Files
FenodyreeAv cf585ef505 Ship combat rework (#22566)
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>
2026-06-03 16:52:13 +00:00

62 lines
2.4 KiB
Plaintext

#define SHIP_CALIBER_NONE "none"
#define SHIP_CALIBER_406MM "406mm"
#define SHIP_CALIBER_40MM "40mm"
#define SHIP_CALIBER_60MM "60mm"
#define SHIP_CALIBER_90MM "90mm"
#define SHIP_CALIBER_ZAT "zero-point warp beam"
#define SHIP_CALIBER_BLASTERREPEATER "blaster burst"
#define SHIP_CALIBER_178MM "178mm"
#define SHIP_CALIBER_COILGUN "tungsten rod"
#define SHIP_CALIBER_200MM "200mm"
#define SHIP_CALIBER_BLASTER "blaster charge"
#define SHIP_GUN_FIRING_SUCCESSFUL "firing sequence completed"
#define SHIP_GUN_ERROR_NO_AMMO "no ammunition loaded"
#define NO_PROJECTILE "no projectile"
#define SHIP_HAZARD_TARGET "Automatic Hazard Targeting"
#define SHIP_AMMO_CAN_HIT_HAZARDS 1
#define SHIP_AMMO_CAN_HIT_VISITABLES 2
#define SHIP_AMMO_CAN_HIT_PLANETS 4
#define SHIP_AMMO_IMPACT_HE "high explosive"
#define SHIP_AMMO_IMPACT_PROBE "sensor probe"
#define SHIP_AMMO_IMPACT_FMJ "full metal jacket"
#define SHIP_AMMO_IMPACT_FRAG "fragmentation"
#define SHIP_AMMO_IMPACT_AP "armour-piercing"
#define SHIP_AMMO_IMPACT_LASER "laser"
#define SHIP_AMMO_IMPACT_BUNKERBUSTER "bunker-buster"
#define SHIP_AMMO_IMPACT_PLASMA "plasma"
#define SHIP_AMMO_IMPACT_ZAT "zero-point warp beam"
#define SHIP_AMMO_IMPACT_BLASTER "blaster charge"
#define FIRING_EFFECT_FLAG_THROW_MOBS 1
#define FIRING_EFFECT_FLAG_EXTREMELY_LOUD 2 //Play the heavy firing sound to all mobs on connected zlevels.
#define FIRING_EFFECT_FLAG_SILENT 4 //Only play the heavy firing sound to nearby mobs, don't play the light sound.
#define SHIP_GUN_SCREENSHAKE_SCREEN 1
#define SHIP_GUN_SCREENSHAKE_ALL_MOBS 2
#define SHIP_AMMO_STATUS_RUPTURED 0
#define SHIP_AMMO_STATUS_GOOD 1
#define SHIP_AMMO_BEHAVIOUR_DUMBFIRE 1 //These are not flags! Dumbfire shells proceed along a straight path.
#define SHIP_AMMO_BEHAVIOUR_GUIDED 2 //Guided towards the target.
#define SHIP_AMMO_FLAG_INFLAMMABLE 1 //Rupture when exposed to fire.
#define SHIP_AMMO_FLAG_VERY_HEAVY 2 //Cannot be lifted by a normal person.
#define SHIP_AMMO_FLAG_VULNERABLE 4 //Rupture from being shot at, attacked.
#define SHIP_AMMO_FLAG_VERY_FRAGILE 8 //Rupture from being thrown, dropped on harm intent.
//Overmap projectiles.
#define OVERMAP_PROJECTILE_RANGE_LOW 5
#define OVERMAP_PROJECTILE_RANGE_MEDIUM 10
#define OVERMAP_PROJECTILE_RANGE_MEDIUMHIGH 15
#define OVERMAP_PROJECTILE_RANGE_HIGH 25
#define OVERMAP_PROJECTILE_RANGE_ULTRAHIGH 30
//Targeting flags for overmap effects.
#define TARGETING_FLAG_GENERIC_WAYPOINTS 1
#define TARGETING_FLAG_ENTRYPOINTS 2