Files
Aurora.3/code/modules/projectiles/modular/laser_base.dm
87848fbdc3 Adds skill based upgrades to modular lasers. (#22425)
**Modular laser changes**

- tl:dr Shooting mod laser at a mob counts up an improvement potential
variable, which when the gun is disassembled, gets spread across the
components.
- When the components are repaired, by someone with high skill, there is
a chance to increase a variable, such as damage, shot count, accuracy.
- Players give the biggest increase, followed by non-player humans
(protohumans & mechs fall in this catagory), then simple mobs and
finally monkeys. Non combat modlasers improve slowly when used for their
intended task (betarays slowly tick up when shooting hydroponics bays)

The philosophy for these changes is that research should continue to be
involved with the equipment they give out.
It should also be difficult (but not impossible) for research to upgrade
their weapons without support from other departments.
Xenobio slimes, protohumans, medical help to keep the protohuman alive
while you shoot it, security help to actually use the guns on real
targets (this gives the biggest increases).

The more powerful a weapon is the harder it is to upgrade, as it'll kill
it's targets quicker. The more upgraded a weapon is the more difficult
it is to upgrade further, improvement potential will get wasted on
components that have already hit their cap.

On their own, by the time the 5 monkeys research start with are dead,
it's possible for a max skill scientist to improve one gun's worth of
components by ~25%.

The weapons research can now make at roundstart (with max tech) are
significantly worse than what spawns in the armoury.
The weapons research can make with gold, silver, uranium and phoron are
equal to what spawns in the armoury.
The weapons research can make with diamonds are better than what spawns
in the armoury.

Major nerfs to heat vents, auxiliary capacitor and capacitor overcharge,
these were the problem children.
It is now impossible to make a weapon that does not take damage through
use. Safe designs will only break with heavy use, by people who don't
bring them back to research for repairs.
Powerful designs break quickly and need repeated repairs.

Adds two side grade capacitors that can be made at roundstart (with max
tech), one higher damage and fewer shots. One lower damage and more
shots.

High skill characters get much more information when examining modular
lasers and a chance to throw the gun away before it explodes.

Adds some defines to help balance these changes:
Improvement cap (the total percent a component can increase) Currently
100%.
Increase & Decrease Cap, how much an individual variable can be
increased or decreased. Currently 2x and 0.2x.
Improvement multiplier, multiplies all improvement gains. Currently 1x.

**Firing Pin fixes & changes**
Fixed ID locked firing pins and adds them to R&D.

Adds the inner research department to the firing range locked pins. This
is so xenobotanists, xenobiologists & xenoarchs can use the modular
lasers. Freeze rays for slimes, betarays for xenobotanists, laser
activation for artifacts for xenoarch.

It is still impossible for a scientist to make a weapon they can use
anywhere, but they can give them to security who can use them freely.

**Misc bug fixes**
The weapon analyzer UI now updates and only shows relevant statistics,
instead of displaying every variable even when they do nothing.
Replaces the buggy tesla zap with just electrocuting the holder.
Fixes a few broken visual messages.
Fixes the vermin modulator not killing anything, now it also works on
grems.
Fixes click delay on malfunction.
Fixes radiation damage numbers.
Fixes the temperature modulator.
Fixes the report printout showing the wrong numbers.

---------

Co-authored-by: Copilot <copilot@github.com>
2026-05-27 15:51:37 +00:00

445 lines
18 KiB
Plaintext

/obj/item/laser_components
icon = 'icons/obj/guns/modular_laser.dmi'
icon_state = "bfg"
contained_sprite = TRUE
w_class = WEIGHT_CLASS_SMALL //A dissasembled gun is easier to carry, this lets people bring bits of their broken gun back to R&D.
///The Max HP of the component. This is added to the overall reliability of the weapon.
var/reliability = 0
//This multiplies the damage of a shot, the base damage is determined by the capacitor.
var/damage = 1
///This multiplies the fire delay of the weapon, the base fire delay is determined by the capacitor.
var/fire_delay = 1
///The amount of damage a component has taken. Subtracted from reliability.
var/condition = 0
///The base amount of damage this modifier does to other components when the gun is fired.
var/base_malus = 0.1 //when modifiers get damaged they do not break, but make other components break faster
///The amount of damage this modifier does to other components. This increases as the modifier itself gets damaged.
var/malus = 0
///The malus of all components is multiplied by this value.
var/malus_multiplier = 1
///Multiplies the total number of shots the gun can fire before recharge.
var/shots = 1
///This is added to the number of shots the gun fires in one click.
var/burst = 0
///The amount it's possible to improve a component by repairing it. This increases when the weapon is used, and decreases when it's repaired. When it hits 0, the component can no longer be improved by repairing it, but can still lose reliability.
var/improvement_potential = 0
///The total amount the component has been improved by repairs. This is used to put an upper limit on how much a component can be improved.
var/total_improved = 0
///Added to the accuracy of the weapon.
var/accuracy = 0
///The item required to repair the component.
var/obj/item/repair_item
///Lists of the variables on this component that can be improved by repairing it.
var/list/increasable_stats = list("reliability")
///List of variables that are better when lower, such as fire delay or malus.
var/list/decreaseable_stats = list()
var/gun_overlay
/obj/item/laser_components/proc/degrade(var/increment = 1)
if(increment)
condition += increment
if(condition > reliability)
condition = reliability
/obj/item/laser_components/proc/handle_improvement(var/skill_level, var/mob/user)
while (improvement_potential > 0)
var/improvement = min(abs(improvement_potential / 100), 0.2) //Caps improvement from a single repair to 20%. This spreads the effect out across multiple stats
var/stat_direction = 1
var/stat_name = null
//TODO: Make it possible to target a specific value by repairing with a randomly selected part that research doesn't typically have access to.
if (increasable_stats.len && decreaseable_stats.len) //Picks a random available stat to upgrade.
if (prob(50))
stat_name = pick(increasable_stats)
else
stat_name = pick(decreaseable_stats)
stat_direction = -1
else if (increasable_stats.len)
stat_name = pick(increasable_stats)
stat_direction = 1
else if (decreaseable_stats.len)
stat_name = pick(decreaseable_stats)
stat_direction = -1
else
break //No stats to improve, it shouldn't be possible to have improvement potential and no stats to improve, but just in case.
if (stat_name in src.vars)
improvement_potential -= improvement * 100 //Decreases improvement potential before any skill modifiers.
switch(skill_level ? skill_level : 6)
if(-INFINITY to 2)
improvement *= (rand(-5, -1) / 10) //Always damage it.
if(3)
improvement *= (rand(-5, 3) / 10)
if(4)
improvement *= (rand(3, 5) / 10)
if(5)
improvement *= (rand(7, 10) / 10)
if(6 to INFINITY)
improvement *= (rand(8, 12) / 10)
if (src.vars[stat_name] > (initial(src.vars[stat_name]) * INCREASE_CAP) && stat_direction > 0) //It is possible to waste improvement potential by hitting the cap on a stat, this is fine, it should be harder to improve a component that's already of high quality.
continue
if (src.vars[stat_name] < (initial(src.vars[stat_name]) * DECREASE_CAP) && stat_direction < 0)
continue
src.vars[stat_name] += stat_direction * abs(initial(src.vars[stat_name]) * improvement) //Adds improvement % of the initial value to the stat.
if (improvement > 0)
to_chat(user, SPAN_NOTICE("Your careful repairs to \the [src] [stat_direction > 0 ? "increase" : "decrease"] its [replacetext(stat_name, "_", " ")] by [improvement * 100] percent!"))
total_improved += improvement
else if (improvement == 0)
to_chat(user, SPAN_NOTICE("Your repairs to \the [src], don't seem to improve it, but at least you didn't make it worse."))
else
to_chat(user, SPAN_WARNING("Your repairs to \the [src] end up damaging it!"))
/obj/item/laser_components/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
. = ..()
if(distance > 1)
return
var/skill_level = (GET_SKILL_LEVEL(user, FIREARMS_SKILL_COMPONENT) + GET_SKILL_LEVEL(user, RESEARCH_SKILL_COMPONENT))
switch(skill_level ? skill_level : 6)
if (-INFINITY to 2)
if(improvement_potential > 0)
. += SPAN_WARNING("You don't think you could repair \the [src] without making it worse.")
if (3)
if(improvement_potential > 0)
. += SPAN_WARNING("You might be able to repair \the [src], but you think you're much more likely to make it worse.")
if (4)
for (var/stat in increasable_stats)
if (src.vars[stat] != initial(src.vars[stat]))
. += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has had some custom work done to it.")
for (var/stat in decreaseable_stats)
if (src.vars[stat] != initial(src.vars[stat]))
. += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has had some custom work done to it.")
if(improvement_potential > 0)
. += SPAN_GOOD("You think you could repair \the [src] and improve it, but you might also make it worse if you aren't careful.")
if (5)
for (var/stat in increasable_stats)
if (src.vars[stat] > initial(src.vars[stat]))
. += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has been improved and increased.")
else if (src.vars[stat] < initial(src.vars[stat]))
. += SPAN_WARNING("You can see \the [src]'s [replacetext(stat, "_", " ")] has been degraded and decreased.")
for (var/stat in decreaseable_stats)
if (src.vars[stat] < initial(src.vars[stat]))
. += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has been improved and decreased.")
else if (src.vars[stat] > initial(src.vars[stat]))
. += SPAN_WARNING("You can see \the [src]'s [replacetext(stat, "_", " ")] has been degraded and increased.")
if(improvement_potential > 0)
. += SPAN_GOOD("You see a few places where damage has revealed design flaws. You could correct them to improve \the [src].")
if (6 to INFINITY)
for (var/stat in increasable_stats)
if (src.vars[stat] > initial(src.vars[stat]))
. += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has been improved, increasing it by approximately [round((src.vars[stat] - initial(src.vars[stat])) / initial(src.vars[stat]) * 100)] percent.")
else if (src.vars[stat] < initial(src.vars[stat]))
. += SPAN_WARNING("You can see \the [src]'s [replacetext(stat, "_", " ")] has been degraded, decreasing it by approximately [round((initial(src.vars[stat]) - src.vars[stat]) / initial(src.vars[stat]) * 100)] percent.")
for (var/stat in decreaseable_stats)
if (src.vars[stat] < initial(src.vars[stat]))
. += SPAN_NOTICE("You can see \the [src]'s [replacetext(stat, "_", " ")] has been improved, decreasing it by approximately [round((src.vars[stat] - initial(src.vars[stat])) / initial(src.vars[stat]) * 100)] percent.")
else if (src.vars[stat] > initial(src.vars[stat]))
. += SPAN_WARNING("You can see \the [src]'s [replacetext(stat, "_", " ")] has been degraded, increasing it by approximately [round((initial(src.vars[stat]) - src.vars[stat]) / initial(src.vars[stat]) * 100)] percent.")
if(improvement_potential > 0)
. += SPAN_GOOD("You see a few places where damage has revealed design flaws. Correcting them could improve \the [src] by up to [improvement_potential] percent.")
/obj/item/laser_components/attackby(obj/item/attacking_item, mob/user)
if(!istype(attacking_item, repair_item))
return ..()
if (condition == 0 && malus == base_malus)
to_chat(user, SPAN_WARNING("\The [src] is not damaged."))
return ..()
to_chat(user, SPAN_WARNING("You begin repairing \the [src]."))
var/skill_level = (GET_SKILL_LEVEL(user, FIREARMS_SKILL_COMPONENT) + GET_SKILL_LEVEL(user, RESEARCH_SKILL_COMPONENT))
if(do_after(user, rand(2 SECONDS, 6 SECONDS), src, DO_UNIQUE) && repair_module(attacking_item, skill_level, user))
to_chat(user, SPAN_NOTICE("You repair \the [src]."))
else
to_chat(user, SPAN_WARNING("You fail to repair \the [src]."))
/obj/item/laser_components/proc/repair_module(var/obj/item/D, var/skill_level, var/mob/user)
return 1
/obj/item/laser_components/modifier
name = "modifier"
desc = "A basic laser weapon modifier."
reliability = -5
var/mod_type
var/gun_force = 0 //melee damage of the gun
var/chargetime = 0
var/burst_delay = 0
var/scope_name
var/criticality = 1
repair_item = /obj/item/weldingtool
/obj/item/laser_components/modifier/condition_hints(mob/user, distance, is_adjacent)
. += ..()
if(distance <= 1)
if(malus > base_malus)
. += SPAN_WARNING("\The [src] appears damaged.")
/obj/item/laser_components/modifier/degrade(var/increment = 1)
if(increment)
malus += increment
if(malus > abs(base_malus*2))
malus = abs(base_malus*2)
/obj/item/laser_components/modifier/repair_module(var/obj/item/weldingtool/W, var/skill_level, var/mob/user)
if(!istype(W))
return
if(malus == base_malus)
return 0
if(W.use(2))
handle_improvement(skill_level, user)
malus = max(malus - 5, base_malus)
return 1
return 0
/obj/item/laser_components/capacitor
name = "capacitor"
desc = "A basic laser weapon capacitor."
icon_state = "capacitor"
shots = 5
damage = 10
reliability = 50
fire_delay = 5
repair_item = /obj/item/stack/cable_coil
increasable_stats = list("reliability", "damage", "shots")
decreaseable_stats = list()
/obj/item/laser_components/capacitor/condition_hints(mob/user, distance, is_adjacent)
. += ..()
if(distance <= 1 && condition > 0)
. += SPAN_WARNING("\The [src] appears damaged.")
/obj/item/laser_components/capacitor/repair_module(var/obj/item/stack/cable_coil/C, var/skill_level, var/mob/user)
if(!istype(C))
return
if(!condition > 0)
return 0
if(C.use(2))
handle_improvement(skill_level, user)
condition = max(condition - 3 * skill_level, 0)
return 1
return 0
/obj/item/laser_components/capacitor/proc/small_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/active_hand = H.hand
var/shock_damage = round(damage * 0.25 *prototype.criticality) + rand(-5, 5)
if(active_hand)
H.electrocute_act(shock_damage, prototype, def_zone = BP_L_HAND, tesla_shock = 0)
H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_L_ARM, tesla_shock = 0) //Can arc past insulated gloves and into the arm.
else
H.electrocute_act(shock_damage, prototype, def_zone = BP_R_HAND, tesla_shock = 0)
H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_R_ARM, tesla_shock = 0)
else
tesla_zap(prototype, 0, 1000*prototype.criticality)
return
/obj/item/laser_components/capacitor/proc/medium_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/active_hand = H.hand
var/shock_damage = round(damage * 0.5 *prototype.criticality) + rand(-5, 5)
if(active_hand)
H.electrocute_act(shock_damage, prototype, def_zone = BP_L_HAND, tesla_shock = 0)
H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_L_ARM, tesla_shock = 0) //Can arc past insulated gloves and into the arm.
else
H.electrocute_act(shock_damage, prototype, def_zone = BP_R_HAND, tesla_shock = 0)
H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_R_ARM, tesla_shock = 0)
else
tesla_zap(prototype, 0, 2000*prototype.criticality)
return
/obj/item/laser_components/capacitor/proc/critical_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/active_hand = H.hand
var/shock_damage = round(damage * prototype.criticality) + rand(-5, 5)
if(active_hand)
H.electrocute_act(shock_damage, prototype, def_zone = BP_L_HAND, tesla_shock = 0)
H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_L_ARM, tesla_shock = 0) //Can arc past insulated gloves and into the arm.
else
H.electrocute_act(shock_damage, prototype, def_zone = BP_R_HAND, tesla_shock = 0)
H.electrocute_act(shock_damage * 0.4, prototype, def_zone = BP_R_ARM, tesla_shock = 0)
else
tesla_zap(prototype, 0, 4000*prototype.criticality)
return
/obj/item/laser_components/focusing_lens
name = "focusing lens"
desc = "A basic laser weapon focusing lens."
icon_state = "lens"
var/list/dispersion = list(2, 4, 6, 8, 10)
accuracy = 1
repair_item = /obj/item/stack/material/glass
increasable_stats = list("reliability", "accuracy")
decreaseable_stats = list()
/obj/item/laser_components/focusing_lens/condition_hints(mob/user, distance, is_adjacent)
. += ..()
if(distance <= 1 && condition > 0)
. += SPAN_WARNING("\The [src] appears damaged.")
/obj/item/laser_components/focusing_lens/repair_module(var/obj/item/stack/material/G, var/skill_level, var/mob/user)
if(!istype(G))
return
if(!condition > 0)
return 0
if(G.use(1))
handle_improvement(skill_level, user)
condition = max(condition - 3 * skill_level, 0)
return 1
return 0
/obj/item/laser_components/modulator
name = "laser modulator"
desc = "A modification that modulates the beam into a standard laser beam."
icon_state = "laser"
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
var/obj/projectile/beam/projectile = /obj/projectile/beam
var/firing_sound = 'sound/weapons/laser1.ogg'
/obj/item/laser_components/modulator/degrade()
return
/obj/item/laser_assembly
name = "laser assembly (small)"
desc = "A case for shoving things into. Hopefully they work."
icon = 'icons/obj/guns/modular_laser.dmi'
var/base_icon_state = "small"
contained_sprite = TRUE
var/stage = 1
var/size = CHASSIS_SMALL
var/modifier_cap = 3
var/list/gun_mods = list()
var/obj/item/laser_components/capacitor/capacitor
var/obj/item/laser_components/focusing_lens/focusing_lens
var/obj/item/laser_components/modulator/modulator
var/ready_to_craft = FALSE // Use by weapons analyzer.
var/datum/weakref/analyzer
/obj/item/laser_assembly/Initialize()
. = ..()
update_icon()
/obj/item/laser_assembly/attackby(obj/item/attacking_item, mob/user)
var/obj/item/laser_components/A = attacking_item
var/success = FALSE
if(!istype(A))
return ..()
if(!ready_to_craft)
to_chat(user, SPAN_WARNING("You cannot modify \the [src] by hand, you need to use a weapons analyzer."))
return
if(ismodifier(A) && gun_mods.len < modifier_cap)
var/obj/item/laser_components/modifier/m = A
for(var/v in gun_mods)
var/obj/item/laser_components/modifier/M = v
if(M.type == m.type)
to_chat(user, SPAN_WARNING("\The [name] already has [m]."))
return FALSE
gun_mods += A
user.drop_from_inventory(A,src)
success = TRUE
else if(islasercapacitor(A) && stage == 1)
capacitor = A
user.drop_from_inventory(A,src)
stage = 2
success = TRUE
else if(isfocusinglens(A) && stage == 2)
focusing_lens = A
user.drop_from_inventory(A,src)
stage = 3
success = TRUE
else if(ismodulator(A) && stage == 3)
modulator = A
user.drop_from_inventory(A,src)
success = TRUE
else
return ..()
to_chat(user, SPAN_NOTICE("You insert \the [A] into the assembly."))
update_icon()
if(check_completion())
success = 2 // meaning complete
return success
/obj/item/laser_assembly/update_icon()
..()
underlays.Cut()
icon_state = "[base_icon_state]_[stage]"
if(gun_mods.len)
for(var/obj/item/laser_components/mod in gun_mods)
if(mod.gun_overlay)
underlays += mod.gun_overlay
/obj/item/laser_assembly/proc/check_completion()
if(capacitor && focusing_lens && modulator)
return finish()
/obj/item/laser_assembly/proc/finish()
var/obj/structure/machinery/r_n_d/weapons_analyzer/an = analyzer.resolve()
if(!an)
return FALSE
var/obj/item/gun/energy/laser/prototype/A = new /obj/item/gun/energy/laser/prototype
A.icon_state = icon_state
A.modifystate = icon_state
A.origin_chassis = size
A.capacitor = capacitor
capacitor.forceMove(A)
A.focusing_lens = focusing_lens
focusing_lens.forceMove(A)
A.modulator = modulator
modulator.forceMove(A)
if(gun_mods.len)
for(var/v in gun_mods)
var/obj/item/laser_components/modifier/mod = v
A.gun_mods += mod
mod.forceMove(A)
if(mod.gun_overlay)
A.underlays += mod.gun_overlay
A.forceMove(an)
an.item = A
A.updatetype()
A.pin = null
gun_mods = null
focusing_lens = null
capacitor = null
qdel(src)
return TRUE
/obj/item/laser_assembly/get_print_info()
. = ""
for(var/i in list(capacitor, focusing_lens, modulator) + gun_mods)
var/obj/item/laser_components/l_component = i
if(!l_component)
continue
. += "<br>Component Name: [initial(l_component.name)]</br><br>"
var/l_repair_name = initial(l_component.repair_item.name) ? initial(l_component.repair_item.name) : "nothing"
if(l_component.reliability != 0)
. += "Reliability: [l_component.reliability]<br>"
if(l_component.damage != 1)
. += "Damage Modifier: [l_component.damage]<br>"
if(l_component.fire_delay != 1)
. += "Fire Delay Modifier: [l_component.fire_delay]<br>"
if(l_component.shots != 1)
. += "Shots Modifier: [l_component.shots]<br>"
if(l_component.burst != 0)
. += "Burst Modifier: [l_component.burst]<br>"
if(l_component.accuracy != 0)
. += "Accuracy Modifier: [l_component.accuracy]<br>"
. += "Repair Tool: [l_repair_name]<br>"