Files
Bubberstation/code/game/objects/obj_defense.dm
Singul0 865cd178bc Adds a new heavy weight space pirate variant: The space IRS! (#76115)
It seems the station has attracted the attention of a local polity! They
have sent a friendly reminder to pay their taxes, should the station
respond not in time or refuse to pay their taxes the polity will send a
heavily armed vessel to ensure they would pay their taxes. peacefully or
otherwise.
Gameplay aims: A different playstyle of pirates. most pirates (with the
exception of the greytide) have the same gameplay loop of raiding
vulnerable spots within the station and scurrying away and waiting out
their cooldown in the relative safety of their ship with turrets and
space to hamper the crew's attack my intention of this pirate variation
is to force them to actively fight the crew by making their armor
non-space worthy instead of hiding behind the wall of space

breaching shells for the space IRS to use and recode ammo box code to be
less snowflakey. Also my English isn't the very best and I wrote most of
it at 1AM. please point out any messages that feel strange or out of
place.

Notable Equipment list:

Combat:
1. 2 WT-550's with 6 normal mags + 6 AP
2. M911 with 2 mags
3. 2 combat knifes and a telebaton
4. breaching shotgun with breaching shells
5. Grenade launcher with 6 smoke shells and flashbangs

Armor:
2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for
emergency

Engineering:
1. Sandbags
2. Jaws of Life
3. Syndicate toolbox

Medical:
1. Surgery tools and disk
2. Variety of medkits
3. Blood packs
2023-07-11 04:29:16 +00:00

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/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
..()
take_damage(AM.throwforce, BRUTE, MELEE, 1, get_dir(src, AM))
/obj/ex_act(severity, target)
if(resistance_flags & INDESTRUCTIBLE)
return FALSE
. = ..() //contents explosion
if(QDELETED(src))
return TRUE
if(target == src)
take_damage(INFINITY, BRUTE, BOMB, 0)
return TRUE
switch(severity)
if(EXPLODE_DEVASTATE)
take_damage(INFINITY, BRUTE, BOMB, 0)
if(EXPLODE_HEAVY)
take_damage(rand(100, 250), BRUTE, BOMB, 0)
if(EXPLODE_LIGHT)
take_damage(rand(10, 90), BRUTE, BOMB, 0)
return TRUE
/obj/bullet_act(obj/projectile/P)
. = ..()
playsound(src, P.hitsound, 50, TRUE)
var/damage
if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object
damage = take_damage(P.damage * P.demolition_mod, P.damage_type, P.armor_flag, 0, turn(P.dir, 180), P.armour_penetration)
if(P.suppressed != SUPPRESSED_VERY)
visible_message(span_danger("[src] is hit by \a [P][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE)
/obj/attack_hulk(mob/living/carbon/human/user)
..()
if(density)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
else
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
var/damage = take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
user.visible_message(span_danger("[user] smashes [src][damage ? "" : ", without leaving a mark"]!"), span_danger("You smash [src][damage ? "" : ", without leaving a mark"]!"), null, COMBAT_MESSAGE_RANGE)
return TRUE
/obj/blob_act(obj/structure/blob/B)
if (!..())
return
if(isturf(loc))
var/turf/T = loc
if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
return
take_damage(400, BRUTE, MELEE, 0, get_dir(src, B))
/obj/attack_alien(mob/living/carbon/alien/adult/user, list/modifiers)
if(attack_generic(user, 60, BRUTE, MELEE, 0))
playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
/obj/attack_animal(mob/living/simple_animal/user, list/modifiers)
. = ..()
if(!user.melee_damage_upper && !user.obj_damage)
user.emote("custom", message = "[user.friendly_verb_continuous] [src].")
return FALSE
else
var/turf/current_turf = get_turf(src) //we want to save the turf to play the sound there, cause being destroyed deletes us!
var/play_soundeffect = user.environment_smash
if(user.obj_damage)
. = attack_generic(user, user.obj_damage, user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
else
. = attack_generic(user, rand(user.melee_damage_lower,user.melee_damage_upper), user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
if(. && play_soundeffect)
playsound(current_turf, 'sound/effects/meteorimpact.ogg', 100, TRUE)
if(user.client)
log_combat(user, src, "attacked")
/obj/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
return TRUE
/obj/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
collision_damage(pusher, force, direction)
return TRUE
/obj/proc/collision_damage(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
var/amt = max(0, ((force - (move_resist * MOVE_FORCE_CRUSH_RATIO)) / (move_resist * MOVE_FORCE_CRUSH_RATIO)) * 10)
take_damage(amt, BRUTE)
/obj/attack_slime(mob/living/simple_animal/slime/user, list/modifiers)
if(!user.is_adult)
return
if(attack_generic(user, rand(10, 15), BRUTE, MELEE, 1))
log_combat(user, src, "attacked")
/obj/singularity_act()
SSexplosions.high_mov_atom += src
if(src && !QDELETED(src))
qdel(src)
return 2
///// ACID
///the obj's reaction when touched by acid
/obj/acid_act(acidpwr, acid_volume)
. = ..()
if((resistance_flags & UNACIDABLE) || (acid_volume <= 0) || (acidpwr <= 0))
return FALSE
AddComponent(/datum/component/acid, acidpwr, acid_volume, custom_acid_overlay || GLOB.acid_overlay)
return TRUE
///called when the obj is destroyed by acid.
/obj/proc/acid_melt()
deconstruct(FALSE)
//// FIRE
///Called when the obj is exposed to fire.
/obj/fire_act(exposed_temperature, exposed_volume)
if(isturf(loc))
var/turf/our_turf = loc
if(our_turf.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
return
if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0)
if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF))
AddComponent(/datum/component/burning, custom_fire_overlay || GLOB.fire_overlay, burning_particles)
return TRUE
return ..()
/// Should be called when the atom is destroyed by fire, comparable to acid_melt() proc
/obj/proc/burn()
deconstruct(FALSE)
///Called when the obj is hit by a tesla bolt.
/obj/zap_act(power, zap_flags)
if(QDELETED(src))
return 0
ADD_TRAIT(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED)
addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED), 1 SECONDS)
return power / 2
//The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
///Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
/obj/proc/zap_buckle_check(strength)
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.electrocute_act((clamp(round(strength/400), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
///the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
/obj/proc/deconstruct(disassembled = TRUE)
SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
qdel(src)
///what happens when the obj's integrity reaches zero.
/obj/atom_destruction(damage_flag)
. = ..()
if(damage_flag == ACID)
acid_melt()
else if(damage_flag == FIRE)
burn()
else
deconstruct(FALSE)
///returns how much the object blocks an explosion. Used by subtypes.
/obj/proc/GetExplosionBlock()
CRASH("Unimplemented GetExplosionBlock()")