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GS13NG/code/game/gamemodes/clock_cult/clock_structures/ocular_warden.dm
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//Ocular warden: Low-damage, low-range turret. Deals constant damage to whoever it makes eye contact with.
/obj/structure/destructible/clockwork/ocular_warden
name = "ocular warden"
desc = "A large brass eye with tendrils trailing below it and a wide red iris."
clockwork_desc = "A fragile turret which will automatically attack nearby unrestrained non-Servants that can see it."
icon_state = "ocular_warden"
unanchored_icon = "ocular_warden_unwrenched"
max_integrity = 25
construction_value = 15
layer = WALL_OBJ_LAYER
break_message = "<span class='warning'>The warden's eye gives a glare of utter hate before falling dark!</span>"
debris = list(/obj/item/clockwork/component/belligerent_eye/blind_eye = 1)
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/damage_per_tick = 2.7
var/sight_range = 3
var/atom/movable/target
var/list/idle_messages = list(" sulkily glares around.", " lazily drifts from side to side.", " looks around for something to burn.", " slowly turns in circles.")
/obj/structure/destructible/clockwork/ocular_warden/Initialize()
. = ..()
START_PROCESSING(SSfastprocess, src)
/obj/structure/destructible/clockwork/ocular_warden/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/structure/destructible/clockwork/ocular_warden/examine(mob/user)
..()
to_chat(user, "<span class='brass'>[target ? "<b>It's fixated on [target]!</b>" : "Its gaze is wandering aimlessly."]</span>")
/obj/structure/destructible/clockwork/ocular_warden/hulk_damage()
return 25
/obj/structure/destructible/clockwork/ocular_warden/can_be_unfasten_wrench(mob/user, silent)
if(!anchored)
for(var/obj/structure/destructible/clockwork/ocular_warden/W in orange(OCULAR_WARDEN_EXCLUSION_RANGE, src))
if(W.anchored)
if(!silent)
to_chat(user, "<span class='neovgre'>You sense another ocular warden too near this location. Activating this one this close would cause them to fight.</span>")
return FAILED_UNFASTEN
return SUCCESSFUL_UNFASTEN
/obj/structure/destructible/clockwork/ocular_warden/ratvar_act()
..()
if(GLOB.ratvar_awakens)
damage_per_tick = 10
sight_range = 6
else
damage_per_tick = initial(damage_per_tick)
sight_range = initial(sight_range)
/obj/structure/destructible/clockwork/ocular_warden/process()
if(!anchored)
lose_target()
return
var/list/validtargets = acquire_nearby_targets()
if(target)
if(!(target in validtargets))
lose_target()
else
if(isliving(target))
var/mob/living/L = target
if(!L.null_rod_check())
if(isrevenant(L))
var/mob/living/simple_animal/revenant/R = L
if(R.revealed)
R.unreveal_time += 2
else
R.reveal(10)
if(prob(50))
L.playsound_local(null,'sound/machines/clockcult/ocularwarden-dot1.ogg',50,1)
else
L.playsound_local(null,'sound/machines/clockcult/ocularwarden-dot2.ogg',50,1)
L.adjustFireLoss((!iscultist(L) ? damage_per_tick : damage_per_tick * 2) * get_efficiency_mod()) //Nar-Sian cultists take additional damage
if(GLOB.ratvar_awakens && L)
L.adjust_fire_stacks(damage_per_tick)
L.IgniteMob()
else if(istype(target, /obj/mecha))
var/obj/mecha/M = target
M.take_damage(damage_per_tick * get_efficiency_mod(), BURN, "melee", 1, get_dir(src, M))
new /obj/effect/temp_visual/ratvar/ocular_warden(get_turf(target))
setDir(get_dir(get_turf(src), get_turf(target)))
if(!target)
if(validtargets.len)
target = pick(validtargets)
playsound(src,'sound/machines/clockcult/ocularwarden-target.ogg',50,1)
visible_message("<span class='warning'>[src] swivels to face [target]!</span>")
if(isliving(target))
var/mob/living/L = target
to_chat(L, "<span class='heavy_brass'>\"I SEE YOU!\"</span>\n<span class='userdanger'>[src]'s gaze [GLOB.ratvar_awakens ? "melts you alive" : "burns you"]!</span>")
else if(istype(target, /obj/mecha))
var/obj/mecha/M = target
to_chat(M.occupant, "<span class='heavy_brass'>\"I SEE YOU!\"</span>" )
else if(prob(0.5)) //Extremely low chance because of how fast the subsystem it uses processes
if(prob(50))
visible_message("<span class='notice'>[src][pick(idle_messages)]</span>")
else
setDir(pick(GLOB.cardinals))//Random rotation
/obj/structure/destructible/clockwork/ocular_warden/proc/acquire_nearby_targets()
. = list()
for(var/mob/living/L in viewers(sight_range, src)) //Doesn't attack the blind
var/obj/item/storage/book/bible/B = L.bible_check()
if(B)
if(!(B.resistance_flags & ON_FIRE))
to_chat(L, "<span class='warning'>Your [B.name] bursts into flames!</span>")
for(var/obj/item/storage/book/bible/BI in L.GetAllContents())
if(!(BI.resistance_flags & ON_FIRE))
BI.fire_act()
continue
if(is_servant_of_ratvar(L) || (L.disabilities & BLIND) || L.null_rod_check())
continue
if(L.stat || L.restrained() || L.buckled || L.lying || istype(L.buckled, /obj/structure/destructible/clockwork/geis_binding))
continue
if(ishostile(L))
var/mob/living/simple_animal/hostile/H = L
if(ismegafauna(H) || (!H.mind && H.AIStatus == AI_OFF))
continue
if(("ratvar" in H.faction) || ("neutral" in H.faction))
continue
else if(!L.mind)
continue
. += L
for(var/N in GLOB.mechas_list)
var/obj/mecha/M = N
if(get_dist(M, src) <= sight_range && M.occupant && !is_servant_of_ratvar(M.occupant) && (M in view(sight_range, src)))
. += M
/obj/structure/destructible/clockwork/ocular_warden/proc/lose_target()
if(!target)
return 0
target = null
visible_message("<span class='warning'>[src] settles and seems almost disappointed.</span>")
return 1