Turret fixes

This commit is contained in:
Markolie
2015-07-28 18:40:26 +02:00
parent 1e5b51fda3
commit 1e20f58e5c
5 changed files with 120 additions and 113 deletions
+7 -1
View File
@@ -472,7 +472,7 @@ Class Procs:
/obj/machinery/proc/is_assess_emagged()
return emagged
/obj/machinery/proc/assess_perp(mob/living/carbon/human/perp, var/auth_weapons, var/check_records, var/check_arrest)
/obj/machinery/proc/assess_perp(mob/living/carbon/human/perp, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
var/threatcount = 0 //the integer returned
if(is_assess_emagged())
@@ -486,7 +486,13 @@ Class Procs:
var/obj/item/weapon/card/id/id = GetIdCard(perp)
if(id && istype(id, /obj/item/weapon/card/id/syndicate))
threatcount -= 2
// A proper CentCom id is hard currency.
else if(id && istype(id, /obj/item/weapon/card/id/centcom))
threatcount -= 2
if(check_access && !allowed(perp))
threatcount += 4
if(auth_weapons && !src.allowed(perp))
if(istype(perp.l_hand, /obj/item/weapon/gun) || istype(perp.l_hand, /obj/item/weapon/melee))
threatcount += 4
+88 -105
View File
@@ -6,16 +6,13 @@
/obj/machinery/porta_turret
name = "turret"
icon = 'icons/obj/turrets.dmi'
icon_state = "grey_target_prism"
icon_state = "turretCover"
anchored = 1
layer = 3
invisibility = INVISIBILITY_LEVEL_TWO //the turret is invisible if it's inside its cover
density = 1
density = 0
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 = null
req_one_access = list(access_security, access_heads)
power_channel = EQUIP //drains power from the EQUIPMENT channel
var/raised = 0 //if the turret cover is "open" and the turret is raised
@@ -32,7 +29,6 @@
var/iconholder = null //holder for the icon_state. 1 for orange sprite, null for blue.
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
@@ -57,26 +53,39 @@
var/wrenching = 0
var/last_target //last target fired at, prevents turrets from erratically firing at all valid targets in range
/obj/machinery/porta_turret/crescent
enabled = 0
ailock = 1
check_synth = 0
check_access = 1
check_arrest = 1
check_records = 1
check_weapons = 1
check_anomalies = 1
/obj/machinery/porta_turret/stationary
ailock = 1
lethal = 1
installation = /obj/item/weapon/gun/energy/laser
/obj/machinery/porta_turret/New()
..()
icon_state = "grey_target_prism"
req_access.Cut()
req_one_access = list(access_security, access_heads)
//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)
if(anchored)
create_cover()
else
invisibility = 0
update_icon()
setup()
/obj/machinery/porta_turret/crescent/New()
..()
req_one_access.Cut()
req_access = list(access_cent_specops)
/obj/machinery/porta_turret/proc/setup()
var/obj/item/weapon/gun/energy/E = installation //All energy-based weapons are applicable
if(istext(installation)) E = text2path(installation)
@@ -134,31 +143,29 @@
eshot_sound = 'sound/weapons/Laser.ogg'
egun = 1
var/list/turret_icons
/obj/machinery/porta_turret/update_icon()
if(!anchored)
icon_state = "turretCover"
return
if(!turret_icons)
turret_icons = list()
turret_icons["open"] = image(icon, "openTurretCover")
underlays.Cut()
underlays += turret_icons["open"]
if(stat & BROKEN)
icon_state = "destroyed_target_prism"
else
if(powered())
if(enabled)
if(iconholder)
//lasers have a orange icon
icon_state = "orange_target_prism"
else
//almost everything has a blue icon
icon_state = "target_prism"
else if(raised || raising)
if(powered() && enabled)
if(iconholder)
//lasers have a orange icon
icon_state = "orange_target_prism"
else
icon_state = "grey_target_prism"
//almost everything has a blue icon
icon_state = "target_prism"
else
icon_state = "grey_target_prism"
/obj/machinery/porta_turret/Destroy()
//deletes its own cover with it
qdel(cover) // qdel
cover = null
return ..()
else
icon_state = "turretCover"
/obj/machinery/porta_turret/proc/isLocked(mob/user)
if(ailock && (isrobot(user) || isAI(user)))
@@ -304,17 +311,13 @@
if(!anchored)
playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
anchored = 1
invisibility = INVISIBILITY_LEVEL_TWO
update_icon()
user << "<span class='notice'>You secure the exterior bolts on the turret.</span>"
create_cover()
else if(anchored)
playsound(loc, 'sound/items/Ratchet.ogg', 100, 1)
anchored = 0
user << "<span class='notice'>You unsecure the exterior bolts on the turret.</span>"
invisibility = 0
update_icon()
qdel(cover) //deletes the cover, and the turret instance itself becomes its own cover. - qdel
wrenching = 0
else if(istype(I, /obj/item/weapon/card/id)||istype(I, /obj/item/device/pda))
@@ -354,6 +357,11 @@
enabled = 1 //turns it back on. The cover popUp() popDown() are automatically called in process(), no need to define it here
/obj/machinery/porta_turret/proc/take_damage(var/force)
if(!raised && !raising)
force = force / 8
if(force < 5)
return
health -= force
if (force > 5 && prob(45))
spark_system.start()
@@ -404,36 +412,21 @@
if (prob(25))
qdel(src)
else
take_damage(150) //should instakill most turrets
take_damage(initial(health) * 8) //should instakill most turrets
if (3)
take_damage(50)
take_damage(initial(health) * 8 / 3)
/obj/machinery/porta_turret/proc/die() //called when the turret dies, ie, health <= 0
health = 0
density = 0
stat |= BROKEN //enables the BROKEN bit
invisibility = 0
spark_system.start() //creates some sparks because they look cool
density = 1
update_icon()
qdel(cover) //deletes the cover - no need on keeping it there! - del
/obj/machinery/porta_turret/proc/create_cover()
if(cover == null && anchored)
cover = new /obj/machinery/porta_turret_cover(loc) //if the turret has no cover and is anchored, give it a cover
cover.Parent_Turret = src //assign the cover its Parent_Turret, which would be this (src)
/obj/machinery/porta_turret/process()
//the main machinery process
set background = BACKGROUND_ENABLED
if(cover == null && anchored) //if it has no cover and is anchored
if(stat & BROKEN) //if the turret is borked
qdel(cover) //delete its cover, assuming it has one. Workaround for a pesky little bug - qdel
else
create_cover()
if(stat & (NOPOWER|BROKEN))
//if the turret has no power or is broken, make the turret pop down if it hasn't already
popDown()
@@ -481,19 +474,23 @@
if(!L)
return TURRET_NOT_TARGET
// If emagged not even the dead get a rest
if(emagged)
return L.stat ? TURRET_SECONDARY_TARGET : TURRET_PRIORITY_TARGET
if(issilicon(L)) // Don't target silica
if(!emagged && issilicon(L)) // Don't target silica
return TURRET_NOT_TARGET
if(L.stat) //if the perp is dead/dying, no need to bother really
if(L.stat && !emagged) //if the perp is dead/dying, no need to bother really
return TURRET_NOT_TARGET //move onto next potential victim!
var/dst = get_dist(src, L) //if it's too far away, why bother?
if(dst > 7)
return 0
if(get_dist(src, L) > 7) //if it's too far away, why bother?
return TURRET_NOT_TARGET
if(!check_trajectory(L, src)) //check if we have true line of sight
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) //If it's set to attack all non-silicons, target them!
if(L.lying)
@@ -509,7 +506,10 @@
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, check_weapons, check_records, check_arrest) < 4)
if(emagged)
return 10
if(assess_perp(L, check_access, check_weapons, check_records, check_arrest) < 4)
return TURRET_NOT_TARGET //if threat level < 4, keep going
if(L.lying) //if the perp is lying down, it's still a target but a less-important target
@@ -534,15 +534,17 @@
return
if(stat & BROKEN)
return
set_raised_raising(raised, 1)
playsound(get_turf(src), 'sound/effects/turret/open.wav', 60, 1)
invisibility = 0
raising = 1
flick("popup", cover)
update_icon()
var/atom/flick_holder = PoolOrNew(/atom/movable/porta_turret_cover, loc)
flick_holder.layer = layer + 0.1
flick("popup", flick_holder)
sleep(10)
raising = 0
cover.icon_state = "openTurretCover"
raised = 1
layer = 4
qdel(flick_holder)
set_raised_raising(1, 0)
update_icon()
/obj/machinery/porta_turret/proc/popDown() //pops the turret down
@@ -553,15 +555,17 @@
return
if(stat & BROKEN)
return
set_raised_raising(raised, 1)
playsound(get_turf(src), 'sound/effects/turret/open.wav', 60, 1)
layer = 3
raising = 1
flick("popdown", cover)
update_icon()
var/atom/flick_holder = PoolOrNew(/atom/movable/porta_turret_cover, loc)
flick_holder.layer = layer + 0.1
flick("popdown", flick_holder)
sleep(10)
raising = 0
cover.icon_state = "turretCover"
raised = 0
invisibility = INVISIBILITY_LEVEL_TWO
qdel(flick_holder)
set_raised_raising(0, 0)
update_icon()
/obj/machinery/porta_turret/on_assess_perp(mob/living/carbon/human/perp)
@@ -570,6 +574,11 @@
return 10
return ..()
/obj/machinery/porta_turret/proc/set_raised_raising(var/raised, var/raising)
src.raised = raised
src.raising = raising
density = raised || raising
/obj/machinery/porta_turret/proc/target(var/mob/living/target)
if(disabled)
@@ -819,9 +828,6 @@
Turret.enabled = 0
Turret.setup()
// Turret.cover=new/obj/machinery/porta_turret_cover(loc)
// Turret.cover.Parent_Turret=Turret
// Turret.cover.name = finish_name
qdel(src) // qdel
else if(istype(I, /obj/item/weapon/crowbar))
@@ -866,28 +872,5 @@
/obj/machinery/porta_turret_construct/attack_ai()
return
/************************
* PORTABLE TURRET COVER *
************************/
/obj/machinery/porta_turret_cover
name = "turret"
/atom/movable/porta_turret_cover
icon = 'icons/obj/turrets.dmi'
icon_state = "turretCover"
anchored = 1
layer = 3.5
density = 0
var/obj/machinery/porta_turret/Parent_Turret = null
/obj/machinery/porta_turret_cover/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/porta_turret_cover/attack_hand(mob/user)
return Parent_Turret.attack_hand(user)
/obj/machinery/porta_turret_cover/Topic(href, href_list)
Parent_Turret.Topic(href, href_list, 1) // Calling another object's Topic requires that we claim to not have a window, otherwise BYOND's base proc will runtime.
/obj/machinery/porta_turret_cover/attackby(obj/item/I, mob/user)
Parent_Turret.attackby(I, user)
+4
View File
@@ -189,13 +189,17 @@
..()
if(stat & NOPOWER)
icon_state = "control_off"
set_light(0)
else if (enabled)
if (lethal)
icon_state = "control_kill"
set_light(1.5, 1,"#990000")
else
icon_state = "control_stun"
set_light(1.5, 1,"#FF9900")
else
icon_state = "control_standby"
set_light(1.5, 1,"#003300")
/obj/machinery/turretid/emp_act(severity)
if(enabled)
+15 -1
View File
@@ -323,4 +323,18 @@
else
M = locate() in get_step(src,target)
if(istype(M))
return 1
return 1
/proc/check_trajectory(atom/target as mob, var/mob/living/user as mob, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) //Checks if you can hit them or not.
if(!istype(target) || !istype(user))
return 0
var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_step_to(user,target)) //Making the test....
trace.target = target
if(!isnull(flags))
trace.flags = flags //Set the flags...
trace.pass_flags = pass_flags //And the pass flags to that of the real projectile...
trace.firer = user
var/output = trace.process() //Test it!
qdel(trace) //No need for it anymore
return output //Send it back to the gun!