Merge pull request #14237 from Heroman3003/turret-mecha

Fixes turret mecha targeting
This commit is contained in:
Casey
2022-12-24 01:25:23 -05:00
committed by GitHub
2 changed files with 60 additions and 48 deletions
+38 -34
View File
@@ -683,34 +683,30 @@
seenturfs += T
for(var/mob/M as anything in living_mob_list)
if(M.z != z) //Skip
if(M.z != z || !(get_turf(M) in seenturfs)) // Skip
continue
if(get_turf(M) in seenturfs)
assess_and_assign(M, targets, secondarytargets)
switch(assess_living(M))
if(TURRET_PRIORITY_TARGET)
targets += M
if(TURRET_SECONDARY_TARGET)
secondarytargets += M
/* This was dumb. Why do this and then check line of sight later?
for(var/mob/M in mobs_in_xray_view(world.view, src))
assess_and_assign(M, targets, secondarytargets)
*/
for(var/obj/mecha/M as anything in mechas_list)
if(M.z != z || !(get_turf(M) in seenturfs)) // Skip
continue
switch(assess_mecha(M))
if(TURRET_PRIORITY_TARGET)
targets += M
if(TURRET_SECONDARY_TARGET)
secondarytargets += M
if(!tryToShootAt(targets))
if(!tryToShootAt(secondarytargets)) // if no valid targets, go for secondary targets
timeout--
if(timeout <= 0)
spawn()
popDown() // no valid targets, close the cover
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(var/mob/living/L, var/list/targets, var/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
@@ -718,9 +714,6 @@
if(L.invisibility >= INVISIBILITY_LEVEL_ONE) // Cannot see him. see_invisible is a mob-var
return TURRET_NOT_TARGET
if(!L)
return TURRET_NOT_TARGET
if(faction && L.faction == faction)
return TURRET_NOT_TARGET
@@ -765,6 +758,15 @@
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
@@ -786,6 +788,7 @@
/obj/machinery/porta_turret/proc/popUp() //pops the turret up
set waitfor = FALSE
if(disabled)
return
if(raising || raised)
@@ -807,6 +810,7 @@
timeout = 10
/obj/machinery/porta_turret/proc/popDown() //pops the turret down
set waitfor = FALSE
last_target = null
if(disabled)
return
@@ -835,17 +839,16 @@
/obj/machinery/porta_turret/proc/target(var/mob/living/target)
if(disabled)
return
return FALSE
if(target)
last_target = target
spawn()
popUp() //pop the turret up if it's not already up.
popUp() //pop the turret up if it's not already up.
set_dir(get_dir(src, target)) //even if you can't shoot, follow the target
playsound(src, 'sound/machines/turrets/turret_rotate.ogg', 100, 1) // Play rotating sound
spawn()
shootAt(target)
return 1
return
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!
@@ -857,9 +860,7 @@
sleep(shot_delay)
last_fired = FALSE
var/turf/T = get_turf(src)
var/turf/U = get_turf(target)
if(!istype(T) || !istype(U))
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?
@@ -874,9 +875,12 @@
A = new projectile(loc)
playsound(src, shot_sound, 75, 1)
// Lethal/emagged turrets use twice the power due to higher energy beams
// Emagged turrets again use twice as much power due to higher firing rates
use_power(reqpower * (2 * (emagged || lethal)) * (2 * emagged))
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
+22 -14
View File
@@ -216,23 +216,31 @@
for(var/mob/living/L in view(src))
if(L.stat == DEAD)
continue // Already dying or dead.
if(L.faction == blob_type.faction)
continue // No friendly fire.
if(locate(/obj/structure/blob) in L.loc)
continue // Already has a blob over them.
if(can_attack(L))
potential_targets += L
var/obj/structure/blob/B = null
for(var/direction in cardinal)
var/turf/T = get_step(L, direction)
B = locate(/obj/structure/blob) in T
if(B && B.overmind == src)
break
if(!B)
continue
potential_targets += L
for(var/obj/mecha/M in view(src))
if(!M.occupant)
continue // Just a hunk of metal
if(can_attack(M.occupant))
potential_targets += M
if(potential_targets.len)
var/mob/living/victim = pick(potential_targets)
var/turf/T = get_turf(victim)
expand_blob(T)
/mob/observer/blob/proc/can_attack(var/mob/living/L)
if(!istype(L))
return FALSE
if(L.faction == blob_type.faction)
return FALSE // No friendly fire.
if(locate(/obj/structure/blob) in get_turf(L))
return FALSE // Already has a blob over them.
for(var/direction in cardinal)
var/turf/T = get_step(L, direction)
var/obj/structure/blob/B = locate(/obj/structure/blob) in T
if(B && B.overmind == src)
return TRUE
return FALSE