25 Commits

Author SHA1 Message Date
FenodyreeAv 987a08bf87 Fixes a modlaser improvement exploit and an upgrade bug (#22646)
Added an on_hit signal, instead of using the target in post_fire.
This fixes cheesing upgrades by standing behind a wall and shooting at a
target you will never hit.

Moved improvement cap from a define, onto the base object.
This fixes some components continuing to eat improvement potential, even
when they are fully upgraded.

Fixes Ions dealing damage in addition to EMPing their target. Also
reduced the max number of shots when an Ion emitter is fitted.
2026-06-08 10:44:15 +00:00
FenodyreeAv f66007e324 Modlaser fixes (#22550)
Fixes the easy stuff from: #22545

The only real balance change, dropped improvement per variable by 50%.
Should have been like this from the start, but I mistakenly assumed no
one would even reach close to the cap.

Makes repairs with welders go through .use_tool, fixes not needing
welding goggles and adds nice sparky visuals.
Much more robust handling of improvable variables, negatives don't break
improvement assignment now.
Fixes improvement cap, missed a *100 to convert from decimal to
percentage.
Fixes improvement potential being assigned to things that couldn't be
upgraded.
Fixes the Gatling mod upgrading fire delay (pretty useless on something
with a 3 second warmup)
Fixes the weapon analyzer print out showing completely incorrect
numbers.
Fixes the weapon analyzer eating your combitool and being
indestructible.
Gives some more feedback on why things can and can't be upgraded.
2026-06-03 15:24:32 +00:00
FenodyreeAv 87848fbdc3 Adds skill based upgrades to modular lasers. (#22425)
**Modular laser changes**

- tl:dr Shooting mod laser at a mob counts up an improvement potential
variable, which when the gun is disassembled, gets spread across the
components.
- When the components are repaired, by someone with high skill, there is
a chance to increase a variable, such as damage, shot count, accuracy.
- Players give the biggest increase, followed by non-player humans
(protohumans & mechs fall in this catagory), then simple mobs and
finally monkeys. Non combat modlasers improve slowly when used for their
intended task (betarays slowly tick up when shooting hydroponics bays)

The philosophy for these changes is that research should continue to be
involved with the equipment they give out.
It should also be difficult (but not impossible) for research to upgrade
their weapons without support from other departments.
Xenobio slimes, protohumans, medical help to keep the protohuman alive
while you shoot it, security help to actually use the guns on real
targets (this gives the biggest increases).

The more powerful a weapon is the harder it is to upgrade, as it'll kill
it's targets quicker. The more upgraded a weapon is the more difficult
it is to upgrade further, improvement potential will get wasted on
components that have already hit their cap.

On their own, by the time the 5 monkeys research start with are dead,
it's possible for a max skill scientist to improve one gun's worth of
components by ~25%.

The weapons research can now make at roundstart (with max tech) are
significantly worse than what spawns in the armoury.
The weapons research can make with gold, silver, uranium and phoron are
equal to what spawns in the armoury.
The weapons research can make with diamonds are better than what spawns
in the armoury.

Major nerfs to heat vents, auxiliary capacitor and capacitor overcharge,
these were the problem children.
It is now impossible to make a weapon that does not take damage through
use. Safe designs will only break with heavy use, by people who don't
bring them back to research for repairs.
Powerful designs break quickly and need repeated repairs.

Adds two side grade capacitors that can be made at roundstart (with max
tech), one higher damage and fewer shots. One lower damage and more
shots.

High skill characters get much more information when examining modular
lasers and a chance to throw the gun away before it explodes.

Adds some defines to help balance these changes:
Improvement cap (the total percent a component can increase) Currently
100%.
Increase & Decrease Cap, how much an individual variable can be
increased or decreased. Currently 2x and 0.2x.
Improvement multiplier, multiplies all improvement gains. Currently 1x.

**Firing Pin fixes & changes**
Fixed ID locked firing pins and adds them to R&D.

Adds the inner research department to the firing range locked pins. This
is so xenobotanists, xenobiologists & xenoarchs can use the modular
lasers. Freeze rays for slimes, betarays for xenobotanists, laser
activation for artifacts for xenoarch.

It is still impossible for a scientist to make a weapon they can use
anywhere, but they can give them to security who can use them freely.

**Misc bug fixes**
The weapon analyzer UI now updates and only shows relevant statistics,
instead of displaying every variable even when they do nothing.
Replaces the buggy tesla zap with just electrocuting the holder.
Fixes a few broken visual messages.
Fixes the vermin modulator not killing anything, now it also works on
grems.
Fixes click delay on malfunction.
Fixes radiation damage numbers.
Fixes the temperature modulator.
Fixes the report printout showing the wrong numbers.

---------

Co-authored-by: Copilot <copilot@github.com>
2026-05-27 15:51:37 +00:00
FenodyreeAv e8944e087d 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.
2026-04-07 20:08:41 +00:00
FenodyreeAv 13083e7c55 Fixes Modular Lasers (#22054)
Fixes very old bugs with modular lasers that prevented them from taking
damage when fired.
Fixes a multiply by zero error that removed their fire delay.
Fixes the weapon analyzer, so it correctly shows their damage and number
of shots.
Fixes the shot-multiplier of the two capacitor mods.

Tweaks the damage chance, so that it's not a guarantee that you gun
breaks on the first shot if you have more than 1 mod.
Reduces the size of components, so that people can pick them up and put
them in their bags after their guns break.

Forum thread about these changes:

https://forums.aurorastation.org/topic/22876-modular-laser-rework-and-fix/

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-03-17 16:19:54 +00:00
Cody Brittain 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.

---------

Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-01 05:14:26 +00:00
Fluffy a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00
Fluffy 3e1b9d4170 Repathed /obj/item/projectile to /obj/projectile (#19693)
Repathed /obj/item/projectile to /obj/projectile, same as TG and Bay,
that's pretty much it.
2024-07-27 10:09:46 +00:00
Fluffy 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
Fluffy 5e1332d60f OpenDream linting (#16468)
* I wanna set the universe on fire

* dfsaaf

* setup

* dir issue?

* dsf

* Perhaps the script

* saf

* cry

* pain

* sdfas

* Try reintroduction of tag-matcher

* Failed

* Tries to suppress dotnet compile warnings

* Like this maybe?

* woopsie

* Damn pathings

* Hate

* Pragmas

* unlint?

* Maybe?

* GDI

* Redundant ifdef removed and changelog

* Did I forgot the tag matcher, or it was still broken?

* Yea no that script is still broken

* Removed tag-matcher as requested

* *sigh*

* test

* bro what?

* hope

* just fixing the input

* Let's see if we catch it...
2023-06-26 17:05:38 +02:00
Matt Atlas 31c73ead85 Ports the radiation subsystem and cleans up damage flags. (#15715) 2023-02-07 13:22:47 +01:00
Geeves b819c7878f Laser Tag Gear (#11193) 2021-03-07 17:14:26 +01:00
Alberyk 1a98599edd Adds a freeze ray gun (#11114)
This pr adds a freeze ray gun. It works by reducing the mob's temperature until they freeze and get stuck inside ice for a while. The gun also has an alt-fire mode that fires ice bolt.
2021-02-06 17:45:46 +02:00
Alberyk bd1b602a37 Unapologetic Tesla Suit Buffs (#9929) 2020-09-11 18:51:41 +02:00
Wowzewow (Wezzy) 307c214541 makes w_class use defines (#9848) 2020-09-06 17:37:56 -03:00
Wowzewow (Wezzy) 7114d3525f More new sounds and fixes equip sounds (#9464) 2020-08-12 11:17:39 +02:00
Mykhailo Bykhovtsev 9c0055a662 Weapons analyzer and modular guns rebalance (#8797)
This PR is pretty decent in size. The contents of changes are:
Modular guns rebalance:

    Capacitors reliability was buffed: reinforced 80 -> 100, uranium 50 -> 60, teranium 45 -> 55, phoron 40 -> 50, bluespace 30 -> 45.

    Added nano reinforced barrel which has 10 more reliability than reinforced barrel.

    Added enhanced grip MK2, which has improved fire delay by 0.2 compared to MK1 grip.

    Added stablity stock, which improves fire delay by 0.2 and accuracy by 0.5 compared to regular stock.

    Added animations to lots of modular components like all capacitors, almost all modulators, lenses, etc.

    Modular guns now have to be assembled inside of weapons analyzers. You cannot assemble them in hands anymore

Weapons analyzer:

    Added machinery called Weapons analyzer. Main purpose of it is to display stats of any weapon or item. You can accepts anything that is an item, even trash(probably). For modular guns it will also display table of components and their statistics.

    Modular guns now need to be assembled inside of weapons analyzer.

    Added circuit board and ability to construct weapons analyzer in RND. Circuit board required tech: engineering = 3, data = 2, combat = 2.

Misc changes:

    recharger and wall recharger now visually display on their icon how much charge is inside of weapon/gun that is being charged.
2020-05-25 10:22:08 +03:00
mikomyazaki 21f348ec57 Adds a unit test to check for any missing initial icon states (#8332) 2020-02-23 02:43:12 -03:00
Werner af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
Alberyk 301f25abee Research and development tweaks: guns and illegal techs (#6111) 2019-03-11 23:27:55 +01:00
LordFowl 8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
Alberyk ed0297a697 The Tau Ceti Foreign Legion (#5779)
This pr adds the Tau Ceti Foreign Legion, at the request of the lore team, to replace/be an alternative to the ert.
2018-12-30 12:06:21 +01:00
OneOneThreeEight b13d73b18d Protolasers now have 2 more modifier slots for each frame size. (#5635)
Yet another really bad idea from me that most people are going to like anyway.

The issues with the redundant commits down below should be fixed come next PR being merged. It's just some awkward nonsense with gitbash not working properly on my toaster, coupled with my lack of competency with it.
2018-11-30 00:28:18 +01:00
Alberyk 83d0e161ba More modular guns tweaks and fixes (#4221)
-fixes #4217
-lowers some of the component techs to make possible to get them
-fixes the phoron capacitor design having the wrong id
-modulator will now change the firing sound of the weapon, to avoid things like tasers and non lethals modules sounding like lasers
-fixes a bug with the random voidsuit picking the wrong helmet for the captain voidsuit
2018-01-31 19:51:01 +02:00
LordFowl 6dd5c2dbfd Unapologetic Scientist Buffs (#3957)
Implements the long-promised modular RnD energy weapon system I embarked upon in the ancient days of August 2016. Currently just a basic framework based heavily on Printer's recent work.

Relevant thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=9755
2018-01-20 23:39:14 +02:00