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vgstation13/code/WorkInProgress/Cael_Aislinn/meteor_battery.dm

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#define MISSILE_SPEED 5
//automated turret that shoots missiles at meteors
/obj/item/projectile/missile
name = "missile"
icon = 'code/WorkInProgress/Cael_Aislinn/meteor_turret.dmi'
icon_state = "missile"
var/turf/target
var/tracking = 0
density = 1
desc = "It's sparking and shaking slightly."
/obj/item/projectile/missile/process(var/turf/newtarget)
target = newtarget
dir = get_dir(src.loc, target)
//walk_towards(src, target, MISSILE_SPEED)
spawn()
while(loc)
if(timestopped)
sleep(world.tick_lag)
continue
step_towards(src,target)
sleep(MISSILE_SPEED)
/obj/item/projectile/missile/Bump(atom/A)
spawn(0)
if(istype(A,/obj/effect/meteor))
del(A)
explode()
return
/obj/item/projectile/missile/proc/explode()
explosion(src.loc, 1, 1, 2, 7, 0)
playsound(src.loc, "explosion", 50, 1)
del(src)
/obj/item/projectile/missile/attack_hand(mob/user)
..()
return attackby(null, user)
/obj/item/projectile/missile/attackby(obj/item/weapon/W, mob/user)
//can't touch this
..()
explode()
/obj/machinery/meteor_battery
name = "meteor battery"
icon = 'code/WorkInProgress/Cael_Aislinn/meteor_turret.dmi'
icon_state = "turret0"
var/raised = 0
var/enabled = 1
anchored = 1
layer = 3
invisibility = 2
density = 1
var/health = 18
var/id = ""
var/obj/machinery/turretcover/cover = null
var/popping = 0
var/wasvalid = 0
var/lastfired = 0
var/shot_delay = 50
var/datum/effect/effect/system/spark_spread/spark_system
use_power = 1
idle_power_usage = 50
active_power_usage = 300
var/atom/movable/cur_target
var/targeting_active = 0
var/protect_range = 30
var/tracking_missiles = 0
var/list/fired_missiles
/obj/machinery/meteor_battery/New()
spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
fired_missiles = new/list()
// targets = new
..()
return
/obj/machinery/meteor_battery/proc/isPopping()
return (popping!=0)
/obj/machinery/meteor_battery/power_change()
if(stat & BROKEN)
icon_state = "broke"
else
if( powered() )
if (src.enabled)
icon_state = "turret1"
else
icon_state = "turret0"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "turret0"
stat |= NOPOWER
/obj/machinery/meteor_battery/proc/setState(var/enabled)
src.enabled = enabled
src.power_change()
/obj/machinery/meteor_battery/proc/get_new_target()
var/list/new_targets = new
var/new_target
for(var/obj/effect/meteor/M in view(protect_range, get_turf(src)))
new_targets += M
if(new_targets.len)
new_target = pick(new_targets)
return new_target
/obj/machinery/meteor_battery/process()
if(stat & (NOPOWER|BROKEN))
return
if(src.cover==null)
src.cover = new /obj/machinery/turretcover(src.loc)
src.cover.host = src
if(!enabled)
if(!isDown() && !isPopping())
popDown()
return
//update our missiles
for(var/obj/item/projectile/missile/M in fired_missiles)
if(!M)
fired_missiles.Remove(M)
continue
if(tracking_missiles && cur_target)
//update homing missile target
M.target = get_turf(cur_target)
walk_towards(M, M.target, MISSILE_SPEED)
if(get_turf(M) == M.target && M)
//missile has arrived at destination
fired_missiles.Remove(M)
if( istype(get_turf(M), /turf/space) )
//send the missile shooting off into the distance
walk(M, get_dir(src,M), MISSILE_SPEED)
spawn(rand(3,10) * 10)
if(M)
M.explode()
else if(rand(3) == 3)
//chance to blow up later (between 4 seconds and 2 minutes), or just sit there being ominous
spawn(rand(4,120) * 10)
M.explode()
for(var/mob/P in view(7))
P.visible_message("<span class='warning'>The missile skids to a halt, vibrating and sparking ominously!</span>")
if(!cur_target)
cur_target = get_new_target() //get new target
if(cur_target) //if it's found, proceed
if(!isPopping())
if(isDown())
popUp()
use_power = 2
else
spawn()
if(!targeting_active)
targeting_active = 1
target()
targeting_active = 0
else if(!isPopping())//else, pop down
if(!isDown())
popDown()
use_power = 1
return
/obj/machinery/meteor_battery/proc/target()
while(src && enabled && !stat)
src.dir = get_dir(src, cur_target)
shootAt(cur_target)
sleep(shot_delay)
return
/obj/machinery/meteor_battery/proc/shootAt(var/atom/movable/target)
var/turf/T = get_turf(src)
var/turf/U = get_turf(target)
if (!T || !U)
return
use_power(500)
var/obj/item/projectile/missile/A = new(T)
A.tracking = tracking_missiles
fired_missiles.Add(A)
spawn(0)
A.process(U)
return
/obj/machinery/meteor_battery/proc/isDown()
return (invisibility!=0)
/obj/machinery/meteor_battery/proc/popUp()
if ((!isPopping()) || src.popping==-1)
invisibility = 0
popping = 1
if (src.cover!=null)
flick("popup", src.cover)
src.cover.icon_state = "openTurretCover"
spawn(10)
if (popping==1) popping = 0
/obj/machinery/meteor_battery/proc/popDown()
if ((!isPopping()) || src.popping==1)
popping = -1
if (src.cover!=null)
flick("popdown", src.cover)
src.cover.icon_state = "turretCover"
spawn(10)
if (popping==-1)
invisibility = 2
popping = 0
/obj/machinery/meteor_battery/bullet_act(var/obj/item/projectile/Proj)
src.health -= Proj.damage
..()
if(prob(45) && Proj.damage > 0) src.spark_system.start()
if (src.health <= 0)
src.die()
return
/obj/machinery/meteor_battery/attackby(obj/item/weapon/W, mob/user)//I can't believe no one added this before/N
..()
playsound(src.loc, 'sound/weapons/smash.ogg', 60, 1)
src.spark_system.start()
src.health -= W.force * 0.5
if (src.health <= 0)
src.die()
return
/obj/machinery/meteor_battery/emp_act(severity)
switch(severity)
if(1)
enabled = 0
power_change()
..()
/obj/machinery/meteor_battery/ex_act(severity)
if(severity < 3)
src.die()
/obj/machinery/meteor_battery/proc/die()
src.health = 0
src.density = 0
src.stat |= BROKEN
src.icon_state = "broke"
if (cover!=null)
del(cover)
sleep(3)
flick("explosion", src)
spawn(13)
del(src)
/obj/machinery/meteor_battery/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
if(!(stat & BROKEN))
playsound(src.loc, 'sound/weapons/slash.ogg', 25, 1, -1)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("<span class='danger'>[] has slashed at []!</span>", M, src), 1)
src.health -= 15
if (src.health <= 0)
src.die()
else
to_chat(M, "<span class='good'>That object is useless to you.</span>")
return