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Ship combat rework (#22566)
Makes ship combat significantly more destructive (and a bit deadlier), especially with non-explosive projectiles. **Additions:** - A shell that penetrates a solid (dense) structure will cause spalling. This spall does 2-30 damage, depending on range and has a high embed chance. These embedded chunks are large enough to be ripped out by hand. (But you probably shouldn't). The pilot's suit has 30 ballistic armor, so a prepared bridge crew can survive a lot of spall. - Adds a gun that shoots any ship weapon that admins can spawn. Useful for testing, or for adminbus where they don't want to have to spawn a whole overmap ship. - Made several structures destructible, vending machines, computer frames, grilles (these were just bugged) and watertanks (and their children). These structures could just block infinite shots and were common enough to serve as effective armor for the horizon. These now spawn shrapnel (of their material if it's set), in addition to sheets of steel when destroyed. - Added support for negative maim chance. This allows chosen projectiles to be prevented from decapitating. No more accidentally gibbing the bridge crew's heads. (Unless they get hit with something really really big). **Balance:** - All non-explosive anti ship rounds got significant buffs. Typically 2-3x Anti-Material numbers. - Armour piercing anti-ship rounds got massively increased penetration stats. Typically 4-8 from 1-2. - Doors now get destroyed in less hits, if they are hit by anti-material projectiles. Hits to destroy -= Antimaterial / 2 - Francisca frag shells now shoot less fragments but deal more damage. 394 projectiles for every shot was a bit laggy, now it's only 280. **Shields:** Shields now take more power. 13-14 megawatts for a 10 strength shield. Just inside the ship's generation capacity with both the INDRA and Supermatter running. Instead of deleting any projectile they are hit by, shields now have different failure modes. - Firstly, a piercing projectile has it's penetration reduced by the shield strength. Eg A shot that would go through 10 walls, only penetrates 4 after going through a 6 strength shield. - Secondly, a projectile has it's damage multiplied by 1 - shield strength / 10, then has shield strength subtracted from it's damage. Eg. A damage 100 projectile, hitting a 5 strength shield, has it's damaged reduced to 50, (100 * 0.5), then to 45. (50-5) - Thirdly, an explosive projectile (that does not penetrate per the first step) does not explode, but instead deals it's full damage to the shield. Hits to the shield now also damage the field itself, not just the shield tile. As such, a very big hit on the shield can bring the whole thing down, requiring an engineer to reset it. Shields can now be upgraded with research components. Additionally, shield generators can now support more than one capacitor. The roundstart capacitor on the Horizon is only good enough to support a 6 strength shield. The upgrades increase efficiency, strength loss over time and charge speed. **Overmap Targetting** Previously, shells would spawn within 20 tiles of their target and aim directly forwards. This was bugged for shots with burst, which would instead all aim inwards and mostly miss. This is the reason the Grauwolf (in addition to the explosion bug below) and Fransisca felt so useless, only one of every shell in a burst would hit. Shots now spawn at the map edge, based on the orientation of the projectile and ship. Diagonals are now accounted for. Shots are then aimed directly at the target selected on the console, with 3 degrees of dispersion. **Bugfixes:** - Fixes lots of explosions that didn't pass a turf to the explosions subsystem. This caused the explosion not to happen if the thing hit got qdeled before the subsystem could get the turf to spawn the explosion on. - Embedded shrapnel no longer gets the initial projectile name, this prevents it getting named shrapnelshrapnel. - Fixes a bunch of projectile piercing bugs, mostly with grilles and windows. Shots now go past window frames without hitting them. - Fixes shields not having a click delay when attacked. --------- Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This commit is contained in:
@@ -211,7 +211,7 @@
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P.dir = S.dir
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P.icon_state = overmap_icon_state
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P.speed = get_speed()
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P.entry_target = entry_point
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P.submap_target = entry_point
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forceMove(P)
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log_and_message_admins("A projectile ([name]) has entered the Overmap! (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[P.x];Y=[P.y];Z=[P.z]'>JMP</a>)")
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return TRUE
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@@ -227,11 +227,87 @@
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anti_materiel_potential = 3
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impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
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accuracy = 100
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projectile_piercing = PASSMOB|PASSDOORS|PASSGLASS|PASSCLOSEDTURF|PASSWINDOW|PASSMACHINE|PASSBLOB|PASSFLAPS|PASSVEHICLE //It's a ship weapon let it try to penetrate everything.
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projectile_piercing = PASSGLASS|PASSGRILLE|PASSBLOB|PASSMOB|PASSCLOSEDTURF|PASSMACHINE|PASSSTRUCTURE|PASSFLAPS|PASSDOORS|PASSVEHICLE|PASSWINDOW|PASSSHIELD //It's a ship weapon let it try to penetrate everything.
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pierce_decay_damage = 0.95 //Ship weapon projectiles don't lose much damage on pierce by default, but this can be set per projectile.
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///This is passed to explosion(), it is stored here for when projectiles hit shields and need to damage the shield as if they had exploded.
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var/list/explosion_strength = list(0, 0, 0)
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///The last thing this projectile pierced. Used for spalling effects in on_hit()
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var/atom/last_thing_pierced = null
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var/obj/item/ship_ammunition/ammo
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var/primed = FALSE
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var/hit_target = FALSE //First target we hit. Used to report if a hit was successful.
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///First target we hit. Used to report if a hit was successful.
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var/hit_target = FALSE
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/obj/projectile/ship_ammo/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE) //When the projectile moves from a dense tile to a non-dense tile.
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. = ..()
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if(last_thing_pierced)
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var/turf/entered_turf = isturf(loc) ? loc : get_turf(loc)
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if(!(entered_turf.check_density(FALSE, TRUE))) //Checks for mobs so we don't spawn spalling inside the poor bridge crew, getting hit by the shell is bad enough.
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handle_spalling(entered_turf, movement_dir, last_thing_pierced)
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last_thing_pierced = null
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/**
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* This creates a cone of shrapnel whenever a projectile pierces something dense and then crosses into a non-dense turf.
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* This means that it won't spawn all the shrapnel inside the next thing it penetrates, to simulate spalling.
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* All of of the projectile stats are set custom here, in future it might be good to set them dynmically based on the material of the thing pierced.
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* Too many things don't have a material set, so that will have to wait.
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*/
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/obj/projectile/ship_ammo/proc/handle_spalling(atom/source, shrapnel_dir, thing_pierced)
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set waitfor = FALSE
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src.visible_message(SPAN_DANGER("Huge chunks of shrapnel spray out from \the [thing_pierced] as \the [src] punches through!"))
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var/turf/O = get_turf(src)
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var/list/target_turfs = list()
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target_turfs += get_step(O, shrapnel_dir)
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target_turfs += get_step(O, turn(shrapnel_dir, -45))
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target_turfs += get_step(O, turn(shrapnel_dir, 45))
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target_turfs += get_step(get_step(O, turn(shrapnel_dir, -45)), shrapnel_dir)
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target_turfs += get_step(get_step(O, turn(shrapnel_dir, 45)), shrapnel_dir)
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for(var/turf/T in target_turfs)
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var/obj/projectile/bullet/pellet/fragment/spall/P
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if(istype(thing_pierced, /obj/structure/window))
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P = new /obj/projectile/bullet/pellet/fragment/spall/glass(O)
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else if(istype(thing_pierced, /obj/structure/grille) || istype(thing_pierced, /obj/structure/window_frame))
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P = new /obj/projectile/bullet/pellet/fragment/spall/metalrod(O)
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else if(istype(thing_pierced, /obj/structure/machinery/door/airlock))
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var/obj/structure/machinery/door/airlock/D = thing_pierced
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if(D.window_material && D.window_material == SSmaterials.get_material_by_name(MATERIAL_GLASS))
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P = new /obj/projectile/bullet/pellet/fragment/spall/glass(O)
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else
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P = new /obj/projectile/bullet/pellet/fragment/spall(O)
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else
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P = new /obj/projectile/bullet/pellet/fragment/spall(O)
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P.preparePixelProjectile(T, src)
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P.firer = src
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P.fired_from = thing_pierced
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P.fire()
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return TRUE
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/obj/projectile/bullet/pellet/fragment/spall
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damage = 2 //Between 30 and 3 damage, depending on how close you are. Pilot suits are 30 ballistic armour, so they should survive a lot of spall.
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pellets = 15
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armor_penetration = 10
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range_step = 1
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range = 15
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embed_chance = 80 //Make the people hit pull big chunks of shrapnel out by hand.
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maim_rate = -1 //We don't want this to decapitate people in the unlucky event they get hit by the shell (or shell explosion) directly, then more shrapnel afterwards.
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anti_materiel_potential = 2 //Enough to break windows.
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name = "spall"
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shrapnel_type = /obj/item/material/shard/shrapnel/large
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/obj/projectile/bullet/pellet/fragment/spall/glass
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damage = 1
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armor_penetration = 5
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name = "glass"
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shrapnel_type = /obj/item/material/shard
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/obj/projectile/bullet/pellet/fragment/spall/metalrod
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damage = 3
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armor_penetration = 15
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name = "metal rod"
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shrapnel_type = /obj/item/stack/rods
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/obj/projectile/ship_ammo/Destroy()
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ammo = null
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@@ -261,6 +337,14 @@
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)
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if(ammo && ammo.origin)
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ammo.origin.signal_hit(hit_data)
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if(istype(target, /turf/simulated/wall) || istype(target, /obj/structure/machinery/door)) //Stores the last thing we pierced for spalling purposes.
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last_thing_pierced = target
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else if (istype(target, /obj/structure)) //If it is a structure on a dense turf, that uses health,
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if (target.should_use_health)
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var/turf/T = get_turf(target)
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if (T.check_density(FALSE, TRUE))
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last_thing_pierced = target
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return ..()
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/obj/projectile/ship_ammo/proc/on_translate(var/turf/entry_turf, var/target_turf) //This proc is called when the projectile enters a new ship's overmap zlevel.
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@@ -273,6 +357,5 @@
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pellet.ammo.origin = ammo.origin
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pellet.ammo.impact_type = ammo.impact_type
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pellet.dir = dir
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var/turf/front_turf = get_step(pellet, pellet.dir)
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pellet.preparePixelProjectile(target_turf, front_turf)
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pellet.preparePixelProjectile(target_turf, pellet, deviation = 3) //Deviation can be tuned. These spawn at the map edge so small deviations matter a lot.
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pellet.fire()
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@@ -9,8 +9,8 @@
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var/obj/item/ship_ammunition/ammunition
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/// The target is the actual overmap object we're hitting.
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var/atom/target
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/// The entry target is where the projectile itself is going to spawn in world.
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var/obj/entry_target
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/// The submap target is passed by the targetting console, it is the landmark selected on that console. This is the point on the submap (eg. The Horizon's Bridge) that the projectile will aim for when it enters.
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var/obj/submap_target
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var/range = OVERMAP_PROJECTILE_RANGE_MEDIUM
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var/current_range_counter = 0
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// A projectile with 0 speed does not move. Note that this is the 'lag' variable on walk_towards! Lower speed is better.
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@@ -65,81 +65,132 @@
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/obj/effect/overmap/projectile/Destroy()
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ammunition = null
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target = null
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entry_target = null
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walk(src, 0)
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submap_target = null
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return ..()
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///Gets the turf the projectile should enter on. If it's diagnonal it spawns in the corner, if it's orthogonal it spawns on the map edge relative to the target landmark.
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/obj/effect/overmap/projectile/proc/get_entry_turf(atom/target_landmark, direction)
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var/turf/target = locate(target_landmark.x, target_landmark.y, target_landmark.z)
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if(!target_landmark || !target)
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return 0
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switch(direction)
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if(NORTH|WEST)
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target = get_ranged_target_turf(locate(1, world.maxy, target.z), direction, max(8, 2 * ammunition.burst)) //We offset the target turf from the edge by 8 (one screen), or twice the burst size. Bursts get their positions randomized up to twice the burst size.
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if(NORTH|EAST)
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target = get_ranged_target_turf(locate(world.maxx, world.maxy, target.z), direction, max(8, 2 * ammunition.burst))
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if(SOUTH|WEST)
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target = get_ranged_target_turf(locate(1, 1, target.z), direction, max(8, 2 * ammunition.burst))
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if(SOUTH|EAST)
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target = get_ranged_target_turf(locate(world.maxx, 1, target.z), direction, max(8, 2 * ammunition.burst))
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if(NORTH)
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target = get_ranged_target_turf(locate(target.x, world.maxy, target.z), direction, max(8, 2 * ammunition.burst))
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if(SOUTH)
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target = get_ranged_target_turf(locate(target.x, 1, target.z), direction, max(8, 2 * ammunition.burst))
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if(EAST)
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target = get_ranged_target_turf(locate(world.maxx, target.y, target.z), direction, max(8, 2 * ammunition.burst))
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if(WEST)
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target = get_ranged_target_turf(locate(1, target.y, target.z), direction, max(8, 2 * ammunition.burst))
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return target
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/obj/effect/overmap/projectile/proc/prepare_for_entry()
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moving = FALSE
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entering = FALSE
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walk(src, 0)
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///Checks if we can hit the thing we just bumped into. If we can, do the initial setup for the projectile entering the submab and continue.
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/obj/effect/overmap/projectile/proc/check_entry()
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. = FALSE
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if(!ammunition)
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return
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var/turf/T = get_turf(src)
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for(var/obj/effect/overmap/A in T)
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if(ammunition && A == ammunition.origin)
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if(ammunition && A == ammunition.origin) //Don't collide with the thing that fired us.
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continue
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if(istype(A, /obj/effect/overmap/visitable))
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var/obj/effect/overmap/visitable/V = A
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if((V.check_ownership(entry_target)) || (V == target)) //Target spotted!
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if((V.check_ownership(submap_target)) || (V == target)) //If the visitable is owned by the target landmark, or is the target itself, we can hit it.
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var/turf/target_turf = get_turf(submap_target)
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var/obj/projectile/ship_ammo/widowmaker = new ammunition.original_projectile.type
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prepare_for_entry()
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widowmaker.ammo = ammunition
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qdel(ammunition.original_projectile) //No longer needed.
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ammunition.original_projectile = widowmaker
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widowmaker.primed = TRUE
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if(istype(V, /obj/effect/overmap/visitable/sector/exoplanet) && (ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_PLANETS))
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. = TRUE
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//Manually stopping because this proc needs to sleep for a bit.
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prepare_for_entry()
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var/obj/projectile/ship_ammo/widowmaker = new ammunition.original_projectile.type
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widowmaker.ammo = ammunition
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qdel(ammunition.original_projectile) //No longer needed.
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var/turf/laze = get_turf(entry_target)
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ammunition.original_projectile = widowmaker
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playsound(laze, 'sound/weapons/gunshot/ship_weapons/orbital_travel.ogg', 60)
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laze.visible_message(SPAN_DANGER("<font size=6>A bright star is getting closer from the sky...!</font>"))
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sleep(11 SECONDS) //Let the sound play!
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widowmaker.primed = TRUE
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widowmaker.forceMove(entry_target)
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widowmaker.on_hit(laze, is_landmark_hit = TRUE)
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log_and_message_admins("A projectile ([name]) has entered a z-level at [entry_target.name]! (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[widowmaker.x];Y=[widowmaker.y];Z=[widowmaker.z]'>JMP</a>)")
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say_dead_direct("A projectile ([name]) has entered a z-level at [entry_target.name]!")
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qdel(widowmaker)
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qdel(src)
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else if(istype(V, /obj/effect/overmap/visitable) && (ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_VISITABLES))
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. = TRUE
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if(istype(V, /obj/effect/overmap/visitable/ship))
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var/obj/effect/overmap/visitable/ship/VS = V
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if(istype(ammunition.origin, /obj/effect/overmap/visitable/ship))
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var/naval_heading = SSatlas.headings_to_naval["[VS.dir]"]["[ammunition.heading]"]
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var/corrected_heading = SSatlas.naval_to_dir["[VS.fore_dir]"][naval_heading]
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ammunition.heading = corrected_heading
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else //if it's not a ship it doesn't have a fore direction, so we need to autocorrect
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ammunition.heading = entry_target.dir
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prepare_for_entry()
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var/obj/projectile/ship_ammo/widowmaker = new ammunition.original_projectile.type
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widowmaker.ammo = ammunition
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qdel(ammunition.original_projectile) //No longer needed.
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ammunition.original_projectile = widowmaker
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widowmaker.primed = TRUE
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var/turf/entry_turf_initial = get_ranged_target_turf(entry_target, REVERSE_DIR(entry_target.dir), 20)
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var/entry_dir_choice = (dir & NORTH) || (dir & SOUTH) ? list(EAST, WEST) : list(NORTH, SOUTH)
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var/turf/entry_turf = get_ranged_target_turf(entry_turf_initial, entry_dir_choice, 5)
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widowmaker.forceMove(entry_turf)
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widowmaker.dir = ammunition.heading
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var/turf/target_turf = get_step(widowmaker, widowmaker.dir)
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widowmaker.on_translate(entry_turf, target_turf)
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log_and_message_admins("A projectile ([widowmaker.name]) has entered a z-level at [entry_target.name], with direction [dir2text(widowmaker.dir)]! (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[widowmaker.x];Y=[widowmaker.y];Z=[widowmaker.z]'>JMP</a>)")
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say_dead_direct("A projectile ([widowmaker.name]) has entered a z-level at [entry_target.name], with direction [dir2text(widowmaker.dir)]!")
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widowmaker.preparePixelProjectile(target_turf, entry_turf)
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widowmaker.fired_from = src
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widowmaker.fire()
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qdel(src)
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if(istype(A, /obj/effect/overmap/event))
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return check_entry_exoplanet(widowmaker, target_turf, target_turf)
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else if(istype(V, /obj/effect/overmap/visitable/ship) && (ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_VISITABLES))
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return check_entry_ship(widowmaker, target_turf, V)
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else if(ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_VISITABLES)
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return check_entry_visitable(widowmaker, target_turf)
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if(istype(A, /obj/effect/overmap/event)) //Check hazards last, in case a ship is hiding in a hazard.
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var/obj/effect/overmap/event/EV = A
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if(EV.can_be_destroyed && (ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_HAZARDS))
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. = TRUE
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qdel(EV)
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qdel(src)
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///Handle bombardment of planets. Spawn the shot in a random open tile near the target and fire the projectile at it. If there is no open tile, call on_hit directly. This allows non-explosive weapons to strafe targets.
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/obj/effect/overmap/projectile/proc/check_entry_exoplanet(obj/projectile/ship_ammo/widowmaker, turf/entry_turf, turf/laze)
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. = TRUE
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playsound(laze, 'sound/weapons/gunshot/ship_weapons/orbital_travel.ogg', 60)
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laze.visible_message(SPAN_DANGER("<font size=6>A bright star is getting closer from the sky...!</font>"))
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sleep(11 SECONDS) //Let the sound play!
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var/turf/nearest_valid_turf
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if (!(nearest_valid_turf = get_random_turf_in_range(entry_turf, 1, 5, TRUE, FALSE))) //Get a random empty turf between 1 and 5 tiles away from the target, if this fails call on_hit directly on the target turf.
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widowmaker.forceMove(submap_target)
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widowmaker.on_hit(laze, is_landmark_hit = TRUE)
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log_and_message_admins("A ([widowmaker.name]) landed at ([entry_turf.x], [entry_turf.y], [entry_turf.z]) aimed at [submap_target.name]! (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[widowmaker.x];Y=[widowmaker.y];Z=[widowmaker.z]'>JMP</a>)")
|
||||
say_dead_direct("A ([widowmaker.name]) landed at ([entry_turf.x], [entry_turf.y], [entry_turf.z]) aimed at [submap_target.name]!")
|
||||
qdel(widowmaker)
|
||||
qdel(src)
|
||||
|
||||
else //If there's an empty turf, spawn our projectile there and aim it at the target.
|
||||
widowmaker.on_translate(entry_turf, nearest_valid_turf)
|
||||
log_and_message_admins("A ([widowmaker.name]) landed at ([entry_turf.x], [entry_turf.y], [entry_turf.z]) aimed at [submap_target.name]! (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[widowmaker.x];Y=[widowmaker.y];Z=[widowmaker.z]'>JMP</a>)")
|
||||
say_dead_direct("A ([widowmaker.name]) landed at ([entry_turf.x], [entry_turf.y], [entry_turf.z]) aimed at [submap_target.name]!")
|
||||
widowmaker.preparePixelProjectile(nearest_valid_turf, entry_turf)
|
||||
widowmaker.fired_from = src
|
||||
widowmaker.fire()
|
||||
qdel(src)
|
||||
|
||||
//Handle hitting ships. This requires translating the projectile's direction to account for the relative rotation of the ship. The projectile then spawns at the edge of the map, aimed at the target landmark.
|
||||
/obj/effect/overmap/projectile/proc/check_entry_ship(obj/projectile/ship_ammo/widowmaker, turf/target_turf, obj/effect/overmap/visitable/ship/VS)
|
||||
var/shot_direction = src.dir
|
||||
var/naval_heading = SSatlas.headings_to_naval["[VS.dir]"]["[shot_direction]"]
|
||||
var/corrected_heading = SSatlas.naval_to_dir["[VS.fore_dir]"][naval_heading]
|
||||
shot_direction = corrected_heading
|
||||
|
||||
var/turf/entry_turf = get_entry_turf(submap_target, REVERSE_DIR(shot_direction))
|
||||
widowmaker.forceMove(entry_turf)
|
||||
widowmaker.dir = shot_direction
|
||||
widowmaker.on_translate(entry_turf, target_turf)
|
||||
log_and_message_admins("A ([widowmaker.name]) arrived [naval_heading] of \the [target] at ([entry_turf.x], [entry_turf.y], [entry_turf.z]) aimed at [submap_target.name], with direction [dir2text(shot_direction)]! (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[submap_target.x];Y=[submap_target.y];Z=[submap_target.z]'>JMP</a>)")
|
||||
say_dead_direct("A ([widowmaker.name]) arrived [naval_heading] of \the [target] at ([entry_turf.x], [entry_turf.y], [entry_turf.z]) aimed at [submap_target.name], with direction [dir2text(shot_direction)]! (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[submap_target.x];Y=[submap_target.y];Z=[submap_target.z]'>JMP</a>)")
|
||||
widowmaker.preparePixelProjectile(target_turf, entry_turf)
|
||||
widowmaker.fired_from = src
|
||||
widowmaker.fire()
|
||||
qdel(src)
|
||||
return TRUE
|
||||
|
||||
///Handle hitting visitables that can't spin, such as asteroids and stations. Otherwise identical to hitting a ship.
|
||||
/obj/effect/overmap/projectile/proc/check_entry_visitable(obj/projectile/ship_ammo/widowmaker, turf/target_turf)
|
||||
var/shot_direction = src.dir
|
||||
var/turf/entry_turf = get_entry_turf(submap_target, REVERSE_DIR(shot_direction))
|
||||
widowmaker.forceMove(entry_turf)
|
||||
widowmaker.dir = shot_direction
|
||||
widowmaker.on_translate(entry_turf, target_turf)
|
||||
log_and_message_admins("A ([widowmaker.name]) flew in at ([entry_turf.x], [entry_turf.y], [entry_turf.z]) aimed at [submap_target.name], with direction [dir2text(shot_direction)]! (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[submap_target.x];Y=[submap_target.y];Z=[submap_target.z]'>JMP</a>)")
|
||||
say_dead_direct("A ([widowmaker.name]) flew in at ([entry_turf.x], [entry_turf.y], [entry_turf.z]) aimed at [submap_target.name], with direction [dir2text(shot_direction)]! (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[submap_target.x];Y=[submap_target.y];Z=[submap_target.z]'>JMP</a>)")
|
||||
widowmaker.preparePixelProjectile(target_turf, entry_turf)
|
||||
widowmaker.fired_from = src
|
||||
widowmaker.fire()
|
||||
qdel(src)
|
||||
return TRUE
|
||||
|
||||
/obj/effect/overmap/projectile/proc/move_to()
|
||||
if(isnull(target) || !speed)
|
||||
walk(src, 0)
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
icon = 'icons/obj/guns/ship/ship_ammo_autocannon.dmi'
|
||||
icon_state = "autocannon_frag"
|
||||
overmap_icon_state = "cannon_salvo"
|
||||
impact_type = SHIP_AMMO_IMPACT_HE
|
||||
impact_type = SHIP_AMMO_IMPACT_FRAG
|
||||
ammunition_flags = SHIP_AMMO_FLAG_INFLAMMABLE|SHIP_AMMO_FLAG_VERY_HEAVY
|
||||
caliber = SHIP_CALIBER_60MM
|
||||
burst = 8
|
||||
@@ -59,7 +59,8 @@
|
||||
icon_state = "small"
|
||||
damage = 100
|
||||
armor_penetration = 60
|
||||
penetrating = 3
|
||||
penetrating = 8
|
||||
anti_materiel_potential = 6
|
||||
|
||||
/obj/projectile/ship_ammo/autocannon/he
|
||||
name = "60mm HE shell"
|
||||
@@ -67,6 +68,7 @@
|
||||
damage = 80
|
||||
armor_penetration = 30
|
||||
penetrating = 0 // Explodes on the hull.
|
||||
explosion_strength = list(0, 2, 3)
|
||||
|
||||
/obj/projectile/ship_ammo/autocannon/frag
|
||||
name = "60mm fragmentation shell"
|
||||
@@ -77,8 +79,8 @@
|
||||
|
||||
/obj/projectile/ship_ammo/autocannon/he/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
explosion(target, 0, 2, 3)
|
||||
explosion(get_turf(target), explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
|
||||
/obj/projectile/ship_ammo/autocannon/frag/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
fragem(target, 70, 70, 1, 2, 15, 5, TRUE)
|
||||
..()
|
||||
fragem(src, 70, 70, 1, 2, 12, 4, TRUE, spread_range = 5) //Targets 5 tiles around the impact site and shoots a projectile at them.
|
||||
. = ..()
|
||||
|
||||
@@ -27,14 +27,16 @@
|
||||
damage = 10000
|
||||
armor_penetration = 1000
|
||||
penetrating = 1
|
||||
explosion_strength = list(2, 5, 7)
|
||||
|
||||
/obj/projectile/ship_ammo/blaster/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
var/turf/epicenter = get_turf(target)
|
||||
if(ismob(target))
|
||||
var/mob/M = target
|
||||
M.visible_message(SPAN_DANGER("<font size=5>\The [src] disintegrates [M]'s chest and blasts them into pieces!</font>"))
|
||||
if(isturf(target) || isobj(target))
|
||||
explosion(target, 2, 5, 7)
|
||||
explosion(epicenter, explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
|
||||
/obj/structure/machinery/ammunition_loader/blaster
|
||||
name = "mining blaster loader"
|
||||
|
||||
@@ -119,10 +119,11 @@
|
||||
damage = 150
|
||||
armor_penetration = 75
|
||||
penetrating = 0
|
||||
explosion_strength = list(1, 3, 6)
|
||||
|
||||
/obj/projectile/ship_ammo/bruiser/he/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
explosion(target, 1, 3, 6)
|
||||
explosion(get_turf(target), explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
|
||||
/obj/projectile/ship_ammo/bruiser/real/he
|
||||
name = "178mm shell"
|
||||
@@ -130,6 +131,7 @@
|
||||
damage = 350
|
||||
armor_penetration = 125
|
||||
penetrating = 0
|
||||
explosion_strength = list(3, 6, 8)
|
||||
|
||||
/obj/projectile/ship_ammo/bruiser/real/ap
|
||||
name = "178mm shell"
|
||||
@@ -137,6 +139,7 @@
|
||||
damage = 250
|
||||
armor_penetration = 250
|
||||
penetrating = 2
|
||||
explosion_strength = list(0, 2, 4)
|
||||
|
||||
/obj/projectile/ship_ammo/bruiser/real/canister
|
||||
damage = 40
|
||||
@@ -157,10 +160,11 @@
|
||||
|
||||
/obj/projectile/ship_ammo/bruiser/real/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
var/turf/epicenter = get_turf(target)
|
||||
if(ammo.impact_type == SHIP_AMMO_IMPACT_HE)
|
||||
explosion(target, 3, 6, 8)
|
||||
explosion(epicenter, explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
if(ammo.impact_type == SHIP_AMMO_IMPACT_AP)
|
||||
explosion(target, 0, 2, 4)
|
||||
explosion(epicenter, explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
|
||||
/obj/projectile/ship_ammo/bruiser/real/beehive/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
|
||||
@@ -27,14 +27,16 @@
|
||||
damage = 10000
|
||||
armor_penetration = 1000
|
||||
penetrating = 50
|
||||
explosion_strength = list(1, 5, 3)
|
||||
|
||||
/obj/projectile/ship_ammo/coilgun/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
var/turf/epicenter = get_turf(target)
|
||||
if(ismob(target))
|
||||
var/mob/M = target
|
||||
M.visible_message(SPAN_DANGER("<font size=5>\The [src] blows [M]'s chest apart and punches straight through!</font>"))
|
||||
if(isturf(target) || isobj(target))
|
||||
explosion(target, 1, 5, 3)
|
||||
explosion(epicenter, explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
|
||||
/obj/structure/machinery/ammunition_loader/sol
|
||||
icon_state = "ammo_loader_sol"
|
||||
|
||||
@@ -42,7 +42,7 @@
|
||||
name_override = "40mm FRAG burst"
|
||||
desc = "A box of fragmentation shells for use in a Francisca rotary gun."
|
||||
icon_state = "box_inc"
|
||||
impact_type = SHIP_AMMO_IMPACT_HE
|
||||
impact_type = SHIP_AMMO_IMPACT_FRAG
|
||||
projectile_type_override = /obj/projectile/ship_ammo/francisca/frag
|
||||
|
||||
/obj/projectile/ship_ammo/francisca
|
||||
@@ -50,20 +50,24 @@
|
||||
icon_state = "small"
|
||||
damage = 50
|
||||
armor_penetration = 50
|
||||
penetrating = 2
|
||||
penetrating = 3
|
||||
anti_materiel_potential = 10
|
||||
|
||||
/obj/projectile/ship_ammo/francisca/ap
|
||||
name = "40mm AP shell"
|
||||
damage = 30
|
||||
armor_penetration = 100
|
||||
penetrating = 4
|
||||
penetrating = 8
|
||||
anti_materiel_potential = 8
|
||||
|
||||
/obj/projectile/ship_ammo/francisca/frag
|
||||
name = "40mm FRAG shell"
|
||||
icon_state = "small"
|
||||
damage = 30
|
||||
armor_penetration = 50
|
||||
penetrating = 1
|
||||
anti_materiel_potential = 6
|
||||
|
||||
/obj/projectile/ship_ammo/francisca/frag/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
fragem(src, 70, 70, 1, 2, 10, 4, TRUE)
|
||||
fragem(src, 70, 70, 1, 2, 12, 4, TRUE, spread_range = 5) //Targets 5 tiles around the impact site and shoots a projectile at them.
|
||||
. = ..()
|
||||
|
||||
@@ -36,16 +36,21 @@
|
||||
damage = 100
|
||||
armor_penetration = 50
|
||||
penetrating = 0
|
||||
anti_materiel_potential = 6
|
||||
explosion_strength = list(0, 2, 4)
|
||||
|
||||
/obj/projectile/ship_ammo/grauwolf/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
var/turf/epicenter = get_turf(target)
|
||||
if(ammo && ammo.impact_type == SHIP_AMMO_IMPACT_HE)
|
||||
explosion(target, 0, 2, 4)
|
||||
explosion(epicenter, explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
else
|
||||
explosion(target, 0, 1, 2)
|
||||
explosion(epicenter, explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
|
||||
/obj/projectile/ship_ammo/grauwolf/ap
|
||||
name = "armor-piercing flak"
|
||||
damage = 50
|
||||
armor_penetration = 50
|
||||
penetrating = 2
|
||||
penetrating = 8
|
||||
anti_materiel_potential = 8
|
||||
explosion_strength = list(0, 1, 2)
|
||||
|
||||
@@ -26,14 +26,16 @@
|
||||
damage = 10000
|
||||
armor_penetration = 1000
|
||||
penetrating = 1
|
||||
explosion_strength = list(3, 6, 8)
|
||||
|
||||
/obj/projectile/ship_ammo/lammergeier/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
var/turf/epicenter = get_turf(target)
|
||||
if(ismob(target))
|
||||
var/mob/M = target
|
||||
M.visible_message(SPAN_DANGER("<font size=5>\The [src] blows [M]'s chest apart and punches straight through!</font>"))
|
||||
if(isturf(target) || isobj(target))
|
||||
explosion(target, 3, 6, 8)
|
||||
explosion(epicenter, explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
|
||||
/obj/structure/machinery/ammunition_loader/lammergeier
|
||||
name = "typhoon cannon loader"
|
||||
|
||||
@@ -159,10 +159,10 @@
|
||||
M.visible_message(SPAN_DANGER("<font size=6>[M] evaporates as they are engulfed by the beam!</font>"))
|
||||
M.dust()
|
||||
return
|
||||
explosion(target, 6, 6, 6)
|
||||
explosion(get_turf(target), 6, 6, 6)
|
||||
else
|
||||
target.visible_message(SPAN_DANGER("<font size=6>A giant, purple laser descends from the sky!</font>"))
|
||||
explosion(target, 30, 30, 30)
|
||||
explosion(get_turf(target), 30, 30, 30)
|
||||
|
||||
/obj/structure/machinery/zat_lever
|
||||
name = "activation lever"
|
||||
|
||||
@@ -28,11 +28,13 @@
|
||||
damage = 10000
|
||||
armor_penetration = 1000
|
||||
penetrating = 1
|
||||
explosion_strength = list(2, 3, 4)
|
||||
|
||||
/obj/projectile/ship_ammo/coilgun/light/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
var/turf/epicenter = get_turf(target)
|
||||
if(ismob(target))
|
||||
var/mob/M = target
|
||||
M.visible_message(SPAN_DANGER("<font size=5>\The [src] blows [M]'s chest apart and punches straight through!</font>"))
|
||||
if(isturf(target) || isobj(target))
|
||||
explosion(target, 2, 3, 4)
|
||||
explosion(epicenter, explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
|
||||
/obj/projectile/ship_ammo/longbow/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
var/turf/epicenter = get_turf(target)
|
||||
if(ismob(target))
|
||||
var/mob/M = target
|
||||
M.visible_message(SPAN_DANGER("<font size=5>\The [src] blows [M] apart and punches straight through!</font>"))
|
||||
@@ -39,13 +40,13 @@
|
||||
qdel(target)
|
||||
penetrated = TRUE
|
||||
else
|
||||
explosion(target, 4, 8, 12)
|
||||
explosion(epicenter, 4, 8, 12)
|
||||
qdel(src)
|
||||
if(SHIP_AMMO_IMPACT_HE)
|
||||
explosion(target, 6, 8, 10)
|
||||
explosion(epicenter, 6, 8, 10)
|
||||
if(SHIP_AMMO_IMPACT_BUNKERBUSTER)
|
||||
target.visible_message(SPAN_DANGER("<font size=5>\The [src] punches straight through \the [target]!</font>"))
|
||||
explosion(target, 1, 2, 4)
|
||||
explosion(epicenter, 1, 2, 4)
|
||||
target.ex_act(1)
|
||||
if(!QDELING(target) && target.density)
|
||||
qdel(target)
|
||||
|
||||
@@ -50,6 +50,7 @@
|
||||
damage = 40
|
||||
armor_penetration = 40
|
||||
penetrating = 0
|
||||
explosion_strength = list(0, 2, 3)
|
||||
|
||||
|
||||
/obj/projectile/ship_ammo/nephilim/ap
|
||||
@@ -60,4 +61,4 @@
|
||||
|
||||
/obj/projectile/ship_ammo/nephilim/he/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
|
||||
. = ..()
|
||||
explosion(target, 0, 2, 3)
|
||||
explosion(get_turf(target), explosion_strength[1], explosion_strength[2], explosion_strength[3])
|
||||
|
||||
Reference in New Issue
Block a user