Fixes some ship weapon bugs. (#15035)

* Fixes some ship weapon bugs.

* missed entry

* list sort

* cl + fix

Co-authored-by: Matt Atlas <liermattia@gmail.com>
This commit is contained in:
Matt Atlas
2022-11-06 18:24:51 +01:00
committed by GitHub
parent 592ae59940
commit ee4e9000f0
10 changed files with 135 additions and 67 deletions
+3
View File
@@ -54,6 +54,9 @@
var/obj/machinery/computer/ship/targeting/GS = H.machine
if(GS.targeting)
return
if(!istype(GS.connected.loc, /turf/unsimulated/map))
to_chat(H, SPAN_WARNING("The safeties won't let you target while you're not on the Overmap!"))
return
var/my_sector = map_sectors["[H.z]"]
if(istype(my_sector, /obj/effect/overmap/visitable))
var/obj/effect/overmap/visitable/V = my_sector
@@ -398,7 +398,10 @@
var/obj/effect/landmark/LM
if(!selected_entrypoint)
return
if(selected_entrypoint == "Automatic Hazard Targeting")
if(!istype(connected.loc, /turf/unsimulated/map))
to_chat(usr, SPAN_WARNING("The safeties are engaged! You need to be undocked in order to fire."))
return
if(selected_entrypoint == SHIP_HAZARD_TARGET || !selected_entrypoint)
LM = null
else
LM = names_to_entries[selected_entrypoint]
@@ -428,5 +431,6 @@
for(var/obj/effect/O in V.generic_waypoints)
. += capitalize_first_letters(O.name)
names_to_entries[capitalize_first_letters(O.name)] = O
. = sortList(.)
if(!length(.))
. += "Automatic Hazard Targeting" //No entrypoints == hazard
. += SHIP_HAZARD_TARGET //No entrypoints == hazard
@@ -38,58 +38,61 @@
return ..()
/obj/effect/overmap/projectile/proc/check_entry()
if(!ammunition)
return
var/turf/T = get_turf(src)
for(var/obj/effect/overmap/visitable/V in T)
if(V == ammunition.origin)
for(var/obj/effect/overmap/A in T)
if(A == ammunition.origin)
continue
if((V.check_ownership(entry_target)) || (V == target)) //Target spotted!
if(istype(V, /obj/effect/overmap/visitable/sector/exoplanet) && (ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_SHIPS))
//Manually stopping & going invisible because this proc needs to sleep for a bit.
invisibility = 100
moving = FALSE
STOP_PROCESSING(SSprocessing, src) //Also, don't sleep in process().
var/obj/item/projectile/ship_ammo/widowmaker = new ammunition.original_projectile.type
widowmaker.ammo = ammunition
qdel(ammunition.original_projectile) //No longer needed.
var/turf/laze = get_turf(entry_target)
ammunition.original_projectile = widowmaker
playsound(laze, 'sound/weapons/gunshot/ship_weapons/orbital_travel.ogg')
laze.visible_message(SPAN_DANGER("<font size=6>A bright star is getting closer from the sky...!</font>"))
sleep(11 SECONDS) //Let the sound play!
widowmaker.primed = TRUE
widowmaker.forceMove(entry_target)
widowmaker.on_hit(laze, is_landmark_hit = TRUE)
log_and_message_admins("A projectile ([name]) has entered a z-level at [entry_target.name]! (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[widowmaker.x];Y=[widowmaker.y];Z=[widowmaker.z]'>JMP</a>)")
qdel(widowmaker)
qdel(src)
else if(istype(V, /obj/effect/overmap/visitable) && (ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_SHIPS))
if(istype(V, /obj/effect/overmap/visitable/ship))
var/obj/effect/overmap/visitable/ship/VS = V
if(istype(ammunition.origin, /obj/effect/overmap/visitable/ship))
var/obj/effect/overmap/visitable/ship/OR = ammunition.origin
if(VS.fore_dir != OR.fore_dir)
var/naval_heading = SSatlas.headings_to_naval["[OR.fore_dir]"]["[ammunition.heading]"]
var/corrected_heading = SSatlas.naval_to_dir["[VS.fore_dir]"][naval_heading]
ammunition.heading = corrected_heading
var/obj/item/projectile/ship_ammo/widowmaker = new ammunition.original_projectile.type
widowmaker.ammo = ammunition
qdel(ammunition.original_projectile) //No longer needed.
ammunition.original_projectile = widowmaker
widowmaker.primed = TRUE
var/turf/entry_turf_initial = get_ranged_target_turf(entry_target, reverse_dir[entry_target.dir], 20)
var/turf/entry_turf = get_ranged_target_turf(entry_turf_initial, pick(list(EAST, WEST)), 5)
widowmaker.forceMove(entry_turf)
widowmaker.dir = ammunition.heading
var/turf/target_turf = get_step(widowmaker, widowmaker.dir)
widowmaker.on_translate(entry_turf, target_turf)
log_and_message_admins("A projectile ([widowmaker.name]) has entered a z-level at [entry_target.name], with direction [dir_name(widowmaker.dir)]! (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[widowmaker.x];Y=[widowmaker.y];Z=[widowmaker.z]'>JMP</a>)")
widowmaker.launch_projectile(target_turf)
qdel(src)
else if(istype(V, /obj/effect/overmap/event) && (ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_HAZARDS))
var/obj/effect/overmap/event/EV = V
if(EV.can_be_destroyed)
qdel(EV)
if(istype(A, /obj/effect/overmap/visitable))
var/obj/effect/overmap/visitable/V = A
if((V.check_ownership(entry_target)) || (V == target)) //Target spotted!
if(istype(V, /obj/effect/overmap/visitable/sector/exoplanet) && (ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_SHIPS))
//Manually stopping & going invisible because this proc needs to sleep for a bit.
invisibility = 100
moving = FALSE
STOP_PROCESSING(SSprocessing, src) //Also, don't sleep in process().
var/obj/item/projectile/ship_ammo/widowmaker = new ammunition.original_projectile.type
widowmaker.ammo = ammunition
qdel(ammunition.original_projectile) //No longer needed.
var/turf/laze = get_turf(entry_target)
ammunition.original_projectile = widowmaker
playsound(laze, 'sound/weapons/gunshot/ship_weapons/orbital_travel.ogg')
laze.visible_message(SPAN_DANGER("<font size=6>A bright star is getting closer from the sky...!</font>"))
sleep(11 SECONDS) //Let the sound play!
widowmaker.primed = TRUE
widowmaker.forceMove(entry_target)
widowmaker.on_hit(laze, is_landmark_hit = TRUE)
log_and_message_admins("A projectile ([name]) has entered a z-level at [entry_target.name]! (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[widowmaker.x];Y=[widowmaker.y];Z=[widowmaker.z]'>JMP</a>)")
qdel(widowmaker)
qdel(src)
else if(istype(V, /obj/effect/overmap/visitable) && (ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_SHIPS))
if(istype(V, /obj/effect/overmap/visitable/ship))
var/obj/effect/overmap/visitable/ship/VS = V
if(istype(ammunition.origin, /obj/effect/overmap/visitable/ship))
var/obj/effect/overmap/visitable/ship/OR = ammunition.origin
if(VS.fore_dir != OR.fore_dir)
var/naval_heading = SSatlas.headings_to_naval["[OR.fore_dir]"]["[ammunition.heading]"]
var/corrected_heading = SSatlas.naval_to_dir["[VS.fore_dir]"][naval_heading]
ammunition.heading = corrected_heading
var/obj/item/projectile/ship_ammo/widowmaker = new ammunition.original_projectile.type
widowmaker.ammo = ammunition
qdel(ammunition.original_projectile) //No longer needed.
ammunition.original_projectile = widowmaker
widowmaker.primed = TRUE
var/turf/entry_turf_initial = get_ranged_target_turf(entry_target, reverse_dir[entry_target.dir], 20)
var/turf/entry_turf = get_ranged_target_turf(entry_turf_initial, pick(list(EAST, WEST)), 5)
widowmaker.forceMove(entry_turf)
widowmaker.dir = ammunition.heading
var/turf/target_turf = get_step(widowmaker, widowmaker.dir)
widowmaker.on_translate(entry_turf, target_turf)
log_and_message_admins("A projectile ([widowmaker.name]) has entered a z-level at [entry_target.name], with direction [dir_name(widowmaker.dir)]! (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[widowmaker.x];Y=[widowmaker.y];Z=[widowmaker.z]'>JMP</a>)")
widowmaker.launch_projectile(target_turf)
qdel(src)
if(istype(A, /obj/effect/overmap/event))
var/obj/effect/overmap/event/EV = A
if(EV.can_be_destroyed && (ammunition.overmap_behaviour & SHIP_AMMO_CAN_HIT_HAZARDS))
qdel(EV)
qdel(src)
/obj/effect/overmap/projectile/proc/move_to()
@@ -304,7 +304,9 @@
icon_state = "safeguard_open"
/obj/machinery/leviathan_safeguard/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/leviathan_key) && !key && !stat && !locked)
if(!opened || locked)
return
if(istype(I, /obj/item/leviathan_key) && !key && !stat)
var/obj/item/leviathan_key/LK = I
if(use_check_and_message(user))
return
@@ -316,7 +318,7 @@
playsound(src, 'sound/effects/ship_weapons/levi_key_insert.ogg')
/obj/machinery/leviathan_safeguard/attack_hand(mob/user)
if(key && !stat && !locked)
if(key && !stat && opened && !locked)
if(use_check_and_message(user))
return
if(do_after(user, 1 SECOND))
@@ -368,12 +370,15 @@
possible_entry_points[O.name] = O
for(var/obj/effect/O in V.entry_points)
possible_entry_points[O.name] = O
possible_entry_points = sortList(possible_entry_points)
if(istype(linked.targeting, /obj/effect/overmap/event))
possible_entry_points += SHIP_HAZARD_TARGET
var/targeted_landmark = input(user, "Select an entry point.", "Leviathan Control") as null|anything in possible_entry_points
if(!targeted_landmark && length(possible_entry_points))
return
var/obj/effect/landmark
if(length(possible_entry_points))
landmark = possible_entry_points[targeted_landmark]
if(length(possible_entry_points) && !(targeted_landmark == SHIP_HAZARD_TARGET))
landmark = possible_entry_points[targeted_landmark]
if(do_after(user, 1 SECOND) && !use_check_and_message(user))
playsound(src, 'sound/effects/ship_weapons/levi_button_press.ogg')
visible_message(SPAN_DANGER("[user] presses \the [src]!"))
@@ -14,7 +14,7 @@
var/mob/living/carbon/human/H = user
if(istype(I, /obj/item/primer) && !primer)
var/obj/item/primer/P = I
visible_message(SPAN_NOTICE("You start connecting \the [P] to the casing..."), SPAN_NOTICE("[H] starts connecting \the [P] to the casing..."))
user.visible_message(SPAN_NOTICE("[H] starts connecting \the [P] to the casing..."), SPAN_NOTICE("You start connecting \the [P] to the casing..."))
if(do_after(H, 3 SECONDS))
visible_message(SPAN_NOTICE("You connect \the [P] to the casing!"), SPAN_NOTICE("[H] connects \the [P] to the casing!"))
H.drop_from_inventory(P)
@@ -22,7 +22,7 @@
playsound(src, 'sound/machines/rig/rig_deploy.ogg')
if(istype(I, /obj/item/warhead) && !warhead)
var/obj/item/warhead/W = I
visible_message(SPAN_NOTICE("You start connecting \the [W] to the casing..."), SPAN_NOTICE("[H] starts connecting \the [W] to the casing..."))
user.visible_message( SPAN_NOTICE("[H] starts connecting \the [W] to the casing..."), SPAN_NOTICE("You start connecting \the [W] to the casing..."))
if(do_after(H, 5 SECONDS))
visible_message(SPAN_NOTICE("You connect \the [W] to the casing!"), SPAN_NOTICE("[H] connects \the [W] to the casing!"))
H.drop_from_inventory(W)
@@ -122,8 +122,8 @@
warhead_type = SHIP_AMMO_IMPACT_HE
slowdown = 2
var/drop_counter = 0
var/cookoff_devastation = 2
var/cookoff_heavy = 2
var/cookoff_devastation = 0
var/cookoff_heavy = 3
var/cookoff_light = 4
/obj/item/warhead/longbow/too_heavy_to_throw()
@@ -162,7 +162,7 @@
icon_state = "armor_piercing_obj"
warhead_state = "armor_piercing"
warhead_type = SHIP_AMMO_IMPACT_AP
cookoff_devastation = 1
cookoff_devastation = 0
cookoff_heavy = 2
cookoff_light = 6