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Bubberstation/code/modules/projectiles/projectile/special/rocket.dm
SkyratBot f4e244fb49 [MIRROR] Refactors embedding to use datums instead of storing data in bespoke elements (#28699)
* Refactors embedding to use datums instead of storing data in bespoke elements (#84599)

## About The Pull Request

This refactors embedding elements to make them use singleton datums
(similarly to armor) instead being bespoke and creating a new element
every time armor values are supposed to be adjusted.
Default values have been removed from defines due to now being declared
in base class itself.
Additionally fixes vending machines and tackling gloves setting
generated shards (which they instantly embed into their victim) embed
properties to null after running the embedding code, despite said shards
having non-null embedding values by default, making them not be able to
embed into anyone else, also potentially breaking the pain/jostling code
if they somehow get updated.

## Why It's Good For The Game

Current embedding system is an unnecessarily complicated mess as bespoke
elements are hard to work with, and creating a new element every time
you change values is hacky at best. This change should make it easier to
read and work with.

## Changelog
🆑
fix: Fixed glass shards generated from falling vending machines or
tackling windows not being able to embed into anyone.
refactor: Refactored embedding code to use datums instead of bespoke
elements and ugly associated lists.
/🆑

* Refactors embedding to use datums instead of storing data in bespoke elements

* modular fixes

* fix c14

* paint -> pain ugggh

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-08 14:50:05 +05:30

140 lines
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/obj/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
embed_type = null
shrapnel_type = null
/obj/projectile/bullet/gyro/on_hit(atom/target, blocked = 0, pierce_hit)
..()
explosion(target, devastation_range = -1, light_impact_range = 2, explosion_cause = src)
return BULLET_ACT_HIT
/// PM9 standard HE rocket
/obj/projectile/bullet/rocket
name = "\improper HE rocket"
desc = "Boom."
icon_state= "missile"
damage = 50
sharpness = NONE
embed_type = null
shrapnel_type = null
ricochets_max = 0
/// Whether we do extra damage when hitting a mech or silicon
var/anti_armour_damage = 0
/// Whether the rocket is capable of instantly killing a living target
var/random_crits_enabled = TRUE // Worst thing Valve ever added
/obj/projectile/bullet/rocket/on_hit(atom/target, blocked = 0, pierce_hit)
var/random_crit_gib = FALSE
if(isliving(target) && prob(1) && random_crits_enabled)
var/mob/living/gibbed_dude = target
if(gibbed_dude.stat < HARD_CRIT)
gibbed_dude.say("Is that a fucking ro-", forced = "hit by rocket")
random_crit_gib = TRUE
..()
do_boom(target, random_crit_gib)
if(anti_armour_damage && ismecha(target))
var/obj/vehicle/sealed/mecha/M = target
M.take_damage(anti_armour_damage)
if(issilicon(target))
var/mob/living/silicon/S = target
S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25)
return BULLET_ACT_HIT
/** This proc allows us to customize the conditions necesary for the rocket to detonate, allowing for different explosions for living targets, turf targets,
among other potential differences. This granularity is helpful for things like the special rockets mechs use. */
/obj/projectile/bullet/rocket/proc/do_boom(atom/target, random_crit_gib = FALSE)
if(!isliving(target)) //if the target isn't alive, so is a wall or something
explosion(target, heavy_impact_range = 1, light_impact_range = 2, flame_range = 3, flash_range = 4, explosion_cause = src)
else
explosion(target, light_impact_range = 2, flame_range = 3, flash_range = 4, explosion_cause = src)
if(random_crit_gib)
var/mob/living/gibbed_dude = target
new /obj/effect/temp_visual/crit(get_turf(gibbed_dude))
gibbed_dude.gib(DROP_ALL_REMAINS)
/// PM9 HEAP rocket - the anti-anything missile you always craved.
/obj/projectile/bullet/rocket/heap
name = "\improper HEAP rocket"
desc = "I am become death."
icon_state = "84mm-heap"
damage = 80
armour_penetration = 100
dismemberment = 100
anti_armour_damage = 200
/obj/projectile/bullet/rocket/heap/do_boom(atom/target, blocked=0)
explosion(target, devastation_range = -1, heavy_impact_range = 1, light_impact_range = 3, flame_range = 4, flash_range = 1, adminlog = FALSE)
/// PM9 weak rocket - just kind of a failure
/obj/projectile/bullet/rocket/weak
name = "low-yield rocket"
desc = "Boom, but less so."
icon_state = "low_yield_rocket"
damage = 30
/obj/projectile/bullet/rocket/weak/do_boom(atom/target, blocked=0)
if(!isliving(target)) //if the target isn't alive, so is a wall or something
explosion(target, heavy_impact_range = 1, light_impact_range = 2, flame_range = 3, flash_range = 4, explosion_cause = src)
else
explosion(target, light_impact_range = 2, flame_range = 3, flash_range = 4, explosion_cause = src)
/** SRM-8 Missile - Used by the SRM-8 Exosuit missile rack.
* Employed by Nuclear Operatives Maulers and Nanotrasen Marauders and Seraphs to kill everything and anyone.
*
* Explodes when it hits literally anything.
*/
/obj/projectile/bullet/rocket/srm
name = "short range missile"
desc = "Today's not your day, pal."
/** PEP-6 Missile - Used by the PEP-6 Exosuit missile rack.
* Employed by Roboticists out of spite to put down enemy hereteks, mechanized nuclear operatives, the janitor's hot rod,
* the clown's 'taxi service', uppity borgs, vengeful ais, doors they don't like, the escape shuttle's hull, and more!
*
* Explodes only when it hits specifically one of the following types:
* (/obj/structure), (/obj/machinery), (/obj/vehicle), (/turf/closed), (/mob/living/silicon)
*
* Does NOT explode if it hits any random mob, or any random object. Only if it is a subtype of one of the above valid atoms.
*/
/obj/projectile/bullet/rocket/pep
name = "precise explosive missile"
desc = "Human friendly, metal unfriendly."
icon_state = "low_yield_rocket"
damage = 30
anti_armour_damage = 80 //Doesn't (probably) kill borgs in one shot, but it will hurt
random_crits_enabled = FALSE //yeah, no
/obj/projectile/bullet/rocket/pep/do_boom(atom/target, blocked=0)
if(issilicon(target)) //if the target is a borg, just give them one of these to make it loud, most of the damage is in the projectile itself
explosion(target, light_impact_range = 1, flash_range = 2, explosion_cause = src)
return
if(isstructure(target) || isvehicle (target) || isclosedturf (target) || ismachinery (target)) //if the target is a structure, machine, vehicle or closed turf like a wall, explode that shit
if(target.density) //Dense objects get blown up a bit harder
explosion(target, heavy_impact_range = 1, light_impact_range = 1, flash_range = 2, explosion_cause = src)
return
else
explosion(target, light_impact_range = 1, flash_range = 2, explosion_cause = src)
return
else //if the target is anything else, we drop a missile on the ground and do nothing
new /obj/item/broken_missile(get_turf(src), 1)
/obj/item/broken_missile
name = "broken missile"
desc = "A missile that did not detonate. The tail has snapped and it is in no way fit to be used again."
icon = 'icons/obj/weapons/guns/projectiles.dmi'
icon_state = "missile_broken"
w_class = WEIGHT_CLASS_TINY
//immediately hits firer
/obj/projectile/bullet/rocket/reverse
name = "faulty rocket"
/obj/projectile/bullet/rocket/reverse/fire(angle, atom/direct_target)
..()
if(firer) //troll
firer.visible_message(span_danger("[src] blows up as soon as [firer] fires it!"))
on_hit(firer)