A/DS Turrets
The Automated Defense System product line, A/DS, specializes in keeping an area free of threats. All turrets are upgradeable machines.
Available Turrets
Operation
Turrets run solely off of Energy, no additional items required. The inventory inside the turrets is an output inventory used only if a loot drop capture upgrade is installed.
Targeting
Each turret has its own default target filter, with some being more selective than others. This target logic can be overridden by upgrade modules.
Turret states
Turrets have 5 distinct states they can be in at any time: Inactive, Searching, Charging, Firing, and Cooldown. Each state carries out its own logic, with most being self-explanatory.
Inactive
The state of a newly crafted turret or a turret that has run out of energy. Once per second, it will check its energy buffer to see if it has enough energy for at least one operation. If it does, it will switch to Searching.
Searching
Active turrets will spend most of their time in this stage. The turret will search for valid targets in its search area at a time interval determined by the time of turret. If targets are found, they are loaded into the queue and the turret will switch to the Charging state.
Charging/Cooldown
These 2 states behave identically, the only difference being the time spent on this state. Consider this the wind up or between shot cooldown. Each turret has its own charging/cooldown times.
