Files
Bubberstation/code/modules/capture_the_flag/ctf_equipment.dm
SkyratBot 6c8b61e723 [MIRROR] Capture The Flag: Skill Issue [MDB IGNORE] (#19224)
* Capture The Flag: Skill Issue (#72960)

## About The Pull Request

QoL update for CTF to make the experience better and smoother.

## Why It's Good For The Game

The CTF experience is a bit unpolished in some areas such as important
information (shield charge, control point score) being obscured,
mandatory hand switching on spawning, and players messing with their
team by blocking the controller.

## Changelog
🆑
qol: CTF guns spawn in the default active hand
qol: CTF shields become transparent as they lose charge
qol: CTF King of the Hill scores are visible to players in-game
qol: CTF controllers can no longer be blocked by players standing on
them
/🆑

* Capture The Flag: Skill Issue

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
2023-02-08 02:16:57 +00:00

555 lines
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Plaintext

// GENERIC PROJECTILE
/obj/projectile/beam/ctf
damage = 0
icon_state = "omnilaser"
/obj/projectile/beam/ctf/prehit_pierce(atom/target)
if(!is_ctf_target(target))
damage = 0
return PROJECTILE_PIERCE_NONE /// hey uhhh don't hit anyone behind them
. = ..()
/obj/projectile/beam/ctf/on_hit(atom/target, blocked = FALSE)
. = ..()
if(is_ctf_target(target) && blocked == FALSE)
if(iscarbon(target))
var/mob/living/carbon/target_mob = target
target_mob.adjustBruteLoss(150, 0)
return BULLET_ACT_HIT
/obj/item/ammo_box/magazine/recharge/ctf
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf
/obj/item/ammo_box/magazine/recharge/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
/obj/item/ammo_casing/caseless/laser/ctf
projectile_type = /obj/projectile/beam/ctf/
/obj/item/ammo_casing/caseless/laser/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
// LASER RIFLE
/obj/item/gun/ballistic/automatic/laser/ctf
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle
desc = "This looks like it could really hurt in melee."
force = 50
weapon_weight = WEAPON_HEAVY
slot_flags = null
/obj/item/gun/ballistic/automatic/laser/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
/obj/item/ammo_box/magazine/recharge/ctf/rifle
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/rifle
/obj/item/ammo_casing/caseless/laser/ctf/rifle
projectile_type = /obj/projectile/beam/ctf/rifle
/obj/projectile/beam/ctf/rifle
damage = 45
light_color = LIGHT_COLOR_BLUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
// LASER SHOTGUN
/obj/item/gun/ballistic/shotgun/ctf
name = "laser shotgun"
desc = "This looks like it could really hurt in melee."
icon_state = "ctfshotgun"
inhand_icon_state = "shotgun_combat"
worn_icon_state = "gun"
slot_flags = null
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun
empty_indicator = TRUE
fire_sound = 'sound/weapons/gun/shotgun/shot_alt.ogg'
semi_auto = TRUE
internal_magazine = FALSE
tac_reloads = TRUE
/obj/item/gun/ballistic/shotgun/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
/obj/item/ammo_box/magazine/recharge/ctf/shotgun
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/shotgun
max_ammo = 6
/obj/item/ammo_casing/caseless/laser/ctf/shotgun
projectile_type = /obj/projectile/beam/ctf/shotgun
pellets = 6
variance = 25
/obj/projectile/beam/ctf/shotgun
damage = 15
light_color = LIGHT_COLOR_BLUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
// MARKSMAN RIFLE
/obj/item/gun/ballistic/automatic/laser/ctf/marksman
name = "designated marksman rifle"
icon_state = "ctfmarksman"
inhand_icon_state = "ctfmarksman"
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman
fire_delay = 1 SECONDS
/obj/item/ammo_box/magazine/recharge/ctf/marksman
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/marksman
max_ammo = 10
/obj/item/ammo_casing/caseless/laser/ctf/marksman
projectile_type = /obj/projectile/beam/ctf/marksman
/obj/projectile/beam/ctf/marksman
damage = 30
hitscan = TRUE
tracer_type = /obj/effect/projectile/tracer/laser/blue
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
impact_type = /obj/effect/projectile/impact/laser/blue
// DESERT EAGLE
/obj/item/gun/ballistic/automatic/pistol/deagle/ctf
desc = "This looks like it could really hurt in melee."
force = 75
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/deagle
/obj/item/gun/ballistic/automatic/pistol/deagle/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
/obj/item/ammo_box/magazine/recharge/ctf/deagle
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/deagle
max_ammo = 7
/obj/item/ammo_casing/caseless/laser/ctf/deagle
projectile_type = /obj/projectile/beam/ctf/deagle
/obj/projectile/beam/ctf/deagle
icon_state = "bullet"
damage = 60
light_color = COLOR_WHITE
impact_effect_type = /obj/effect/temp_visual/impact_effect
// INSTAKILL RIFLE
/obj/item/gun/energy/laser/instakill
name = "instakill rifle"
icon_state = "instagib"
inhand_icon_state = "instagib"
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit."
w_class = WEIGHT_CLASS_BULKY
ammo_type = list(/obj/item/ammo_casing/energy/instakill)
force = 60
slot_flags = null
charge_sections = 5
ammo_x_offset = 2
shaded_charge = FALSE
/obj/item/gun/energy/laser/instakill/emp_act() //implying you could stop the instagib
return
/obj/item/gun/energy/laser/instakill/ctf/Initialize(mapload)
. = ..()
AddElement(/datum/element/delete_on_drop)
/obj/item/ammo_casing/energy/instakill
projectile_type = /obj/projectile/beam/instakill
e_cost = 0
select_name = "DESTROY"
/obj/projectile/beam/instakill
name = "instagib laser"
icon_state = "purple_laser"
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
/obj/projectile/beam/instakill/on_hit(atom/target)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/target_mob = target
target_mob.visible_message(span_danger("[target_mob] explodes into a shower of gibs!"))
target_mob.gib()
// SHIELDED VEST
/obj/item/clothing/suit/armor/vest/ctf
name = "white shielded vest"
desc = "Standard issue vest for playing capture the flag."
icon = 'icons/mob/clothing/suits/ctf.dmi'
worn_icon = 'icons/mob/clothing/suits/ctf.dmi'
icon_state = "standard"
// Adding TRAIT_NODROP is done when the CTF spawner equips people
armor_type = /datum/armor/none
allowed = null
greyscale_config = /datum/greyscale_config/ctf_standard
greyscale_config_worn = /datum/greyscale_config/ctf_standard_worn
greyscale_colors = "#ffffff"
///Icon state to be fed into the shielded component
var/team_shield_icon = "shield-old"
var/max_charges = 150
var/recharge_start_delay = 20 SECONDS
var/charge_increment_delay = 1 SECONDS
var/charge_recovery = 30
var/lose_multiple_charges = TRUE
var/show_charge_as_alpha = TRUE
/obj/item/clothing/suit/armor/vest/ctf/equipped(mob/user, slot)
. = ..()
if(!slot || slot & ITEM_SLOT_HANDS)
return
AddComponent(/datum/component/shielded, max_charges = max_charges, recharge_start_delay = recharge_start_delay, charge_increment_delay = charge_increment_delay, \
charge_recovery = charge_recovery, lose_multiple_charges = lose_multiple_charges, show_charge_as_alpha = show_charge_as_alpha, shield_icon = team_shield_icon)
// LIGHT SHIELDED VEST
/obj/item/clothing/suit/armor/vest/ctf/light
name = "light white shielded vest"
desc = "Lightweight vest for playing capture the flag."
icon_state = "light"
greyscale_config = /datum/greyscale_config/ctf_light
greyscale_config_worn = /datum/greyscale_config/ctf_light_worn
slowdown = -0.25
max_charges = 30
// RED TEAM GUNS
// Rifle
/obj/item/gun/ballistic/automatic/laser/ctf/red
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/red
/obj/item/ammo_box/magazine/recharge/ctf/rifle/red
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/rifle/red
/obj/item/ammo_casing/caseless/laser/ctf/rifle/red
projectile_type = /obj/projectile/beam/ctf/rifle/red
/obj/projectile/beam/ctf/rifle/red
icon_state = "laser"
light_color = COLOR_SOFT_RED
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
// Shotgun
/obj/item/gun/ballistic/shotgun/ctf/red
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/red
/obj/item/ammo_box/magazine/recharge/ctf/shotgun/red
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/shotgun/red
/obj/item/ammo_casing/caseless/laser/ctf/shotgun/red
projectile_type = /obj/projectile/beam/ctf/shotgun/red
/obj/projectile/beam/ctf/shotgun/red
icon_state = "laser"
light_color = COLOR_SOFT_RED
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
// DMR
/obj/item/gun/ballistic/automatic/laser/ctf/marksman/red
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/red
/obj/item/ammo_box/magazine/recharge/ctf/marksman/red
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/marksman/red
/obj/item/ammo_casing/caseless/laser/ctf/marksman/red
projectile_type = /obj/projectile/beam/ctf/marksman/red
/obj/projectile/beam/ctf/marksman/red
icon_state = "laser"
tracer_type = /obj/effect/projectile/tracer/laser
muzzle_type = /obj/effect/projectile/muzzle/laser
impact_type = /obj/effect/projectile/impact/laser
// Instakill
/obj/item/gun/energy/laser/instakill/ctf/red
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a red design."
icon_state = "instagibred"
inhand_icon_state = "instagibred"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/red)
/obj/item/ammo_casing/energy/instakill/red
projectile_type = /obj/projectile/beam/instakill/red
/obj/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_color = COLOR_SOFT_RED
// BLUE TEAM GUNS
// Rifle
/obj/item/gun/ballistic/automatic/laser/ctf/blue
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/blue
/obj/item/ammo_box/magazine/recharge/ctf/rifle/blue
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/rifle/blue
/obj/item/ammo_casing/caseless/laser/ctf/rifle/blue
projectile_type = /obj/projectile/beam/ctf/rifle/blue
/obj/projectile/beam/ctf/rifle/blue
icon_state = "bluelaser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
// Shotgun
/obj/item/gun/ballistic/shotgun/ctf/blue
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/blue
/obj/item/ammo_box/magazine/recharge/ctf/shotgun/blue
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/shotgun/blue
/obj/item/ammo_casing/caseless/laser/ctf/shotgun/blue
projectile_type = /obj/projectile/beam/ctf/shotgun/blue
/obj/projectile/beam/ctf/shotgun/blue
icon_state = "bluelaser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
// DMR
/obj/item/gun/ballistic/automatic/laser/ctf/marksman/blue
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/blue
/obj/item/ammo_box/magazine/recharge/ctf/marksman/blue
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/marksman/blue
/obj/item/ammo_casing/caseless/laser/ctf/marksman/blue
projectile_type = /obj/projectile/beam/ctf/marksman/blue
/obj/projectile/beam/ctf/marksman/blue
// Instakill
/obj/item/gun/energy/laser/instakill/ctf/blue
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a blue design."
icon_state = "instagibblue"
inhand_icon_state = "instagibblue"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue)
/obj/item/ammo_casing/energy/instakill/blue
projectile_type = /obj/projectile/beam/instakill/blue
/obj/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
// GREEN TEAM GUNS
// Rifle
/obj/item/gun/ballistic/automatic/laser/ctf/green
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/green
/obj/item/ammo_box/magazine/recharge/ctf/rifle/green
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/rifle/green
/obj/item/ammo_casing/caseless/laser/ctf/rifle/green
projectile_type = /obj/projectile/beam/ctf/rifle/green
/obj/projectile/beam/ctf/rifle/green
icon_state = "xray"
light_color = COLOR_VERY_PALE_LIME_GREEN
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
// Shotgun
/obj/item/gun/ballistic/shotgun/ctf/green
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/green
/obj/item/ammo_box/magazine/recharge/ctf/shotgun/green
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/shotgun/green
/obj/item/ammo_casing/caseless/laser/ctf/shotgun/green
projectile_type = /obj/projectile/beam/ctf/shotgun/green
/obj/projectile/beam/ctf/shotgun/green
icon_state = "xray"
light_color = COLOR_VERY_PALE_LIME_GREEN
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
// DMR
/obj/item/gun/ballistic/automatic/laser/ctf/marksman/green
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/green
/obj/item/ammo_box/magazine/recharge/ctf/marksman/green
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/marksman/green
/obj/item/ammo_casing/caseless/laser/ctf/marksman/green
projectile_type = /obj/projectile/beam/ctf/marksman/green
/obj/projectile/beam/ctf/marksman/green
icon_state = "xray"
tracer_type = /obj/effect/projectile/tracer/xray
muzzle_type = /obj/effect/projectile/muzzle/xray
impact_type = /obj/effect/projectile/impact/xray
// Instakill
/obj/item/gun/energy/laser/instakill/ctf/green
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a green design."
icon_state = "instagibgreen"
inhand_icon_state = "instagibgreen"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/green)
/obj/item/ammo_casing/energy/instakill/green
projectile_type = /obj/projectile/beam/instakill/green
/obj/projectile/beam/instakill/green
icon_state = "green_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
light_color = COLOR_VERY_PALE_LIME_GREEN
// YELLOW TEAM GUNS
// Rifle
/obj/item/gun/ballistic/automatic/laser/ctf/yellow
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/rifle/yellow
/obj/item/ammo_box/magazine/recharge/ctf/rifle/yellow
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/rifle/yellow
/obj/item/ammo_casing/caseless/laser/ctf/rifle/yellow
projectile_type = /obj/projectile/beam/ctf/rifle/yellow
/obj/projectile/beam/ctf/rifle/yellow
icon_state = "gaussstrong"
light_color = COLOR_VERY_SOFT_YELLOW
impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser
// Shotgun
/obj/item/gun/ballistic/shotgun/ctf/yellow
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/shotgun/yellow
/obj/item/ammo_box/magazine/recharge/ctf/shotgun/yellow
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/shotgun/yellow
/obj/item/ammo_casing/caseless/laser/ctf/shotgun/yellow
projectile_type = /obj/projectile/beam/ctf/shotgun/yellow
/obj/projectile/beam/ctf/shotgun/yellow
icon_state = "gaussstrong"
light_color = COLOR_VERY_SOFT_YELLOW
impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser
// DMR
/obj/item/gun/ballistic/automatic/laser/ctf/marksman/yellow
mag_type = /obj/item/ammo_box/magazine/recharge/ctf/marksman/yellow
/obj/item/ammo_box/magazine/recharge/ctf/marksman/yellow
ammo_type = /obj/item/ammo_casing/caseless/laser/ctf/marksman/yellow
/obj/item/ammo_casing/caseless/laser/ctf/marksman/yellow
projectile_type = /obj/projectile/beam/ctf/marksman/yellow
/obj/projectile/beam/ctf/marksman/yellow
icon_state = "gaussstrong"
tracer_type = /obj/effect/projectile/tracer/solar
muzzle_type = /obj/effect/projectile/muzzle/solar
impact_type = /obj/effect/projectile/impact/solar
// Instakill
/obj/item/gun/energy/laser/instakill/ctf/yellow
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a yellow design."
icon_state = "instagibyellow"
inhand_icon_state = "instagibyellow"
ammo_type = list(/obj/item/ammo_casing/energy/instakill/yellow)
/obj/item/ammo_casing/energy/instakill/yellow
projectile_type = /obj/projectile/beam/instakill/yellow
/obj/projectile/beam/instakill/yellow
icon_state = "yellow_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/yellow_laser
light_color = COLOR_VERY_SOFT_YELLOW
// RED TEAM SUITS
// Regular
/obj/item/clothing/suit/armor/vest/ctf/red
name = "red shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-red"
greyscale_colors = COLOR_VIVID_RED
// Light
/obj/item/clothing/suit/armor/vest/ctf/light/red
name = "light red shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-red"
greyscale_colors = COLOR_VIVID_RED
// BLUE TEAM SUITS
// Regular
/obj/item/clothing/suit/armor/vest/ctf/blue
name = "blue shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-old"
greyscale_colors = COLOR_DARK_CYAN
// Light
/obj/item/clothing/suit/armor/vest/ctf/light/blue
name = "light blue shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-old"
greyscale_colors = COLOR_DARK_CYAN
// GREEN TEAM SUITS
// Regular
/obj/item/clothing/suit/armor/vest/ctf/green
name = "green shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-green"
greyscale_colors = COLOR_LIME
// Light
/obj/item/clothing/suit/armor/vest/ctf/light/green
name = "light green shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-green"
greyscale_colors = COLOR_LIME
// YELLOW TEAM SUITS
// Regular
/obj/item/clothing/suit/armor/vest/ctf/yellow
name = "yellow shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-yellow"
greyscale_colors = COLOR_VIVID_YELLOW
// Light
/obj/item/clothing/suit/armor/vest/ctf/light/yellow
name = "light yellow shielded vest"
inhand_icon_state = null
team_shield_icon = "shield-yellow"
greyscale_colors = COLOR_VIVID_YELLOW