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Dang, I forgot to include a .dm file. Whooops!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1747 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
847
code/game/machinery/portable_turret.dm
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847
code/game/machinery/portable_turret.dm
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@@ -0,0 +1,847 @@
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/*
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Portable Turrets:
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Constructed from metal, a gun of choice, and a prox sensor.
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Gun can be a taser or laser or energy gun.
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This code is slightly more documented than normal, as requested by XSI on IRC.
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*/
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/obj/machinery/porta_turret
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name = "turret"
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icon = 'turrets.dmi'
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icon_state = "grey_target_prism"
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anchored = 1
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layer = 3
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invisibility = 2 // the turret is invisible if it's inside its cover
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density = 1
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use_power = 1 // this turret uses and requires power
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idle_power_usage = 50 // when inactive, this turret takes up constant 50 Equipment power
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active_power_usage = 300// when active, this turret takes up constant 300 Equipment power
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req_access = list(access_security)
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power_channel = EQUIP // drains power from the EQUIPMENT channel
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var/raised = 0 // if the turret cover is "open" and the turret is raised
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var/raising= 0 // if the turret is currently opening or closing its cover
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var/health = 60 // the turret's health. can withstand health/10 laser shots
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var/locked = 1 // if the turret's behaviour control access is locked
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var/installation // the type of weapon installed
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var/gun_charge = 0 // the charge of the gun inserted
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var/obj/machinery/porta_turret_cover/cover = null // the cover that is covering this turret
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var/last_fired = 0 // 1: if the turret is cooling down from a shot, 0: turret is ready to fire
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var/shot_delay = 15 // 1.5 seconds between each shot
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var/check_records = 1 // checks if it can use the security records
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var/criminals = 1 // checks if it can shoot people on arrest
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var/auth_weapons = 0 // checks if it can shoot people that have a weapon they aren't authorized to have
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var/stun_all = 0 // if this is active, the turret shoots everything that isn't security or head of staff
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var/check_anomalies = 1 // checks if it can shoot at unidentified lifeforms (ie xenos)
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var/attacked = 0 // if set to 1, the turret gets pissed off and shoots at people nearby (unless they have sec access!)
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var/emagged = 0 // 1: emagged, 0: not emagged
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var/on = 1 // determines if the turret is on
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var/datum/effects/system/spark_spread/spark_system // the spark system, used for generating... sparks?
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New()
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..()
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// Sets up a spark system
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spark_system = new /datum/effects/system/spark_spread
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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Del()
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// deletes its own cover with it
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del(cover)
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..()
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/obj/machinery/porta_turret/attack_ai(mob/user as mob)
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return attack_hand(user)
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/obj/machinery/porta_turret/attack_hand(mob/user as mob)
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. = ..()
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if (.)
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return
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var/dat
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// The browse() text, similar to ED-209s and beepskies.
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dat += text({"
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<TT><B>Automatic Portable Turret Installation</B></TT><BR><BR>
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Status: []<BR>
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Behaviour controls are [src.locked ? "locked" : "unlocked"]"},
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"<A href='?src=\ref[src];power=1'>[src.on ? "On" : "Off"]</A>" )
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if(!src.locked)
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dat += text({"<BR>
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Check for Weapon Authorization: []<BR>
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Check Security Records: []<BR>
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Neutralize Identified Criminals: []<BR>
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Neutralize All Non-Security and Non-Command Personnel: []<BR>
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Neutralize All Unidentified Life Signs: []<BR>"},
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"<A href='?src=\ref[src];operation=authweapon'>[src.auth_weapons ? "Yes" : "No"]</A>",
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"<A href='?src=\ref[src];operation=checkrecords'>[src.check_records ? "Yes" : "No"]</A>",
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"<A href='?src=\ref[src];operation=shootcrooks'>[src.criminals ? "Yes" : "No"]</A>",
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"<A href='?src=\ref[src];operation=shootall'>[stun_all ? "Yes" : "No"]</A>",
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"<A href='?src=\ref[src];operation=checkxenos'>[check_anomalies ? "Yes" : "No"]</A>" )
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user << browse("<HEAD><TITLE>Automatic Portable Turret Installation</TITLE></HEAD>[dat]", "window=autosec")
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onclose(user, "autosec")
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return
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/obj/machinery/porta_turret/Topic(href, href_list)
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if (..())
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return
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usr.machine = src
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src.add_fingerprint(usr)
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if ((href_list["power"]) && (src.allowed(usr)))
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if(anchored) // you can't turn a turret on/off if it's not anchored/secured
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on = !on // toggle on/off
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else
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usr << "\red It has to be secured first!"
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updateUsrDialog()
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return
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switch(href_list["operation"])
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// toggles customizable behavioural protocols
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if ("authweapon")
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src.auth_weapons = !src.auth_weapons
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if ("checkrecords")
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src.check_records = !src.check_records
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if ("shootcrooks")
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src.criminals = !src.criminals
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if("shootall")
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stun_all = !stun_all
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updateUsrDialog()
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/obj/machinery/porta_turret/power_change()
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if(!anchored)
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icon_state = "turretCover"
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return
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if(stat & BROKEN)
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icon_state = "destroyed_target_prism"
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else
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if( powered() )
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if (on)
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if (installation == /obj/item/weapon/gun/energy/laser || installation == /obj/item/weapon/gun/energy/pulse_rifle)
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// laser guns and pulse rifles have an orange icon
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icon_state = "orange_target_prism"
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else
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// anything else has a blue icon
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icon_state = "target_prism"
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else
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icon_state = "grey_target_prism"
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stat &= ~NOPOWER
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else
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spawn(rand(0, 15))
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src.icon_state = "grey_target_prism"
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stat |= NOPOWER
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/obj/machinery/porta_turret/attackby(obj/item/W as obj, mob/user as mob)
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if(stat & BROKEN)
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if(istype(W, /obj/item/weapon/crowbar))
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// If the turret is destroyed, you can remove it with a crowbar to
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// try and salvage its components
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user << "You begin prying the metal coverings off."
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sleep(20)
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if(prob(70))
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user << "You remove the turret and salvage some components."
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if(installation)
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var/obj/item/weapon/gun/energy/Gun = new installation(src.loc)
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Gun.power_supply.charge=gun_charge
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Gun.update_icon()
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if(prob(50)) new /obj/item/stack/sheet/metal( loc, rand(1,4))
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if(prob(50)) new /obj/item/device/prox_sensor(locate(x,y,z))
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else
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user << "You remove the turret but did not manage to salvage anything."
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del(src)
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if ((istype(W, /obj/item/weapon/card/emag)) && (!src.emagged))
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// Emagging the turret makes it go bonkers and stun everyone. It also makes
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// the turret shoot much, much faster.
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user << "\red You short out [src]'s threat assessment circuits."
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spawn(0)
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for(var/mob/O in hearers(src, null))
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O.show_message("\red [src] hums oddly...", 1)
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emagged = 1
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src.on = 0 // turns off the turret temporarily
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sleep(60) // 6 seconds for the traitor to gtfo of the area before the turret decides to ruin his shit
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on = 1 // turns it back on. The cover popUp() popDown() are automatically called in process(), no need to define it here
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else if((istype(W, /obj/item/weapon/wrench)) && (!on))
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if(raised) return
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// This code handles moving the turret around. After all, it's a portable turret!
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if(!anchored)
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anchored = 1
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invisibility = 2
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icon_state = "grey_target_prism"
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user << "You secure the exterior bolts on the turret."
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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
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cover.Parent_Turret = src // make the cover's parent src
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else
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anchored = 0
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user << "You unsecure the exterior bolts on the turret."
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icon_state = "turretCover"
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invisibility = 0
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del(cover) // deletes the cover, and the turret instance itself becomes its own cover.
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else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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// Behavior lock/unlock mangement
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if (allowed(user))
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locked = !src.locked
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user << "Controls are now [locked ? "locked." : "unlocked."]"
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else
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user << "\red Access denied."
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else
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// if the turret was attacked with the intention of harming it:
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src.health -= W.force * 0.5
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if (src.health <= 0)
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src.die()
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if ((W.force * 0.5) > 1) // if the force of impact dealt at least 1 damage, the turret gets pissed off
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if(!attacked && !emagged)
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attacked = 1
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spawn()
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sleep(60)
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attacked = 0
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..()
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/obj/machinery/porta_turret/bullet_act(flag)
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if(on)
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if(!attacked && !emagged)
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attacked = 1
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spawn()
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sleep(60)
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attacked = 0
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// handles how much damage each type of projectile deals
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if (flag == PROJECTILE_BULLET)
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src.health -= 5
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else if (flag == PROJECTILE_TASER)
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src.health -= 1
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else if(flag == PROJECTILE_PULSE)
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if(prob(25)) src.spark_system.start() // creates some sparks
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src.health -= 30
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else if(flag == PROJECTILE_LASER)
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if(prob(25)) src.spark_system.start()
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src.health -= 10
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else
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src.health -= 2
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if (src.health <= 0)
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src.die() // the death process :(
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return
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/obj/machinery/porta_turret/emp_act(severity)
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if(on)
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// if the turret is on, the EMP no matter how severe disables the turret for a while
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// and scrambles its settings, with a slight chance of having an emag effect
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check_records=pick(0,1)
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criminals=pick(0,1)
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auth_weapons=pick(0,1)
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stun_all=pick(0,0,0,0,1) // stun_all is a pretty big deal, so it's least likely to get turned on
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if(prob(5)) emagged=1
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on=0
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sleep(rand(60,600))
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if(!on)
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on=1
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..()
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/obj/machinery/porta_turret/ex_act(severity)
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if(severity >= 3) // turret dies if an explosion touches it!
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del(src)
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else
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src.die()
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/obj/machinery/porta_turret/proc/die() // called when the turret dies, ie, health <= 0
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src.health = 0
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src.density = 0
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src.stat |= BROKEN // enables the BROKEN bit
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src.icon_state = "destroyed_target_prism"
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invisibility=0
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src.spark_system.start() // creates some sparks because they look cool
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src.density=1
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del(cover) // deletes the cover - no need on keeping it there!
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/obj/machinery/porta_turret/process()
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// the main machinery process
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set background = 1
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if(src.cover==null && anchored) // if it has no cover and is anchored
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if (stat & BROKEN) // if the turret is borked
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del(cover) // delete its cover, assuming it has one. Workaround for a pesky little bug
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else
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src.cover = new /obj/machinery/porta_turret_cover(src.loc) // if the turret has no cover and is anchored, give it a cover
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src.cover.Parent_Turret = src // assign the cover its Parent_Turret, which would be this (src)
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if(stat & (NOPOWER|BROKEN))
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// if the turret has no power or is broken, make the turret pop down if it hasn't already
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popDown()
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return
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if(!on)
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// if the turret is off, make it pop down
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popDown()
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return
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var/list/targets = list() // list of primary targets
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var/list/secondarytargets = list() // targets that are least important
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if(src.check_anomalies) // if its set to check for xenos/carps, check for non-mob "livestock"
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for (var/obj/livestock/L in view(12,src))
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if(istype(L, /obj/livestock/spesscarp)) // git dose fukken space carps
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if(L.alive)
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targets += L
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for (var/mob/living/carbon/C in view(12,src)) // loops through all living carbon-based lifeforms in view(12)
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if(istype(C, /mob/living/carbon/alien) && src.check_anomalies) // git those fukken xenos
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if(!C.stat) // if it's dead/dying, there's no need to keep shooting at it.
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targets += C
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else
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if(emagged) // if emagged, HOLY SHIT EVERYONE IS DANGEROUS beep boop beep
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targets += C
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else
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if((stun_all && !src.allowed(C)) || attacked && !src.allowed(C))
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// if the turret has been attacked or is angry, target all non-sec people
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targets += C
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else
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if (C.stat || C.handcuffed) // if the perp is handcuffed or dead/dying, no need to bother really
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continue // move onto next potential victim!
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if (C.lying) // if the perp is lying down, it's still a target but a less-important target
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secondarytargets += C
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if (istype(C, /mob/living/carbon/human)) // if the target is a human, analyze threat level
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if(src.assess_perp(C)<4)
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continue // if threat level < 4, keep going
|
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else if ((istype(C, /mob/living/carbon/monkey)) && (C.client) && (ticker.mode.name == "monkey"))
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continue // WHY WOULD YOU TARGET MONKIES???? Skip all monkies, jesus, don't waste your time bro
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var/dst = get_dist(src, C) // if it's too far away, why bother?
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if (dst > 12)
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continue
|
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targets += C // if the perp has passed all previous tests, congrats, it is now a "shoot-me!" nominee
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if (targets.len>0) // if there are targets to shoot
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var/atom/t = pick(targets) // pick a perp from the list of targets. Targets go first because they are the most important
|
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|
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if (istype(t, /mob/living)) // if a mob
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var/mob/living/M = t // simple typecasting
|
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if (M.stat!=2) // if the target is not dead
|
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popUp() // pop the turret up if it's not already up.
|
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dir=get_dir(src,M) // even if you can't shoot, follow the target
|
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shootAt(M) // shoot the target, finally
|
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else
|
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|
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if (istype(t, /obj/livestock)) // shoot other things, same process as above
|
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var/obj/livestock/L = t
|
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if (L.alive==1)
|
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popUp()
|
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dir=get_dir(src,L)
|
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shootAt(L)
|
||||
|
||||
|
||||
else
|
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if(secondarytargets.len>0) // if there are no primary targets, go for secondary targets
|
||||
var/mob/t = pick(secondarytargets)
|
||||
if (istype(t, /mob/living))
|
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if (t.stat!=2)
|
||||
popUp()
|
||||
dir=get_dir(src,t)
|
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shootAt(t)
|
||||
else
|
||||
popDown()
|
||||
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/obj/machinery/porta_turret/proc
|
||||
popUp() // pops the turret up
|
||||
if(raising || raised) return
|
||||
if(stat & BROKEN) return
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invisibility=0
|
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raising=1
|
||||
flick("popup",cover)
|
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sleep(5)
|
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sleep(5)
|
||||
raising=0
|
||||
cover.icon_state="openTurretCover"
|
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raised=1
|
||||
layer=4
|
||||
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||||
popDown() // pops the turret down
|
||||
if(raising || !raised) return
|
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if(stat & BROKEN) return
|
||||
raising=1
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||||
flick("popdown",cover)
|
||||
sleep(10)
|
||||
raising=0
|
||||
cover.icon_state="turretCover"
|
||||
raised=0
|
||||
invisibility=2
|
||||
icon_state="grey_target_prism"
|
||||
layer=3
|
||||
|
||||
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||||
/obj/machinery/porta_turret/proc/assess_perp(mob/living/carbon/human/perp as mob)
|
||||
var/threatcount = 0 // the integer returned
|
||||
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||||
if(src.emagged) return 10 // if emagged, always return 10.
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||||
|
||||
if(auth_weapons) // check for weapon authorization
|
||||
if((isnull(perp:wear_id)) || (istype(perp:wear_id, /obj/item/weapon/card/id/syndicate)))
|
||||
|
||||
if(src.allowed(perp)) // 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.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
|
||||
if(istype(perp:wear_id, /obj/item/device/pda))
|
||||
var/obj/item/device/pda/pda = perp:wear_id
|
||||
id = pda.id
|
||||
if (id)
|
||||
perpname = id.registered
|
||||
else
|
||||
var/obj/item/device/pda/pda = perp:wear_id
|
||||
perpname = pda.owner
|
||||
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(!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
|
||||
|
||||
|
||||
// any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
|
||||
|
||||
|
||||
var/obj/item/projectile/A
|
||||
if(!installation) // if for some reason the turret has no gun (ie, admin spawned) it resorts to basic taser shots
|
||||
A = new /obj/item/projectile/electrode( loc )
|
||||
use_power(200)
|
||||
playsound(src.loc, 'Taser.ogg', 75, 1)
|
||||
else
|
||||
// Shooting Code:
|
||||
var/obj/item/weapon/gun/energy/E=new installation
|
||||
playsound(src.loc, E.fire_sound, 75, 1)
|
||||
|
||||
// All energy-based weapons are applicable
|
||||
if (istype(E, /obj/item/weapon/gun/energy/laser))
|
||||
A = new /obj/item/projectile/beam( loc )
|
||||
icon_state = "orange_target_prism"
|
||||
use_power(500)
|
||||
else if(istype(E, /obj/item/weapon/gun/energy/pulse_rifle))
|
||||
A = new /obj/item/projectile/beam/pulse( loc )
|
||||
icon_state = "orange_target_prism"
|
||||
use_power(700)
|
||||
|
||||
else if(istype(E, /obj/item/weapon/gun/energy/taser))
|
||||
A = new /obj/item/projectile/electrode( loc )
|
||||
icon_state = "target_prism"
|
||||
use_power(200)
|
||||
|
||||
else // Energy gun shots
|
||||
|
||||
if(!emagged) // if it hasn't been emagged, it uses normal taser shots
|
||||
A = new /obj/item/projectile/electrode( loc )
|
||||
icon_state = "target_prism"
|
||||
use_power(200)
|
||||
|
||||
else // if it has been emagged, use laser shots
|
||||
A = new /obj/item/projectile/beam( loc )
|
||||
icon_state = "orange_target_prism"
|
||||
use_power(500)
|
||||
|
||||
del(E)
|
||||
A.current = T
|
||||
A.yo = U.y - T.y
|
||||
A.xo = U.x - T.x
|
||||
spawn( 0 )
|
||||
A.process()
|
||||
return
|
||||
|
||||
|
||||
|
||||
/*
|
||||
|
||||
Portable turret constructions
|
||||
|
||||
Known as "turret frame"s
|
||||
|
||||
*/
|
||||
|
||||
/obj/machinery/porta_turret_construct
|
||||
name = "turret frame"
|
||||
icon = '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, '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, '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, '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, '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))
|
||||
if (W:remove_fuel(5,user)) // uses up 5 fuel.
|
||||
playsound(src.loc, pick('Welder.ogg', 'Welder2.ogg'), 50, 1)
|
||||
if(do_after(user, 20))
|
||||
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, 'Ratchet.ogg', 100, 1)
|
||||
user << "You remove the turret's metal armor bolts."
|
||||
build_step = 2
|
||||
return
|
||||
|
||||
if(4)
|
||||
if(istype(W, /obj/item/device/prox_sensor))
|
||||
build_step = 5
|
||||
user << "\blue You add 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, '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, 'Screwdriver.ogg', 100, 1)
|
||||
build_step = 5
|
||||
user << "You open the internal access hatch."
|
||||
return
|
||||
|
||||
if(7)
|
||||
if(istype(W, /obj/item/weapon/weldingtool))
|
||||
if (W:remove_fuel(5,user))
|
||||
playsound(src.loc, pick('Welder.ogg', 'Welder2.ogg'), 50, 1)
|
||||
if(do_after(user, 30))
|
||||
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
|
||||
del(src)
|
||||
|
||||
else if(istype(W, /obj/item/weapon/crowbar))
|
||||
playsound(src.loc, '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
|
||||
|
||||
user << "You remove \the [installation] from the turret frame."
|
||||
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
|
||||
|
||||
if(5)
|
||||
user << "You remove the prox sensor from the turret frame."
|
||||
new/obj/item/device/prox_sensor(locate(x,y,z))
|
||||
build_step = 4
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
mob/verb/Debugturrets()
|
||||
for(var/obj/machinery/porta_turret/P in world)
|
||||
world << "Porta turret!"
|
||||
for(var/obj/machinery/porta_turret_cover/C in world)
|
||||
world << "Porta turret cover!"
|
||||
|
||||
|
||||
/obj/machinery/porta_turret_cover
|
||||
name = "turret"
|
||||
icon = '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)
|
||||
return attack_hand(user)
|
||||
|
||||
/obj/machinery/porta_turret_cover/attack_hand(mob/user as mob)
|
||||
. = ..()
|
||||
if (.)
|
||||
return
|
||||
var/dat
|
||||
|
||||
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>" )
|
||||
|
||||
|
||||
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.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 = 2
|
||||
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
|
||||
..()
|
||||
@@ -1147,7 +1147,7 @@
|
||||
"awc" = (/obj/table/reinforced{dir = 8; icon_state = "reinf_tabledir"},/turf/unsimulated/floor{icon_state = "floor"},/area/tdome)
|
||||
"awd" = (/obj/stool/chair{dir = 8},/turf/unsimulated/floor{icon_state = "floor"},/area/tdome)
|
||||
"awe" = (/obj/item/weapon/storage/firstaid/regular{pixel_x = 6; pixel_y = -5},/turf/simulated/shuttle/floor{icon_state = "floor3"},/area/shuttle/escape/centcom)
|
||||
"awf" = (/obj/rack,/obj/item/clothing/head/flatcap,/obj/item/clothing/under/gimmick/rank/captain/suit,/obj/item/clothing/suit/labcoat/mad,/obj/item/clothing/glasses/gglasses,/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
|
||||
"awf" = (/obj/rack,/obj/item/clothing/head/flatcap,/obj/item/clothing/under/gimmick/rank/captain/suit,/obj/item/clothing/glasses/gglasses,/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
|
||||
"awg" = (/obj/stool{pixel_y = 8},/obj/machinery/computer/security/telescreen{name = "Entertainment monitor"; desc = "Damn, they better have /tg/thechannel on these things."; icon = 'status_display.dmi'; icon_state = "entertainment"; pixel_y = -30},/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
|
||||
"awh" = (/obj/machinery/vending/snack,/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/holding)
|
||||
"awi" = (/obj/window/reinforced{dir = 8},/turf/unsimulated/floor{icon = 'beach.dmi'; icon_state = "water"; name = "water"},/area/centcom/holding)
|
||||
|
||||
Reference in New Issue
Block a user