diff --git a/baystation12.dme b/baystation12.dme index 3682d724958..4f1c048ec2e 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -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" diff --git a/code/game/gamemodes/meteor/meteors.dm b/code/game/gamemodes/meteor/meteors.dm index fce27f393ce..1edb533daaa 100644 --- a/code/game/gamemodes/meteor/meteors.dm +++ b/code/game/gamemodes/meteor/meteors.dm @@ -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 diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm index 572ed0ff8db..9b85c90e161 100644 --- a/code/game/turfs/simulated/walls.dm +++ b/code/game/turfs/simulated/walls.dm @@ -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 diff --git a/code/game/turfs/simulated/walls_reinforced.dm b/code/game/turfs/simulated/walls_reinforced.dm index b08363a7153..5eddfc8b71c 100644 --- a/code/game/turfs/simulated/walls_reinforced.dm +++ b/code/game/turfs/simulated/walls_reinforced.dm @@ -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) diff --git a/code/modules/admin/admin_verbs.dm b/code/modules/admin/admin_verbs.dm index a67e42ca2ba..dbf73d65fda 100644 --- a/code/modules/admin/admin_verbs.dm +++ b/code/modules/admin/admin_verbs.dm @@ -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( diff --git a/code/modules/admin/verbs/icarus.dm b/code/modules/admin/verbs/icarus.dm new file mode 100644 index 00000000000..cccda899b34 --- /dev/null +++ b/code/modules/admin/verbs/icarus.dm @@ -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] \ No newline at end of file diff --git a/code/modules/projectiles/guns/energy/pulse.dm b/code/modules/projectiles/guns/energy/pulse.dm index 9b0a22e06c9..f9644779fc6 100644 --- a/code/modules/projectiles/guns/energy/pulse.dm +++ b/code/modules/projectiles/guns/energy/pulse.dm @@ -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." diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm index d5417496bfa..d1e11d7942d 100644 --- a/code/modules/projectiles/guns/energy/special.dm +++ b/code/modules/projectiles/guns/energy/special.dm @@ -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 ..() + + . = ..() diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index ecea772e70d..23ee20e1327 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -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" diff --git a/code/modules/projectiles/projectile/special.dm b/code/modules/projectiles/projectile/special.dm index 49cd4209943..c7c2c05c4a8 100644 --- a/code/modules/projectiles/projectile/special.dm +++ b/code/modules/projectiles/projectile/special.dm @@ -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