.
icon_state = "turret_cover_[turret_type]"
/obj/machinery/porta_turret/proc/setup()
var/obj/item/gun/energy/E = installation //All energy-based weapons are applicable
var/obj/item/projectile/P = initial(E.projectile_type)
//var/obj/item/ammo_casing/shottype = E.projectile_type
projectile = P
lethal_projectile = projectile
shot_sound = initial(P.fire_sound)
lethal_shot_sound = shot_sound
if(istype(P, /obj/item/projectile/energy))
icon_color = "orange"
else if(istype(P, /obj/item/projectile/beam/stun))
icon_color = "blue"
else if(istype(P, /obj/item/projectile/beam/lasertag))
icon_color = "blue"
else if(istype(P, /obj/item/projectile/beam))
icon_color = "red"
else
icon_color = "blue"
lethal_icon_color = icon_color
weapon_setup(installation)
/obj/machinery/porta_turret/proc/weapon_setup(var/guntype)
switch(guntype)
if(/obj/item/gun/energy/gun/burst)
lethal_icon_color = "red"
lethal_projectile = /obj/item/projectile/beam/burstlaser
lethal_shot_sound = 'sound/weapons/Laser.ogg'
shot_delay = 1 SECOND
if(/obj/item/gun/energy/locked/phasegun/unlocked)
icon_color = "orange"
lethal_icon_color = "orange"
lethal_projectile = /obj/item/projectile/energy/phase/heavy
shot_delay = 1 SECOND
if(/obj/item/gun/energy/gun)
lethal_icon_color = "red"
lethal_projectile = /obj/item/projectile/beam //If it has, going to kill mode
lethal_shot_sound = 'sound/weapons/Laser.ogg'
if(/obj/item/gun/energy/gun/nuclear)
lethal_icon_color = "red"
lethal_projectile = /obj/item/projectile/beam //If it has, going to kill mode
lethal_shot_sound = 'sound/weapons/Laser.ogg'
if(/obj/item/gun/energy/xray)
lethal_icon_color = "green"
lethal_projectile = /obj/item/projectile/beam/xray
projectile = /obj/item/projectile/beam/stun // Otherwise we fire xrays on both modes.
lethal_shot_sound = 'sound/weapons/eluger.ogg'
shot_sound = 'sound/weapons/taser.ogg'
/obj/machinery/porta_turret/proc/isLocked(mob/user)
if(locked && !issilicon(user))
to_chat(user, span_notice("Controls locked."))
return TRUE
if(HasController())
return TRUE
if(isrobot(user) || isAI(user))
if(ailock)
to_chat(user, span_notice("There seems to be a firewall preventing you from accessing this device."))
return TRUE
else
return FALSE
if(isobserver(user))
var/mob/observer/dead/D = user
if(D.can_admin_interact())
return FALSE
else
return TRUE
if(locked)
return TRUE
return FALSE
/obj/machinery/porta_turret/attack_ai(mob/user)
tgui_interact(user)
/obj/machinery/porta_turret/attack_ghost(mob/user)
tgui_interact(user)
/obj/machinery/porta_turret/attack_hand(mob/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)
if(HasController())
to_chat(user, span_notice("[src] can only be controlled using the assigned turret controller."))
return
if(!anchored)
to_chat(user, span_notice("[src] has to be secured first!"))
return
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "PortableTurret", name, ui_x = 500, ui_y = 400)
ui.open()
/obj/machinery/porta_turret/tgui_data(mob/user)
var/list/data = list(
"locked" = isLocked(user), // does the current user have access?
"on" = enabled,
"targetting_is_configurable" = targetting_is_configurable, // If false, targetting settings don't show up
"lethal" = lethal,
"lethal_is_configurable" = lethal_is_configurable,
"check_weapons" = check_weapons,
"neutralize_noaccess" = check_access,
"neutralize_norecord" = check_records,
"neutralize_criminals" = check_arrest,
"neutralize_all" = check_all,
"neutralize_nonsynth" = check_synth,
"neutralize_unidentified" = check_anomalies,
"neutralize_down" = check_down,
)
return data
/obj/machinery/porta_turret/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state)
if(..())
return TRUE
if(isLocked(ui.user))
return TRUE
. = TRUE
switch(action)
if("power")
enabled = !enabled
if("lethal")
if(lethal_is_configurable)
lethal = !lethal
if(targetting_is_configurable)
switch(action)
if("authweapon")
check_weapons = !check_weapons
if("authaccess")
check_access = !check_access
if("authnorecord")
check_records = !check_records
if("autharrest")
check_arrest = !check_arrest
if("authxeno")
check_anomalies = !check_anomalies
if("authsynth")
check_synth = !check_synth
if("authall")
check_all = !check_all
if("authdown")
check_down = !check_down
/obj/machinery/porta_turret/power_change()
if(powered())
stat &= ~NOPOWER
update_icon()
else
spawn(rand(0, 15))
stat |= NOPOWER
update_icon()
/obj/machinery/porta_turret/attackby(obj/item/I, mob/user)
if(stat & BROKEN)
if(I.has_tool_quality(TOOL_CROWBAR))
//If the turret is destroyed, you can remove it with a crowbar to
//try and salvage its components
to_chat(user, span_notice("You begin prying the metal coverings off."))
if(do_after(user, 2 SECONDS, target = src))
if(can_salvage && prob(70))
to_chat(user, span_notice("You remove the turret and salvage some components."))
if(installation)
var/obj/item/gun/energy/Gun = new installation(loc)
Gun.power_supply.charge = gun_charge
Gun.update_icon()
if(prob(50))
new /obj/item/stack/material/steel(loc, rand(1,4))
if(prob(50))
new /obj/item/assembly/prox_sensor(loc)
else
to_chat(user, span_notice("You remove the turret but did not manage to salvage anything."))
qdel(src) // qdel
else if(I.has_tool_quality(TOOL_WRENCH))
if(enabled || raised)
to_chat(user, span_warning("You cannot unsecure an active turret!"))
return
if(wrenching)
to_chat(user, span_warning("Someone is already [anchored ? "un" : ""]securing the turret!"))
return
if(!anchored && isinspace())
to_chat(user, span_warning("Cannot secure turrets in space!"))
return
user.visible_message(\
span_warning("[user] begins [anchored ? "un" : ""]securing the turret."), \
span_notice("You begin [anchored ? "un" : ""]securing the turret.") \
)
wrenching = TRUE
if(do_after(user, 5 SECONDS * I.toolspeed, target = src))
//This code handles moving the turret around. After all, it's a portable turret!
if(!anchored)
playsound(src, I.usesound, 100, 1)
anchored = TRUE
update_icon()
to_chat(user, span_notice("You secure the exterior bolts on the turret."))
else if(anchored)
playsound(src, I.usesound, 100, 1)
anchored = FALSE
to_chat(user, span_notice("You unsecure the exterior bolts on the turret."))
update_icon()
wrenching = FALSE
else if(istype(I, /obj/item/card/id)||istype(I, /obj/item/pda))
//Behavior lock/unlock mangement
if(allowed(user))
locked = !locked
to_chat(user, span_notice("Controls are now [locked ? "locked" : "unlocked"]."))
updateUsrDialog(user)
else
to_chat(user, span_notice("Access denied."))
else
//if the turret was attacked with the intention of harming it:
user.setClickCooldown(user.get_attack_speed(I))
take_damage(I.force * 0.5)
if(I.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/attack_generic(mob/living/L, damage)
if(isanimal(L))
var/mob/living/simple_mob/S = L
if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
var/incoming_damage = round(damage - (damage / 5)) //Turrets are slightly armored, assumedly.
visible_message(span_danger("\The [S] [pick(S.attacktext)] \the [src]!"))
take_damage(incoming_damage)
S.do_attack_animation(src)
return 1
visible_message(span_infoplain(span_bold("\The [L]") + " bonks \the [src]'s casing!"))
return ..()
/obj/machinery/porta_turret/emag_act(var/remaining_charges, var/mob/user)
if(!emagged)
//Emagging the turret makes it go bonkers and stun everyone. It also makes
//the turret shoot much, much faster.
to_chat(user, span_warning("You short out [src]'s threat assessment circuits."))
visible_message(span_info("[src] hums oddly..."))
emagged = TRUE
controllock = TRUE
enabled = FALSE //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
enabled = TRUE //turns it back on. The cover popUp() popDown() are automatically called in process(), no need to define it here
return 1
/obj/machinery/porta_turret/take_damage(var/force)
if(!raised && !raising)
force = force / 8
if(force < 5)
return
health -= force
if(force > 5 && prob(45))
spark_system?.start()
if(health <= 0)
die() //the death process :(
/obj/machinery/porta_turret/bullet_act(obj/item/projectile/Proj)
var/damage = Proj.get_structure_damage()
if(!damage)
return
if(enabled)
if(!attacked && !emagged)
attacked = 1
spawn()
sleep(60)
attacked = FALSE
..()
take_damage(damage)
/obj/machinery/porta_turret/emp_act(severity)
if(enabled)
//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_arrest = prob(50)
check_records = prob(50)
check_weapons = prob(50)
check_access = prob(20) // check_access is a pretty big deal, so it's least likely to get turned on
check_anomalies = prob(50)
if(prob(5))
emagged = TRUE
enabled=0
spawn(rand(60,600))
if(!enabled)
enabled = TRUE
..()
/obj/machinery/porta_turret/ai_defense/emp_act(severity)
if(prob(33)) // One in three chance to resist an EMP. This is significant if an AoE EMP is involved against multiple turrets.
return
..()
/obj/machinery/porta_turret/alien/emp_act(severity) // This is overrided to give an EMP resistance as well as avoid scambling the turret settings.
if(prob(75)) // Superior alien technology, I guess.
return
enabled = FALSE
spawn(rand(1 MINUTE, 2 MINUTES))
if(!enabled)
enabled = TRUE
/obj/machinery/porta_turret/ex_act(severity)
switch (severity)
if(1)
qdel(src)
if(2)
if(prob(25))
qdel(src)
else
take_damage(initial(health) * 8) //should instakill most turrets
if(3)
take_damage(initial(health) * 8 / 3) //Level 4 is too weak to bother turrets
/obj/machinery/porta_turret/proc/die() //called when the turret dies, ie, health <= 0
health = 0
stat |= BROKEN //enables the BROKEN bit
spark_system?.start() //creates some sparks because they look cool
update_icon()
/obj/machinery/porta_turret/process()
//the main machinery process
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(!enabled)
//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
for(var/mob/M in mobs_in_view(world.view, src))
assess_and_assign(M, targets, secondarytargets)
if(!tryToShootAt(targets) && !tryToShootAt(secondarytargets) && --timeout <= 0)
popDown() // no valid targets, close the cover
if(auto_repair && (health < maxhealth))
use_power(20000)
health = min(health+1, maxhealth) // 1HP for 20kJ
/obj/machinery/porta_turret/proc/assess_and_assign(mob/living/L, list/targets, list/secondarytargets)
switch(assess_living(L))
if(TURRET_PRIORITY_TARGET)
targets += L
if(TURRET_SECONDARY_TARGET)
secondarytargets += L
/obj/machinery/porta_turret/proc/assess_living(var/mob/living/L)
if(!istype(L))
return TURRET_NOT_TARGET
if(L.invisibility >= INVISIBILITY_LEVEL_ONE) // Cannot see him. see_invisible is a mob-var
return TURRET_NOT_TARGET
if(faction && L.faction == faction)
return TURRET_NOT_TARGET
if((!emagged && siliconaccess(L) && check_all == FALSE) || (issilicon(L) && !check_access && !check_all)) // Don't target silica, unless told to neutralize everything.
return TURRET_NOT_TARGET
if(L.stat == DEAD && !emagged) //if the perp is dead, no need to bother really
return TURRET_NOT_TARGET //move onto next potential victim!
if(get_dist(src, L) > 7) //if it's too far away, why bother?
return TURRET_NOT_TARGET
if(emagged) // If emagged not even the dead get a rest
return L.stat ? TURRET_SECONDARY_TARGET : TURRET_PRIORITY_TARGET
if(lethal && locate(/mob/living/silicon/ai) in get_turf(L)) //don't accidentally kill the AI!
return TURRET_NOT_TARGET
if(check_synth || check_all) //If it's set to attack all non-silicons or everything, target them!
if(L.lying && (L.incapacitated(INCAPACITATION_KNOCKOUT) || L.incapacitated(INCAPACITATION_STUNNED))) // Crawling targets are dangerous, if they are able.
return check_down ? TURRET_SECONDARY_TARGET : TURRET_NOT_TARGET
return TURRET_PRIORITY_TARGET
if(iscuffed(L)) // If the target is handcuffed, leave it alone
return TURRET_NOT_TARGET
if(isanimal(L)) // Animals are not so dangerous
return check_anomalies ? TURRET_SECONDARY_TARGET : TURRET_NOT_TARGET
if(isxenomorph(L) || isalien(L)) // Xenos are dangerous
return check_anomalies ? TURRET_PRIORITY_TARGET : TURRET_NOT_TARGET
if(ishuman(L)) //if the target is a human, analyze threat level
if(assess_perp(L) < 4)
return TURRET_NOT_TARGET //if threat level < 4, keep going
if(L.lying && (L.incapacitated(INCAPACITATION_KNOCKOUT) || L.incapacitated(INCAPACITATION_STUNNED))) //if the perp is lying down, it's still a target but a less-important target - Crawling targets are dangerous, if they are able.
return check_down ? TURRET_SECONDARY_TARGET : TURRET_NOT_TARGET
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)
if(!H || !istype(H))
return 0
if(emagged)
return 10
return H.assess_perp(src, check_access, check_weapons, check_records, check_arrest)
/obj/machinery/porta_turret/proc/tryToShootAt(var/list/mob/living/targets)
if(targets.len && last_target && (last_target in targets) && target(last_target))
return 1
while(targets.len > 0)
var/mob/living/M = pick(targets)
targets -= M
if(target(M))
return 1
/obj/machinery/porta_turret/proc/popUp() //pops the turret up
set waitfor = FALSE
if(disabled)
return
if(raising || raised)
return
if(stat & BROKEN)
return
set_raised_raising(raised, 1)
update_icon()
var/atom/flick_holder = new /atom/movable/porta_turret_cover(loc)
flick_holder.layer = layer + 0.1
flick("popup_[turret_type]", flick_holder)
playsound(src, 'sound/machines/turrets/turret_deploy.ogg', 100, 1)
sleep(10)
qdel(flick_holder)
set_raised_raising(1, 0)
update_icon()
timeout = 10
/obj/machinery/porta_turret/proc/popDown() //pops the turret down
set waitfor = FALSE
last_target = null
if(disabled)
return
if(raising || !raised)
return
if(stat & BROKEN)
return
set_raised_raising(raised, 1)
update_icon()
var/atom/flick_holder = new /atom/movable/porta_turret_cover(loc)
flick_holder.layer = layer + 0.1
flick("popdown_[turret_type]", flick_holder)
playsound(src, 'sound/machines/turrets/turret_retract.ogg', 100, 1)
sleep(10)
qdel(flick_holder)
set_raised_raising(0, 0)
update_icon()
timeout = 10
/obj/machinery/porta_turret/proc/set_raised_raising(var/incoming_raised, var/incoming_raising)
raised = incoming_raised
raising = incoming_raising
density = raised || raising
/obj/machinery/porta_turret/proc/target(var/mob/living/target)
if(disabled)
return FALSE
if(target)
if(target in check_trajectory(target, src)) //Finally, check if we can actually hit the target
last_target = target
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
playsound(src, 'sound/machines/turrets/turret_rotate.ogg', 100, 1) // Play rotating sound
spawn()
shootAt(target)
return TRUE
return FALSE
/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!
if(!(emagged || attacked)) //if it hasn't been emagged or attacked, it has to obey a cooldown rate
if(last_fired || !raised) //prevents rapid-fire shooting, unless it's been emagged
return
last_fired = TRUE
spawn()
sleep(shot_delay)
last_fired = FALSE
if(!isturf(get_turf(src)) || !isturf(get_turf(target)))
return
if(!raised) //the turret has to be raised in order to fire - makes sense, right?
return
update_icon()
var/obj/item/projectile/A
if(emagged || lethal)
A = new lethal_projectile(loc)
playsound(src, lethal_shot_sound, 75, 1)
else
A = new projectile(loc)
playsound(src, shot_sound, 75, 1)
var/power_mult = 1
if(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.
//If the target is grabbing someone then the turret smartly aims for extremities
var/def_zone
var/obj/item/grab/G = locate() in target
if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
def_zone = pick(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_FOOT, BP_R_FOOT, BP_L_ARM, BP_R_ARM, BP_L_LEG, BP_R_LEG)
else
def_zone = pick(BP_TORSO, BP_GROIN)
//Shooting Code:
A.firer = src
A.old_style_target(target)
A.launch_projectile_from_turf(target, def_zone, src)
// Reset the time needed to go back down, since we just tried to shoot at someone.
timeout = 10
/datum/turret_checks
var/enabled
var/lethal
var/check_synth
var/check_access
var/check_records
var/check_arrest
var/check_weapons
var/check_anomalies
var/check_all
var/ailock
/obj/machinery/porta_turret/proc/setState(var/datum/turret_checks/TC)
if(controllock)
return
enabled = TC.enabled
lethal = TC.lethal
check_synth = TC.check_synth
check_access = TC.check_access
check_records = TC.check_records
check_arrest = TC.check_arrest
check_weapons = TC.check_weapons
check_anomalies = TC.check_anomalies
check_all = TC.check_all
ailock = TC.ailock
power_change()
/*
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=TRUE
var/target_type = /obj/machinery/porta_turret // The type we intend to build
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/I, mob/user)
//this is a bit unwieldy but self-explanatory
switch(build_step)
if(0) //first step
if(I.has_tool_quality(TOOL_WRENCH) && !anchored)
playsound(src, I.usesound, 100, 1)
to_chat(user, span_notice("You secure the external bolts."))
anchored = TRUE
build_step = 1
return
else if(I.has_tool_quality(TOOL_CROWBAR) && !anchored)
playsound(src, I.usesound, 75, 1)
to_chat(user, span_notice("You dismantle the turret construction."))
new /obj/item/stack/material/steel(loc, 5)
qdel(src)
return
if(1)
if(istype(I, /obj/item/stack/material) && I.get_material_name() == MAT_STEEL)
var/obj/item/stack/M = I
if(M.use(2))
to_chat(user, span_notice("You add some metal armor to the interior frame."))
build_step = 2
icon_state = "turret_frame2"
else
to_chat(user, span_warning("You need two sheets of metal to continue construction."))
return
else if(I.has_tool_quality(TOOL_WRENCH))
playsound(src, I.usesound, 75, 1)
to_chat(user, span_notice("You unfasten the external bolts."))
anchored = FALSE
build_step = 0
return
if(2)
if(I.has_tool_quality(TOOL_WRENCH))
playsound(src, I.usesound, 100, 1)
to_chat(user, span_notice("You bolt the metal armor into place."))
build_step = 3
return
else if(I.has_tool_quality(TOOL_WELDER))
var/obj/item/weldingtool/WT = I.get_welder()
if(!WT.isOn())
return
if(WT.get_fuel() < 5) //uses up 5 fuel.
to_chat(user, span_notice("You need more fuel to complete this task."))
return
playsound(src, I.usesound, 50, 1)
if(do_after(user, 2 SECONDS * I.toolspeed, target = src))
if(!src || !WT.remove_fuel(5, user)) return
build_step = 1
to_chat(user, "You remove the turret's interior metal armor.")
new /obj/item/stack/material/steel(loc, 2)
return
if(3)
if(istype(I, /obj/item/gun/energy)) //the gun installation part
if(isrobot(user))
return
var/obj/item/gun/energy/E = I //typecasts the item to an energy gun
if(!user.unEquip(I))
to_chat(user, span_notice("\The [I] is stuck to your hand, you cannot put it in \the [src]"))
return
installation = I.type //installation becomes I.type
gun_charge = E.power_supply.charge //the gun's charge is stored in gun_charge
to_chat(user, span_notice("You add [I] to the turret."))
target_type = /obj/machinery/porta_turret
build_step = 4
qdel(I) //delete the gun :(
return
else if(I.has_tool_quality(TOOL_WRENCH))
playsound(src, I.usesound, 100, 1)
to_chat(user, span_notice("You remove the turret's metal armor bolts."))
build_step = 2
return
if(4)
if(isprox(I))
build_step = 5
if(!user.unEquip(I))
to_chat(user, span_notice("\The [I] is stuck to your hand, you cannot put it in \the [src]"))
return
to_chat(user, span_notice("You add the prox sensor to the turret."))
qdel(I)
return
//attack_hand() removes the gun
if(5)
if(I.has_tool_quality(TOOL_SCREWDRIVER))
playsound(src, I.usesound, 100, 1)
build_step = 6
to_chat(user, span_notice("You close the internal access hatch."))
return
//attack_hand() removes the prox sensor
if(6)
if(istype(I, /obj/item/stack/material) && I.get_material_name() == MAT_STEEL)
var/obj/item/stack/M = I
if(M.use(2))
to_chat(user, span_notice("You add some metal armor to the exterior frame."))
build_step = 7
else
to_chat(user, span_warning("You need two sheets of metal to continue construction."))
return
else if(I.has_tool_quality(TOOL_SCREWDRIVER))
playsound(src, I.usesound, 100, 1)
build_step = 5
to_chat(user, span_notice("You open the internal access hatch."))
return
if(7)
if(I.has_tool_quality(TOOL_WELDER))
var/obj/item/weldingtool/WT = I.get_welder()
if(!WT.isOn()) return
if(WT.get_fuel() < 5)
to_chat(user, span_notice("You need more fuel to complete this task."))
playsound(src, WT.usesound, 50, 1)
if(do_after(user, 3 SECONDS * WT.toolspeed, target = src))
if(!src || !WT.remove_fuel(5, user))
return
build_step = 8
to_chat(user, span_notice("You weld the turret's armor down."))
//The final step: create a full turret
var/obj/machinery/porta_turret/Turret = new target_type(loc)
Turret.name = finish_name
Turret.installation = installation
Turret.gun_charge = gun_charge
Turret.enabled = 0
Turret.setup()
qdel(src) // qdel
else if(I.has_tool_quality(TOOL_CROWBAR))
playsound(src, I.usesound, 75, 1)
to_chat(user, span_notice("You pry off the turret's exterior armor."))
new /obj/item/stack/material/steel(loc, 2)
build_step = 6
return
if(istype(I, /obj/item/pen)) //you can rename turrets like bots!
var/t = sanitizeSafe(tgui_input_text(user, "Enter new turret name", name, finish_name, MAX_NAME_LEN, encode = FALSE), MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, user) && loc != user)
return
finish_name = t
return
..()
/obj/machinery/porta_turret_construct/attack_hand(mob/user)
switch(build_step)
if(4)
if(!installation)
return
build_step = 3
var/obj/item/gun/energy/Gun = new installation(loc)
Gun.power_supply.charge = gun_charge
Gun.update_icon()
installation = null
gun_charge = 0
to_chat(user, span_notice("You remove [Gun] from the turret frame."))
if(5)
to_chat(user, span_notice("You remove the prox sensor from the turret frame."))
new /obj/item/assembly/prox_sensor(loc)
build_step = 4
/obj/machinery/porta_turret_construct/attack_ai()
return
/atom/movable/porta_turret_cover
icon = 'icons/obj/turrets.dmi'
#undef TURRET_PRIORITY_TARGET
#undef TURRET_SECONDARY_TARGET
#undef TURRET_NOT_TARGET