Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Total Turret Refactor #3844

Open
wants to merge 15 commits into
base: master
Choose a base branch
from

Conversation

MarkSuckerberg
Copy link
Member

About The Pull Request

Turret code was absolute garbage. This goes through and re-does practically all of it, plus adds some new goodies for good measure.

Adds my own half-baked "simple beam" system, for when performance is allegedly important and you don't care that they look ugly and only show up when you can see the source object.

Why It's Good For The Game

Not spending so much time processing JUST turrets is super nice. Plus giving players the ability to actually control their turrets more is nice.

Changelog

🆑
add: You can now set turrets to filter by faction, mob type, and a few more criteria including "dangerous only" as well as the ability to disable retaliation.
add: Turret retaliation is a lot more vengeful. Don't mess with them.
add: Turrets will now spend a short time targetting you, pointing a beam at you to indicate that they're doing so.
del: Turret covers, because they sucked.
fix: Turretcode is a LOT less laggy.
tweak: Turrets are now built like normal machines. The boards are currently not available (except through salvaging).
tweak: You can now access full turret settings from the turret control panel.
/:cl:

@MarkSuckerberg MarkSuckerberg added the Test Merge Required They'll have to do it for free. label Nov 27, 2024
@github-actions github-actions bot added Map Change Tile placing is hard. Thank you for your service. DME Edit TGUI Code change Watch something violently break. Ruin Ruin successfully tested. labels Nov 27, 2024
code/game/machinery/porta_turret/portable_turret.dm Outdated Show resolved Hide resolved
stun_projectile_sound = 'sound/weapons/laser.ogg'
faction = list("neutral","silicon","turret")

/obj/machinery/porta_turret/syndicate/pod
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

iirc this is used on the assault pod from nukies and can be cut

Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

nope, it's used on a few maps teehee

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

buh????

code/game/machinery/porta_turret/portable_turret_types.dm Outdated Show resolved Hide resolved
@MarkSuckerberg MarkSuckerberg requested a review from a team as a code owner November 27, 2024 06:38
@github-actions github-actions bot added the Ship Ship successfully tested. label Nov 27, 2024
@Erikafox
Copy link
Contributor

alt-click lock and unlock on turrets could use some feedback (bubble alert or to_chat)

@MemeSnorfer
Copy link
Contributor

Shiptest_MokoshZeta2024-11-2716-22-04.mp4

I'm not sure what's going on here but I don't think this is intended.

@Erikafox
Copy link
Contributor

retaliate firing needs to check for if the turret is nonfunctional

@Erikafox
Copy link
Contributor

image
Non functional turrets do not clear their lasers

@MarkSuckerberg
Copy link
Member Author

oh right yeah you told me this teehee

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Code change Watch something violently break. DME Edit Map Change Tile placing is hard. Thank you for your service. Ruin Ruin successfully tested. Ship Ship successfully tested. Test Merge Required They'll have to do it for free. TGUI
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants