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https://github.com/Aurorastation/Aurora.3.git
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Makes ship combat significantly more destructive (and a bit deadlier), especially with non-explosive projectiles. **Additions:** - A shell that penetrates a solid (dense) structure will cause spalling. This spall does 2-30 damage, depending on range and has a high embed chance. These embedded chunks are large enough to be ripped out by hand. (But you probably shouldn't). The pilot's suit has 30 ballistic armor, so a prepared bridge crew can survive a lot of spall. - Adds a gun that shoots any ship weapon that admins can spawn. Useful for testing, or for adminbus where they don't want to have to spawn a whole overmap ship. - Made several structures destructible, vending machines, computer frames, grilles (these were just bugged) and watertanks (and their children). These structures could just block infinite shots and were common enough to serve as effective armor for the horizon. These now spawn shrapnel (of their material if it's set), in addition to sheets of steel when destroyed. - Added support for negative maim chance. This allows chosen projectiles to be prevented from decapitating. No more accidentally gibbing the bridge crew's heads. (Unless they get hit with something really really big). **Balance:** - All non-explosive anti ship rounds got significant buffs. Typically 2-3x Anti-Material numbers. - Armour piercing anti-ship rounds got massively increased penetration stats. Typically 4-8 from 1-2. - Doors now get destroyed in less hits, if they are hit by anti-material projectiles. Hits to destroy -= Antimaterial / 2 - Francisca frag shells now shoot less fragments but deal more damage. 394 projectiles for every shot was a bit laggy, now it's only 280. **Shields:** Shields now take more power. 13-14 megawatts for a 10 strength shield. Just inside the ship's generation capacity with both the INDRA and Supermatter running. Instead of deleting any projectile they are hit by, shields now have different failure modes. - Firstly, a piercing projectile has it's penetration reduced by the shield strength. Eg A shot that would go through 10 walls, only penetrates 4 after going through a 6 strength shield. - Secondly, a projectile has it's damage multiplied by 1 - shield strength / 10, then has shield strength subtracted from it's damage. Eg. A damage 100 projectile, hitting a 5 strength shield, has it's damaged reduced to 50, (100 * 0.5), then to 45. (50-5) - Thirdly, an explosive projectile (that does not penetrate per the first step) does not explode, but instead deals it's full damage to the shield. Hits to the shield now also damage the field itself, not just the shield tile. As such, a very big hit on the shield can bring the whole thing down, requiring an engineer to reset it. Shields can now be upgraded with research components. Additionally, shield generators can now support more than one capacitor. The roundstart capacitor on the Horizon is only good enough to support a 6 strength shield. The upgrades increase efficiency, strength loss over time and charge speed. **Overmap Targetting** Previously, shells would spawn within 20 tiles of their target and aim directly forwards. This was bugged for shots with burst, which would instead all aim inwards and mostly miss. This is the reason the Grauwolf (in addition to the explosion bug below) and Fransisca felt so useless, only one of every shell in a burst would hit. Shots now spawn at the map edge, based on the orientation of the projectile and ship. Diagonals are now accounted for. Shots are then aimed directly at the target selected on the console, with 3 degrees of dispersion. **Bugfixes:** - Fixes lots of explosions that didn't pass a turf to the explosions subsystem. This caused the explosion not to happen if the thing hit got qdeled before the subsystem could get the turf to spawn the explosion on. - Embedded shrapnel no longer gets the initial projectile name, this prevents it getting named shrapnelshrapnel. - Fixes a bunch of projectile piercing bugs, mostly with grilles and windows. Shots now go past window frames without hitting them. - Fixes shields not having a click delay when attacked. --------- Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
84 lines
3.3 KiB
Plaintext
84 lines
3.3 KiB
Plaintext
#define ALL (~0) //For convenience.
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#define NONE 0
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GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
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// for /datum/var/datum_flags
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#define DF_USE_TAG (1<<0)
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#define DF_VAR_EDITED (1<<1)
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#define DF_ISPROCESSING (1<<2)
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///Whether /atom/Initialize() has already run for the object
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#define INITIALIZED_1 (1<<5)
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/// If the thing can reflect light (lasers/energy)
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#define RICOCHET_SHINY (1<<0)
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/// If the thing can reflect matter (bullets/bomb shrapnel)
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#define RICOCHET_HARD (1<<1)
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/*
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These defines are used specifically with the atom/pass_flags bitmask
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the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
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*/
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//flags for pass_flags
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/// Allows you to pass over tables.
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#define PASSTABLE (1<<0)
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/// Allows you to pass over glass(this generally includes anything see-through that's glass-adjacent, ie. windows, windoors, airlocks with glass, etc.)
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#define PASSGLASS (1<<1)
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/// Allows you to pass over grilles.
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#define PASSGRILLE (1<<2)
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/// Allows you to pass over blob tiles.
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#define PASSBLOB (1<<3)
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/// Allows you to pass over mobs.
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#define PASSMOB (1<<4)
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/// Allows you to pass over closed turfs, ie. walls.
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#define PASSCLOSEDTURF (1<<5)
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/// Let thrown things past us. **ONLY MEANINGFUL ON pass_flags_self!**
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#define LETPASSTHROW (1<<6)
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/// Allows you to pass over machinery, ie. vending machines, computers, protolathes, etc.
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#define PASSMACHINE (1<<7)
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/// Allows you to pass over structures, ie. racks, tables(if you don't already have PASSTABLE), etc.
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#define PASSSTRUCTURE (1<<8)
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/// Allows you to pass over plastic flaps, often found at cargo or MULE dropoffs.
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#define PASSFLAPS (1<<9)
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/// Allows you to pass over airlocks and mineral doors.
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#define PASSDOORS (1<<10)
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/// Allows you to pass over vehicles, ie. mecha
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#define PASSVEHICLE (1<<11)
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/// Allows you to pass over dense items.
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#define PASSITEM (1<<12)
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/// Do not intercept click attempts during Adjacent() checks. See [turf/proc/ClickCross]. **ONLY MEANINGFUL ON pass_flags_self!**
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#define LETPASSCLICKS (1<<13)
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/// Allows you to pass over windows and window-adjacent stuff, like windows and windoors. Does not include airlocks with glass in them.
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#define PASSWINDOW (1<<14)
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/* AURORA SNOWFLAKE CODE */
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#define PASSDOORHATCH (1<<15)
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#define PASSTRACE (1<<16) //Used by turrets in the check_trajectory proc to target mobs hiding behind certain things (such as closets)
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#define PASSRAILING (1<<17)
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/// Allows you to pass over energy shields, these also have additional handling for blocking projectiles in their on_hit().
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#define PASSSHIELD (1<<18)
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//Movement Types
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#define GROUND (1<<0)
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#define FLYING (1<<1)
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#define VENTCRAWLING (1<<2)
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#define FLOATING (1<<3)
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/// When moving, will Cross() everything, but won't stop or Bump() anything.
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#define PHASING (1<<4)
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/// The mob is walking on the ceiling. Or is generally just, upside down.
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#define UPSIDE_DOWN (1<<5)
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//TURF FLAGS
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/// If a turf is an usused reservation turf awaiting assignment
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#define UNUSED_RESERVATION_TURF BITFLAG(1)
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/// If a turf is a reserved turf
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#define RESERVATION_TURF BITFLAG(2)
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// Turf-only flags.
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///Blocks the jaunting spell from accessing the turf
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#define TURF_FLAG_NOJAUNT BITFLAG(3)
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///Used by shuttle movement to determine if it should be ignored by turf translation
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#define TURF_FLAG_BACKGROUND BITFLAG(4)
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