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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. /🆑
165 lines
6.6 KiB
Plaintext
165 lines
6.6 KiB
Plaintext
/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/weapons/guns/ammo.dmi'
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icon_state = "s-casing"
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worn_icon_state = "bullet"
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5)
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override_notes = TRUE
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///What sound should play when this ammo is fired
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var/fire_sound = null
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///Which kind of guns it can be loaded into
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var/caliber = null
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///The bullet type to create when New() is called
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var/projectile_type = null
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///the loaded projectile in this ammo casing
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var/obj/projectile/loaded_projectile = null
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///Pellets for spreadshot
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var/pellets = 1
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///Variance for inaccuracy fundamental to the casing
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var/variance = 0
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///Randomspread for automatics
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var/randomspread = 0
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///Delay for energy weapons
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var/delay = 0
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///Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
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var/click_cooldown_override = 0
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///the visual effect appearing when the ammo is fired.
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var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
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///pacifism check for boolet, set to FALSE if bullet is non-lethal
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var/harmful = TRUE
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/// How much force is applied when fired in zero-G
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var/newtonian_force = 1
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///If set to true or false, this ammunition can or cannot misfire, regardless the gun can_misfire setting
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var/can_misfire = null
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///This is how much misfire probability is added to the gun when it fires this casing.
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var/misfire_increment = 0
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///If set, this casing will damage any gun it's fired from by the specified amount
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var/integrity_damage = 0
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/obj/item/ammo_casing/spent
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name = "spent bullet casing"
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loaded_projectile = null
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/obj/item/ammo_casing/Initialize(mapload)
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. = ..()
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if(projectile_type)
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loaded_projectile = new projectile_type(src)
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pixel_x = base_pixel_x + rand(-10, 10)
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pixel_y = base_pixel_y + rand(-10, 10)
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setDir(pick(GLOB.alldirs))
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update_appearance()
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/obj/item/ammo_casing/Destroy()
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var/turf/T = get_turf(src)
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if(T && !loaded_projectile && is_station_level(T.z))
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SSblackbox.record_feedback("tally", "station_mess_destroyed", 1, name)
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QDEL_NULL(loaded_projectile)
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return ..()
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/obj/item/ammo_casing/add_weapon_description()
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AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_notes_ammo))
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/**
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*
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* Outputs type-specific weapon stats for ammunition based on the projectile loaded inside the casing.
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* Distinguishes between critting and stam-critting in separate lines
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*
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*/
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/obj/item/ammo_casing/proc/add_notes_ammo()
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// Try to get a projectile to derive stats from
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var/obj/projectile/exam_proj = projectile_type
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var/initial_damage = initial(exam_proj.damage)
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var/initial_stamina = initial(exam_proj.stamina)
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// projectile damage multiplier for guns with snowflaked damage multipliers
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var/proj_damage_mult = 1
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if(!ispath(exam_proj) || pellets == 0)
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return
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// are we in an ammo box?
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if(isammobox(loc))
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var/obj/item/ammo_box/our_box = loc
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// is our ammo box in a gun?
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if(isgun(our_box.loc))
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var/obj/item/gun/our_gun = our_box.loc
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// grab the damage multiplier
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proj_damage_mult = our_gun.projectile_damage_multiplier
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// if not, are we just in a gun e.g. chambered
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else if(isgun(loc))
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var/obj/item/gun/our_gun = loc
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// grab the damage multiplier.
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proj_damage_mult = our_gun.projectile_damage_multiplier
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var/list/readout = list()
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if(proj_damage_mult <= 0 || (initial_damage <= 0 && initial_stamina <= 0))
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return "Our legal team has determined the offensive nature of these [span_warning(caliber)] rounds to be esoteric."
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// No dividing by 0
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if(initial_damage)
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readout += "Most monkeys our legal team subjected to these [span_warning(caliber)] rounds succumbed to their wounds after [span_warning("[HITS_TO_CRIT((initial(exam_proj.damage) * proj_damage_mult) * pellets)] shot\s")] at point-blank, taking [span_warning("[pellets] shot\s")] per round."
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if(initial_stamina)
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readout += "[!readout.len ? "Most monkeys" : "More fortunate monkeys"] collapsed from exhaustion after [span_warning("[HITS_TO_CRIT((initial(exam_proj.stamina) * proj_damage_mult) * pellets)] impact\s")] of these [span_warning("[caliber]")] rounds."
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return readout.Join("\n") // Sending over a single string, rather than the whole list
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/obj/item/ammo_casing/update_icon_state()
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icon_state = "[initial(icon_state)][loaded_projectile ? "-live" : null]"
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return ..()
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/obj/item/ammo_casing/update_desc()
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desc = "[initial(desc)][loaded_projectile ? null : " This one is spent."]"
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return ..()
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/*
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* On accidental consumption, 'spend' the ammo, and add in some gunpowder
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*/
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/obj/item/ammo_casing/on_accidental_consumption(mob/living/carbon/victim, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
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if(loaded_projectile)
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loaded_projectile = null
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update_appearance()
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victim.reagents?.add_reagent(/datum/reagent/gunpowder, 3)
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source_item?.reagents?.add_reagent(/datum/reagent/gunpowder, source_item.reagents.total_volume*(2/3))
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return ..()
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//proc to magically refill a casing with a new projectile
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/obj/item/ammo_casing/proc/newshot() //For energy weapons, syringe gun, shotgun shells and wands (!).
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if(!loaded_projectile)
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loaded_projectile = new projectile_type(src, src)
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/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/ammo_box))
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var/obj/item/ammo_box/box = I
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if(isturf(loc))
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var/boolets = 0
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for(var/obj/item/ammo_casing/bullet in loc)
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if (box.stored_ammo.len >= box.max_ammo)
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break
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if (bullet.loaded_projectile)
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if (box.give_round(bullet, 0))
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boolets++
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else
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continue
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if (boolets > 0)
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box.update_appearance()
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to_chat(user, span_notice("You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s."))
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else
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to_chat(user, span_warning("You fail to collect anything!"))
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else
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return ..()
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/obj/item/ammo_casing/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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bounce_away(FALSE, NONE)
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return ..()
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/obj/item/ammo_casing/proc/bounce_away(still_warm = FALSE, bounce_delay = 3)
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update_appearance()
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SpinAnimation(10, 1)
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var/turf/T = get_turf(src)
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if(still_warm && T?.bullet_sizzle)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, 'sound/items/tools/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
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else if(T?.bullet_bounce_sound)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, T.bullet_bounce_sound, 20, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.
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