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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

65 lines
2.6 KiB
Plaintext

/obj/structure/machinery/ship_weapon/nephilim
name = "nephilim blaster repeater"
desc = "The Nephilim is a reliable blaster repeater produced on-contract by several factories across the spur. Seeing widespread use on both sides of the piracy epidemic in the Coalition, it has been shown to be effective and easy to maintain; two details not shared by earlier ship-mounted blaster weapons. Utilising hydrogen blaster cells, it is quicker to charge, while necessitating frequent reloads."
icon = 'icons/obj/machinery/ship_guns/nephilim.dmi'
icon_state = "weapon_base"
idle_power_usage = 1500
active_power_usage = 100000
max_ammo = 1
projectile_type = /obj/projectile/ship_ammo/nephilim
caliber = SHIP_CALIBER_BLASTER
screenshake_type = SHIP_GUN_SCREENSHAKE_SCREEN
/obj/structure/machinery/ship_weapon/nephilim/pre_fire(/atom/target, /obj/effect/landmark/landmark)
for(var/mob/M in GLOB.living_mob_list)
if(AreConnectedZLevels(GET_Z(M), z))
sound_to(M, sound('sound/weapons/gunshot/ship_weapons/gatling_laser.ogg'))
flick("weapon_charging", src)
sleep(1.1 SECONDS)
. = ..()
/obj/structure/machinery/ammunition_loader/nephilim
name = "nephilim ammunition loader"
/obj/item/ship_ammunition/nephilim
name = "Blaster HE hydrogen cell"
name_override = "Blaster HE burst"
desc = "A hydrogen cell for use in a Nephilim blaster repeater, carefully tuned for higher damage and spread at the cost of armour penetration."
icon = 'icons/obj/guns/ship/ship_ammo_nephilim.dmi'
icon_state = "repeater_he"
overmap_icon_state = "light_laser_salvo"
impact_type = SHIP_AMMO_IMPACT_HE
ammunition_flags = SHIP_AMMO_FLAG_INFLAMMABLE|SHIP_AMMO_FLAG_VERY_HEAVY|SHIP_AMMO_FLAG_INFLAMMABLE
caliber = SHIP_CALIBER_BLASTER
burst = 15
cookoff_heavy = 0
/obj/item/ship_ammunition/nephilim/ap
name = "Blaster AP hydrogen cell"
name_override = "Blaster AP burst"
desc = "A hydrogen cell for use in a Nephilim blaster repeater, carefully tuned for higher armour penetration at the cost of damage."
icon = 'icons/obj/guns/ship/ship_ammo_nephilim.dmi'
icon_state = "repeater_ap"
impact_type = SHIP_AMMO_IMPACT_AP
/obj/projectile/ship_ammo/nephilim
name = "hydrogen cell he"
icon = 'icons/obj/guns/ship/physical_projectiles.dmi'
icon_state = "blaster_burst"
damage = 40
armor_penetration = 40
penetrating = 0
explosion_strength = list(0, 2, 3)
/obj/projectile/ship_ammo/nephilim/ap
name = "hydrogen cell ap"
damage = 20
armor_penetration = 100
penetrating = 4
/obj/projectile/ship_ammo/nephilim/he/on_hit(atom/target, blocked, def_zone, is_landmark_hit)
. = ..()
explosion(get_turf(target), explosion_strength[1], explosion_strength[2], explosion_strength[3])