mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Merge pull request #8318 from mwerezak/hardsuit-emp
Hardsuit fixes, tweaks, EMP effects
This commit is contained in:
@@ -151,7 +151,7 @@
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selectable = 1
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toggleable = 1
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use_power_cost = 50
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active_power_cost = 5
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active_power_cost = 10
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passive_power_cost = 0
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gun_type = /obj/item/weapon/gun/energy/crossbow/ninja
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@@ -441,4 +441,32 @@
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drain_loc = null
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interfaced_with = null
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total_power_drained = 0
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total_power_drained = 0
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/*
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//Maybe make this use power when active or something
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/obj/item/rig_module/emp_shielding
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name = "\improper EMP dissipation module"
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desc = "A bewilderingly complex bundle of fiber optics and chips."
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toggleable = 1
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usable = 0
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activate_string = "Enable active EMP shielding"
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deactivate_string = "Disable active EMP shielding"
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interface_name = "active EMP shielding system"
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interface_desc = "A highly experimental system that augments the hardsuit's existing EM shielding."
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var/protection_amount = 20
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/obj/item/rig_module/emp_shielding/activate()
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if(!..())
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return
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holder.emp_protection += protection_amount
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/obj/item/rig_module/emp_shielding/deactivate()
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if(!..())
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return
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holder.emp_protection = max(0,(holder.emp_protection - protection_amount))
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*/
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@@ -138,6 +138,7 @@
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if(damage >= 2)
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usr << "<span class='warning'>The [interface_name] is damaged beyond use!</span>"
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return 0
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if(world.time < next_use)
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usr << "<span class='warning'>You cannot use the [interface_name] again so soon.</span>"
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@@ -147,7 +148,7 @@
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usr << "<span class='warning'>The suit is not initialized.</span>"
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return 0
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if(usr.lying || usr.stat || usr.stunned || usr.paralysis)
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if(usr.lying || usr.stat || usr.stunned || usr.paralysis || usr.weakened)
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usr << "<span class='warning'>You cannot use the suit in this state.</span>"
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return 0
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@@ -157,7 +158,7 @@
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if(holder.security_check_enabled && !holder.check_suit_access(usr))
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usr << "<span class='danger'>Access denied.</span>"
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return
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return 0
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if(!holder.check_power_cost(usr, use_power_cost, 0, src, (istype(usr,/mob/living/silicon ? 1 : 0) ) ) )
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return 0
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@@ -68,10 +68,12 @@
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var/sealing // Keeps track of seal status independantly of canremove.
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var/offline = 1 // Should we be applying suit maluses?
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var/offline_slowdown = 10 // If the suit is deployed and unpowered, it sets slowdown to this.
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var/offline_slowdown = 3 // If the suit is deployed and unpowered, it sets slowdown to this.
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var/vision_restriction
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var/offline_vision_restriction = 1 // 0 - none, 1 - welder vision, 2 - blind. Maybe move this to helmets.
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var/emp_protection = 0
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// Wiring! How exciting.
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var/datum/wires/rig/wires
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var/datum/effect/effect/system/spark_spread/spark_system
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@@ -311,7 +313,7 @@
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if(!istype(wearer) || loc != wearer || wearer.back != src || canremove || !cell || cell.charge <= 0)
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if(!cell || cell.charge <= 0)
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if(electrified >0)
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if(electrified > 0)
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electrified = 0
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if(!offline)
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if(istype(wearer))
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@@ -319,7 +321,7 @@
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if (offline_slowdown < 3)
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wearer << "<span class='danger'>Your suit beeps stridently, and suddenly goes dead.</span>"
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else
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wearer << "<span class='danger'>Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic instead of a powered suit.</span>"
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wearer << "<span class='danger'>Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic composites instead of a powered suit.</span>"
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if(offline_vision_restriction == 1)
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wearer << "<span class='danger'>The suit optics flicker and die, leaving you with restricted vision.</span>"
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else if(offline_vision_restriction == 2)
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@@ -406,7 +408,7 @@
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data["boots"] = (boots ? "[boots.name]" : "None.")
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data["chest"] = (chest ? "[chest.name]" : "None.")
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data["charge"] = cell ? cell.charge : 0
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data["charge"] = cell ? round(cell.charge,1) : 0
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data["maxcharge"] = cell ? cell.maxcharge : 0
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data["chargestatus"] = cell ? Floor((cell.charge/cell.maxcharge)*50) : 0
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@@ -416,7 +418,7 @@
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data["aicontrol"] = control_overridden
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data["aioverride"] = ai_override_enabled
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data["securitycheck"] = security_check_enabled
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data["malf"] = malfunctioning
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data["malf"] = malfunction_delay
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var/list/module_list = list()
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@@ -493,6 +495,8 @@
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return 1
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if(istype(user))
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if(malfunction_check(user))
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return 0
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if(user.back != src)
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return 0
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if(locked_dna)
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@@ -509,10 +513,10 @@
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return 1
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//TODO: Fix Topic vulnerabilities for malfunction and AI override.
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/obj/item/weapon/rig/Topic(href,href_list)
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if(!check_suit_access(usr))
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return
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return 0
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if(href_list["toggle_piece"])
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if(ishuman(usr) && (usr.stat || usr.stunned || usr.lying))
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@@ -545,7 +549,7 @@
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usr.set_machine(src)
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src.add_fingerprint(usr)
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return 1
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return 0
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/obj/item/weapon/rig/proc/notify_ai(var/message)
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if(!message || !installed_modules || !installed_modules.len)
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@@ -684,49 +688,82 @@
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//Todo
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/obj/item/weapon/rig/proc/malfunction()
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return 0
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return 0
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/obj/item/weapon/rig/emp_act(severity_class)
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//class 1 severity is the most severe, not least.
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malfunctioning += round(30/severity_class)
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if(malfunction_delay <= 0)
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malfunction_delay = 20
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take_hit(round(30/severity_class),"electrical pulse")
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//set malfunctioning
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if(emp_protection < 30) //for ninjas, really.
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malfunctioning += 10
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if(malfunction_delay <= 0)
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malfunction_delay = max(malfunction_delay, round(30/severity_class))
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//drain some charge
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if(cell) cell.emp_act(severity_class + 15)
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//possibly damage some modules
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take_hit((100/severity_class), "electrical pulse", 1)
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/obj/item/weapon/rig/proc/shock(mob/user)
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if (electrocute_mob(user, cell, src))
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spark_system.start()
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return 1
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return 0
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/obj/item/weapon/rig/proc/take_hit(damage, source, is_emp=0)
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/obj/item/weapon/rig/proc/take_hit(damage,source)
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if(!installed_modules.len)
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return
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//given that module damage is spread out across all modules, even this is probably not enough for emp to affect rigs much.
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if(source != "electrical pulse")
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var/protection = chest? chest.breach_threshold : 0
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if(!prob(max(0, damage - protection)))
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return
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var/chance
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if(!is_emp)
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chance = 2*max(0, damage - (chest? chest.breach_threshold : 0))
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else
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//Want this to be roughly independant of the number of modules, meaning that X emp hits will disable Y% of the suit's modules on average.
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//that way people designing hardsuits don't have to worry (as much) about how adding that extra module will affect emp resiliance by 'soaking' hits for other modules
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chance = max(0, damage - emp_protection)*min(installed_modules.len/15, 1)
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if(!prob(chance))
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return
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//deal addition damage to already damaged module first.
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//This way the chances of a module being disabled aren't so remote.
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var/list/valid_modules = list()
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var/list/damaged_modules = list()
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for(var/obj/item/rig_module/module in installed_modules)
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if(module.damage < 2)
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valid_modules |= module
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if(module.damage > 0)
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damaged_modules |= module
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if(!valid_modules.len)
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return
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var/obj/item/rig_module/dam_module = null
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if(damaged_modules.len)
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dam_module = pick(damaged_modules)
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else if(valid_modules.len)
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dam_module = pick(valid_modules)
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if(!dam_module) return
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var/obj/item/rig_module/dam_module = pick(valid_modules)
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dam_module.damage++
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if(!source)
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source = "hit"
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if(wearer)
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wearer << "<span class='danger'>The [source] has [dam_module.damage >= 2 ? "destroyed" : "damaged"] your [dam_module.interface_name]!"
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if(wearer)
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if(dam_module.damage >= 2)
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wearer << "<span class='danger'>The [source] has disabled your [dam_module.interface_name]!"
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else
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wearer << "<span class='warning'>The [source] has damaged your [dam_module.interface_name]!"
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dam_module.deactivate()
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/obj/item/weapon/rig/proc/malfunction_check(var/mob/living/carbon/human/user)
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if(malfunction_delay)
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if(offline)
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user << "<span class='danger'>The suit is completely unresponsive.</span>"
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else
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user << "<span class='danger'>ERROR: Hardware fault. Rebooting interface...</span>"
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return 1
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return 0
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/*/obj/item/weapon/rig/proc/forced_move(dir)
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if(locked_down)
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return 0
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@@ -39,9 +39,9 @@
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flags_inv = HIDEJUMPSUIT|HIDETAIL
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flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
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slowdown = 0
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//With 0.2 resiliance, will reach 10 breach damage after 9 laser carbine blasts. Completely immune to smg hits.
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//will reach 10 breach damage after 18 laser carbine blasts, or 7 revolver hits. Completely immune to smg hits.
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breach_threshold = 28
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resilience = 0.1
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resilience = 0.05
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can_breach = 1
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sprite_sheets = list("Tajara" = 'icons/mob/species/tajaran/suit.dmi',"Unathi" = 'icons/mob/species/unathi/suit.dmi')
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supporting_limbs = list()
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@@ -141,6 +141,9 @@
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set category = "Hardsuit"
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set src = usr.contents
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if(malfunction_check(usr))
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return
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if(!check_power_cost(usr, 0, 0, 0, 0))
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return
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@@ -168,6 +171,9 @@
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set category = "Hardsuit"
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set src = usr.contents
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if(malfunction_check(usr))
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return
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if(canremove)
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usr << "<span class='warning'>The suit is not active.</span>"
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return
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@@ -189,6 +195,9 @@
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set category = "Hardsuit"
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set src = usr.contents
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if(malfunction_check(usr))
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return
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if(!check_power_cost(usr, 0, 0, 0, 0))
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return
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@@ -222,6 +231,9 @@
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set category = "Hardsuit"
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set src = usr.contents
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if(malfunction_check(usr))
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return
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if(!check_power_cost(usr, 0, 0, 0, 0))
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return
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@@ -257,6 +269,9 @@
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set category = "Hardsuit"
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set src = usr.contents
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if(malfunction_check(usr))
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return
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if(canremove)
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usr << "<span class='warning'>The suit is not active.</span>"
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return
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@@ -4,6 +4,7 @@
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suit_type = "NT breacher"
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icon_state = "breacher_rig_cheap"
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armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 70, bio = 100, rad = 50)
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emp_protection = -20
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slowdown = 6
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offline_slowdown = 10
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vision_restriction = 1
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@@ -16,4 +17,4 @@
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icon_state = "breacher_rig"
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armor = list(melee = 90, bullet = 90, laser = 90, energy = 90, bomb = 90, bio = 100, rad = 80)
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vision_restriction = 0
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slowdown = 4
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slowdown = 4
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@@ -8,7 +8,6 @@
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suit_type = "combat hardsuit"
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armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60)
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slowdown = 1
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offline_slowdown = 3
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offline_vision_restriction = 1
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helm_type = /obj/item/clothing/head/helmet/space/rig/combat
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@@ -7,13 +7,12 @@
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desc = "A suit worn by the commander of a NanoTrasen Emergency Response Team. Has blue highlights. Armoured and space ready."
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suit_type = "ERT commander"
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icon_state = "ert_commander_rig"
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offline_slowdown = 3
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helm_type = /obj/item/clothing/head/helmet/space/rig/ert
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req_access = list(access_cent_specops)
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100)
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
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allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
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/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
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/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, \
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@@ -30,6 +29,9 @@
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desc = "A suit worn by the engineering division of a NanoTrasen Emergency Response Team. Has orange highlights. Armoured and space ready."
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suit_type = "ERT engineer"
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icon_state = "ert_engineer_rig"
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100)
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glove_type = /obj/item/clothing/gloves/rig/ert_engineer
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initial_modules = list(
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/obj/item/rig_module/ai_container,
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@@ -38,6 +40,10 @@
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/obj/item/rig_module/device/rcd
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)
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/obj/item/clothing/gloves/rig/ert_engineer
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name = "insulated gauntlets"
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siemens_coefficient = 0
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/obj/item/weapon/rig/ert/medical
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name = "ERT-M suit control module"
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desc = "A suit worn by the medical division of a NanoTrasen Emergency Response Team. Has white highlights. Armoured and space ready."
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@@ -6,6 +6,7 @@
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suit_type = "light suit"
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/cell)
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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emp_protection = 10
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slowdown = 0
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flags = STOPPRESSUREDAMAGE | THICKMATERIAL
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offline_slowdown = 0
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||||
@@ -18,6 +19,8 @@
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||||
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||||
/obj/item/clothing/suit/space/rig/light
|
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name = "suit"
|
||||
breach_threshold = 18 //comparable to voidsuits
|
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resilience = 0.2
|
||||
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||||
/obj/item/clothing/gloves/rig/light
|
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name = "gloves"
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||||
@@ -54,8 +57,11 @@
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desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
|
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icon_state = "ninja_rig"
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
emp_protection = 40 //change this to 30 if too high.
|
||||
slowdown = 0
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||||
|
||||
chest_type = /obj/item/clothing/suit/space/rig/light/ninja
|
||||
|
||||
req_access = list(access_syndicate)
|
||||
|
||||
initial_modules = list(
|
||||
@@ -75,6 +81,10 @@
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/space/rig/light/ninja
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breach_threshold = 28 //comparable to regular hardsuits
|
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resilience = 0.05
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/obj/item/weapon/rig/light/stealth
|
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name = "stealth suit control module"
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suit_type = "stealth"
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||||
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||||
@@ -9,7 +9,6 @@
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suit_type = "crimson hardsuit"
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||||
armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60)
|
||||
slowdown = 1
|
||||
offline_slowdown = 3
|
||||
offline_vision_restriction = 1
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/rig/merc
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
slowdown = 3
|
||||
offline_slowdown = 10
|
||||
offline_vision_restriction = 2
|
||||
emp_protection = -20
|
||||
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
|
||||
|
||||
@@ -56,7 +57,6 @@
|
||||
icon_state = "science_rig"
|
||||
armor = list(melee = 15, bullet = 15, laser = 80, energy = 80, bomb = 60, bio = 100, rad = 100)
|
||||
slowdown = 1
|
||||
offline_slowdown = 3
|
||||
offline_vision_restriction = 1
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/rig/ert
|
||||
@@ -79,7 +79,6 @@
|
||||
icon_state = "medical_rig"
|
||||
armor = list(melee = 30, bullet = 15, laser = 20, energy = 60, bomb = 30, bio = 100, rad = 100)
|
||||
slowdown = 1
|
||||
offline_slowdown = 3
|
||||
offline_vision_restriction = 1
|
||||
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical,/obj/item/roller )
|
||||
@@ -100,7 +99,6 @@
|
||||
icon_state = "hazard_rig"
|
||||
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
|
||||
slowdown = 1
|
||||
offline_slowdown = 3
|
||||
offline_vision_restriction = 1
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/rig/ert
|
||||
|
||||
@@ -59,7 +59,7 @@ obj/item/weapon/gun/energy/retro
|
||||
/obj/item/weapon/gun/energy/lasercannon/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
recharge_time = 25
|
||||
recharge_time = 10
|
||||
|
||||
/obj/item/weapon/gun/energy/xray
|
||||
name = "xray laser gun"
|
||||
|
||||
@@ -13,9 +13,7 @@
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
|
||||
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
|
||||
if(severity > 2)
|
||||
return //so it doesn't EMP itself, I guess
|
||||
..()
|
||||
..(max(severity, 2)) //so it doesn't EMP itself, I guess
|
||||
|
||||
/obj/item/weapon/gun/energy/ionrifle/update_icon()
|
||||
..()
|
||||
|
||||
Reference in New Issue
Block a user