Modular laser fixes and nerfs (#22147)

**Fixes the bugs found on the recent nations round.**

- Fixed firedelay doing nothing on modlasers with the shotgun lens. Also
fixed the existing laser shotgun as a side effect. Fixes #22141 and
Fixes #22137
- Fixes the shotgun lens not having any dispersion.
- Fixes bluespace capacitors not teleporting you on a failure.
- Fixes phoron capacitors not hurting the user when they explode.
- Fixes messages about malfunctions not displaying to the user.
- Fixes a bunch of bugs related to repairing components
- Stops components getting qdeled but leaving their references on all
other components, breaking them if reused.

**Nerfs a few of the most problematic things.**

- Cut the damage of the blaster projectile by 20% and reduced it's AP
from 60 to 35, also drops it's incendiary value to 1.
This projectile was FAR more powerful than any other, ignored all armour
and set the user on fire without a damage penalty.
With this change, lasers are now better on unarmoured targets, the
blaster is better on 40+ armour, so Heavy and Specialist Ablative.

- Added an immediate electric shock to the user (and anyone within one
tile if the capacitor is unstable enough).
The previous low level failures all irradiated the user. This did more
damage in the long term, but didn't affect the outcome of any fights and
was easy to negate with suits.
The tesla shock is obvious to everyone nearby, causes immediate pain and
the gun to be dropped if the capacitor is overcharged.
This makes minor failures a significant factor mid fight, especially on
powerful guns.

- Makes the phoron capacitor directly damage the hand holding it when it
explodes.
This capacitor can be built with phoron and uranium, which both spawn at
roundstart, though uranium isn't accessible.
It's therefore the most common capacitor, and the second most powerful.
This increases downside a lot, in addition to the explosion being fixed,
it will break the hand that fires it when it malfunctions.
If the capacitor is unstable, such as in a 60 damage monster, it will
gib the hand that fires it on malfunction.


**Tweaks, aimed at making the guns easier to understand, repair and
test**

- Adds a locker and boxes of modlaser parts. Not mapped in, but easy to
spawn for testing.
- Adds big red warning messages, visible to everyone nearby, explaining
what happened to the gun, who was holding it and how bad the malfunction
was.
- Made the lenses repairable with glass, or reinforced glass. The
nanopaste cost of a repair was more than 50x the cost of just printing a
new lens.
This commit is contained in:
FenodyreeAv
2026-04-07 21:08:41 +01:00
committed by GitHub
parent 3348558d80
commit e8944e087d
9 changed files with 301 additions and 82 deletions
+6 -4
View File
@@ -188,12 +188,14 @@
if(istype(gun, /obj/item/gun/energy/laser/prototype))
var/obj/item/gun/energy/laser/prototype/E_prototype = gun
var/list/mods = list()
var/l_modified_damage = 1 //E_prototype.capacitor.damage * E_prototype.modulator.damage
var/l_modified_damage = 1 / (max(1, gun.burst - 1)) //E_prototype.capacitor.damage * E_prototype.modulator.damage
var/l_modified_max_shots = 1 //E_prototype.capacitor.shots
for(var/i in list(E_prototype.capacitor, E_prototype.focusing_lens, E_prototype.modulator) + E_prototype.gun_mods)
var/obj/item/laser_components/l_component = i
l_modified_damage *= l_component.damage
l_modified_max_shots *= l_component.shots
if (l_component.damage != 0)
l_modified_damage *= l_component.damage
if (l_component.shots != 0)
l_modified_max_shots *= l_component.shots
var/l_repair_name = initial(l_component.repair_item.name) ? initial(l_component.repair_item.name) : "nothing"
mods += list(list(
"name" = initial(l_component.name),
@@ -205,7 +207,7 @@
"accuracy_modifier" = initial(l_component.accuracy),
"repair_tool" = l_repair_name
))
data["gun"]["damage"] = l_modified_damage
data["gun"]["damage"] = min(60, l_modified_damage)
data["gun"]["max_shots"] = l_modified_max_shots
data["gun_mods"] = mods