Merge pull request #8012 from SkyMarshal/icarus

Adds two admin weapons and refactors wall damage code.
This commit is contained in:
Zuhayr
2015-02-09 22:25:22 +10:30
10 changed files with 214 additions and 19 deletions
+1
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@@ -789,6 +789,7 @@
#include "code\modules\admin\verbs\debug.dm"
#include "code\modules\admin\verbs\diagnostics.dm"
#include "code\modules\admin\verbs\getlogs.dm"
#include "code\modules\admin\verbs\icarus.dm"
#include "code\modules\admin\verbs\mapping.dm"
#include "code\modules\admin\verbs\massmodvar.dm"
#include "code\modules\admin\verbs\modifyvariables.dm"
+9 -4
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@@ -85,6 +85,9 @@
density = 1
anchored = 1.0
var/hits = 1
var/detonation_chance = 15
var/power = 4
var/power_step = 1
var/dest
pass_flags = PASSTABLE
@@ -92,6 +95,7 @@
name = "small meteor"
icon_state = "smallf"
pass_flags = PASSTABLE | PASSGRILLE
power = 2
/obj/effect/meteor/Bump(atom/A)
spawn(0)
@@ -105,8 +109,8 @@
//Changing emitter and generator ex_act would result in them being bomb and C4 proof.
if(!istype(A,/obj/machinery/power/emitter) && \
!istype(A,/obj/machinery/field_generator) && \
prob(15))
explosion(src.loc, 4, 5, 6, 7, 0)
prob(detonation_chance))
explosion(loc, power, power + power_step, power + power_step * 2, power + power_step * 3, 0)
del(src)
return
@@ -120,6 +124,7 @@
/obj/effect/meteor/big
name = "big meteor"
hits = 5
power = 1
ex_act(severity)
return
@@ -143,8 +148,8 @@
explosion(src.loc, 0, 1, 2, 3, 0)
if (--src.hits <= 0)
if(prob(15) && !istype(A, /obj/structure/grille))
explosion(src.loc, 1, 2, 3, 4, 0)
if(prob(detonation_chance) && !istype(A, /obj/structure/grille))
explosion(loc, power, power + power_step, power + power_step * 2, power + power_step * 3, 0)
del(src)
return
+6 -7
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@@ -6,8 +6,7 @@
var/rotting = 0
var/damage = 0
var/damage_cap = 100 //Wall will break down to girders if damage reaches this point
var/armor = 0.5 // Damage is multiplied by this
var/damage_cap = 150 //Wall will break down to girders if damage reaches this point
var/damage_overlay
var/global/damage_overlays[8]
@@ -30,7 +29,7 @@
return
//cap the amount of damage, so that things like emitters can't destroy walls in one hit.
var/damage = min(Proj.damage, 100) * armor
var/damage = min(Proj.damage, 100)
take_damage(damage)
return
@@ -39,12 +38,12 @@
..()
if(ismob(AM))
return
var/tforce = AM:throwforce * (speed/THROWFORCE_SPEED_DIVISOR)
if (tforce < 15)
return
take_damage(tforce * armor)
take_damage(tforce)
/turf/simulated/wall/Del()
for(var/obj/effect/E in src) if(E.name == "Wallrot") del E
@@ -475,7 +474,7 @@
else if(istype(W,/obj/item/weapon/rcd)) //I bitterly resent having to write this. ~Z
return
else if(istype(W, /obj/item/weapon/reagent_containers))
return // They tend to have meaningful afterattack - let them apply it without destroying a rotting wall
@@ -5,9 +5,8 @@
opacity = 1
density = 1
damage_cap = 500
damage_cap = 800
max_temperature = 6000
armor = 0.1 // Only 10% damage from gunfire, it's made from strong alloys and stuff.
walltype = "rwall"
@@ -294,7 +293,7 @@
else if(istype(W, /obj/item/weapon/reagent_containers))
return // They tend to have meaningful afterattack - let them apply it without destroying a rotting wall
//Finally, CHECKING FOR FALSE WALLS if it isn't damaged
else if(!d_state)
return attack_hand(user)
+3
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@@ -109,6 +109,9 @@ var/list/admin_verbs_fun = list(
var/list/admin_verbs_spawn = list(
/datum/admins/proc/spawn_atom, /*allows us to spawn instances*/
/client/proc/respawn_character,
/client/proc/FireLaser,
/client/proc/FireCannons,
/client/proc/ChangeIcarusPosition,
/client/proc/virus2_editor
)
var/list/admin_verbs_server = list(
+125
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@@ -0,0 +1,125 @@
/client/proc/FireLaser()
set name = "Fire the Icarus lasers"
set desc = "Fires a laser bolt at your position. You should only do this as a(n) (a)ghost"
set category = "Fun"
if(!src.holder)
src << "Only administrators may use this command."
return
Icarus_FireLaser(get_turf(src.mob))
/client/proc/FireCannons()
set name = "Fire the Icarus cannons"
set desc = "Fires an explosive missile at your position. You should only do this as a(n) (a)ghost."
set category = "Fun"
if(!src.holder)
src << "Only administrators may use this command."
return
Icarus_FireCannon(get_turf(src.mob))
/client/proc/ChangeIcarusPosition()
set name = "Adjust Icarus Position"
set desc = "Lets you chose the position of the Icarus in regards to the map."
set category = "Fun"
if(!src.holder)
src << "Only administrators may use this command."
return
Icarus_SetPosition(src)
var/icarus_position = SOUTH
proc/Icarus_FireLaser(var/turf/target)
// Find the world edge to fire from.
var/x = icarus_position & EAST ? world.maxx : icarus_position & WEST ? 1 : target.x
var/y = icarus_position & NORTH ? world.maxy : icarus_position & SOUTH ? 1 : target.y
var/x_off = x != target.x ? abs(target.x - x) : INFINITY
var/y_off = y != target.y ? abs(target.y - y) : INFINITY
// Get the minimum number of steps using the rise/run shit.
var/iterations = round(min(x_off, y_off)) - 14 // We cannot fire straight from the edge since teleport thing.
// Now we can get the location of the start.
x = target.x + (icarus_position & EAST ? iterations : icarus_position & WEST ? -iterations : 0)
y = target.y + (icarus_position & NORTH ? iterations : icarus_position & SOUTH ? -iterations : 0)
var/turf/start = locate(x, y, target.z)
// should step down as:
// 1000, 500, 333, 250, 200, 167, 142, 125, 111, 100, 90
var/damage = 1000
for(var/i in 2 to 12)
var/obj/item/projectile/beam/in_chamber = new (start)
in_chamber.original = target
in_chamber.starting = start
in_chamber.silenced = 1
in_chamber.yo = icarus_position & NORTH ? -1 : icarus_position & SOUTH ? 1 : 0
in_chamber.xo = icarus_position & EAST ? -1 : icarus_position & WEST ? 1 : 0
in_chamber.damage = damage
in_chamber.kill_count = 500
in_chamber.process()
damage -= damage / i
sleep(-1)
// Let everyone know what hit them.
var/obj/item/projectile/beam/in_chamber = new (start)
in_chamber.original = target
in_chamber.starting = start
in_chamber.silenced = 0
in_chamber.yo = icarus_position & NORTH ? -1 : icarus_position & SOUTH ? 1 : 0
in_chamber.xo = icarus_position & EAST ? -1 : icarus_position & WEST ? 1 : 0
in_chamber.kill_count = 500
in_chamber.damage = 0
in_chamber.name = "point defense laser"
in_chamber.firer = "Icarus" // Never displayed, but we want this to display the hit message.
in_chamber.process()
proc/Icarus_FireCannon(var/turf/target)
// Find the world edge to fire from.
var/x = icarus_position & EAST ? world.maxx : icarus_position & WEST ? 1 : target.x
var/y = icarus_position & NORTH ? world.maxy : icarus_position & SOUTH ? 1 : target.y
var/x_off = x != target.x ? abs(target.x - x) : INFINITY
var/y_off = y != target.y ? abs(target.y - y) : INFINITY
// Get the minimum number of steps using the rise/run shit.
var/iterations = round(min(x_off, y_off)) - 14 // We cannot fire straight from the edge since teleport thing.
// Now we can get the location of the start.
x = target.x + (icarus_position & EAST ? iterations : icarus_position & WEST ? -iterations : 0)
y = target.y + (icarus_position & NORTH ? iterations : icarus_position & SOUTH ? -iterations : 0)
var/turf/start = locate(x, y, target.z)
// Now we find the corresponding turf on the other side of the level.
// Yeah, yeah. Overuse of the terinary operator. So sue me.
x = icarus_position & EAST ? 1 : icarus_position & WEST ? world.maxx : target.x
y = icarus_position & NORTH ? 1 : icarus_position & SOUTH ? world.maxy : target.y
x_off = x != target.x ? abs(target.x - x) : INFINITY
y_off = y != target.y ? abs(target.y - y) : INFINITY
iterations = round(min(x_off, y_off))
x = target.x + (icarus_position & EAST ? -iterations : icarus_position & WEST ? iterations : 0)
y = target.y + (icarus_position & NORTH ? -iterations : icarus_position & SOUTH ? iterations : 0)
target = locate(x, y, target.z)
// Finally fire the fucker.
var/obj/effect/meteor/small/projectile = new (start)
projectile.dest = target
projectile.name = "main gun projectile" // stealthy
projectile.hits = 6
projectile.detonation_chance = 99 // it's a missile/cannon round thing!
// Make sure it travels
spawn(0)
walk_towards(projectile, projectile.dest, 1)
proc/Icarus_SetPosition(var/user)
var/global/list/directions = list("North" = 1, "North East" = 5, "East" = 4, "South East" = 6, "South" = 2, "South West" = 10, "West" = 8, "North West" = 9)
var/direction = input(user, "Where should the Icarus fire from?", "Icarus Comms") as null|anything in directions
if(!direction)
return
icarus_position = directions[direction]
@@ -17,19 +17,19 @@
mode = 0
charge_cost = 100
fire_sound = 'sound/weapons/Taser.ogg'
user << "\red [src.name] is now set to stun."
user << "\red \The [src] is now set to stun."
projectile_type = /obj/item/projectile/beam/stun
if(0)
mode = 1
charge_cost = 100
fire_sound = 'sound/weapons/Laser.ogg'
user << "\red [src.name] is now set to kill."
user << "\red \The [src] is now set to kill."
projectile_type = /obj/item/projectile/beam
if(1)
mode = 2
charge_cost = 200
fire_sound = 'sound/weapons/pulse.ogg'
user << "\red [src.name] is now set to DESTROY."
user << "\red \The [name] is now set to DESTROY."
projectile_type = /obj/item/projectile/beam/pulse
return
@@ -55,7 +55,7 @@
fire_delay = 10
attack_self(mob/living/user as mob)
user << "\red [src.name] has three settings, and they are all DESTROY."
user << "\red \The [src] has three settings, and they are all DESTROY."
@@ -233,3 +233,53 @@ obj/item/weapon/gun/energy/staff/focus
set popup_menu = 1
zoom()
// Serves as a target spotter for the Icarus.
/obj/item/weapon/gun/energy/icarus
name = "rubber ducky"
desc = "It's a cute rubber duck. With an evil gleam in it's eye."
projectile_type = "/obj/item/projectile/icarus/pointdefense"
icon = 'icons/obj/watercloset.dmi'
icon_state = "rubberducky"
item_state = "rubberducky"
charge_cost = 0
silenced = 1
/obj/item/weapon/gun/energy/icarus/attack_self(mob/living/user as mob)
if(projectile_type == "/obj/item/projectile/icarus/pointdefense")
projectile_type = "/obj/item/projectile/icarus/guns"
user << "You inform the Icarus to switch to the main guns."
else
projectile_type = "/obj/item/projectile/icarus/pointdefense"
user << "You inform the Icarus to switch to the point-defense lasers."
. = ..()
/obj/item/weapon/gun/energy/icarus/update_icon()
return
/obj/item/weapon/gun/energy/icarus/verb/SetIcarusAngle()
set src in usr
set name = "Set Firing Angle"
set desc = "Sets the angle from which the icarus will fire."
set category = "Object"
Icarus_SetPosition(usr)
/obj/item/weapon/gun/energy/variable
name = "abstract weapon"
desc = "It seems to shift and flow as you watch."
charge_cost = 0
silenced = 1
/obj/item/weapon/gun/energy/variable/update_icon()
return
/obj/item/weapon/gun/energy/variable/attack_self(mob/living/user as mob)
var/type = input(user,"What projectile type?","Projectile", null) as null|anything in typesof(/obj/item/projectile)
if(!type)
return ..()
. = ..()
+1 -1
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@@ -113,7 +113,7 @@ var/list/beam_master = list()
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
damage = 30
damage = 0 // The actual damage is computed in /code/modules/power/singularity/emitter.dm
/obj/item/projectile/beam/lastertag/blue
name = "lasertag beam"
@@ -137,3 +137,16 @@
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.hallucination += 20
/obj/item/projectile/icarus/pointdefense/process()
Icarus_FireLaser(get_turf(original))
spawn
del src
return
/obj/item/projectile/icarus/guns/process()
Icarus_FireCannon(get_turf(original))
spawn
del src
return