Hybridizes PDC systems, Bay turrets deal damage to meteors

This commit is contained in:
atermonera
2021-02-22 17:28:45 -09:00
parent d325d45fac
commit e6eba2cb0c
7 changed files with 100 additions and 73 deletions

View File

@@ -77,6 +77,20 @@
containertype = /obj/structure/closet/crate/focalpoint
containername = "advanced hull shield generator crate"
/datum/supply_pack/eng/point_defense_cannon_circuit
name = "Point Defense Turret Circuit"
contains = list(/obj/item/weapon/circuitboard/pointdefense = 2)
cost = 20
containertype = /obj/structure/closet/crate/heph
containername = "point defense turret circuit crate"
/datum/supply_pack/eng/point_defense_control_circuit
name = "Point Defense Controller Circuit"
contains = list(/obj/item/weapon/circuitboard/pointdefense_control = 1)
cost = 30
containertype = /obj/structure/closet/crate/heph
containername = "point defense mainframe circuit crate"
/datum/supply_pack/eng/electrical
name = "Electrical maintenance crate"
contains = list(

View File

@@ -109,13 +109,13 @@
desc = "You should probably run instead of gawking at this."
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/hits = 4
var/hitpwr = 2 //Level of ex_act to be called on hit.
var/dest
pass_flags = PASSTABLE
var/heavy = 0
var/heavy = FALSE
var/z_original
var/meteordrop = /obj/item/weapon/ore/iron
@@ -147,7 +147,7 @@
get_hit()
/obj/effect/meteor/Destroy()
walk(src,0) //this cancels the walk_towards() proc
walk(src,FALSE) //this cancels the walk_towards() proc
GLOB.meteor_list -= src
return ..()
@@ -161,10 +161,10 @@
ram_turf(get_turf(A))
get_hit()
else
die(0)
die(FALSE)
/obj/effect/meteor/CanPass(atom/movable/mover, turf/target)
return istype(mover, /obj/effect/meteor) ? 1 : ..()
return istype(mover, /obj/effect/meteor) ? TRUE : ..()
/obj/effect/meteor/proc/ram_turf(var/turf/T)
//first bust whatever is in the turf
@@ -187,9 +187,9 @@
/obj/effect/meteor/proc/get_hit()
hits--
if(hits <= 0)
die(1)
die(TRUE)
/obj/effect/meteor/proc/die(var/explode = 1)
/obj/effect/meteor/proc/die(var/explode = TRUE)
make_debris()
meteor_effect(explode)
qdel(src)
@@ -206,15 +206,12 @@
/obj/effect/meteor/bullet_act(var/obj/item/projectile/Proj)
if(Proj.excavation_amount)
get_hit()
if(!QDELETED(src))
wall_power -= Proj.excavation_amount + Proj.damage + (Proj.hitscan * 25) // Instant-impact projectiles are inherently better at dealing with meteors.
wall_power = max(1, wall_power)
if(wall_power < Proj.excavation_amount)
if(prob(min(90, 100 - Proj.damage)))
die(TRUE)
else
die(FALSE)
if(wall_power <= 0)
die(FALSE) // If you kill the meteor, then it dies.
return
return

View File

@@ -9,6 +9,7 @@ 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."
description_info = "To connect the mainframe to turrets, use a multitool to set the ident tag to that of the turrets."
icon = 'icons/obj/pointdefense.dmi'
icon_state = "control"
density = TRUE
@@ -129,7 +130,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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."
description_info = "Must have the same ident tag as a fire assist mainframe on the same facility. Use a multitool to set the ident tag."
density = TRUE
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/pointdefense
@@ -140,7 +141,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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/weakref/engaging = null // The meteor we're shooting at
var/id_tag = null
/obj/machinery/pointdefense/Initialize()
@@ -203,8 +204,9 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
/obj/machinery/pointdefense/proc/Shoot(var/weakref/target)
var/obj/effect/meteor/M = target.resolve()
if(!istype(M))
engaging = null
return
engaging = TRUE
engaging = target
var/Angle = round(Get_Angle(src,M))
var/matrix/rot_matrix = matrix()
rot_matrix.Turn(Angle)
@@ -214,12 +216,11 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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))
engaging = null
PC.targets -= target
engaging = FALSE
last_shot = world.time
var/obj/effect/meteor/M = target.resolve()
if(!istype(M))
@@ -230,9 +231,6 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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))
@@ -242,12 +240,15 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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()
// There ARE meteors to shoot
if(LAZYLEN(GLOB.meteor_list) == 0)
return
// We can shoot
if(engaging || ((world.time - last_shot) < charge_cooldown))
return
@@ -255,30 +256,43 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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
// Compile list of known targets
var/list/existing_targets = list()
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
var/obj/effect/meteor/M = WR.resolve()
existing_targets += M
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))
// First, try and acquire new targets
var/list/potential_targets = GLOB.meteor_list.Copy() - existing_targets
for(var/obj/effect/meteor/M in potential_targets)
if(targeting_check(M))
var/weakref/target = weakref(M)
PC.targets += target
engaging = target
Shoot(target)
return
// Then, focus fire on existing targets
for(var/obj/effect/meteor/M in existing_targets)
if(targeting_check(M))
var/weakref/target = weakref(M)
engaging = target
Shoot(target)
return
/obj/machinery/pointdefense/proc/targeting_check(var/obj/effect/meteor/M)
// Target in range
var/list/connected_z_levels = GetConnectedZlevels(get_z(src))
if(!(M.z in connected_z_levels))
return FALSE
if(get_dist(M, src) > kill_range)
return FALSE
// If we can shoot it, then shoot
if(emagged || !space_los(M))
return FALSE
return TRUE
/obj/machinery/pointdefense/RefreshParts()
. = ..()
// Calculates an average rating of components that affect shooting rate
@@ -313,29 +327,3 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense)
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"

View File

@@ -79,3 +79,6 @@
light_range = 4
light_power = 3
light_color = "#3300ff"
/obj/effect/projectile/impact/pointdefense
icon_state = "impact_pointdef"

View File

@@ -91,3 +91,6 @@
light_range = 4
light_power = 3
light_color = "#3300ff"
/obj/effect/projectile/muzzle/pointdefense
icon_state = "muzzle_pointdef"

View File

@@ -120,3 +120,6 @@
light_range = 1
light_power = 0.5
light_color = "#f6f2b6"
/obj/effect/projectile/tracer/pointdefense
icon_state = "beam_pointdef"

View File

@@ -279,3 +279,22 @@
/obj/item/projectile/beam/shock/weak
damage = 5
agony = 10
//
// 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
excavation_amount = 200 // Good at shooting rocks
muzzle_type = /obj/effect/projectile/muzzle/pointdefense
tracer_type = /obj/effect/projectile/tracer/pointdefense
impact_type = /obj/effect/projectile/impact/pointdefense