/obj/item/ship_ammunition name = "artillery shell" desc = "A shell of some sort." icon = 'icons/obj/projectiles.dmi' icon_state = "nuke" w_class = WEIGHT_CLASS_HUGE slowdown = 1 drop_sound = 'sound/items/drop/shell_drop.ogg' var/projectile_type_override //Override projectile type fired by the gun. This is because certain guns don't use ammo (the Leviathan) but with some we want the ammo to matter. var/overmap_projectile_type_override //Override projectile type on the overmap, fired by the gun. Like the Grauwolf Probe. var/name_override //If set, this will override the ammunition name for the overmap effect. var/written_message var/wielded = FALSE var/caliber = SHIP_CALIBER_NONE var/burst = 0 //If set to a number, this many projectiles will spawn to the side of the main projectile. var/impact_type = SHIP_AMMO_IMPACT_HE //This decides what happens when the ammo hits. Is it a bunkerbuster? HE? AP? var/ammunition_status = SHIP_AMMO_STATUS_GOOD //Currently unused, but will be relevant for chemical ammo. var/ammunition_flags = SHIP_AMMO_FLAG_INFLAMMABLE|SHIP_AMMO_FLAG_VERY_HEAVY var/ammunition_behaviour = SHIP_AMMO_BEHAVIOUR_DUMBFIRE //Not a bitfield! var/overmap_behaviour = SHIP_AMMO_CAN_HIT_HAZARDS|SHIP_AMMO_CAN_HIT_VISITABLES|SHIP_AMMO_CAN_HIT_PLANETS //Whether or not the ammo can hit hazards or ships, and so on. var/overmap_icon_state = "cannon" var/obj/effect/overmap/origin var/atom/overmap_target var/obj/entry_point /// The exact physical projectile type to reconstruct when this ammunition leaves the overmap. var/fired_projectile_type var/heading = SOUTH var/range = OVERMAP_PROJECTILE_RANGE_MEDIUM var/mob_carry_size = 12 //How large a mob has to be to carry the shell //Cookoff variables. var/cookoff_devastation = 0 var/cookoff_heavy = 2 var/cookoff_light = 3 /obj/item/ship_ammunition/mechanics_hints(mob/user, distance, is_adjacent) . += ..() . += "Using a pen on \the [src] will let you write a lovely message on it for your intended target; this message is detectable on the overmap by ship sensors." . += "Some types of ammunition are especially flammable, fragile, etc. They can cook off if not stored and handled very carefully." /obj/item/ship_ammunition/feedback_hints(mob/user, distance, is_adjacent) . += ..() if(written_message) if(distance > 3) . += "It has something written on it, but you'd need to get closer to tell what the writing says." else . += "It has a message written on the casing: [written_message]." /obj/item/ship_ammunition/antagonist_hints(mob/user, distance, is_adjacent) . += ..() if(ammunition_flags & SHIP_AMMO_FLAG_INFLAMMABLE) . += "This ammunition is flammable, and will cook off and explode when exposed to fire." if(ammunition_flags & SHIP_AMMO_FLAG_VULNERABLE) . += "This ammunition is vulnerable, and will cook off and explode on impact if shot at or attacked." if(ammunition_flags & SHIP_AMMO_FLAG_VERY_FRAGILE) . += "This ammunition is very fragile, and will cook off and explode on impact if thrown, or even just dropped with the Harm intent!" /obj/item/ship_ammunition/Initialize() . = ..() update_status() /obj/item/ship_ammunition/Destroy() origin = null overmap_target = null entry_point = null // The typepath is runtime metadata for one fired round and must not outlive it. fired_projectile_type = null return ..() /obj/item/ship_ammunition/attackby(obj/item/attacking_item, mob/user) if(attacking_item.force > 10 && (ammunition_flags & SHIP_AMMO_FLAG_VERY_FRAGILE)) if(istype(attacking_item, /obj/item/mecha_equipment/clamp)) return ..() else log_and_message_admins("[user] has caused the cookoff of [src] by attacking it with [attacking_item]!", user) cookoff(FALSE) else if(attacking_item.tool_behaviour == TOOL_PEN) var/obj/item/pen/P = attacking_item if(!use_check_and_message(user)) var/friendly_message = sanitizeSafe( tgui_input_text(user, "What do you want to write on \the [src]?", "Personal Message", "", 32), 32 ) if(friendly_message) written_message = friendly_message visible_message(SPAN_NOTICE("[user] writes something on \the [src] with \the [P]."), SPAN_NOTICE("You leave a nice message on \the [src]!")) return return ..() /obj/item/ship_ammunition/do_additional_pickup_checks(var/mob/user) if(ammunition_flags & SHIP_AMMO_FLAG_VERY_HEAVY) if(ishuman(user)) var/mob/living/carbon/human/H = user var/datum/species/S = H.species if(S.mob_size >= mob_carry_size || S.resist_mod >= 10 || user.status_flags & GODMODE) visible_message(SPAN_NOTICE("[user] tightens their grip on [src] and starts heaving...")) if(do_after(user, 1 SECONDS, src, DO_UNIQUE)) visible_message(SPAN_NOTICE("[user] heaves \the [src] up!")) wield(user) return TRUE else return FALSE if(istype(H.back, /obj/item/rig)) var/obj/item/rig/R = H.back if(R.suit_is_deployed()) visible_message(SPAN_NOTICE("[user] tightens their grip on [src] and starts heaving with some difficulty...")) if(do_after(user, 5 SECONDS, src, DO_UNIQUE)) visible_message(SPAN_NOTICE("[user] heaves \the [src] up!")) wield(user) return TRUE else return FALSE to_chat(user, SPAN_WARNING("\The [src] is way too heavy for you to pick up without some assistance!")) return FALSE return TRUE /obj/item/ship_ammunition/too_heavy_to_throw() if(ammunition_flags & SHIP_AMMO_FLAG_VERY_HEAVY) return TRUE else return FALSE /obj/item/ship_ammunition/throw_impact(atom/hit_atom) . = ..() if(prob(50) && ((ammunition_flags & SHIP_AMMO_FLAG_VERY_FRAGILE) || (ammunition_flags & SHIP_AMMO_FLAG_VULNERABLE))) cookoff(FALSE) /obj/item/ship_ammunition/ex_act(severity) if(ammunition_flags & SHIP_AMMO_FLAG_INFLAMMABLE) cookoff(TRUE) /obj/item/ship_ammunition/fire_act(exposed_temperature, exposed_volume) . = ..() if(ammunition_flags & SHIP_AMMO_FLAG_INFLAMMABLE) if(exposed_temperature >= T0C+200) cookoff(TRUE) /obj/item/ship_ammunition/proc/cookoff(var/caused_by_heat = TRUE) if(ammunition_flags & SHIP_AMMO_FLAG_INFLAMMABLE) visible_message(SPAN_DANGER("\The [src] [caused_by_heat ? "cooks" : "goes"] off and explodes!")) explosion(get_turf(src), cookoff_devastation, cookoff_heavy, cookoff_light) qdel(src) /obj/item/ship_ammunition/proc/can_be_loaded() return TRUE /obj/item/ship_ammunition/proc/update_status() return /obj/item/ship_ammunition/proc/eject_shell(var/obj/structure/machinery/ship_weapon/SW) //do cool casing ejection effects here return /obj/item/ship_ammunition/proc/wield(var/mob/living/carbon/human/user) var/obj/A = user.get_inactive_hand() if(A) to_chat(user, SPAN_WARNING("Your other hand is occupied!")) return wielded = TRUE var/obj/item/offhand/O = new(user) O.name = "[initial(name)] - offhand" O.desc = "Your second grip on \the [initial(name)]." user.put_in_inactive_hand(O) /obj/item/ship_ammunition/proc/unwield() wielded = FALSE /obj/item/ship_ammunition/dropped(mob/user) ..() if(user) var/obj/item/offhand/O = user.get_inactive_hand() if(istype(O)) O.unwield() return unwield() /obj/item/ship_ammunition/can_swap_hands(var/mob/user) if(wielded) return FALSE return TRUE /obj/item/ship_ammunition/proc/get_additional_info() . += SPAN_DANGER("[name_override ? name_override : name]
") . += "[desc]
" . += "Caliber: [caliber]
" . += "Ammunition Type: [capitalize_first_letters(impact_type)]
" if(written_message) . += "Sensor readings indicate the presence of a message written on the shell: [written_message]" /obj/item/ship_ammunition/proc/get_speed() //Lag variable used for step_towards(). Lower is better. return 4 /obj/item/ship_ammunition/touch_map_edge(var/new_z) if(isprojectile(loc)) transfer_to_overmap(new_z) origin = GLOB.map_sectors["[new_z]"] return TRUE else . = ..() /obj/item/ship_ammunition/proc/transfer_to_overmap(var/new_z) var/obj/effect/overmap/start_object = GLOB.map_sectors["[new_z]"] if(!start_object) return FALSE var/obj/effect/overmap/projectile/P = null if(overmap_projectile_type_override) P = new overmap_projectile_type_override(null, start_object.x, start_object.y, origin) else P = new(null, start_object.x, start_object.y, origin) P.name = name_override ? name_override : name P.desc = desc P.ammunition = src P.target = overmap_target P.range = range if(istype(origin, /obj/effect/overmap/visitable/ship)) var/obj/effect/overmap/visitable/ship/S = origin P.dir = S.dir P.icon_state = overmap_icon_state P.speed = get_speed() P.submap_target = entry_point forceMove(P) log_and_message_admins("A projectile ([name]) has entered the Overmap! (JMP)") return TRUE //SNOWFLAKE CODE: ACTIVATE //The problem is getting the projectile from the gun to the map edge. We want to do this naturally, but using process() and BYOND's walk procs makes it look very... unnatural. And also slow! //The solution? Let's co-opt projectile code! /obj/projectile/ship_ammo name = "ship ammunition" icon = 'icons/obj/guns/ship/physical_projectiles.dmi' icon_state = "small" range = 250 anti_materiel_potential = 3 impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL) accuracy = 100 projectile_piercing = PASSGLASS|PASSGRILLE|PASSBLOB|PASSMOB|PASSCLOSEDTURF|PASSMACHINE|PASSSTRUCTURE|PASSFLAPS|PASSDOORS|PASSVEHICLE|PASSWINDOW|PASSSHIELD //It's a ship weapon let it try to penetrate everything. pierce_decay_damage = 0.95 //Ship weapon projectiles don't lose much damage on pierce by default, but this can be set per projectile. ///This is passed to explosion(), it is stored here for when projectiles hit shields and need to damage the shield as if they had exploded. var/list/explosion_strength = list(0, 0, 0) ///The last thing this projectile pierced. Used for spalling effects in on_hit() var/atom/last_thing_pierced = null var/obj/item/ship_ammunition/ammo var/primed = FALSE ///First target we hit. Used to report if a hit was successful. var/hit_target = FALSE /obj/projectile/ship_ammo/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE) //When the projectile moves from a dense tile to a non-dense tile. . = ..() if(last_thing_pierced) var/turf/entered_turf = isturf(loc) ? loc : get_turf(loc) if(!(entered_turf.check_density(FALSE, TRUE))) //Checks for mobs so we don't spawn spalling inside the poor bridge crew, getting hit by the shell is bad enough. handle_spalling(entered_turf, movement_dir, last_thing_pierced) last_thing_pierced = null /** * This creates a cone of shrapnel whenever a projectile pierces something dense and then crosses into a non-dense turf. * This means that it won't spawn all the shrapnel inside the next thing it penetrates, to simulate spalling. * All of of the projectile stats are set custom here, in future it might be good to set them dynmically based on the material of the thing pierced. * Too many things don't have a material set, so that will have to wait. */ /obj/projectile/ship_ammo/proc/handle_spalling(atom/source, shrapnel_dir, thing_pierced) set waitfor = FALSE src.visible_message(SPAN_DANGER("Huge chunks of shrapnel spray out from \the [thing_pierced] as \the [src] punches through!")) var/turf/O = get_turf(src) var/list/target_turfs = list() target_turfs += get_step(O, shrapnel_dir) target_turfs += get_step(O, turn(shrapnel_dir, -45)) target_turfs += get_step(O, turn(shrapnel_dir, 45)) target_turfs += get_step(get_step(O, turn(shrapnel_dir, -45)), shrapnel_dir) target_turfs += get_step(get_step(O, turn(shrapnel_dir, 45)), shrapnel_dir) for(var/turf/T in target_turfs) var/obj/projectile/bullet/pellet/fragment/spall/P if(istype(thing_pierced, /obj/structure/window)) P = new /obj/projectile/bullet/pellet/fragment/spall/glass(O) else if(istype(thing_pierced, /obj/structure/grille) || istype(thing_pierced, /obj/structure/window_frame)) P = new /obj/projectile/bullet/pellet/fragment/spall/metalrod(O) else if(istype(thing_pierced, /obj/structure/machinery/door/airlock)) var/obj/structure/machinery/door/airlock/D = thing_pierced if(D.window_material && D.window_material == GET_SINGLETON(MATERIAL_GLASS)) P = new /obj/projectile/bullet/pellet/fragment/spall/glass(O) else P = new /obj/projectile/bullet/pellet/fragment/spall(O) else P = new /obj/projectile/bullet/pellet/fragment/spall(O) P.preparePixelProjectile(T, src) P.firer = src P.fired_from = thing_pierced P.fire() return TRUE /obj/projectile/bullet/pellet/fragment/spall damage = 2 //Between 30 and 3 damage, depending on how close you are. Pilot suits are 30 ballistic armour, so they should survive a lot of spall. pellets = 15 armor_penetration = 10 range_step = 1 range = 15 embed_chance = 80 //Make the people hit pull big chunks of shrapnel out by hand. maim_rate = -1 //We don't want this to decapitate people in the unlucky event they get hit by the shell (or shell explosion) directly, then more shrapnel afterwards. anti_materiel_potential = 2 //Enough to break windows. name = "spall" shrapnel_type = /obj/item/material/shard/shrapnel/large /obj/projectile/bullet/pellet/fragment/spall/glass damage = 1 armor_penetration = 5 name = "glass" shrapnel_type = /obj/item/material/shard /obj/projectile/bullet/pellet/fragment/spall/metalrod damage = 3 armor_penetration = 15 name = "metal rod" shrapnel_type = /obj/item/stack/rods /obj/projectile/ship_ammo/Destroy() ammo = null hit_target = null return ..() /obj/projectile/ship_ammo/touch_map_edge() if(primed) for(var/mob/living/carbon/human/H in GLOB.human_mob_list) if(AreConnectedZLevels(H.z, z)) to_chat(H, SPAN_WARNING("The flooring below you vibrates a little as shells fly by the hull of the ship!")) H.playsound_local(null, 'sound/effects/explosionfar.ogg', 25) shake_camera(H, 2, 2) ..() // Preserve only the concrete type needed at the destination. The ammunition // has already moved into the overmap carrier, so this physical shell is spent. ammo.fired_projectile_type = type if(ammo.touch_map_edge(z)) qdel(src) /obj/projectile/ship_ammo/on_hit(atom/target, blocked, def_zone, var/is_landmark_hit = FALSE) //is_landmark_hit is TRUE when we hit a landmark on a visitable non-ship overmap object. if(target && !hit_target) hit_target = TRUE var/target_name = target.name var/list/hit_data = list( "target_name" = target_name, "target_area" = get_area(target), "coordinates" = "[target.x], [target.y], [target.z]" ) if(ammo && ammo.origin) ammo.origin.signal_hit(hit_data) for(var/mob/M in GLOB.dead_mob_list) //Print out a message about what we hit to all ghosts. if(M.client) to_chat(M, "" + create_text_tag("DEAD", M.client) + "[ghost_follow_link(target, M)] A [src.name] hit \the [target.name] in \the [get_area(target)] at [target.x], [target.y], [target.z]!") if(istype(target, /turf/simulated/wall) || istype(target, /obj/structure/machinery/door)) //Stores the last thing we pierced for spalling purposes. last_thing_pierced = target else if (istype(target, /obj/structure)) //If it is a structure on a dense turf, that uses health, if (target.should_use_health) var/turf/T = get_turf(target) if (T.check_density(FALSE, TRUE)) last_thing_pierced = target return ..() /obj/projectile/ship_ammo/proc/on_translate(var/turf/entry_turf, var/target_turf) //This proc is called when the projectile enters a new ship's overmap zlevel. if(ammo.burst) for(var/i = 1 to ammo.burst) var/turf/new_turf = get_random_turf_in_range(entry_turf, ammo.burst + rand(0, ammo.burst), 0, TRUE, FALSE) var/obj/projectile/ship_ammo/pellet = new type pellet.forceMove(new_turf) pellet.ammo = new ammo.type pellet.ammo.origin = ammo.origin pellet.ammo.impact_type = ammo.impact_type pellet.dir = dir pellet.preparePixelProjectile(target_turf, new_turf, deviation = 3) //Deviation can be tuned. These spawn at the map edge so small deviations matter a lot. pellet.fire()