mirror of
https://github.com/Aurorastation/Aurora.3.git
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cf585ef505
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>
176 lines
7.1 KiB
Plaintext
176 lines
7.1 KiB
Plaintext
/obj/structure/machinery/ship_weapon/bruiser
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name = "bruiser cannon II"
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desc = "Among the Hegemony's earliest forays into ranged weaponry for their military ships, newer models of the Bruiser remain common on Hegemony ships. Older designs of the weapon popular among many Unathi sailors - including pirates - for their extreme simplicity, allowing them to fire handcrafted ammunition with minimal modification."
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desc_extended = "The Hegemony Model I 'Bruiser' was the first spaceship-mounted weapon to be designed by Izweski engineers - a simple enough design for a heavy ballistic cannon. The Bruiser is also notable for the light weight of its ammunition, allowing an Unathi to carry a shell without need of mechanical assistance - minimizing the expensive equipment that a vessel might require to fight. The Model I Bruiser was inaccurate, slow to fire and prone to overheating, leading to the design of the commonly-used Hegemony Model II 'Bruiser', largely seen on the corvettes and destroyers of the Izweski Navy. The Model II is faster, more accurate and capable of firing at much higher velocities, enabling the smaller ships of the Navy to punch above their weight class in battle."
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icon = 'icons/obj/machinery/ship_guns/bruiser.dmi'
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heavy_firing_sound = 'sound/weapons/gunshot/cannon.ogg'
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icon_state = "weapon_base"
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max_ammo = 1
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projectile_type = /obj/projectile/ship_ammo/bruiser
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caliber = SHIP_CALIBER_178MM
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screenshake_type = SHIP_GUN_SCREENSHAKE_SCREEN
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load_time = 4 SECONDS
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/obj/structure/machinery/ammunition_loader/bruiser
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name = "bruiser ammunition loader"
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icon_state = "ammo_loader_unathi"
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/obj/item/ship_ammunition/bruiser
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name = "makeshift bruiser canister shell"
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name_override = "canister shot"
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desc = "A rough, handmade shell that should fit in a bruiser cannon. This one is filled with shot that causes wide damage, but must get through the hull first."
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icon = 'icons/obj/guns/ship/ship_ammo_midshell.dmi'
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icon_state = "shell_canister"
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w_class = WEIGHT_CLASS_BULKY
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impact_type = SHIP_AMMO_IMPACT_FMJ
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ammunition_flags = SHIP_AMMO_FLAG_VERY_HEAVY
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mob_carry_size = 10 //unathi, dionae and all vaurca can lift these bad boys up.
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caliber = SHIP_CALIBER_178MM
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burst = 11
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cookoff_heavy = 0
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overmap_icon_state = "cannon_salvo"
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/obj/item/ship_ammunition/bruiser/get_speed()
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return 35
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/obj/item/ship_ammunition/bruiser/real/get_speed()
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return 25
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/obj/item/ship_ammunition/bruiser/flechette
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name = "makeshift bruiser beehive shell"
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name_override = "flechette burst"
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desc = "A rough, handmade shell that should fit in a bruiser cannon. This one is filled with projectiles that easily get through the hull, but do little damage."
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icon_state = "shell_flechette"
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burst = 9
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projectile_type_override = /obj/projectile/ship_ammo/bruiser/flechette
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/obj/item/ship_ammunition/bruiser/he
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name = "makeshift bruiser explosive shell"
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name_override = "explosive shell"
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desc = "A rough, handmade shell that should fit in a bruiser cannon. This one is filled with makeshift explosives."
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icon_state = "shell_he"
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impact_type = SHIP_AMMO_IMPACT_HE
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ammunition_flags = SHIP_AMMO_FLAG_INFLAMMABLE|SHIP_AMMO_FLAG_VERY_HEAVY
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burst = 0
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cookoff_heavy = 1
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overmap_icon_state = "cannon_heavy"
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projectile_type_override = /obj/projectile/ship_ammo/bruiser/he
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/obj/item/ship_ammunition/bruiser/real/he
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name = "bruiser explosive shell"
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name_override = "explosive shell"
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desc = "A high-explosive shell designed for the Hegemony Bruiser cannon. Manufactured by Hephaestus Industries"
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icon_state = "shell_he_real"
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impact_type = SHIP_AMMO_IMPACT_HE
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ammunition_flags = SHIP_AMMO_FLAG_INFLAMMABLE|SHIP_AMMO_FLAG_VERY_HEAVY
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burst = 0
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cookoff_heavy = 2
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overmap_icon_state = "cannon_heavy"
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projectile_type_override = /obj/projectile/ship_ammo/bruiser/real/he
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/obj/item/ship_ammunition/bruiser/real/ap
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name = "bruiser armor-piercing shell"
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name_override = "armor-piercing shell"
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desc = "An armor-piercing shell designed for the Hegemony Bruiser cannon. Manufactured by Hephaestus Industries"
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icon_state = "shell_ap_real"
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impact_type = SHIP_AMMO_IMPACT_AP
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ammunition_flags = SHIP_AMMO_FLAG_INFLAMMABLE|SHIP_AMMO_FLAG_VERY_HEAVY
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burst = 0
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cookoff_heavy = 2
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overmap_icon_state = "cannon_heavy"
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projectile_type_override = /obj/projectile/ship_ammo/bruiser/real/ap
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/obj/item/ship_ammunition/bruiser/real/canister
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name = "bruiser canister shell"
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name_override = "canister shot"
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desc = "An expensive shell designed for the Hegemony Bruiser cannon by Hephaestus Industries. This one bursts into many small pellets."
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icon_state = "shell_canister_real"
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burst = 23
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projectile_type_override = /obj/projectile/ship_ammo/bruiser/real/canister
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/obj/item/ship_ammunition/bruiser/real/beehive
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name = "bruiser beehive shell"
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name_override = "slugger shot"
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desc = "An expensive shell designed for the Hegemony Bruiser cannon by Hephaestus Industries. Very popular among Unathi, this shell bursts into many slugger projectiles that punch through the hull with less mass, but more force."
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icon_state = "shell_flechette_real"
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burst = 9
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projectile_type_override = /obj/projectile/ship_ammo/bruiser/real/beehive
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/obj/projectile/ship_ammo/bruiser
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name = "canister shot pellet"
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icon_state = "small"
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damage = 35
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armor_penetration = 35
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penetrating = 1
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/obj/projectile/ship_ammo/bruiser/flechette
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name = "beehive flechette"
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icon_state = "small_burst"
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damage = 20
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armor_penetration = 50
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penetrating = 5
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embed = TRUE
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embed_chance = 40
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shrapnel_type = /obj/item/material/shard/shrapnel/flechette
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/obj/projectile/ship_ammo/bruiser/he
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name = "178mm shell"
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icon_state = "heavy"
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damage = 150
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armor_penetration = 75
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penetrating = 0
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explosion_strength = list(1, 3, 6)
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/obj/projectile/ship_ammo/bruiser/he/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
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. = ..()
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explosion(get_turf(target), explosion_strength[1], explosion_strength[2], explosion_strength[3])
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/obj/projectile/ship_ammo/bruiser/real/he
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name = "178mm shell"
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icon_state = "heavy"
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damage = 350
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armor_penetration = 125
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penetrating = 0
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explosion_strength = list(3, 6, 8)
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/obj/projectile/ship_ammo/bruiser/real/ap
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name = "178mm shell"
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icon_state = "heavy"
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damage = 250
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armor_penetration = 250
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penetrating = 2
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explosion_strength = list(0, 2, 4)
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/obj/projectile/ship_ammo/bruiser/real/canister
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damage = 40
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armor_penetration = 40
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penetrating = 2
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stun = 2
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/obj/projectile/ship_ammo/bruiser/real/beehive //comparable to slugger projectiles but slightly stronger
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name = "massive slug"
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icon_state = "heavy"
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damage = 65
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armor_penetration = 10
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penetrating = 6
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stun = 4
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weaken = 4
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maim_rate = 3
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anti_materiel_potential = 2
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/obj/projectile/ship_ammo/bruiser/real/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
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. = ..()
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var/turf/epicenter = get_turf(target)
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if(ammo.impact_type == SHIP_AMMO_IMPACT_HE)
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explosion(epicenter, explosion_strength[1], explosion_strength[2], explosion_strength[3])
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if(ammo.impact_type == SHIP_AMMO_IMPACT_AP)
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explosion(epicenter, explosion_strength[1], explosion_strength[2], explosion_strength[3])
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/obj/projectile/ship_ammo/bruiser/real/beehive/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
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. = ..()
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if(ismovable(target))
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var/atom/movable/M = target
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M.throw_at(get_edge_target_turf(target, dir),9,8)
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return 1
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