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
@@ -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