Files
Bubberstation/code/modules/projectiles/ammunition/ballistic/shotgun.dm
SmArtKar ad111f4950 Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request

This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.

This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!

As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.

Example of jetpack stabilization in action:

https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41

And, of course, you can do this now.

![jetpack_500](https://github.com/tgstation/tgstation/assets/44720187/37b11cd8-2bd1-4640-ae0c-5e0cc505bf52)

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.

Closes #85165

## Why It's Good For The Game

Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.

## What's left

- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system

## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based. 
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
2024-09-26 02:49:54 -07:00

210 lines
8.1 KiB
Plaintext

// Shotgun
/obj/item/ammo_casing/shotgun
name = "shotgun slug"
desc = "A 12 gauge lead slug."
icon_state = "blshell"
worn_icon_state = "shell"
caliber = CALIBER_SHOTGUN
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)
projectile_type = /obj/projectile/bullet/shotgun_slug
newtonian_force = 1.25
/obj/item/ammo_casing/shotgun/executioner
name = "executioner slug"
desc = "A 12 gauge lead slug purpose built to annihilate flesh on impact."
icon_state = "stunshell"
projectile_type = /obj/projectile/bullet/shotgun_slug/executioner
/obj/item/ammo_casing/shotgun/pulverizer
name = "pulverizer slug"
desc = "A 12 gauge lead slug purpose built to annihilate bones on impact."
icon_state = "stunshell"
projectile_type = /obj/projectile/bullet/shotgun_slug/pulverizer
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag slug"
desc = "A weak beanbag slug for riot control."
icon_state = "bshell"
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5)
projectile_type = /obj/projectile/bullet/shotgun_beanbag
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary slug"
desc = "An incendiary-coated shotgun slug."
icon_state = "ishell"
projectile_type = /obj/projectile/bullet/incendiary/shotgun
/obj/item/ammo_casing/shotgun/incendiary/no_trail
name = "precision incendiary slug"
desc = "An incendiary-coated shotgun slug, specially treated to only ignite on impact."
projectile_type = /obj/projectile/bullet/incendiary/shotgun/no_trail
/obj/item/ammo_casing/shotgun/dragonsbreath
name = "dragonsbreath shell"
desc = "A shotgun shell which fires a spread of incendiary pellets."
icon_state = "ishell2"
projectile_type = /obj/projectile/bullet/incendiary/shotgun/dragonsbreath
pellets = 4
variance = 35
/obj/item/ammo_casing/shotgun/stunslug
name = "taser slug"
desc = "A stunning taser slug."
icon_state = "stunshell"
projectile_type = /obj/projectile/bullet/shotgun_stunslug
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5)
/obj/item/ammo_casing/shotgun/meteorslug
name = "meteorslug shell"
desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
icon_state = "mshell"
projectile_type = /obj/projectile/bullet/cannonball/meteorslug
/obj/item/ammo_casing/shotgun/pulseslug
name = "pulse slug"
desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
would have difficulty with."
icon_state = "pshell"
projectile_type = /obj/projectile/beam/pulse/shotgun
/obj/item/ammo_casing/shotgun/frag12
name = "FRAG-12 slug"
desc = "A high explosive breaching round for a 12 gauge shotgun."
icon_state = "heshell"
projectile_type = /obj/projectile/bullet/shotgun_frag12
/obj/item/ammo_casing/shotgun/buckshot
name = "buckshot shell"
desc = "A 12 gauge buckshot shell."
icon_state = "gshell"
projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot
pellets = 6
variance = 25
/obj/item/ammo_casing/shotgun/buckshot/old
projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot/old
can_misfire = TRUE
misfire_increment = 2
integrity_damage = 4
/obj/item/ammo_casing/shotgun/buckshot/old/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
. = ..()
if(!fired_from)
return
var/datum/effect_system/fluid_spread/smoke/smoke = new
smoke.set_up(0, holder = fired_from, location = fired_from)
/obj/item/ammo_casing/shotgun/buckshot/spent
projectile_type = null
/obj/item/ammo_casing/shotgun/rubbershot
name = "rubber shot"
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
icon_state = "rshell"
projectile_type = /obj/projectile/bullet/pellet/shotgun_rubbershot
pellets = 6
variance = 20
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)
/obj/item/ammo_casing/shotgun/incapacitate
name = "custom incapacitating shot"
desc = "A shotgun casing filled with... something. used to incapacitate targets."
icon_state = "bountyshell"
projectile_type = /obj/projectile/bullet/pellet/shotgun_incapacitate
pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face.
variance = 25
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)
/obj/item/ammo_casing/shotgun/fletchette
name = "\improper Donk Co Flechette Shell"
desc = "A shotgun casing filled with small metal darts. Has poor armor penetration and velocity, but is good at destroying most electronic devices and injuring unarmored humanoids."
icon_state = "fletchette"
projectile_type = /obj/projectile/bullet/pellet/flechette
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2, /datum/material/glass=SMALL_MATERIAL_AMOUNT*1)
pellets = 6
variance = 20
/obj/item/ammo_casing/shotgun/ion
name = "ion shell"
desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
icon_state = "ionshell"
projectile_type = /obj/projectile/ion/weak
pellets = 4
variance = 35
/obj/item/ammo_casing/shotgun/scatterlaser
name = "scatter laser shell"
desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
icon_state = "lshell"
projectile_type = /obj/projectile/beam/scatter
pellets = 6
variance = 35
/obj/item/ammo_casing/shotgun/scatterlaser/emp_act(severity)
. = ..()
if(isnull(loaded_projectile) || !prob(40/severity))
return
name = "malfunctioning laser shell"
desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package. The capacitor powering this assembly appears to be smoking."
projectile_type = /obj/projectile/beam/scatter/pathetic
loaded_projectile = new projectile_type(src)
/obj/item/ammo_casing/shotgun/techshell
name = "unloaded technological shell"
desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
icon_state = "cshell"
projectile_type = null
/obj/item/ammo_casing/shotgun/techshell/Initialize(mapload)
. = ..()
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/meteorslug, /datum/crafting_recipe/pulseslug, /datum/crafting_recipe/dragonsbreath, /datum/crafting_recipe/ionslug)
AddElement(
/datum/element/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)
/obj/item/ammo_casing/shotgun/dart
name = "shotgun dart"
desc = "A dart for use in shotguns. Can be injected with up to 15 units of any chemical."
icon_state = "cshell"
projectile_type = /obj/projectile/bullet/dart
var/reagent_amount = 15
/obj/item/ammo_casing/shotgun/dart/Initialize(mapload)
. = ..()
create_reagents(reagent_amount, OPENCONTAINER)
/obj/item/ammo_casing/shotgun/dart/attackby()
return
/obj/item/ammo_casing/shotgun/dart/large
name = "XL shotgun dart"
desc = "A dart for use in shotguns. Can be injected with up to 25 units of any chemical."
reagent_amount = 25
/obj/item/ammo_casing/shotgun/dart/bioterror
name = "bioterror dart"
desc = "An improved shotgun dart filled with deadly toxins. Can be injected with up to 30 units of any chemical."
reagent_amount = 30
/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize(mapload)
. = ..()
reagents.add_reagent(/datum/reagent/consumable/ethanol/neurotoxin, 6)
reagents.add_reagent(/datum/reagent/toxin/spore, 6)
reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELP OPS IN MAINT
reagents.add_reagent(/datum/reagent/toxin/coniine, 6)
reagents.add_reagent(/datum/reagent/toxin/sodium_thiopental, 6)
/obj/item/ammo_casing/shotgun/breacher
name = "breaching slug"
desc = "A 12 gauge anti-material slug. Great for breaching airlocks and windows, quickly and efficiently."
icon_state = "breacher"
projectile_type = /obj/projectile/bullet/shotgun_breaching
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)