Portable turrets are now (more or less) a single entity

This commit is contained in:
PsiOmegaDelta
2015-06-30 14:52:37 +02:00
parent 0624fced64
commit beaaaa9f8a
+47 -83
View File
@@ -6,10 +6,9 @@
/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
use_power = 1 //this turret uses and requires power
idle_power_usage = 50 //when inactive, this turret takes up constant 50 Equipment power
@@ -34,7 +33,6 @@
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
@@ -66,16 +64,18 @@
/obj/machinery/porta_turret/New()
..()
icon_state = "grey_target_prism"
//Sets up a spark system
spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
cover = new /obj/machinery/porta_turret_cover(loc)
cover.Parent_Turret = src
setup()
/obj/machinery/porta_turret/Destroy()
qdel(spark_system)
spark_system = null
. = ..()
/obj/machinery/porta_turret/proc/setup()
var/obj/item/weapon/gun/energy/E = installation //All energy-based weapons are applicable
//var/obj/item/ammo_casing/shottype = E.projectile_type
@@ -127,31 +127,30 @@
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)
cover = null
..()
else
icon_state = "turretCover"
/obj/machinery/porta_turret/proc/isLocked(mob/user)
if(ailock && user.isSilicon())
@@ -310,17 +309,13 @@
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.
wrenching = 0
else if(istype(I, /obj/item/weapon/card/id)||istype(I, /obj/item/device/pda))
@@ -345,6 +340,9 @@
..()
/obj/machinery/porta_turret/proc/take_damage(var/force)
if(!raised && !raising)
force = force / 8
health -= force
if (force > 5 && prob(45))
spark_system.start()
@@ -352,10 +350,12 @@
die() //the death process :(
/obj/machinery/porta_turret/bullet_act(obj/item/projectile/Proj)
if(Proj.damage_type == HALLOSS)
return
if(!raised && !raising)
return
if(enabled)
if(!attacked && !emagged)
attacked = 1
@@ -403,28 +403,15 @@
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!
/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
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()
@@ -536,14 +523,17 @@
return
if(stat & BROKEN)
return
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)
qdel(flick_holder)
raising = 0
cover.icon_state = "openTurretCover"
raised = 1
layer = 4
update_icon()
/obj/machinery/porta_turret/proc/popDown() //pops the turret down
@@ -554,14 +544,17 @@
return
if(stat & BROKEN)
return
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)
qdel(flick_holder)
raising = 0
cover.icon_state = "turretCover"
raised = 0
invisibility = INVISIBILITY_LEVEL_TWO
update_icon()
/obj/machinery/porta_turret/proc/target(var/mob/living/target)
@@ -811,9 +804,6 @@
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))
@@ -832,6 +822,7 @@
finish_name = t
return
..()
@@ -857,32 +848,5 @@
/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/Destroy()
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)