Bombsuit and Specialised Armour Tweaks (#585)

An overhaul of the EOD suit to make it more believable and suitable for purpose, plus a little tweak to riot/bulletproof/ablative suits

rscadd: "Bomb suit and hood are now far more robust, and resistant to all types of damage"
rscadd: "Bomb suits now protect all bodyparts except the hands"
tweak: "Bomb suit slowdown significantly increased"
rscadd: "Bomb suits now cause the wearer to gradually overheat and will eventually cause heatstroke, their materials are very bad for dissipating bodyheat"
rscadd: "Bomb hoods now restrict peripheral vision like welding goggles, but do not protect your eyes from light"
tweak: "Bomb suits and bomb hoods are now too large to fit in a backpack"
rscadd: "Bulletproof, ablative and riot suits are no longer cripplingly overspecialised, their resistance to the non-primary damage types has been increased"
This commit is contained in:
NanakoAC
2016-08-02 21:40:28 +03:00
committed by skull132
parent 525b3f0864
commit 26b99bfb91
3 changed files with 136 additions and 11 deletions
+3 -3
View File
@@ -90,7 +90,7 @@
item_state = "swat_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
slowdown = 1
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 80, bullet = 20, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0.5
pocket_slots = 4//Fullbody suit, so more slots
@@ -102,7 +102,7 @@
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 80, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0.7
/obj/item/clothing/suit/armor/laserproof
@@ -111,7 +111,7 @@
icon_state = "armor_reflec"
item_state = "armor_reflec"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
armor = list(melee = 25, bullet = 25, laser = 80, energy = 10, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0
/obj/item/clothing/suit/armor/swat
+91 -8
View File
@@ -53,27 +53,105 @@
name = "bomb hood"
desc = "Use in case of bomb."
icon_state = "bombsuit"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
w_class = 5//Too large to fit in a backpack
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR|STOPPRESSUREDAMAGE|THICKMATERIAL|BLOCK_GAS_SMOKE_EFFECT
armor = list(melee = 30, bullet = 20, laser = 25,energy = 30, bomb = 100, bio = 60, rad = 60)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
body_parts_covered = HEAD|FACE|EYES
siemens_coefficient = 0
//Changes by Nanako
//Bomb suits should huge and robust. They used to have 100 bomb protection and nothing in other categories
//Bomb suits now have decent resistance in all categories, but with two major ergonomic drawbacks:
//1. Heavy. really heavy, massive slowdown on movement
//2. Bomb suit materials don't allow permeability of body heat, thus the wearer tends to overheat and can't wear them for long
/obj/item/clothing/suit/bomb_suit
name = "bomb suit"
desc = "A suit designed for safety when handling explosives."
desc = "A suit designed for safety when handling explosives. It looks heavy and uncomfortable to wear for even a short time."
icon_state = "bombsuit"
item_state = "bombsuit"
w_class = 4//bulky item
w_class = 7//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
slowdown = 2
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
slowdown = 8
armor = list(melee = 55, bullet = 55, laser = 55,energy = 60, bomb = 100, bio = 60, rad = 60)
flags = STOPPRESSUREDAMAGE|THICKMATERIAL
flags_inv = HIDEJUMPSUIT|HIDETAIL
heat_protection = UPPER_TORSO|LOWER_TORSO
max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0
var/mob/living/carbon/human/wearer = null
var/suit_temp = T20C
/obj/item/clothing/suit/bomb_suit/equipped(var/mob/user, var/slot)
if (slot == slot_wear_suit)
var/mob/living/carbon/human/H = user
H.visible_message("<font color='blue'>[H] starts putting on \the [src]...</font>", "<font color='blue'>You start putting on \the [src]...</font>")
if(!do_after(H,50))
if(H && H.wear_suit == src)
H.wear_suit = null
H.drop_from_inventory(src)
src.forceMove(get_turf(H))
return
wearer = user
wearer << "<span class='Notice'>You struggle into the [src]. It feels hot, heavy and uncomfortable</span>"
if(!(src in processing_objects))
processing_objects.Add(src)
else
wearer = null
..(user, slot)
#define BOMBSUIT_THERMAL 0.27
#define BOMBHOOD_THERMAL 0.12
#define BOMBSUIT_MAX_TEMPERATURE 420 //heat 2 for humans, heat 1 for unathi
/obj/item/clothing/suit/bomb_suit/process()
if (!checkworn())//If nobody's wearing the suit, then it cools down
suit_temp -= 0.5
if (suit_temp < T20C)
suit_temp = T20C
processing_objects.Remove(src)
return
else
var/amount = BOMBSUIT_THERMAL
if (istype(wearer.head, /obj/item/clothing/head/bomb_hood))//wearing both parts heats up faster
amount += BOMBHOOD_THERMAL
suit_temp = min(suit_temp+amount, BOMBSUIT_MAX_TEMPERATURE)
if (wearer.bodytemperature < suit_temp)
wearer.bodytemperature += (suit_temp - wearer.bodytemperature)*0.5//Bodytemperature damps towards the suit temp
if (wearer.bodytemperature >= wearer.species.heat_discomfort_level)
wearer.species.get_environment_discomfort(wearer,"heat")
//This is added here because normal discomfort messages proc off of breath rather than bodytemperature.
//Since the surrounding environment isnt heated, they don't happen without it being specifically called here
/obj/item/clothing/suit/bomb_suit/proc/checkworn()
if (wearer)
if (wearer.wear_suit == src)
return 1
if (istype(loc, /mob/living/carbon/human))
wearer = loc
if (wearer.wear_suit == src)
return 1
else
return 0
else
wearer = null
return 0
/obj/item/clothing/suit/bomb_suit/Destroy()
processing_objects.Remove(src)
..()
/obj/item/clothing/head/bomb_hood/security
@@ -112,3 +190,8 @@
slowdown = 1.5
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
flags_inv = HIDEJUMPSUIT|HIDETAIL
#undef BOMBSUIT_THERMAL
#undef BOMBHOOD_THERMAL
#undef BOMBSUIT_MAX_TEMPERATURE
@@ -0,0 +1,42 @@
################################
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#
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#
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#################################
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author: Nanako
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delete-after: True
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changes:
- rscadd: "Bomb suit and hood are now far more robust, and resistant to all types of damage"
- rscadd: "Bomb suits now protect all bodyparts except the hands"
- tweak: "Bomb suit slowdown significantly increased"
- rscadd: "Bomb suits now cause the wearer to gradually overheat and will eventually cause heatstroke, their materials are very bad for dissipating bodyheat"
- rscadd: "Bomb hoods now restrict peripheral vision like welding goggles, but do not protect your eyes from light"
- tweak: "Bomb suits and bomb hoods are now too large to fit in a backpack"
- rscadd: "Bulletproof, ablative and riot suits are no longer cripplingly overspecialised, their resistance to the non-primary damage types has been increased"