mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
388 lines
12 KiB
Plaintext
388 lines
12 KiB
Plaintext
//
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// Control computer for point defense batteries.
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// Handles control UI, but also coordinates their fire to avoid overkill.
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//
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GLOBAL_LIST_BOILERPLATE(pointdefense_controllers, /obj/machinery/pointdefense_control)
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GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/power/pointdefense)
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/obj/machinery/pointdefense_control
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name = "fire assist mainframe"
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desc = "A specialized computer designed to synchronize a variety of weapon systems and a vessel's astronav data."
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icon = 'icons/obj/pointdefense.dmi'
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icon_state = "control"
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density = TRUE
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anchored = TRUE
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circuit = /obj/item/weapon/circuitboard/pointdefense_control
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var/list/targets = list() // Targets being engaged by associated batteries
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var/ui_template = "pointdefense_control.tmpl"
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var/id_tag = null
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/obj/machinery/pointdefense_control/Initialize(mapload)
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. = ..()
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if(id_tag)
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//No more than 1 controller please.
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for(var/thing in pointdefense_controllers)
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var/obj/machinery/pointdefense_control/PC = thing
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if(PC != src && PC.id_tag == id_tag)
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warning("Two [src] with the same id_tag of [id_tag]")
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id_tag = null
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// TODO - Remove this bit once machines are converted to Initialize
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if(ispath(circuit))
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circuit = new circuit(src)
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default_apply_parts()
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/obj/machinery/pointdefense_control/get_description_interaction()
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. = ..()
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if(!id_tag)
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. += "[desc_panel_image("multitool")]to set ident tag"
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/obj/machinery/pointdefense_control/ui_interact(var/mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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if(ui_template)
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var/list/data = build_ui_data()
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ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
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if (!ui)
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ui = new(user, src, ui_key, ui_template, name, 400, 600)
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ui.set_initial_data(data)
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ui.open()
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ui.set_auto_update(1)
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/obj/machinery/pointdefense_control/attack_hand(mob/user)
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if((. = ..()))
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return
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if(CanUseTopic(user, global.default_state) > STATUS_CLOSE)
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ui_interact(user)
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return TRUE
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/obj/machinery/pointdefense_control/Topic(var/mob/user, var/href_list)
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if((. = ..()))
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return
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if(href_list["toggle_active"])
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var/obj/machinery/power/pointdefense/PD = locate(href_list["toggle_active"])
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if(!istype(PD))
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return TOPIC_NOACTION
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//if(!lan || !lan.is_connected(PD))
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if(PD.id_tag != id_tag)
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return TOPIC_NOACTION
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if(!(get_z(PD) in GetConnectedZlevels(get_z(src))))
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to_chat(user, "<span class='warning'>[PD] is not within control range.</span>")
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return TOPIC_NOACTION
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if(!PD.Activate()) //Activate() whilst the device is active will return false.
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PD.Deactivate()
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return TOPIC_REFRESH
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/obj/machinery/pointdefense_control/proc/build_ui_data()
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var/list/data = list()
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data["id"] = id_tag
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data["name"] = name
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var/list/turrets = list()
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if(id_tag)
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var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
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for(var/i = 1 to LAZYLEN(pointdefense_turrets))
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var/obj/machinery/power/pointdefense/PD = pointdefense_turrets[i]
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if(!(PD.id_tag == id_tag && get_z(PD) in connected_z_levels))
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continue
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var/list/turret = list()
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turret["id"] = "#[i]"
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turret["ref"] = "\ref[PD]"
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turret["active"] = PD.active
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turret["effective_range"] = PD.active ? "[PD.kill_range] meter\s" : "OFFLINE."
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turret["reaction_wheel_delay"] = PD.active ? "[(PD.rotation_speed / (1 SECONDS))] second\s" : "OFFLINE."
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turret["recharge_time"] = PD.active ? "[(PD.charge_cooldown / (1 SECONDS))] second\s" : "OFFLINE."
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turrets += list(turret)
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data["turrets"] = turrets
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return data
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/obj/machinery/pointdefense_control/attackby(var/obj/item/W, var/mob/user)
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if(W?.is_multitool())
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var/new_ident = input(user, "Enter a new ident tag.", "[src]", id_tag) as null|text
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if(new_ident && new_ident != id_tag && user.Adjacent(src) && CanInteract(user, physical_state))
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// Check for duplicate controllers with this ID
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for(var/thing in pointdefense_controllers)
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var/obj/machinery/pointdefense_control/PC = thing
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if(PC != src && PC.id_tag == id_tag)
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to_chat(user, "<span class='warning'>The [new_ident] network already has a controller.</span>")
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return
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to_chat(user, "<span class='notice'>You register [src] with the [new_ident] network.</span>")
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id_tag = new_ident
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return
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if(default_deconstruction_screwdriver(user, W))
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return
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if(default_deconstruction_crowbar(user, W))
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return
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if(default_part_replacement(user, W))
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return
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return ..()
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//
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// The acutal point defense battery
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//
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/obj/machinery/power/pointdefense
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name = "\improper point defense battery"
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icon = 'icons/obj/pointdefense.dmi'
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icon_state = "pointdefense2"
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desc = "A Kuiper pattern anti-meteor battery. Capable of destroying most threats in a single salvo."
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description_info = "Must have the same ident tag as a fire assist mainframe on the same facility."
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density = TRUE
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anchored = TRUE
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circuit = /obj/item/weapon/circuitboard/pointdefense
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idle_power_usage = 0.1 KILOWATTS
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active_power_usage = 1 KILOWATTS
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appearance_flags = PIXEL_SCALE
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var/active = TRUE
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var/charge_cooldown = 1 SECOND //time between it can fire at different targets
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var/last_shot = 0
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var/kill_range = 18
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var/rotation_speed = 0.25 SECONDS //How quickly we turn to face threats
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var/engaging = FALSE
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var/id_tag = null
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/obj/machinery/power/pointdefense/Initialize()
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. = ..()
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// TODO - Remove this bit once machines are converted to Initialize
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if(ispath(circuit))
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circuit = new circuit(src)
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default_apply_parts()
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if(anchored)
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connect_to_network()
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update_icon()
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var/image/I = image(icon, icon_state = "[icon_state]_under")
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I.appearance_flags |= RESET_TRANSFORM
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underlays += I
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/obj/machinery/power/pointdefense/examine(mob/user)
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. = ..()
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if(powernet)
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. += "It is connected to a power cable below."
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/obj/machinery/power/pointdefense/get_description_interaction()
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. = ..()
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if(!id_tag)
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. += "[desc_panel_image("multitool")]to set ident tag and connect to a mainframe."
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/obj/machinery/power/pointdefense/update_icon()
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if(!active || !id_tag || inoperable())
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icon_state = "[initial(icon_state)]_off"
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else
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icon_state = initial(icon_state)
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/obj/machinery/power/pointdefense/default_unfasten_wrench(var/mob/user, var/obj/item/weapon/W, var/time)
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if((. = ..()))
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src.transform = null // Reset rotation if we're anchored/unanchored
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////////// This machine is willing to take power from cables OR APCs. Handle NOPOWER stat specially here! ////////
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/obj/machinery/power/pointdefense/connect_to_network()
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if((. = ..()))
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stat &= ~NOPOWER // We now ignore APC power
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update_icon()
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/obj/machinery/power/pointdefense/disconnect_from_network()
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if((. = ..()))
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power_change() // We're back on APC power.
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/obj/machinery/power/pointdefense/power_change()
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if(powernet)
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return // We don't care, we are cable powered anyway
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var/old_stat = stat
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..()
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if(old_stat != stat)
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update_icon()
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// Decide where to get the power to fire from
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/obj/machinery/power/pointdefense/use_power_oneoff(var/amount, var/chan = -1)
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if(powernet)
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return draw_power(amount)
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else if(powered(chan))
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use_power(amount, chan)
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return amount
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return 0
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// Find controller with the same tag on connected z levels (if any)
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/obj/machinery/power/pointdefense/proc/get_controller()
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if(!id_tag)
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return null
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var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
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for(var/thing in pointdefense_controllers)
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var/obj/machinery/pointdefense_control/PDC = thing
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if(PDC.id_tag == id_tag && (get_z(PDC) in connected_z_levels))
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return PDC
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/obj/machinery/power/pointdefense/attackby(var/obj/item/W, var/mob/user)
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if(W?.is_multitool())
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var/new_ident = input(user, "Enter a new ident tag.", "[src]", id_tag) as null|text
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if(new_ident && new_ident != id_tag && user.Adjacent(src) && CanInteract(user, physical_state))
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to_chat(user, "<span class='notice'>You register [src] with the [new_ident] network.</span>")
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id_tag = new_ident
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return
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if(default_deconstruction_screwdriver(user, W))
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return
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if(default_deconstruction_crowbar(user, W))
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return
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if(default_part_replacement(user, W))
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return
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if(default_unfasten_wrench(user, W, 40))
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return
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return ..()
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//Guns cannot shoot through hull or generally dense turfs.
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/obj/machinery/power/pointdefense/proc/space_los(meteor)
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for(var/turf/T in getline(src,meteor))
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if(T.density)
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return FALSE
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return TRUE
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/obj/machinery/power/pointdefense/proc/Shoot(var/weakref/target)
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var/obj/effect/meteor/M = target.resolve()
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if(!istype(M))
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return
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engaging = TRUE
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var/Angle = round(Get_Angle(src,M))
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var/matrix/rot_matrix = matrix()
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rot_matrix.Turn(Angle)
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addtimer(CALLBACK(src, .proc/finish_shot, target), rotation_speed)
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animate(src, transform = rot_matrix, rotation_speed, easing = SINE_EASING)
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set_dir(ATAN2(transform.b, transform.a) > 0 ? NORTH : SOUTH)
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/obj/machinery/power/pointdefense/proc/finish_shot(var/weakref/target)
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//Cleanup from list
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var/obj/machinery/pointdefense_control/PC = get_controller()
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if(istype(PC))
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PC.targets -= target
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engaging = FALSE
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last_shot = world.time
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var/obj/effect/meteor/M = target.resolve()
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if(!istype(M))
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return
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if(use_power_oneoff(active_power_usage) < active_power_usage)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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visible_message("[src] sputters as browns out while attempting to fire.")
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flick(src, "[initial(icon_state)]_off")
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return
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//We throw a laser but it doesnt have to hit for meteor to explode
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var/obj/item/projectile/beam/pointdefense/beam = new(get_turf(src))
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playsound(src, 'sound/weapons/mandalorian.ogg', 75, 1)
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beam.launch_projectile(target = M.loc, user = src)
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M.make_debris()
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qdel(M)
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/obj/machinery/power/pointdefense/process()
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..()
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if(!anchored || stat & (NOPOWER|BROKEN))
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return
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if(!active)
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return
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/*
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var/desiredir = ATAN2(transform.b, transform.a) > 0 ? NORTH : SOUTH
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if(dir != desiredir)
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set_dir(desiredir)
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*/
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if(LAZYLEN(GLOB.meteor_list) > 0)
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find_and_shoot()
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/obj/machinery/power/pointdefense/proc/find_and_shoot()
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if(LAZYLEN(GLOB.meteor_list) == 0)
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return
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if(engaging || ((world.time - last_shot) < charge_cooldown))
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return
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var/obj/machinery/pointdefense_control/PC = get_controller()
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if(!istype(PC))
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return
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var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
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for(var/obj/effect/meteor/M in GLOB.meteor_list)
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var/already_targeted = FALSE
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for(var/weakref/WR in PC.targets)
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var/obj/effect/meteor/m = WR.resolve()
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if(m == M)
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already_targeted = TRUE
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break
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if(!istype(m))
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PC.targets -= WR
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if(already_targeted)
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continue
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if(!(M.z in connected_z_levels))
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continue
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if(get_dist(M, src) > kill_range)
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continue
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if(!emagged && space_los(M))
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var/weakref/target = weakref(M)
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PC.targets += target
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Shoot(target)
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return
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/obj/machinery/power/pointdefense/RefreshParts()
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. = ..()
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// Calculates an average rating of components that affect shooting rate
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var/shootrate_divisor = total_component_rating_of_type(/obj/item/weapon/stock_parts/capacitor)
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charge_cooldown = 2 SECONDS / (shootrate_divisor ? shootrate_divisor : 1)
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//Calculate max shooting range
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var/killrange_multiplier = total_component_rating_of_type(/obj/item/weapon/stock_parts/capacitor)
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killrange_multiplier += 1.5 * total_component_rating_of_type(/obj/item/weapon/stock_parts/scanning_module)
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kill_range = 10 + 4 * killrange_multiplier
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var/rotation_divisor = total_component_rating_of_type(/obj/item/weapon/stock_parts/manipulator)
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rotation_speed = 0.5 SECONDS / (rotation_divisor ? rotation_divisor : 1)
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/obj/machinery/power/pointdefense/proc/Activate()
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if(active)
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return FALSE
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playsound(src, 'sound/weapons/flash.ogg', 100, 0)
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update_use_power(USE_POWER_IDLE)
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active = TRUE
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update_icon()
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return TRUE
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/obj/machinery/power/pointdefense/proc/Deactivate()
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if(!active)
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return FALSE
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playsound(src, 'sound/machines/apc_nopower.ogg', 50, 0)
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update_use_power(USE_POWER_OFF)
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active = FALSE
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update_icon()
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return TRUE
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//
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// Projectile Beam Definitions
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//
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/obj/item/projectile/beam/pointdefense
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name = "point defense salvo"
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icon_state = "laser"
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damage = 15
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damage_type = ELECTROCUTE //You should be safe inside a voidsuit
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sharp = FALSE //"Wide" spectrum beam
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light_color = COLOR_GOLD
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muzzle_type = /obj/effect/projectile/muzzle/pointdefense
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tracer_type = /obj/effect/projectile/tracer/pointdefense
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impact_type = /obj/effect/projectile/impact/pointdefense
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/obj/effect/projectile/tracer/pointdefense
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icon_state = "beam_pointdef"
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/obj/effect/projectile/muzzle/pointdefense
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icon_state = "muzzle_pointdef"
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/obj/effect/projectile/impact/pointdefense
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icon_state = "impact_pointdef"
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