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Splits Pilot: SpaCecRaft intO three levelS and Adds Piloting Education BacKgrounds (#22673)
These were some of the first given feedback for skills, so I may as well implement it. Piloting is now split into three levels like other skills which note what pilot class of vessel you may comfortably pilot. (Familiar) **Shuttle Pilot** is for all landables: Spark, Canary, Intrepid, the Quark, and the like are all equal under it. (Trained) **Class II Pilot** covers most ships, which are "overmap-only" and unable to land or dock. (Professional) **Class IV Pilot** covers only the Horizon normally, but design-wise extends to whatever is the main player ship, or for anything massive **Antags get Professional Pilot, so they can always do ship hijack gimmicks without worry.** As a convenience to make Bridge personnel stand out, Professional/Class IV Pilots can deduce their current overmap coordinate from examining space on help intent for 3s. There's no way to directly link to the overmap, so on the backend, this ability briefly references an existing ship console. ### Design Class II and IV are pre-existing terms in-lore, used on the Interstellar Travel page to refer to civilian size classes. With how important each level of piloting is, they cost _+4 points_ each instead of going 2 -> 4 -> 8. This lets there exist the occasional pilot character from any background, but it's _always_ an investment and piloting the Horizon stays hard without training. As Familiar currently costs 6 points, this is effectively a 2-point buff for most cases as you'll rarely have to pilot non-shuttles. (**EDIT**: Piloting levels are now 4 -> 8 -> 10 so there's a bit of flexibility to have an extra skill for Professional Pilots from Expeditionary Trade) #### The _**real meat**_ of this PR... is that you can now attempt to pilot vessels a level higher than you with penalties, so there's now a failure spectrum should you manage to access an adjacent-class ship rather than always being hard-locked. The penalties affect acceleration, slowing, turning, and rolling. They're most extreme for Shuttle and Class IV to represent how clueless an unlicensed pilot would be and how complex the Horizon realistically is to operate. With smart usage of autopilot, you can actually find a way to travel normal-ish. I think this is a fun interaction to have for underskilled characters, and makes autopilot actually have a use as it otherwise kills you. Maybe Bridge personnel can give lessons to Class II pilots with it. ### Piloting Education Backgrounds Coming are THREE piloting education backgrounds: Flight Academy, Fleet Training, and Expeditionary Trade. #### ALL GET _Familiar Electrical Engineering,_ _Familiar Atmospheric_ (EDIT: Flight Academy is now the only background that gets Familiar Mechanical Engineering, this makes them stand out as being notably handy/utility-ready for emergencies, but other backgrounds can still easily match them with points. Fleet Training has Tenacity down to Trained for character variety, though tenacity is very slight buffs and hard to notice. Expeditionary Trade now uses Familiar Firearms over Familiar Armed Combat as it's more immediately important.) Electrical Engineering now lets you use a power cell on an unpowered ship console to give it emergency battery life based on the charge. This helps with cases of being stranded from an APC broken by a meteor, a high-capacity cell can give 10m or more based on Electrical level. I may expand this bypass mechanic to all consoles in the future. Atmospherics skill has no implementation currently, but dealing with breaches or cycling on shuttles is too important. Flight Academy - BC, XO, Captain *Professional Piloting, Trained Leadership, Familiar Mechanical Engineering* > "You are at least 25 years of age, with the best navigation training the Spur can offer, vessel handiness in a pinch, and the know-how for reining in or assuring passengers for the voyage." Flight Academy has Leadership honestly just because I didn't want Fleet Training to look too good, and because I think they can rock the "this is your pilot speaking" in a cool way. Bridge personnel are usually the ones that have to wraggle people on away sites, especially during events. Mechanical Engineering allows them to make machine frames of ship consoles in emergencies. Fleet Training - BC, XO, Captain *Professional Piloting, Trained Firearms, Trained Tenacity* > "You are at least 25 years of age, with the most extensive navigation training possible and military discipline to back it up. You're a steady shot in emergencies and, damn it-- You. Go. Down. With. The. Ship." This was made because a player informed me many BC and XOs choose military backgrounds, and the +4 points design would prevent that. Fleet Training isn't the same as Military Training, but having all of Piloting gives you 6 points free to match MT if wanted. The high Tenacity is primarily for surviving in ship combat, where you'll probably bleed/suffocate to death. Expeditionary Trade - Miners, Xenology roles, OM, RD *Familiar Piloting, Familiar Firearms, Familiar Medicine* > "You've developed trade skills for a career of expeditions. You are at home in a shuttle piloting to and from for an average day's work. You can even hit a shot or tend to wounds when things eventually get unsafe." This is for Miner and Xenoarch primarily. An expedition is just any journey with an objective, all roles revolving around piloting shuttles to an objective needs to be able to hold their own if they ever find carp or have an accident, especially since they'll likely be alone. #### MISC stuff corrected shaper gear comments I left wrong Hotwiring piloting consoles now checks for Familiar in Electrical Engineering. Its visible emote also now looks identical to attempting an emergency bypass at first glance, so you can sneakily attempt one with an unpowered console. The Doctor of Psychology education background now gives Trained in Leadership. This was intended to be uncommented, but the person forgot to do it. Research Directors now need to have Familiar/Shuttle Pilot. According to the Guide to Piloting wikipage, they're supposed to be able to fly the Intrepid and Quark for expeditions, and likely mirroring how the OM can fly the Spark, but an RD can spawn completely incapable of piloting currently. --------- Signed-off-by: runecap <43975590+runecap@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
This commit is contained in:
@@ -20,6 +20,10 @@
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#define SKILL_SUBCATEGORY_SCIENCE "Science"
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#define SKILL_SUBCATEGORY_OPERATIONS "Operations"
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#define PILOTING_CLASS_SHUTTLE 1
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#define PILOTING_CLASS_TWO 2 //Most ships
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#define PILOTING_CLASS_MAX 3 //Only the SCCV Horizon normally
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///A combat skill is a skill that has a direct effect in combat. These have an increased cost.
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#define SKILL_CATEGORY_COMBAT "Combat"
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#define SKILL_SUBCATEGORY_RANGED "Ranged"
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@@ -9,7 +9,8 @@
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component_type = ELECTRICAL_ENGINEERING_SKILL_COMPONENT
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skill_level_descriptions = alist(
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SKILL_LEVEL_UNFAMILIAR = "You have little to no experience working with electrical systems.",
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SKILL_LEVEL_FAMILIAR = "You have some experience working with electrical systes, though are not formally trained.",
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SKILL_LEVEL_FAMILIAR = "You have some experience working with electrical systems, though are not formally trained.<br>" \
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+ " - You can use a power cell to attempt emergency power bypasses on piloting consoles when they're unpowered.",
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SKILL_LEVEL_TRAINED = "You have formal training in electrical engineering concepts, equivalent to a Bachelor's Degree.",
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SKILL_LEVEL_PROFESSIONAL = "You have many years of training in electrical related Engineering concepts, equivalent to a Master's Degree or better.<br>" \
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+ " - You can tell what most machinery and airlock wires do just by looking at them." \
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@@ -51,23 +51,51 @@
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/singleton/skill/pilot_spacecraft
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name = "Pilot: Spacecraft"
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description = "Governs the user's ability to pilot spacecraft of any size, and is required to do so in the first place."
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maximum_level = SKILL_LEVEL_FAMILIAR
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uneducated_skill_cap = SKILL_LEVEL_FAMILIAR
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maximum_level = SKILL_LEVEL_PROFESSIONAL
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uneducated_skill_cap = SKILL_LEVEL_TRAINED
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category = /singleton/skill_category/occupational
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subcategory = SKILL_SUBCATEGORY_OPERATIONS
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skill_level_map = list(
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"Unlicensed",
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"Licensed Pilot"
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"Shuttle Pilot",
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"Class II Pilot",
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"Class IV Pilot"
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)
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skill_level_descriptions = alist(
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SKILL_LEVEL_UNFAMILIAR = "You are incapable of piloting spacecraft.",
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SKILL_LEVEL_FAMILIAR = "You are capable of piloting spacecraft."
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SKILL_LEVEL_UNFAMILIAR = "You are inexperienced and mostly incapable of piloting spacecraft, but may attempt piloting shuttles in emergencies.<br>" \
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+ "- There is only a <b>70%</b> chance you will be able to view the consoles after several seconds waiting.<br>" \
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+ "- Accelerations and Slows take <b>2</b> seconds to peform.<br>" \
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+ " - Additional 65% chance to accelerate further.<br>" \
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+ " - Additional 60% and <b>70%</b> chances to slow further.<br>" \
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+ "- Turns take <b>3</b> seconds to perform and have a <b>60%</b> chance to continue in the given direction.<br>" \
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+ "- Rolls have a 60% chance to move north/south, and a <b>70%</b> chance afterwards to go further in it.",
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SKILL_LEVEL_FAMILIAR = "You are capable of piloting shuttlecraft.<br>" \
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+ "- You may attempt piloting ships a level higher with mild penalties:<br>" \
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+ "- Accelerations and Slows take <b>1</b> second to perform.<br>" \
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+ " - Additional 65% chance to accelerate further.<br>" \
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+ " - Additional 60% chance to slow further.<br>" \
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+ "- Turns take <b>1</b> second to perform.<br>" \
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+ "- Rolls have a 60% chance to move north/south.",
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SKILL_LEVEL_TRAINED = "You are capable of piloting up to Class II ships, which are often unable to land or dock.<br>" \
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+ "- Class II includes all other ships movable on the overmap...with one major exception.<br>" \
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+ "- You may attempt piloting a level higher with notable penalties similar to Unfamiliar:<br>" \
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+ "- Accelerations and Slows take <b>2</b> seconds to perform.<br>" \
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+ " - Additional <b>65%</b> chance to accelerate more AND a <b>70%</b> chance to accelerate even further.<br>" \
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+ " - Additional <b>60%</b> chance to slow further.<br>" \
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+ "- Turns take <b>3 seconds</b> to perform and a have a <b>60%</b> chance to continue in the given direction, PLUS another <b>70%</b> chance to continue again.<br>" \
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+ "- Rolls have a <b>60%</b> chance to move north/south, and a <b>70%</b> chance afterwards to go further in it.",
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SKILL_LEVEL_PROFESSIONAL = "You are capable of piloting up to Class IV ships, the highest, rarest, and most complex category, where the SCCV Horizon falls under.<br>" \
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+ "- The SCCV Horizon is the only Class IV ship normally.<br>" \
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+ "- Your expert navigational training lets you deduce the current overmap coordinate from examining space with help intent."
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)
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skill_cost_map = alist(
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SKILL_LEVEL_UNFAMILIAR = 0,
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SKILL_LEVEL_FAMILIAR = 6
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SKILL_LEVEL_FAMILIAR = 4,
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SKILL_LEVEL_TRAINED = 8,
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SKILL_LEVEL_PROFESSIONAL = 10
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)
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required = TRUE
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antag_level = SKILL_LEVEL_PROFESSIONAL //So antags are always able to do Horizon/ship hijack gimmicks
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component_type = PILOT_SPACECRAFT_SKILL_COMPONENT
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/singleton/skill/pilot_mechs
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@@ -26,7 +26,7 @@ GLOBAL_DATUM_INIT(captain_announcement, /datum/announcement/minor, new(do_newsca
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blacklisted_species = list(SPECIES_TAJARA, SPECIES_TAJARA_MSAI, SPECIES_TAJARA_ZHAN, SPECIES_UNATHI, SPECIES_DIONA, SPECIES_IPC, SPECIES_IPC_G1, SPECIES_IPC_G2, SPECIES_IPC_XION, SPECIES_IPC_ZENGHU, SPECIES_IPC_BISHOP, SPECIES_IPC_SHELL, SPECIES_VAURCA_WORKER, SPECIES_VAURCA_WARRIOR, SPECIES_VAURCA_ATTENDANT, SPECIES_VAURCA_BULWARK, SPECIES_VAURCA_BREEDER, SPECIES_DIONA, SPECIES_DIONA_COEUS)
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skill_requirements = alist(
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/singleton/skill/pilot_spacecraft = SKILL_LEVEL_FAMILIAR
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/singleton/skill/pilot_spacecraft = SKILL_LEVEL_PROFESSIONAL
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)
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/obj/outfit/job/captain
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@@ -116,7 +116,7 @@ GLOBAL_DATUM_INIT(captain_announcement, /datum/announcement/minor, new(do_newsca
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blacklisted_species = list(SPECIES_TAJARA_ZHAN, SPECIES_VAURCA_WORKER, SPECIES_VAURCA_WARRIOR, SPECIES_VAURCA_ATTENDANT, SPECIES_VAURCA_BULWARK, SPECIES_VAURCA_BREEDER)
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skill_requirements = alist(
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/singleton/skill/pilot_spacecraft = SKILL_LEVEL_FAMILIAR
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/singleton/skill/pilot_spacecraft = SKILL_LEVEL_PROFESSIONAL
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)
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/obj/outfit/job/xo
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@@ -174,7 +174,7 @@ GLOBAL_DATUM_INIT(captain_announcement, /datum/announcement/minor, new(do_newsca
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blacklisted_species = list(SPECIES_TAJARA_ZHAN, SPECIES_VAURCA_WORKER, SPECIES_VAURCA_WARRIOR, SPECIES_VAURCA_ATTENDANT, SPECIES_VAURCA_BULWARK, SPECIES_VAURCA_BREEDER)
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skill_requirements = alist(
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/singleton/skill/pilot_spacecraft = SKILL_LEVEL_FAMILIAR
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/singleton/skill/pilot_spacecraft = SKILL_LEVEL_PROFESSIONAL
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)
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/obj/outfit/job/bridge_crew
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@@ -28,6 +28,10 @@
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blacklisted_species = list(SPECIES_TAJARA_MSAI, SPECIES_TAJARA_ZHAN, SPECIES_VAURCA_BREEDER, SPECIES_VAURCA_WORKER, SPECIES_VAURCA_WARRIOR, SPECIES_VAURCA_ATTENDANT, SPECIES_VAURCA_BULWARK)
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skill_requirements = alist(
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/singleton/skill/pilot_spacecraft = SKILL_LEVEL_FAMILIAR
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)
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/obj/outfit/job/rd
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name = "Research Director"
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jobtype = /datum/job/rd
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@@ -19,6 +19,17 @@
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var/use_space_appearance = TRUE
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/turf/space/feedback_hints(mob/user, distance, is_adjacent)
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. = ..()
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if(SSatlas.current_map.use_overmap && user.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level == SKILL_LEVEL_PROFESSIONAL && user.a_intent == I_HELP)
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if(!SSatlas.current_sector.starlight_range)
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to_chat(user, SPAN_WARNING("There's not a speck of starlight to work with."))
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return
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to_chat(user, SPAN_NOTICE("You try deducing the angles and positioning of local stars..."))
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if(do_after(user, 3 SECONDS))
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var/obj/effect/overmap/visitable/location = GLOB.map_sectors["[z]"]
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. += SPAN_NOTICE("Through your sense of navigation, you realize you must be around Sector [location.x] - [location.y]")
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/turf/space/dynamic //For use in edge cases where you want the turf to not be completely lit, like in places where you have placed lattice.
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//todomatt: this is useless now
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@@ -71,9 +71,7 @@
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SPECIES_SKRELL_AXIORI = 60
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)
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skills = list(
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/* Uncomment this block after finishing the Leadership skill. Psychologists should be able to give people morale bonuses as a mechanic.
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/singleton/skill/leadership = SKILL_LEVEL_TRAINED,
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*/
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/singleton/skill/pharmacology = SKILL_LEVEL_FAMILIAR,
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/singleton/skill/medicine = SKILL_LEVEL_FAMILIAR,
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/singleton/skill/anatomy = SKILL_LEVEL_FAMILIAR,
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@@ -25,3 +25,56 @@
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SPECIES_SKRELL = 55,
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SPECIES_SKRELL_AXIORI = 55
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)
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/singleton/education/flight_academy
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name = "Flight Academy"
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description = "You are at least 25 years of age, with the best navigation training the Spur can offer, vessel handiness in a pinch, and the know-how for reining in or assuring passengers for the voyage."
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jobs = list("Bridge Crew", "Executive Officer", "Captain")
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minimum_character_age = list(
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SPECIES_HUMAN = 25,
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SPECIES_SKRELL = 60,
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SPECIES_SKRELL_AXIORI = 60
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)
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skills = list(
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/singleton/skill/pilot_spacecraft = SKILL_LEVEL_PROFESSIONAL,
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/singleton/skill/electrical_engineering = SKILL_LEVEL_FAMILIAR,
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/singleton/skill/atmospherics_systems = SKILL_LEVEL_FAMILIAR,
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/singleton/skill/mechanical_engineering = SKILL_LEVEL_FAMILIAR, //To make a machine frame for ship consoles in emergencies
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/singleton/skill/leadership = SKILL_LEVEL_TRAINED
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)
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/singleton/education/fleet_training
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name = "Fleet Training"
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description = "You are at least 25 years of age, with the most extensive navigation training possible and military discipline to back it up. You're a steady shot in emergencies \
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and, damn it-- You. Go. Down. With. The. Ship."
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jobs = list("Bridge Crew", "Executive Officer", "Captain")
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minimum_character_age = list(
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SPECIES_HUMAN = 25,
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SPECIES_SKRELL = 60,
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SPECIES_SKRELL_AXIORI = 60
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)
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skills = list(
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/singleton/skill/pilot_spacecraft = SKILL_LEVEL_PROFESSIONAL,
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/singleton/skill/electrical_engineering = SKILL_LEVEL_FAMILIAR,
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/singleton/skill/atmospherics_systems = SKILL_LEVEL_FAMILIAR,
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/singleton/skill/firearms = SKILL_LEVEL_TRAINED,
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/singleton/skill/tenacity = SKILL_LEVEL_TRAINED
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)
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/singleton/education/expeditionary_trade
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name = "Expeditionary Trade"
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description = "You've developed trade skills for a career of expeditions. You are at home in a shuttle piloting to and from for an average day's work. You can even hit a shot or tend to \
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wounds when things eventually get unsafe."
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jobs = list("Shaft Miner", "Xenoarchaeologist", "Xenobiologist", "Xenobotanist", "Operations Manager", "Research Director")
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minimum_character_age = list(
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SPECIES_HUMAN = 18,
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SPECIES_SKRELL = 60,
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SPECIES_SKRELL_AXIORI = 60
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)
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skills = list(
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/singleton/skill/pilot_spacecraft = SKILL_LEVEL_FAMILIAR,
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/singleton/skill/electrical_engineering = SKILL_LEVEL_FAMILIAR,
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/singleton/skill/atmospherics_systems = SKILL_LEVEL_FAMILIAR,
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/singleton/skill/firearms = SKILL_LEVEL_FAMILIAR,
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/singleton/skill/medicine = SKILL_LEVEL_FAMILIAR
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)
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@@ -234,11 +234,12 @@
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/datum/language/bug/broadcast(var/mob/living/speaker,var/message,var/speaker_mask)
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log_say("[key_name(speaker)] : ([name]) [message]")
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if(is_lemurian_sea_sector())
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to_chat(speaker, SPAN_WARNING("You attempt to reach the Hivenet, but find nothing!"))
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return
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var/mob/living/carbon/human/H = speaker //Check for Preimminent Shaper robes, which obscure Hive affiliation
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var/mob/living/carbon/human/H = speaker //Check for Preimminent Shaper helmet, which obscure Hive affiliation
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var/obj/item/clothing/head/shaper/helmet = H.get_equipped_item(slot_head)
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if(!speaker_mask)
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speaker_mask = speaker.real_name
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@@ -483,7 +483,7 @@
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return get_id_name("Unknown")
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if( head && (head.flags_inv&HIDEFACE) )
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return get_id_name("Unknown") //Likewise for hats
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if(istype(wear_suit, /obj/item/clothing/suit/vaurca/shaper)) //Check for Preimminent Shaper helmet which obscures Hive affiliation
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if(istype(wear_suit, /obj/item/clothing/suit/vaurca/shaper)) //Check for Preimminent robes which obscures Hive affiliation
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var/list/hiveless_name = splittext(real_name, " ") //then remove Hive surname, ignore ID for obvious reason.
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return hiveless_name[1]
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var/face_name = get_face_name()
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@@ -254,6 +254,8 @@
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var/ndir = text2num(params["roll"])
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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var/piloting_difference = H.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level - connected.pilot_class
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var/dir_to_move = turn(connected.dir, ndir == WEST ? 90 : -90)
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var/turf/new_turf = get_step(connected, dir_to_move)
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if(new_turf.x > SSatlas.current_map.overmap_size || new_turf.y > SSatlas.current_map.overmap_size)
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@@ -262,6 +264,13 @@
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if(do_after(H, 1 SECOND) && connected.can_combat_roll())
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visible_message(SPAN_DANGER("[H] tilts the yoke all the way to the [ndir == WEST ? "left" : "right"]!"))
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connected.combat_roll(ndir)
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if(piloting_difference <= 0 && prob(60)) //A lack of difference means skill level (1-4) is less than pilot_class (1-3)
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ndir = pick(NORTH, SOUTH)
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connected.forceMove(get_step(connected, ndir))
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if(connected.pilot_class != PILOTING_CLASS_TWO && prob(70))
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connected.forceMove(get_step(connected, ndir))
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to_chat(H, SPAN_WARNING("You don't need to be an expert to realize you fumbled that."))
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H.visible_message(SPAN_DANGER("[H]'s grip slips!"), SPAN_DANGER("Your handling slips and the vessel teeters off trajectory!"))
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if(issilicon(usr))
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var/mob/living/silicon/H = usr
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var/dir_to_move = turn(connected.dir, ndir == WEST ? 90 : -90)
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@@ -288,7 +297,24 @@
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if(isliving(usr))// AI and robots are allowed to pilot now!
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if (action == "move")
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if(prob(usr.confused * 5))
|
||||
var/mob/living/H = usr
|
||||
var/piloting_difference = H.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level - connected.pilot_class
|
||||
|
||||
if(piloting_difference <= 0)
|
||||
to_chat(H, SPAN_NOTICE("You begin burning up the vessel's speed..."))
|
||||
if((connected.pilot_class != PILOTING_CLASS_TWO && do_after(H, 2 SECONDS)) || (connected.pilot_class == PILOTING_CLASS_TWO && do_after(H, 1 SECOND)))
|
||||
connected.relaymove(H, connected.dir, accellimit)
|
||||
if(prob(65)) //Can't ignore the 1s burn_delay, so manually do the proc to adjust speed instead
|
||||
var/acceleration = min(connected.get_burn_acceleration(), accellimit)
|
||||
var/theta = dir2degree(connected.dir)
|
||||
if(connected.pilot_class == PILOTING_CLASS_MAX && prob(70))
|
||||
acceleration *= 2
|
||||
to_chat(H, SPAN_DANGER("Too fast!"))
|
||||
connected.adjust_speed(acceleration * cos(theta), acceleration * sin(theta))
|
||||
H.visible_message(SPAN_WARNING("[H] motions strongly at \the [src]"), SPAN_WARNING("The speed picks up faster than anticipated."))
|
||||
else
|
||||
return
|
||||
if(prob(H.confused * 5))
|
||||
params["turn"] = pick("45", "-45")
|
||||
else
|
||||
connected.relaymove(usr, connected.dir, accellimit)
|
||||
@@ -296,7 +322,35 @@
|
||||
|
||||
if (action == "turn")
|
||||
var/ndir = text2num(params["turn"])
|
||||
if(connected.can_turn())
|
||||
if(ishuman(usr))
|
||||
var/mob/living/carbon/human/H = usr
|
||||
var/piloting_difference = H.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level - connected.pilot_class
|
||||
|
||||
if(connected.can_turn() && piloting_difference <= 0)
|
||||
to_chat(H, SPAN_NOTICE("You feel you can work a turn [ndir == WEST ? "left" : "right"] here..."))
|
||||
if((connected.pilot_class != PILOTING_CLASS_TWO && do_after(H, 3 SECONDS)) || (connected.pilot_class == PILOTING_CLASS_TWO && do_after(H, 1 SECOND)))
|
||||
connected.turn_ship(ndir)
|
||||
if(prob(60))
|
||||
connected.turn_ship(ndir)
|
||||
if(connected.pilot_class == PILOTING_CLASS_MAX && prob(70))
|
||||
connected.turn_ship(ndir)
|
||||
to_chat(H, SPAN_DANGER("Too far!"))
|
||||
H.visible_message(SPAN_WARNING("[H] swerves inaccurately on \the [src]"), SPAN_WARNING("You're imprecise and make a wider turn."))
|
||||
addtimer(CALLBACK(src, PROC_REF(refresh_ui)), min(connected.vessel_mass / 10, 1) SECONDS + 1)
|
||||
|
||||
else // When moving/interrupted mid-action, always get worse result
|
||||
connected.turn_ship(ndir)
|
||||
connected.turn_ship(ndir)
|
||||
if(prob(70))
|
||||
connected.turn_ship(ndir)
|
||||
to_chat(H, SPAN_DANGER("Damn it!"))
|
||||
H.visible_message(SPAN_WARNING("[H] swerves loosely on \the [src]."), SPAN_WARNING("Your negligence overshoots the turning."))
|
||||
addtimer(CALLBACK(src, PROC_REF(refresh_ui)), min(connected.vessel_mass / 10, 1) SECONDS + 1)
|
||||
|
||||
else if(connected.can_turn()) // Normal, w/o penalty
|
||||
connected.turn_ship(ndir)
|
||||
addtimer(CALLBACK(src, PROC_REF(refresh_ui)), min(connected.vessel_mass / 10, 1) SECONDS + 1)
|
||||
else if(connected.can_turn()) // For AI and robots
|
||||
connected.turn_ship(ndir)
|
||||
addtimer(CALLBACK(src, PROC_REF(refresh_ui)), min(connected.vessel_mass / 10, 1) SECONDS + 1)
|
||||
|
||||
@@ -314,8 +368,32 @@
|
||||
connected.combat_turn(ndir)
|
||||
|
||||
if (action == "brake")
|
||||
connected.decelerate()
|
||||
addtimer(CALLBACK(src, PROC_REF(refresh_ui)), connected.burn_delay + 1)
|
||||
if(ishuman(usr))
|
||||
var/mob/living/carbon/human/H = usr
|
||||
var/piloting_difference = H.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level - connected.pilot_class
|
||||
|
||||
to_chat(H, SPAN_NOTICE("You begin clamping down the vessel's speed..."))
|
||||
if(piloting_difference <= 0)
|
||||
if((connected.pilot_class != PILOTING_CLASS_TWO && do_after(H, 2 SECONDS)) || (connected.pilot_class == PILOTING_CLASS_TWO && do_after(H, 1 SECOND)))
|
||||
connected.decelerate()
|
||||
if(prob(60)) // Can't ignore the 1s burn_delay, so manually do decelerate()'s effects instead
|
||||
var/magnitude_velocity = ((connected.speed[1] ** 2) + (connected.speed[2] **2)) ** (1/2)
|
||||
var/alpha = min(connected.get_burn_acceleration(), magnitude_velocity)
|
||||
var/delta_x = -(connected.speed[1] / magnitude_velocity) * alpha
|
||||
var/delta_y = -(connected.speed[2] / magnitude_velocity) * alpha
|
||||
if(connected.pilot_class != PILOTING_CLASS_TWO && prob(70))
|
||||
delta_x *= 2
|
||||
delta_y *= 2
|
||||
connected.adjust_speed(delta_x, delta_y)
|
||||
to_chat(H, SPAN_WARNING("That clamp was stronger than intended."))
|
||||
else
|
||||
return
|
||||
else // Normal, w/o penalty
|
||||
connected.decelerate()
|
||||
addtimer(CALLBACK(src, PROC_REF(refresh_ui)), connected.burn_delay + 1)
|
||||
else
|
||||
connected.decelerate()
|
||||
addtimer(CALLBACK(src, PROC_REF(refresh_ui)), connected.burn_delay + 1)
|
||||
|
||||
if (action == "apilot")
|
||||
autopilot = !autopilot
|
||||
|
||||
@@ -16,14 +16,47 @@ somewhere on that shuttle. Subtypes of these can be then used to perform ship ov
|
||||
|
||||
/// For hotwiring, how many cycles are needed. This decreases by 1 each cycle and triggers at 0
|
||||
var/hotwire_progress = 8
|
||||
// Time window for emergency power from Pilot: Spacecraft + Electrical Engineering skills.
|
||||
var/emergency_power_window
|
||||
|
||||
/obj/structure/machinery/computer/antagonist_hints(mob/user, distance, is_adjacent)
|
||||
. += ..()
|
||||
. += "Consoles like these are typically access-locked."
|
||||
. += "You can remove this lock with <b>wirecutters</b>, but it would take awhile! Alternatively, you can also use a cryptographic sequencer (emag) for instant removal."
|
||||
. += "Hotwiring with wirecutters looks identical to attempting an emergency power bypass at first glance. You can avoid early suspicion doing it with equipment power out."
|
||||
|
||||
/obj/structure/machinery/computer/mechanics_hints(mob/user, distance, is_adjacent)
|
||||
. += ..()
|
||||
if(user.GetComponent(ELECTRICAL_ENGINEERING_SKILL_COMPONENT)?.skill_level >= SKILL_LEVEL_FAMILIAR)
|
||||
. += "Ship consoles like these can be directly given batterylife in emergencies. Simply use a power cell on it when unpowered to attempt a bypass with some of the charge." \
|
||||
+ " Batterylife efficiency scales with Electrical Engineering and bypass completion is faster when Familiar with Piloting Spacecraft."
|
||||
|
||||
/obj/structure/machinery/computer/ship/attackby(obj/item/attacking_item, mob/user)
|
||||
if(attacking_item.tool_behaviour == TOOL_CABLECOIL) // Repair from hotwire
|
||||
var/electrical_level = user.GetComponent(ELECTRICAL_ENGINEERING_SKILL_COMPONENT)?.skill_level
|
||||
|
||||
if(electrical_level > SKILL_LEVEL_UNFAMILIAR && (emergency_power_window || stat & NOPOWER) && istype(attacking_item, /obj/item/cell))
|
||||
var/obj/item/cell/battery = attacking_item
|
||||
var/pilot_level = user.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level
|
||||
user.visible_message("<b>[user]<b> opens a panel underneath \the [src]...", SPAN_NOTICE("You start searching for the power port to attempt an emergency power bypass..."))
|
||||
emergency_power_window = world.time
|
||||
if(pilot_level <= SKILL_LEVEL_UNFAMILIAR && Adjacent(user) && user.get_active_hand() == battery)
|
||||
if(do_after(user, 3 SECONDS))
|
||||
to_chat(user, SPAN_NOTICE("Although unfamiliar with spacecraft to find it fast, your electrical intuition knows there's a port somewhere..."))
|
||||
else
|
||||
user.visible_message("<b>[user]</b> closes the panel underneath \the [src].", SPAN_WARNING("You need to stay and look longer if you want to perform a bypass."))
|
||||
return
|
||||
while(battery.percent() > 0 && Adjacent(user) && user.get_active_hand() == battery)
|
||||
if(do_after(user, 3 SECONDS))
|
||||
if((pilot_level <= SKILL_LEVEL_UNFAMILIAR && do_after(user, 2 SECONDS)) || pilot_level >= SKILL_LEVEL_FAMILIAR)
|
||||
var/bypass_value = battery.maxcharge/10
|
||||
emergency_power_window += bypass_value/((100 - pilot_level * 3)/electrical_level) SECONDS // should be 10m for high-caps
|
||||
playsound(src.loc, 'sound/machines/click.ogg', 30)
|
||||
battery.charge -= bypass_value
|
||||
user.visible_message("<b>[user]</b> presses into some port with a click.<BR><i>\The [src]'s power bypass timer notifies there are <b>[round((emergency_power_window - world.time)/10)]</b> seconds of emergency power remaining.</i>", SPAN_NOTICE("You press into the port with \the [battery] transferring 10% into \the [src] and leaving \the [battery] with [battery.percent()]%<BR>\The [src]'s power bypass timer notifies there are <b>[round((emergency_power_window - world.time)/10)]</b> seconds of emergency power remaining."))
|
||||
stat &= ~NOPOWER
|
||||
update_icon()
|
||||
return
|
||||
if(attacking_item.tool_behaviour == TOOL_CABLECOIL && electrical_level > SKILL_LEVEL_UNFAMILIAR) // Repair from hotwire
|
||||
var/obj/item/stack/cable_coil/C = attacking_item
|
||||
if(hotwire_progress >= initial(hotwire_progress))
|
||||
to_chat(usr, SPAN_BOLD("\The [src] does not require repairs."))
|
||||
@@ -41,12 +74,12 @@ somewhere on that shuttle. Subtypes of these can be then used to perform ship ov
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 30, TRUE)
|
||||
return
|
||||
|
||||
if(attacking_item.tool_behaviour == TOOL_WIRECUTTER) // Hotwiring
|
||||
if(attacking_item.tool_behaviour == TOOL_WIRECUTTER && electrical_level > SKILL_LEVEL_UNFAMILIAR) // Hotwiring
|
||||
if(!req_access && !req_one_access && !emagged) // Already hacked/no need to hack
|
||||
to_chat(user, SPAN_BOLD("[src] is not access-locked."))
|
||||
return
|
||||
// Begin hotwire
|
||||
user.visible_message("<b>[user]</b> opens a panel underneath \the [src] and starts snipping wires...", SPAN_BOLD("You open the maintenance panel and attempt to hotwire \the [src]..."))
|
||||
user.visible_message("<b>[user]</b> opens a panel underneath \the [src]...", SPAN_BOLD("You open the maintenance panel and attempt to hotwire \the [src]..."))
|
||||
while(hotwire_progress > 0)
|
||||
if(do_after(user, 15 SECONDS, src, DO_UNIQUE))
|
||||
hotwire_progress--
|
||||
@@ -60,15 +93,46 @@ somewhere on that shuttle. Subtypes of these can be then used to perform ship ov
|
||||
return ..()
|
||||
|
||||
/obj/structure/machinery/computer/ship/attack_hand(mob/user)
|
||||
var/piloting_difference = user.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level - connected.pilot_class
|
||||
var/pilot_level = user.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
return FALSE
|
||||
if(emergency_power_window && world.time >= emergency_power_window)
|
||||
emergency_power_window = null
|
||||
if(!powered())
|
||||
stat |= NOPOWER
|
||||
visible_message(SPAN_DANGER("\The [src] flickers, its power bypass depleted."))
|
||||
else
|
||||
visible_message(SPAN_NOTICE("\The [src] hums as it transitions from emergency power to main."))
|
||||
update_icon()
|
||||
// Snowflake case for checking player characters for a Pilot Spacecraft Skill.
|
||||
// Only player characters will have the component. Which will both always be present on them, and will only enable its own return logic if it exists.
|
||||
// NPCs, Ghostroles, and Offship Antags that don't generate skills are unaffected by this check by intentional design so that we don't have to account for them.
|
||||
if (user.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level == SKILL_LEVEL_UNFAMILIAR)
|
||||
if (!connected.pilot_class && pilot_level <= SKILL_LEVEL_UNFAMILIAR)
|
||||
// No pilot_class means it's probably a station, so only Unfamiliar is checked for
|
||||
to_chat(user, SPAN_WARNING("There's just so many buttons... You have no idea where to even begin."))
|
||||
return FALSE
|
||||
|
||||
// A lack of a difference means skill level (1-4) is less than pilot_class (1-3)
|
||||
if(piloting_difference <= 0)
|
||||
if(connected.pilot_class == PILOTING_CLASS_SHUTTLE)
|
||||
user.visible_message("<b>[user]</b> starts indecisively messing with \the [src].", SPAN_WARNING("There's just so many buttons... You have no idea where to even begin, but..."))
|
||||
if(do_after(user, 10 SECONDS) && Adjacent(user))
|
||||
user.visible_message("<b>[user]</b> peers at \the [src].", SPAN_NOTICE("...maybe, if you take it slow? It <i>is</i> only a shuttle."))
|
||||
if(do_after(user, 3 SECONDS) && Adjacent(user))
|
||||
if(prob(30))
|
||||
to_chat(user, SPAN_WARNING("You lose track and can't figure out the controls."))
|
||||
return
|
||||
else
|
||||
return
|
||||
else
|
||||
to_chat(user, SPAN_WARNING("You can't keep track of controls while moving."))
|
||||
return
|
||||
else
|
||||
to_chat(user, SPAN_WARNING("This ship's class is notably more complex than you're used to, but you can still grasp the core controls."))
|
||||
// Conversely, Non-Unfamiliar skill level (2-4) will always be higher than pilot class (1-3)
|
||||
if(pilot_level < connected.pilot_class)
|
||||
to_chat(user, SPAN_WARNING("There's just so many buttons... You have no idea where to even begin, this is far too complex for you."))
|
||||
return
|
||||
if(use_check_and_message(user))
|
||||
return
|
||||
if(!emagged && !allowed(user))
|
||||
@@ -86,6 +150,9 @@ somewhere on that shuttle. Subtypes of these can be then used to perform ship ov
|
||||
|
||||
/obj/structure/machinery/computer/ship/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
|
||||
. = ..()
|
||||
if(emergency_power_window)
|
||||
var/power_window_rounded = round((emergency_power_window - world.time)/10)
|
||||
. += SPAN_ITALIC("The emergency power bypass is enabled, the timer shows <b>[power_window_rounded > 0 ? power_window_rounded : "no"]</b> seconds remain.")
|
||||
if(initial(hotwire_progress) != hotwire_progress)
|
||||
if(hotwire_progress != 0)
|
||||
. += SPAN_ITALIC("The bottom panel appears open with wires hanging out. It can be repaired with additional cabling. <i>Current progress: [(hotwire_progress / initial(hotwire_progress)) * 100]%</i>")
|
||||
|
||||
@@ -3,6 +3,33 @@
|
||||
name = "general shuttle control console"
|
||||
ui_template = "ShuttleControlConsoleMultiExplore"
|
||||
var/obj/effect/overmap/visitable/ship/connected //Ship we're connected to
|
||||
var/emergency_power_window //Time window for emergency power from Pilot: Spacecraft + Electrical Engineering skills
|
||||
|
||||
/obj/structure/machinery/computer/shuttle_control/explore/attackby(obj/item/attacking_item, mob/user)
|
||||
var/electrical_level = user.GetComponent(ELECTRICAL_ENGINEERING_SKILL_COMPONENT)?.skill_level
|
||||
|
||||
if(electrical_level > SKILL_LEVEL_UNFAMILIAR && (emergency_power_window || stat & NOPOWER) && istype(attacking_item, /obj/item/cell))
|
||||
var/obj/item/cell/battery = attacking_item
|
||||
var/pilot_level = user.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level
|
||||
user.visible_message("<b>[user]<b> opens a panel underneath \the [src]...", SPAN_NOTICE("You start searching for the power port to attempt an emergency power bypass..."))
|
||||
emergency_power_window = world.time
|
||||
if(pilot_level == SKILL_LEVEL_UNFAMILIAR && Adjacent(user) && user.get_active_hand() == battery)
|
||||
if(do_after(user, 3 SECONDS))
|
||||
to_chat(user, SPAN_NOTICE("Although unfamiliar with spacecraft to find it fast, your electrical intuition knows there's a port somewhere..."))
|
||||
else
|
||||
user.visible_message("<b>[user]</b> closes the panel underneath \the [src].", SPAN_WARNING("You need to stay and look longer if you want to perform a bypass."))
|
||||
return
|
||||
while(battery.percent() > 0 && Adjacent(user) && user.get_active_hand() == battery)
|
||||
if(do_after(user, 3 SECONDS))
|
||||
if((pilot_level == SKILL_LEVEL_UNFAMILIAR && do_after(user, 2 SECONDS)) || pilot_level >= SKILL_LEVEL_FAMILIAR)
|
||||
var/bypass_value = battery.maxcharge/10
|
||||
emergency_power_window += bypass_value/((100 - pilot_level * 3)/electrical_level) SECONDS // should be 10m for high-caps
|
||||
playsound(src.loc, 'sound/machines/click.ogg', 30)
|
||||
battery.charge -= bypass_value
|
||||
user.visible_message("<b>[user]</b> presses into some port with a click.<BR><i>\The [src]'s power bypass timer notifies there are <b>[round((emergency_power_window - world.time)/10)]</b> seconds of emergency power remaining.</i>", SPAN_NOTICE("You press into the port with \the [battery] transferring 10% into \the [src] and leaving \the [battery] with [battery.percent()]%<BR>\The [src]'s power bypass timer notifies there are <b>[round((emergency_power_window - world.time)/10)]</b> seconds of emergency power remaining."))
|
||||
stat &= ~NOPOWER
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/structure/machinery/computer/shuttle_control/explore/Initialize()
|
||||
. = ..()
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
var/use_mapped_z_levels = FALSE //If you use this, use /obj/effect/shuttle_landmark/ship as the landmark (set the landmark_tag to match on the shuttle, no other setup needed)
|
||||
icon_state = "shuttle"
|
||||
moving_state = "shuttle_moving"
|
||||
pilot_class = PILOTING_CLASS_SHUTTLE
|
||||
layer = OVERMAP_SHUTTLE_LAYER
|
||||
|
||||
/obj/effect/overmap/visitable/ship/landable/Destroy()
|
||||
|
||||
@@ -22,6 +22,9 @@
|
||||
generic_object = FALSE
|
||||
var/moving_state = "ship_moving"
|
||||
|
||||
/*For Pilot: Spacecraft skill. Denotes SHUTTLE for landables, CLASS_TWO for standard "overmap-only" ships, or CLASS_MAX for massive
|
||||
ones which is just the Horizon/main player ship. When null, the skill only cares for being Unfamiliar; stations are null.*/
|
||||
var/pilot_class = PILOTING_CLASS_TWO
|
||||
layer = OVERMAP_SHIP_LAYER
|
||||
|
||||
//RP fluff details to appear on scan readouts for mobile objects.
|
||||
@@ -81,6 +84,7 @@
|
||||
obfuscated_name = "unidentified stationary object"
|
||||
unknown_id = "Unknown artificial structure"
|
||||
static_vessel = TRUE
|
||||
pilot_class = null
|
||||
propulsion = "None equipped, flight incapable"
|
||||
halted = TRUE // Cannot fly under any circumstances
|
||||
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
################################
|
||||
# Example Changelog File
|
||||
#
|
||||
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
|
||||
#
|
||||
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
|
||||
# When it is, any changes listed below will disappear.
|
||||
#
|
||||
# Valid Prefixes:
|
||||
# bugfix
|
||||
# - (fixes bugs)
|
||||
# wip
|
||||
# - (work in progress)
|
||||
# qol
|
||||
# - (quality of life)
|
||||
# soundadd
|
||||
# - (adds a sound)
|
||||
# sounddel
|
||||
# - (removes a sound)
|
||||
# rscadd
|
||||
# - (adds a feature)
|
||||
# rscdel
|
||||
# - (removes a feature)
|
||||
# imageadd
|
||||
# - (adds an image or sprite)
|
||||
# imagedel
|
||||
# - (removes an image or sprite)
|
||||
# spellcheck
|
||||
# - (fixes spelling or grammar)
|
||||
# experiment
|
||||
# - (experimental change)
|
||||
# balance
|
||||
# - (balance changes)
|
||||
# code_imp
|
||||
# - (misc internal code change)
|
||||
# refactor
|
||||
# - (refactors code)
|
||||
# config
|
||||
# - (makes a change to the config files)
|
||||
# admin
|
||||
# - (makes changes to administrator tools)
|
||||
# server
|
||||
# - (miscellaneous changes to server)
|
||||
#################################
|
||||
|
||||
# Your name.
|
||||
author: diggiez
|
||||
|
||||
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
|
||||
delete-after: True
|
||||
|
||||
# Any changes you've made. See valid prefix list above.
|
||||
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
|
||||
# SCREW THIS UP AND IT WON'T WORK.
|
||||
# Also, this gets changed to [] after reading. Just remove the brackets when you add new shit.
|
||||
# Please surround your changes in double quotes ("). It works without them, but if you use certain characters it screws up compiling. The quotes will not show up in the changelog.
|
||||
changes:
|
||||
- rscadd: "Pilot: Spacecraft is now split between tiers based on a ship's pilot class. Familiar for shuttles, Trained for most ships, Professional for the Horizon."
|
||||
- rscadd: "You may attempt to pilot ships a level higher with penalties, including at Familiar. Only those 2+ tiers away are hard-denied."
|
||||
- rscadd: "Three piloting education backgrounds: Flight Academy, Fleet Training, and Expeditionary Trade. First two are for Bridge personnel, last is for any role focused on away missions."
|
||||
- rscadd: "Professional Piloting gives the convenient ability to deduce the current overmap coordinate from examining space for 3s."
|
||||
- rscadd: "With Familiar in Electrical Engineering, ship consoles may be given emergency battery life. Useful when you'd otherwise be stranded from no power."
|
||||
- rscadd: "Repairing and hotwiring ship consoles now requires Familiar in Electrical Engineering."
|
||||
- rscadd: "Research Directors need Shuttle Piloting as they're expected to be able to pilot the Intrepid or Quark when necessary."
|
||||
- rscadd: "Doctor of Psychology education gives Trained in Leadership, as was intended to happen with the addition of Leadership."
|
||||
@@ -9,6 +9,7 @@
|
||||
desc = "A line without compare, the Venator-series consists of one vessel so far: the SCCV Horizon, the lead ship of its class. Designed to be an entirely self-sufficient general-purpose surveying ship and to carry multiple replacement crews simultaneously, the Venator is equipped with both a bluespace and a warp drive and two different engines. Defying typical cruiser dimensions, the Venator is home to a sizable residential deck below the operations deck of the ship, where the crew is housed. It also features weapon hardpoints in its prominent wing nacelles. This one's transponder identifies it, obviously, as the SCCV Horizon."
|
||||
icon_state = "venator"
|
||||
moving_state = "venator_moving"
|
||||
pilot_class = PILOTING_CLASS_MAX
|
||||
colors = list("#cfd4ff", "#78adf8")
|
||||
fore_dir = SOUTH
|
||||
vessel_mass = 70000
|
||||
|
||||
Reference in New Issue
Block a user