missing files

This commit is contained in:
LetterJay
2017-06-11 00:04:13 -05:00
parent b80a184d97
commit e596e3eea4
2 changed files with 392 additions and 0 deletions

View File

@@ -0,0 +1,183 @@
/obj/item/weapon/inducer
name = "inducer"
desc = "A tool for inductively charging internal power cells."
icon = 'icons/obj/tools.dmi'
icon_state = "inducer-engi"
item_state = "inducer-engi"
origin_tech = "engineering=4;magnets=4;powerstorage=4"
force = 7
var/powertransfer = 1000
var/opened = FALSE
var/cell_type = /obj/item/weapon/stock_parts/cell/high
var/obj/item/weapon/stock_parts/cell/cell
var/recharging = FALSE
/obj/item/weapon/inducer/Initialize()
. = ..()
if(!cell && cell_type)
cell = new cell_type
/obj/item/weapon/inducer/proc/induce(obj/item/weapon/stock_parts/cell/target, coefficient)
var/totransfer = min(cell.charge,(powertransfer * coefficient))
var/transferred = target.give(totransfer)
cell.use(transferred)
cell.update_icon()
target.update_icon()
/obj/item/weapon/inducer/get_cell()
return cell
/obj/item/weapon/inducer/emp_act(severity)
..()
if(cell)
cell.emp_act()
/obj/item/weapon/inducer/attack_obj(obj/O, mob/living/carbon/user)
if(user.a_intent == INTENT_HARM)
return ..()
if(cantbeused(user))
return
if(recharge(O, user))
return
return ..()
/obj/item/weapon/inducer/proc/cantbeused(mob/user)
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to use \the [src]!</span>")
return TRUE
if(!cell)
to_chat(user, "<span class='warning'>\The [src] doesn't have a power cell installed!</span>")
return TRUE
if(!cell.charge)
to_chat(user, "<span class='warning'>\The [src]'s battery is dead!</span>")
return TRUE
return FALSE
/obj/item/weapon/inducer/attackby(obj/item/weapon/W, mob/user)
if(istype(W,/obj/item/weapon/screwdriver))
playsound(src, W.usesound, 50, 1)
if(!opened)
to_chat(user, "<span class='notice'>You unscrew the battery compartment.</span>")
opened = TRUE
update_icon()
return
else
to_chat(user, "<span class='notice'>You close the battery compartment.</span>")
opened = FALSE
update_icon()
return
if(istype(W,/obj/item/weapon/stock_parts/cell))
if(opened)
if(!cell)
if(!user.transferItemToLoc(W, src))
return
to_chat(user, "<span class='notice'>You insert \the [W] into \the [src].</span>")
cell = W
update_icon()
return
else
to_chat(user, "<span class='notice'>\The [src] already has \a [cell] installed!</span>")
return
if(cantbeused(user))
return
if(recharge(W, user))
return
return ..()
/obj/item/weapon/inducer/proc/recharge(atom/movable/A, mob/user)
if(recharging)
return TRUE
else
recharging = TRUE
var/obj/item/weapon/stock_parts/cell/C = A.get_cell()
var/obj/item/weapon/gun/energy/E
var/obj/O
var/coefficient = 1
if(istype(A, /obj/item/weapon/gun/energy))
coefficient = 0.075 // 14 loops to recharge an egun from 0-1000
E = A
if(istype(A, /obj))
O = A
if(C)
if(C.charge >= C.maxcharge)
to_chat(user, "<span class='notice'>\The [A] is fully charged!</span>")
recharging = FALSE
return TRUE
user.visible_message("[user] starts recharging \the [A] with \the [src]","<span class='notice'>You start recharging [A] with \the [src]</span>")
while(C.charge < C.maxcharge)
if(E)
E.chambered = null // Prevents someone from firing continuously while recharging the gun.
if(do_after(user, 10, target = user) && cell.charge)
induce(C, coefficient)
do_sparks(1, FALSE, A)
if(O)
O.update_icon()
else
break
if(E)
E.recharge_newshot() //We're done charging, so we'll let someone fire it now.
user.visible_message("[user] recharged \the [A]!","<span class='notice'>You recharged \the [A]!</span>")
recharging = FALSE
return TRUE
/obj/item/weapon/inducer/attack(mob/M, mob/user)
if(user.a_intent == INTENT_HARM)
return ..()
if(cantbeused(user))
return
if(recharge(M, user))
return
return ..()
/obj/item/weapon/inducer/attack_self(mob/user)
if(opened && cell)
user.visible_message("[user] removes \the [cell] from \the [src]!","<span class='notice'>You remove \the [cell].</span>")
cell.update_icon()
user.put_in_hands(cell)
cell = null
update_icon()
/obj/item/weapon/inducer/examine(mob/living/M)
..()
if(cell)
to_chat(M, "<span class='notice'>It's display shows: [cell.charge]W</span>")
else
to_chat(M,"<span class='notice'>It's display is dark.</span>")
if(opened)
to_chat(M,"<span class='notice'>It's battery compartment is open.</span>")
/obj/item/weapon/inducer/update_icon()
cut_overlays()
if(opened)
if(!cell)
add_overlay("inducer-nobat")
else
add_overlay("inducer-bat")
/obj/item/weapon/inducer/sci
icon_state = "inducer-sci"
item_state = "inducer-sci"
desc = "A tool for inductively charging internal power cells. This one has a science color scheme, and is less potent than it's engineering counterpart."
cell_type = null
powertransfer = 500
opened = TRUE
/obj/item/weapon/inducer/sci/Initialize()
. = ..()
update_icon()

View File

@@ -0,0 +1,209 @@
/////// 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
density = TRUE
max_integrity = 100
obj_integrity = 100
buckle_lying = FALSE
layer = ABOVE_MOB_LAYER
var/view_range = 10
var/cooldown = 0
var/projectile_type = /obj/item/projectile/bullet/weakbullet3
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, 1)
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.reset_perspective()
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))
..()
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, 1)
anchored = TRUE
if(user.client)
user.client.change_view(view_range)
START_PROCESSING(SSfastprocess, src)
/obj/machinery/manned_turret/process()
if(!LAZYLEN(buckled_mobs))
return PROCESS_KILL
update_positioning()
/obj/machinery/manned_turret/proc/update_positioning()
var/mob/living/controller = buckled_mobs[1]
if(!istype(controller))
return
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)
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 || 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, 1)
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)
update_positioning() //REFRESH MOUSE TRACKING!!
var/turf/targets_from = get_turf(src)
if(QDELETED(target))
target = target_turf
var/obj/item/projectile/P = new projectile_type(targets_from)
P.current = targets_from
P.starting = targets_from
P.firer = user
P.original = target
playsound(src, 'sound/weapons/Gunshot_smg.ogg', 75, 1)
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/item/projectile/bullet/weakbullet3
/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/weapons.dmi'
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
flags = ABSTRACT | NODROP | NOBLUDGEON
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/obj/machinery/manned_turret/turret
/obj/item/gun_control/Initialize()
. = ..()
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)
user.lastattacked = M
M.lastattacker = user
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)