Adds point defense batteries to defend against meteors

- Creates a global meteors list to make it easier to find them.
- Adds point defense mainframe, batteries, projectiles, circuitboards, and R&D designs.
- Adds sound effects and icons for the new machines.
- Original code and sprites ported from Baystation.  Adtapted to our code, added icon states and QoL elements.
This commit is contained in:
Leshana
2020-04-01 20:37:22 -04:00
parent 0377e6b4eb
commit f022647037
13 changed files with 439 additions and 3 deletions

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@@ -17,3 +17,4 @@
#define COLOR_ASSEMBLY_HOT_PINK "#FF69B4"
#define COLOR_ASTEROID_ROCK "#735555"
#define COLOR_GOLD "#ffcc33"

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@@ -1 +1,2 @@
GLOBAL_LIST_INIT(speech_toppings, list("|" = "i", "+" = "b", "_" = "u"))
GLOBAL_LIST_EMPTY(meteor_list)

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@@ -126,10 +126,10 @@
// Multiply this and the hits var to get a rough idea of how penetrating a meteor is.
var/wall_power = 100
/obj/effect/meteor/New()
..()
/obj/effect/meteor/Initialize()
. = ..()
z_original = z
GLOB.meteor_list += src
/obj/effect/meteor/Move()
if(z != z_original || loc == dest)
@@ -149,6 +149,7 @@
/obj/effect/meteor/Destroy()
walk(src,0) //this cancels the walk_towards() proc
GLOB.meteor_list -= src
return ..()
/obj/effect/meteor/New()

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@@ -0,0 +1,341 @@
//
// Control computer for point defense batteries.
// Handles control UI, but also coordinates their fire to avoid overkill.
//
GLOBAL_LIST_BOILERPLATE(pointdefense_controllers, /obj/machinery/pointdefense_control)
GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
/obj/machinery/pointdefense_control
name = "fire assist mainframe"
desc = "A specialized computer designed to synchronize a variety of weapon systems and a vessel's astronav data."
icon = 'icons/obj/pointdefense.dmi'
icon_state = "control"
density = TRUE
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/pointdefense_control
var/list/targets = list() // Targets being engaged by associated batteries
var/ui_template = "pointdefense_control.tmpl"
var/id_tag = null
/obj/machinery/pointdefense_control/Initialize(mapload)
. = ..()
if(id_tag)
//No more than 1 controller please.
for(var/thing in pointdefense_controllers)
var/obj/machinery/pointdefense_control/PC = thing
if(PC != src && PC.id_tag == id_tag)
warning("Two [src] with the same id_tag of [id_tag]")
id_tag = null
// TODO - Remove this bit once machines are converted to Initialize
if(ispath(circuit))
circuit = new circuit(src)
default_apply_parts()
/obj/machinery/pointdefense_control/get_description_interaction()
. = ..()
if(!id_tag)
. += "[desc_panel_image("multitool")]to set ident tag"
/obj/machinery/pointdefense_control/ui_interact(var/mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(ui_template)
var/list/data = build_ui_data()
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, ui_template, name, 400, 600)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/pointdefense_control/attack_hand(mob/user)
if((. = ..()))
return
if(CanUseTopic(user, global.default_state) > STATUS_CLOSE)
ui_interact(user)
return TRUE
/obj/machinery/pointdefense_control/Topic(var/mob/user, var/href_list)
if((. = ..()))
return
if(href_list["toggle_active"])
var/obj/machinery/pointdefense/PD = locate(href_list["toggle_active"])
if(!istype(PD))
return TOPIC_NOACTION
//if(!lan || !lan.is_connected(PD))
if(PD.id_tag != id_tag)
return TOPIC_NOACTION
if(!(get_z(PD) in GetConnectedZlevels(get_z(src))))
to_chat(user, "<span class='warning'>[PD] is not within control range.</span>")
return TOPIC_NOACTION
if(!PD.Activate()) //Activate() whilst the device is active will return false.
PD.Deactivate()
return TOPIC_REFRESH
/obj/machinery/pointdefense_control/proc/build_ui_data()
var/list/data = list()
data["id"] = id_tag
data["name"] = name
var/list/turrets = list()
if(id_tag)
var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
for(var/i = 1 to LAZYLEN(pointdefense_turrets))
var/obj/machinery/pointdefense/PD = pointdefense_turrets[i]
if(!(PD.id_tag == id_tag && get_z(PD) in connected_z_levels))
continue
var/list/turret = list()
turret["id"] = "#[i]"
turret["ref"] = "\ref[PD]"
turret["active"] = PD.active
turret["effective_range"] = PD.active ? "[PD.kill_range] meter\s" : "OFFLINE."
turret["reaction_wheel_delay"] = PD.active ? "[(PD.rotation_speed / (1 SECONDS))] second\s" : "OFFLINE."
turret["recharge_time"] = PD.active ? "[(PD.charge_cooldown / (1 SECONDS))] second\s" : "OFFLINE."
turrets += list(turret)
data["turrets"] = turrets
return data
/obj/machinery/pointdefense_control/attackby(var/obj/item/W, var/mob/user)
if(W?.is_multitool())
var/new_ident = input(user, "Enter a new ident tag.", "[src]", id_tag) as null|text
if(new_ident && new_ident != id_tag && user.Adjacent(src) && CanInteract(user, physical_state))
// Check for duplicate controllers with this ID
for(var/thing in pointdefense_controllers)
var/obj/machinery/pointdefense_control/PC = thing
if(PC != src && PC.id_tag == id_tag)
to_chat(user, "<span class='warning'>The [new_ident] network already has a controller.</span>")
return
to_chat(user, "<span class='notice'>You register [src] with the [new_ident] network.</span>")
id_tag = new_ident
return
if(default_deconstruction_screwdriver(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
if(default_part_replacement(user, W))
return
return ..()
//
// The acutal point defense battery
//
/obj/machinery/pointdefense
name = "\improper point defense battery"
icon = 'icons/obj/pointdefense.dmi'
icon_state = "pointdefense"
desc = "A Kuiper pattern anti-meteor battery. Capable of destroying most threats in a single salvo."
description_info = "Must have the same ident tag as a fire assist mainframe on the same facility."
density = TRUE
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/pointdefense
idle_power_usage = 0.1 KILOWATTS
appearance_flags = PIXEL_SCALE
var/active = TRUE
var/charge_cooldown = 1 SECOND //time between it can fire at different targets
var/last_shot = 0
var/kill_range = 18
var/rotation_speed = 0.25 SECONDS //How quickly we turn to face threats
var/engaging = FALSE
var/id_tag = null
/obj/machinery/pointdefense/Initialize()
. = ..()
// TODO - Remove this bit once machines are converted to Initialize
if(ispath(circuit))
circuit = new circuit(src)
default_apply_parts()
update_icon()
/obj/machinery/pointdefense/get_description_interaction()
. = ..()
if(!id_tag)
. += "[desc_panel_image("multitool")]to set ident tag and connect to a mainframe."
/obj/machinery/pointdefense/update_icon()
if(!active || !id_tag || inoperable())
icon_state = "[initial(icon_state)]_off"
else
icon_state = initial(icon_state)
/obj/machinery/pointdefense/power_change()
var/old_stat = stat
..()
if(old_stat != stat)
update_icon()
// Find controller with the same tag on connected z levels (if any)
/obj/machinery/pointdefense/proc/get_controller()
if(!id_tag)
return null
var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
for(var/thing in pointdefense_controllers)
var/obj/machinery/pointdefense_control/PDC = thing
if(PDC.id_tag == id_tag && (get_z(PDC) in connected_z_levels))
return PDC
/obj/machinery/pointdefense/attackby(var/obj/item/W, var/mob/user)
if(W?.is_multitool())
var/new_ident = input(user, "Enter a new ident tag.", "[src]", id_tag) as null|text
if(new_ident && new_ident != id_tag && user.Adjacent(src) && CanInteract(user, physical_state))
to_chat(user, "<span class='notice'>You register [src] with the [new_ident] network.</span>")
id_tag = new_ident
return
if(default_deconstruction_screwdriver(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
if(default_part_replacement(user, W))
return
return ..()
//Guns cannot shoot through hull or generally dense turfs.
/obj/machinery/pointdefense/proc/space_los(meteor)
for(var/turf/T in getline(src,meteor))
if(T.density)
return FALSE
return TRUE
/obj/machinery/pointdefense/proc/Shoot(var/weakref/target)
var/obj/effect/meteor/M = target.resolve()
if(!istype(M))
return
engaging = TRUE
var/Angle = round(Get_Angle(src,M))
var/matrix/rot_matrix = matrix()
rot_matrix.Turn(Angle)
addtimer(CALLBACK(src, .proc/finish_shot, target), rotation_speed)
animate(src, transform = rot_matrix, rotation_speed, easing = SINE_EASING)
set_dir(ATAN2(transform.b, transform.a) > 0 ? NORTH : SOUTH)
/obj/machinery/pointdefense/proc/finish_shot(var/weakref/target)
//Cleanup from list
var/obj/machinery/pointdefense_control/PC = get_controller()
if(istype(PC))
PC.targets -= target
engaging = FALSE
last_shot = world.time
var/obj/effect/meteor/M = target.resolve()
if(!istype(M))
return
//We throw a laser but it doesnt have to hit for meteor to explode
var/obj/item/projectile/beam/pointdefense/beam = new(get_turf(src))
playsound(src, 'sound/weapons/mandalorian.ogg', 75, 1)
use_power_oneoff(idle_power_usage * 10)
beam.launch_projectile(target = M.loc, user = src)
M.make_debris()
qdel(M)
/obj/machinery/pointdefense/process()
..()
if(stat & (NOPOWER|BROKEN))
return
if(!active)
return
var/desiredir = ATAN2(transform.b, transform.a) > 0 ? NORTH : SOUTH
if(dir != desiredir)
set_dir(desiredir)
if(LAZYLEN(GLOB.meteor_list) > 0)
find_and_shoot()
/obj/machinery/pointdefense/proc/find_and_shoot()
if(LAZYLEN(GLOB.meteor_list) == 0)
return
if(engaging || ((world.time - last_shot) < charge_cooldown))
return
var/obj/machinery/pointdefense_control/PC = get_controller()
if(!istype(PC))
return
var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
for(var/obj/effect/meteor/M in GLOB.meteor_list)
var/already_targeted = FALSE
for(var/weakref/WR in PC.targets)
var/obj/effect/meteor/m = WR.resolve()
if(m == M)
already_targeted = TRUE
break
if(!istype(m))
PC.targets -= WR
if(already_targeted)
continue
if(!(M.z in connected_z_levels))
continue
if(get_dist(M, src) > kill_range)
continue
if(!emagged && space_los(M))
var/weakref/target = weakref(M)
PC.targets += target
Shoot(target)
return
/obj/machinery/pointdefense/RefreshParts()
. = ..()
// Calculates an average rating of components that affect shooting rate
var/shootrate_divisor = total_component_rating_of_type(/obj/item/weapon/stock_parts/capacitor)
charge_cooldown = 2 SECONDS / (shootrate_divisor ? shootrate_divisor : 1)
//Calculate max shooting range
var/killrange_multiplier = total_component_rating_of_type(/obj/item/weapon/stock_parts/capacitor)
killrange_multiplier += 1.5 * total_component_rating_of_type(/obj/item/weapon/stock_parts/scanning_module)
kill_range = 10 + 4 * killrange_multiplier
var/rotation_divisor = total_component_rating_of_type(/obj/item/weapon/stock_parts/manipulator)
rotation_speed = 0.5 SECONDS / (rotation_divisor ? rotation_divisor : 1)
/obj/machinery/pointdefense/proc/Activate()
if(active)
return FALSE
playsound(src, 'sound/weapons/flash.ogg', 100, 0)
update_use_power(USE_POWER_IDLE)
active = TRUE
update_icon()
return TRUE
/obj/machinery/pointdefense/proc/Deactivate()
if(!active)
return FALSE
playsound(src, 'sound/machines/apc_nopower.ogg', 50, 0)
update_use_power(USE_POWER_OFF)
active = FALSE
update_icon()
return TRUE
//
// Projectile Beam Definitions
//
/obj/item/projectile/beam/pointdefense
name = "point defense salvo"
icon_state = "laser"
damage = 15
damage_type = ELECTROCUTE //You should be safe inside a voidsuit
sharp = FALSE //"Wide" spectrum beam
light_color = COLOR_GOLD
muzzle_type = /obj/effect/projectile/muzzle/pointdefense
tracer_type = /obj/effect/projectile/tracer/pointdefense
impact_type = /obj/effect/projectile/impact/pointdefense
/obj/effect/projectile/tracer/pointdefense
icon_state = "beam_pointdef"
/obj/effect/projectile/muzzle/pointdefense
icon_state = "muzzle_pointdef"
/obj/effect/projectile/impact/pointdefense
icon_state = "impact_pointdef"

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@@ -0,0 +1,23 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/weapon/circuitboard/pointdefense
name = T_BOARD("point defense battery")
board_type = new /datum/frame/frame_types/machine
desc = "Control systems for a Kuiper pattern point defense battery. Aim away from vessel."
build_path = /obj/machinery/pointdefense
origin_tech = list(TECH_ENGINEERING = 3, TECH_COMBAT = 2)
req_components = list(
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser = 1,
/obj/item/weapon/stock_parts/manipulator = 2,
/obj/item/weapon/stock_parts/capacitor = 2,
)
/obj/item/weapon/circuitboard/pointdefense_control
name = T_BOARD("fire assist mainframe")
board_type = new /datum/frame/frame_types/machine
desc = "A control computer to synchronize point defense batteries."
build_path = /obj/machinery/pointdefense_control
origin_tech = list(TECH_ENGINEERING = 3, TECH_COMBAT = 2)
req_components = list()

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@@ -621,6 +621,19 @@ CIRCUITS BELOW
build_path = /obj/item/weapon/circuitboard/microwave/advanced
sort_string = "MAAAC"
/datum/design/circuit/pointdefense
name = "point defense battery"
id = "pointdefense"
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 3, TECH_COMBAT = 4)
build_path = /obj/item/weapon/circuitboard/pointdefense
sort_string = "OAABA"
/datum/design/circuit/pointdefense_control
name = "deluxe microwave"
id = "pointdefense_control"
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3, TECH_COMBAT = 2)
build_path = /obj/item/weapon/circuitboard/pointdefense_control
sort_string = "OAABB"
/* I have no idea how this was even running before, but it doesn't seem to be necessary.
///////////////////////////////////

BIN
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@@ -0,0 +1,54 @@
<h2>Fire Assist Mainframe: {{:data.id || "[no tag]"}}</h2>
{{if !(data.id)}}
<div class="notice">
<span class='bad'>This system has not been assigned an ident tag. Please contact your system administrator or conduct a manual update with a standard multitool.</span>
</div>
{{/if}}
{{for data.turrets}}
<h3>{{:value.id}}</h3>
<div class="item">
<div class="itemLabelWide">
Battery status
</div>
<div class="itemContentMedium">
{{if value.active}}
<span class="fixedLeft good">Online</span> {{:helper.link('Shut down', null, {'toggle_active': value.ref})}}
{{else}}
<span class="fixedLeft average">Offline</span> {{:helper.link('Start up', null, {'toggle_active': value.ref})}}
{{/if}}
</div>
</div>
<div class="item">
<div class="itemLabelWide">
Effective range
</div>
<div class="itemContentMedium">
{{:value.effective_range}}
</div>
</div>
<div class="item">
<div class="itemLabelWide">
Reaction wheel delay
</div>
<div class="itemContentMedium">
{{:value.reaction_wheel_delay}}
</div>
</div>
<div class="item">
<div class="itemLabelWide">
Recharge time
</div>
<div class="itemContentMedium">
{{:value.recharge_time}}
</div>
{{empty}}
<div class="item">
<div class="itemLabel">
Error:
</div>
<div class="itemContent">
No weapon systems detected. Please check network connection.
</div>
</div>
<hr/>
{{/for}}

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@@ -783,6 +783,7 @@
#include "code\game\machinery\painter_vr.dm"
#include "code\game\machinery\partslathe_vr.dm"
#include "code\game\machinery\pda_multicaster.dm"
#include "code\game\machinery\pointdefense.dm"
#include "code\game\machinery\portable_turret.dm"
#include "code\game\machinery\portable_turret_vr.dm"
#include "code\game\machinery\recharger.dm"
@@ -1208,6 +1209,7 @@
#include "code\game\objects\items\weapons\circuitboards\machinery\recharge_station.dm"
#include "code\game\objects\items\weapons\circuitboards\machinery\research.dm"
#include "code\game\objects\items\weapons\circuitboards\machinery\shieldgen.dm"
#include "code\game\objects\items\weapons\circuitboards\machinery\ships.dm"
#include "code\game\objects\items\weapons\circuitboards\machinery\telecomms.dm"
#include "code\game\objects\items\weapons\circuitboards\machinery\unary_atmos.dm"
#include "code\game\objects\items\weapons\grenades\anti_photon_grenade.dm"