Files
fulpstation/code/game/objects/structures/manned_turret.dm
nemvar a148cae769 Kills obj/item/projectile in favour of obj/projectile (#46692)
* Kills obj/item/projectile in favour of obj/projectile

* Resolves conflicts properly

* fixes that one map

* it lives
2019-10-06 13:37:24 -04:00

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/////// MANNED TURRET ////////
/obj/machinery/manned_turret
name = "machine gun turret"
desc = "While the trigger is held down, this gun will redistribute recoil to allow its user to easily shift targets."
icon = 'icons/obj/turrets.dmi'
icon_state = "machinegun"
can_buckle = TRUE
anchored = FALSE
density = TRUE
max_integrity = 100
buckle_lying = FALSE
layer = ABOVE_MOB_LAYER
var/view_range = 10
var/cooldown = 0
var/projectile_type = /obj/projectile/bullet/manned_turret
var/rate_of_fire = 1
var/number_of_shots = 40
var/cooldown_duration = 90
var/atom/target
var/turf/target_turf
var/warned = FALSE
var/list/calculated_projectile_vars
/obj/machinery/manned_turret/Destroy()
target = null
target_turf = null
..()
//BUCKLE HOOKS
/obj/machinery/manned_turret/unbuckle_mob(mob/living/buckled_mob,force = FALSE)
playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
for(var/obj/item/I in buckled_mob.held_items)
if(istype(I, /obj/item/gun_control))
qdel(I)
if(istype(buckled_mob))
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 0
if(buckled_mob.client)
buckled_mob.client.change_view(CONFIG_GET(string/default_view))
anchored = FALSE
. = ..()
STOP_PROCESSING(SSfastprocess, src)
/obj/machinery/manned_turret/user_buckle_mob(mob/living/M, mob/living/carbon/user)
if(user.incapacitated() || !istype(user))
return
M.forceMove(get_turf(src))
. = ..()
if(!.)
return
for(var/V in M.held_items)
var/obj/item/I = V
if(istype(I))
if(M.dropItemToGround(I))
var/obj/item/gun_control/TC = new(src)
M.put_in_hands(TC)
else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
var/obj/item/gun_control/TC = new(src)
M.put_in_hands(TC)
M.pixel_y = 14
layer = ABOVE_MOB_LAYER
setDir(SOUTH)
playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
anchored = TRUE
if(M.client)
M.client.change_view(view_range)
START_PROCESSING(SSfastprocess, src)
/obj/machinery/manned_turret/process()
if (!update_positioning())
return PROCESS_KILL
/obj/machinery/manned_turret/proc/update_positioning()
if (!LAZYLEN(buckled_mobs))
return FALSE
var/mob/living/controller = buckled_mobs[1]
if(!istype(controller))
return FALSE
var/client/C = controller.client
if(C)
var/atom/A = C.mouseObject
var/turf/T = get_turf(A)
if(istype(T)) //They're hovering over something in the map.
direction_track(controller, T)
calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(controller, C.mouseParams)
/obj/machinery/manned_turret/proc/direction_track(mob/user, atom/targeted)
if(user.incapacitated())
return
setDir(get_dir(src,targeted))
user.setDir(dir)
switch(dir)
if(NORTH)
layer = BELOW_MOB_LAYER
user.pixel_x = 0
user.pixel_y = -14
if(NORTHEAST)
layer = BELOW_MOB_LAYER
user.pixel_x = -8
user.pixel_y = -4
if(EAST)
layer = ABOVE_MOB_LAYER
user.pixel_x = -14
user.pixel_y = 0
if(SOUTHEAST)
layer = BELOW_MOB_LAYER
user.pixel_x = -8
user.pixel_y = 4
if(SOUTH)
layer = ABOVE_MOB_LAYER
user.pixel_x = 0
user.pixel_y = 14
if(SOUTHWEST)
layer = BELOW_MOB_LAYER
user.pixel_x = 8
user.pixel_y = 4
if(WEST)
layer = ABOVE_MOB_LAYER
user.pixel_x = 14
user.pixel_y = 0
if(NORTHWEST)
layer = BELOW_MOB_LAYER
user.pixel_x = 8
user.pixel_y = -4
/obj/machinery/manned_turret/proc/checkfire(atom/targeted_atom, mob/user)
target = targeted_atom
if(target == user || user.incapacitated() || target == get_turf(src))
return
if(world.time < cooldown)
if(!warned && world.time > (cooldown - cooldown_duration + rate_of_fire*number_of_shots)) // To capture the window where one is done firing
warned = TRUE
playsound(src, 'sound/weapons/sear.ogg', 100, TRUE)
return
else
cooldown = world.time + cooldown_duration
warned = FALSE
volley(user)
/obj/machinery/manned_turret/proc/volley(mob/user)
target_turf = get_turf(target)
for(var/i in 1 to number_of_shots)
addtimer(CALLBACK(src, /obj/machinery/manned_turret/.proc/fire_helper, user), i*rate_of_fire)
/obj/machinery/manned_turret/proc/fire_helper(mob/user)
if(user.incapacitated() || !(user in buckled_mobs))
return
update_positioning() //REFRESH MOUSE TRACKING!!
var/turf/targets_from = get_turf(src)
if(QDELETED(target))
target = target_turf
var/obj/projectile/P = new projectile_type(targets_from)
P.starting = targets_from
P.firer = user
P.original = target
playsound(src, 'sound/weapons/gun/smg/shot.ogg', 75, TRUE)
P.xo = target.x - targets_from.x
P.yo = target.y - targets_from.y
P.Angle = calculated_projectile_vars[1] + rand(-9, 9)
P.p_x = calculated_projectile_vars[2]
P.p_y = calculated_projectile_vars[3]
P.fire()
/obj/machinery/manned_turret/ultimate // Admin-only proof of concept for autoclicker automatics
name = "Infinity Gun"
view_range = 12
projectile_type = /obj/projectile/bullet/manned_turret
/obj/machinery/manned_turret/ultimate/checkfire(atom/targeted_atom, mob/user)
target = targeted_atom
if(target == user || target == get_turf(src))
return
target_turf = get_turf(target)
fire_helper(user)
/obj/item/gun_control
name = "turret controls"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
item_flags = ABSTRACT | NOBLUDGEON | DROPDEL
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/obj/machinery/manned_turret/turret
/obj/item/gun_control/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
turret = loc
if(!istype(turret))
return INITIALIZE_HINT_QDEL
/obj/item/gun_control/Destroy()
turret = null
..()
/obj/item/gun_control/CanItemAutoclick()
return TRUE
/obj/item/gun_control/attack_obj(obj/O, mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
O.attacked_by(src, user)
/obj/item/gun_control/attack(mob/living/M, mob/living/user)
M.lastattacker = user.real_name
M.lastattackerckey = user.ckey
M.attacked_by(src, user)
add_fingerprint(user)
/obj/item/gun_control/afterattack(atom/targeted_atom, mob/user, flag, params)
. = ..()
var/obj/machinery/manned_turret/E = user.buckled
E.calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(user, params)
E.direction_track(user, targeted_atom)
E.checkfire(targeted_atom, user)