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Bubberstation/code/__HELPERS/visual_effects.dm
SmArtKar 5227e3e333 Reworks the mining MODsuit (#92948)
## About The Pull Request

Slightly reworks the mining MODsuit to be more distinct from other
mining gear and have its own designated role as an exploration and
mining tool.
- Base armor (when covered in ash) has been reduced to 50 from 60, being
equal to that of an explorer suit with two goliath plates attached.
However, entering the sphere mode will grant additional 20 armor,
bumping it up to 70 (equal to that of a H.E.C.K. suit)
- Integrated drill no longer mines instantly by default, instead having
a delay of 0.25 seconds. However, when entering the sphere mode, the
drill will overcharge and get back its instamine, as well as get halved
power consumption. Currently, those two are mutually exclusive, and the
drill cannot be used in the sphere mode.
- Mining bomb cooldown has been reduced to 1s from 1.25s. They also now
detonate much faster, and the detonation time matches their animation.
The digging radius has been reduced back to 3x3 from 5x5, and their
damage has been reduced to 28 from 48 to compensate increase in firing
speed and reduced detonation delay making them much easier to use
(functional DPS has been reduced from 36 to 28)
- Rewrote ore bag a bit to try and make sure it doesn't break when
depositing ores into the ORM. I only have faint suspicions of this being
possibly being caused by ore getting deleted and leaving a null in the
list, so removing it should hopefully? stop the bag from breaking.
- The 0.25 slowdown is back, but it should be less of a problem
considering that the sphere mode now is a much more viable traversal
tool and not an utter joke aside from lava traversal.
- The MODsuit now comes pre-equipped with a magnetic harness, which is
now capable of stowing kinetic crushers in addition to guns. This should
make using the sphere mode less of a pain in the ass, as you won't drop
your weapon whenever you enter the sphere mode before you remember to
put it in your suit storage slot. The delay on harnesses has also been
reduced to 0.5 seconds, which should make them more comfortable to use,
while still allowing someone to grab your gun if you're not careful.
- The sphere mode can no longer traverse lava roundstart, instead
requiring to be upgraded with two pieces of bileworm skin to get
lava-resistant plating. This is meant to work together with #92877,
being a part of ongoing effort to bring mining back in terms of speed
and action level, reducing mining and exploration speeds in favor of
higher ore spawns and more focus on gear and equipment progression.

<img width="92" height="98" alt="image"
src="https://github.com/user-attachments/assets/740ab28d-210d-4832-ba07-00dbd8680491"
/>

Additionally, both the mining drill and green raptor bumpmining has been
nerfed (technically fixed, practically nerfed) by removing the diagonal
movement... thing which allowed you to mine thrice as quickly and ignore
the one-tick movement delay due to how diagonal movement works.


https://github.com/user-attachments/assets/711e895f-e7e7-4cd9-b484-d7d11ff597af

Its still fast and comfortable to use, just not absurdly fast.

## Why It's Good For The Game

The mining MODsuit is in a very weird place both balance and progression
wise. Its very easy to get if you ignore vents, it has good armor stats,
it allows you to partly ignore being set on fire (or fully if you get
the regulator module, but that requires more effort). I don't think that
the buff was very needed, it was very strong as-is when used properly
(with a yellow or green raptor mount) which not a lot of people seem to
have realized.
However, its still in a pretty pitiful state as its core feature (sphere
mode) is nigh useless as the drill only works outside of it, and mines
themselves are extremely clunky and uncomfortable to use. This leaves it
only being useful for its cheap armor (without needing to kill
goliaths), free GPS and ore bag that don't occupy your pockets, and
ability to ignore environmental hazards.

The solution I've decided to go with is reworking the MODsuit to be
focused on mining and exploration rather than combat, being a good
equipment piece for newer players and miners less interested in hunting
megafauna. This carves the MODsuit its own niche rather than being
weirdly slotted between base suits and contending with drake armor in
terms of stats/effects.
Roundstart lava crossing capabilities removal alongside bumpmining nerf
is somewhat unrelated to the rest of the changes, it is a part of the
exploration rework alongside #92877, which is intended to force miners
to engage in combat more. Without the nerf, the suit is as fast as a
yellow raptor, which lets it go through lavaland at absurd speeds when
moving diagonally. (Yes, diagonal zig-zag movement ignoring the bump
delay allows you to outspeed someone moving cardinally)

More details about the project can be found in this [design
doc](https://hackmd.io/@smart-kar/HkUINgBtke). The instamine ability of
the sphere will likely get slightly nerfed in the future with the main
batch of ore spread buffs and mining speed nerfs, but I've left it as
powerful as a green raptor to not make the suit useless when compared to
other options in the meantime.

## Changelog
🆑
add: Mining MODsuit has gained a magnetic harness for all of your
crusher stowing needs.
balance: Magnetic harnesses now take only 0.5 seconds to pick up your
gun, and can pick up crushers.
balance: Mining MODsuit has regained it small slowdown, and lost 10
melee armor.
balance: Mining drill MODule is no longer instant (outside of the sphere
mode of a mining MOD)
balance: The mining sphere MODule now can break rocks when rolling into
them, gives 20 melee and bomb armor when active, and has a shorter bomb
cooldown, but bombs themselves have reduced damage and mining AOE.
balance: Mining sphere MODule now requires an upgrade in form of two
pieces of bileworm skin to be able to traverse lava, as opposed to being
able to do so innately.
fix: Fixed MODsuit ore bag sometimes breaking permanently when
depositing ores into the ORM.
/🆑
2025-09-29 01:34:41 -04:00

131 lines
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/**
* Causes the passed atom / image to appear floating,
* playing a simple animation where they move up and down by 2 pixels (looping)
*
* In most cases you should NOT call this manually, instead use [/datum/element/movetype_handler]!
* This is just so you can apply the animation to things which can be animated but are not movables (like images)
*/
#define DO_FLOATING_ANIM(target) \
animate(target, pixel_z = 2, time = 1 SECONDS, loop = -1, flags = ANIMATION_RELATIVE); \
animate(pixel_z = -2, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
/**
* Stops the passed atom / image from appearing floating
* (Living mobs also have a 'body_position_pixel_y_offset' variable that has to be taken into account here)
*
* In most cases you should NOT call this manually, instead use [/datum/element/movetype_handler]!
* This is just so you can apply the animation to things which can be animated but are not movables (like images)
*/
#define STOP_FLOATING_ANIM(target) \
var/__final_pixel_z = 0; \
if(ismovable(target)) { \
var/atom/movable/__movable_target = target; \
__final_pixel_z += __movable_target.base_pixel_z; \
}; \
if(isliving(target)) { \
var/mob/living/__living_target = target; \
__final_pixel_z += __living_target.has_offset(pixel = PIXEL_Z_OFFSET); \
}; \
animate(target, pixel_z = __final_pixel_z, time = 1 SECONDS)
/// The duration of the animate call in mob/living/update_transform
#define UPDATE_TRANSFORM_ANIMATION_TIME (0.2 SECONDS)
///Animates source spinning around itself. For docmentation on the args, check atom/proc/SpinAnimation()
/atom/proc/do_spin_animation(speed = 1 SECONDS, loops = -1, segments = 3, angle = 120, parallel = TRUE, tag = null)
var/list/matrices = list()
for(var/i in 1 to segments-1)
var/matrix/segment_matrix = matrix(transform)
segment_matrix.Turn(angle*i)
matrices += segment_matrix
var/matrix/last = matrix(transform)
matrices += last
speed /= segments
if(parallel)
animate(src, transform = matrices[1], time = speed, loop = loops, flags = ANIMATION_PARALLEL, tag = tag)
else
animate(src, transform = matrices[1], time = speed, loop = loops)
for(var/i in 2 to segments) //2 because 1 is covered above
animate(transform = matrices[i], time = speed)
//doesn't have an object argument because this is "Stacking" with the animate call above
//3 billion% intentional
/// Similar to shake but more spasm-y and jerk-y
/atom/proc/spasm_animation(loops = -1)
var/list/transforms = list(
matrix(transform).Translate(-1, 0),
matrix(transform).Translate(0, 1),
matrix(transform).Translate(1, 0),
matrix(transform).Translate(0, -1),
matrix(transform),
)
animate(src, transform = transforms[1], time = 0.1, loop = loops)
animate(transform = transforms[2], time = 0.1)
animate(transform = transforms[3], time = 0.2)
animate(transform = transforms[4], time = 0.3)
animate(transform = transforms[5], time = 0.1)
/**
* Proc called when you want the atom to spin around the center of its icon (or where it would be if its transform var is translated)
* By default, it makes the atom spin forever and ever at a speed of 60 rpm.
*
* Arguments:
* * speed: how much it takes for the atom to complete one 360° rotation
* * loops: how many times do we want the atom to rotate
* * clockwise: whether the atom ought to spin clockwise or counter-clockwise
* * segments: in how many animate calls the rotation is split. Probably unnecessary, but you shouldn't set it lower than 3 anyway.
* * parallel: whether the animation calls have the ANIMATION_PARALLEL flag, necessary for it to run alongside concurrent animations.
* * tag: animation tag to use, for parralel animations only
*/
/atom/proc/SpinAnimation(speed = 1 SECONDS, loops = -1, clockwise = TRUE, segments = 3, parallel = TRUE, tag = null)
if(!segments)
return
var/segment = 360/segments
if(!clockwise)
segment = -segment
SEND_SIGNAL(src, COMSIG_ATOM_SPIN_ANIMATION, speed, loops, segments, segment)
do_spin_animation(speed, loops, segments, segment, parallel, tag)
/// Makes this atom look like a "hologram"
/// So transparent, blue, with a scanline and an emissive glow
/// This is acomplished using a combination of filters and render steps/overlays
/// The degree of the opacity is optional, based off the opacity arg (0 -> 1)
/atom/proc/makeHologram(opacity = 0.5)
// First, we'll make things blue (roughly) and sorta transparent
add_filter("HOLO: Color and Transparent", 1, color_matrix_filter(rgb(125,180,225, opacity * 255)))
// Now we're gonna do a scanline effect
// Gonna take this atom and give it a render target, then use it as a source for a filter
// (We use an atom because it seems as if setting render_target on an MA is just invalid. I hate this engine)
var/atom/movable/scanline = new(null)
scanline.icon = 'icons/effects/effects.dmi'
scanline.icon_state = "scanline"
scanline.appearance_flags |= RESET_TRANSFORM
// * so it doesn't render
var/static/uid_scan = 0
scanline.render_target = "*HoloScanline [uid_scan]"
uid_scan++
// Now we add it as a filter, and overlay the appearance so the render source is always around
add_filter("HOLO: Scanline", 2, alpha_mask_filter(render_source = scanline.render_target))
add_overlay(scanline)
qdel(scanline)
// Annd let's make the sucker emissive, so it glows in the dark
if(!render_target)
var/static/uid = 0
render_target = "HOLOGRAM [uid]"
uid++
// I'm using static here to reduce the overhead, it does mean we need to do plane stuff manually tho
var/static/atom/movable/render_step/emissive/glow
if(!glow)
glow = new(null)
glow.render_source = render_target
SET_PLANE_EXPLICIT(glow, initial(glow.plane), src)
// We're creating a render step that copies ourselves, and draws it to the emissive plane
// Then we overlay it, and release "ownership" back to this proc, since we get to keep the appearance it generates
// We can't just use an MA from the start cause render_source setting starts going fuckey REALLY quick
var/mutable_appearance/glow_appearance = new(glow)
add_overlay(glow_appearance)
LAZYADD(update_overlays_on_z, glow_appearance)