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