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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #918 from Screemonster/micromecha
Adds micro-only light mech/vehicle framework, plus equipment.
This commit is contained in:
147
code/game/mecha/micro/micro.dm
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147
code/game/mecha/micro/micro.dm
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@@ -0,0 +1,147 @@
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/obj/mecha/micro
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icon = 'icons/mecha/micro.dmi'
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force = 10 //still a robot
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anchored = 0 //light enough to push and pull, but you still can't just walk past them. Like people on non-help.
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opacity = 0 //small enough to see around, like people.
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step_energy_drain = 2 // They're light and small. A compact is gonna get better MPG than a truck.
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var/melee_cooldown = 10
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var/melee_can_hit = 1
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var/list/destroyable_obj = list(/obj/mecha, /obj/structure/window, /obj/structure/grille, /turf/simulated/wall)
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internal_damage_threshold = 50
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maint_access = 0
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//add_req_access = 0
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//operation_req_access = list(access_hos)
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damage_absorption = list("brute"=1,"fire"=1,"bullet"=1,"laser"=1,"energy"=1,"bomb"=1)
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var/am = "d3c2fbcadca903a41161ccc9df9cf948"
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/obj/mecha/micro/melee_action(target as obj|mob|turf)
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if(internal_damage&MECHA_INT_CONTROL_LOST)
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target = safepick(oview(1,src))
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if(!melee_can_hit || !istype(target, /atom)) return
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if(istype(target, /mob/living))
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var/mob/living/M = target
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if(src.occupant.a_intent == I_HURT)
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playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
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if(damtype == "brute")
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step_away(M,src,15)
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if(istype(target, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target
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// if (M.health <= 0) return
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var/obj/item/organ/external/temp = H.get_organ(pick(BP_TORSO, BP_TORSO, BP_TORSO, BP_HEAD))
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if(temp)
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var/update = 0
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switch(damtype)
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if("brute")
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H.Paralyse(1)
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update |= temp.take_damage(rand(force/2, force), 0)
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if("fire")
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update |= temp.take_damage(0, rand(force/2, force))
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if("tox")
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if(H.reagents)
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if(H.reagents.get_reagent_amount("carpotoxin") + force < force*2)
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H.reagents.add_reagent("carpotoxin", force)
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if(H.reagents.get_reagent_amount("cryptobiolin") + force < force*2)
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H.reagents.add_reagent("cryptobiolin", force)
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else
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return
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if(update) H.UpdateDamageIcon()
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H.updatehealth()
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else
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switch(damtype)
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if("brute")
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M.Paralyse(1)
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M.take_overall_damage(rand(force/2, force))
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if("fire")
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M.take_overall_damage(0, rand(force/2, force))
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if("tox")
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if(M.reagents)
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if(M.reagents.get_reagent_amount("carpotoxin") + force < force*2)
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M.reagents.add_reagent("carpotoxin", force)
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if(M.reagents.get_reagent_amount("cryptobiolin") + force < force*2)
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M.reagents.add_reagent("cryptobiolin", force)
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else
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return
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M.updatehealth()
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src.occupant_message("You hit [target].")
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src.visible_message("<font color='red'><b>[src.name] hits [target].</b></font>")
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else
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step_away(M,src)
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src.occupant_message("You push [target] out of the way.")
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src.visible_message("[src] pushes [target] out of the way.")
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melee_can_hit = 0
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if(do_after(melee_cooldown))
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melee_can_hit = 1
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return
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else
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if(damtype == "brute")
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for(var/target_type in src.destroyable_obj)
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if(istype(target, target_type) && hascall(target, "attackby"))
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src.occupant_message("You hit [target].")
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src.visible_message("<font color='red'><b>[src.name] hits [target]</b></font>")
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if(!istype(target, /turf/simulated/wall))
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target:attackby(src,src.occupant)
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else if(prob(5))
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target:dismantle_wall(1)
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src.occupant_message("<span class='notice'>You smash through the wall.</span>")
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src.visible_message("<b>[src.name] smashes through the wall</b>")
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playsound(src, 'sound/weapons/smash.ogg', 50, 1)
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melee_can_hit = 0
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if(do_after(melee_cooldown))
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melee_can_hit = 1
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break
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return
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/obj/mecha/micro/Topic(href,href_list)
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..()
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var/datum/topic_input/filter = new (href,href_list)
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if(filter.get("close"))
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am = null
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return
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// override move_inside() so only micro crew can use them
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/obj/mecha/micro/move_inside()
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var/mob/living/carbon/C = usr
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if (C.size_multiplier >= 0.5)
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C << "<span class='warning'>You can't fit in this suit!</span>"
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return
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else
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..()
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/obj/mecha/micro/move_inside_passenger()
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var/mob/living/carbon/C = usr
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if (C.size_multiplier >= 0.5)
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C << "<span class='warning'>You can't fit in this suit!</span>"
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return
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else
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..()
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// override move/turn procs so they play more appropriate sounds. Placeholder sounds for now, but mechmove04 at least sounds like tracks for the poleat.
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/obj/mecha/micro/mechturn(direction)
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set_dir(direction)
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playsound(src,'sound/mecha/mechmove03.ogg',40,1)
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return 1
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/obj/mecha/micro/mechstep(direction)
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var/result = step(src,direction)
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if(result)
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playsound(src,'sound/mecha/mechmove04.ogg',40,1)
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return result
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/obj/mecha/micro/mechsteprand()
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var/result = step_rand(src)
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if(result)
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playsound(src,'sound/mecha/mechmove04.ogg',40,1)
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return result
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/obj/effect/decal/mecha_wreckage/micro
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icon = 'icons/mecha/micro.dmi'
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221
code/game/mecha/micro/micro_equipment.dm
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221
code/game/mecha/micro/micro_equipment.dm
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@@ -0,0 +1,221 @@
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//DO NOT ADD MECHA PARTS TO THE GAME WITH THE DEFAULT "SPRITE ME" SPRITE!
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/////////////////////////////
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//// WEAPONS BELOW ////
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/////////////////////////////
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/microlaser
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w_class = ITEMSIZE_LARGE
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desc = "A mounted laser-carbine for light exosuits."
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equip_cooldown = 10 // same as the laser carbine
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name = "\improper WS-19 \"Torch\" laser carbine"
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icon = 'icons/mecha/mecha_equipment_vr.dmi'
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icon_state = "micromech_laser"
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energy_drain = 50
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projectile = /obj/item/projectile/beam
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fire_sound = 'sound/weapons/Laser.ogg'
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required_type = list(/obj/mecha/micro/sec)
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/microheavy
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w_class = ITEMSIZE_LARGE
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desc = "A mounted laser cannon for light exosuits."
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equip_cooldown = 30 // same as portable
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name = "\improper PC-20 \"Lance\" light laser cannon"
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icon = 'icons/mecha/mecha_equipment_vr.dmi'
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icon_state = "micromech_lasercannon"
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energy_drain = 120
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projectile = /obj/item/projectile/beam/heavylaser
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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required_type = list(/obj/mecha/micro/sec)
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/microtaser
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w_class = ITEMSIZE_LARGE
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desc = "A mounted taser for light exosuits."
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name = "\improper TS-12 \"Suppressor\" integrated taser"
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icon = 'icons/mecha/mecha_equipment_vr.dmi'
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icon_state = "micromech_taser"
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energy_drain = 40
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equip_cooldown = 10
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projectile = /obj/item/projectile/beam/stun
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fire_sound = 'sound/weapons/Taser.ogg'
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required_type = list(/obj/mecha/micro/sec)
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/microshotgun
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w_class = ITEMSIZE_LARGE
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desc = "A mounted combat shotgun with integrated ammo-lathe."
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name = "\improper Remington C-12 \"Boomstick\""
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icon = 'icons/mecha/mecha_equipment_vr.dmi'
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icon_state = "micromech_shotgun"
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equip_cooldown = 15
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var/mode = 0 //0 - buckshot, 1 - beanbag, 2 - slug.
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projectile = /obj/item/projectile/bullet/pellet/shotgun
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fire_sound = 'sound/weapons/shotgun.ogg'
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fire_volume = 80
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projectiles = 6
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projectiles_per_shot = 1
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deviation = 0.7
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projectile_energy_cost = 100
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required_type = list(/obj/mecha/micro/sec)
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Topic(href,href_list)
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..()
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if(href_list["mode"])
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mode = text2num(href_list["mode"])
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switch(mode)
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if(0)
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occupant_message("Now firing buckshot.")
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projectile = /obj/item/projectile/bullet/pellet/shotgun
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if(1)
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occupant_message("Now firing beanbags.")
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projectile = /obj/item/projectile/bullet/shotgun/beanbag
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if(2)
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occupant_message("Now firing slugs.")
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projectile = /obj/item/projectile/bullet/shotgun
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return
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get_equip_info()
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return "[..()] \[<a href='?src=\ref[src];mode=0'>BS</a>|<a href='?src=\ref[src];mode=1'>BB</a>|<a href='?src=\ref[src];mode=2'>S</a>\]"
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/microflashbang
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w_class = ITEMSIZE_LARGE
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desc = "A mounted grenade launcher for smaller mechs."
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name = "\improper FP-20 mounted grenade launcher"
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icon = 'icons/mecha/mecha_equipment_vr.dmi'
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icon_state = "micromech_launcher"
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projectiles = 1
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missile_speed = 1.5
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projectile_energy_cost = 800
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equip_cooldown = 30
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det_time = 15
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required_type = list(/obj/mecha/micro/sec)
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/////////////////////////////
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//// UTILITY TOOLS BELOW ////
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/////////////////////////////
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/obj/item/mecha_parts/mecha_equipment/tool/drill/micro
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w_class = ITEMSIZE_LARGE
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name = "drill"
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desc = "This is the drill that'll sorta poke holes in the heavens!"
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icon = 'icons/mecha/mecha_equipment_vr.dmi'
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icon_state = "microdrill"
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equip_cooldown = 30
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energy_drain = 10
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force = 15
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required_type = list(/obj/mecha/micro/utility)
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action(atom/target)
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if(!action_checks(target)) return
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if(isobj(target))
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var/obj/target_obj = target
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if(!target_obj.vars.Find("unacidable") || target_obj.unacidable) return
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set_ready_state(0)
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chassis.use_power(energy_drain)
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chassis.visible_message("<span class='danger'>[chassis] starts to drill [target]</span>", "<span class='warning'>You hear the drill.</span>")
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occupant_message("<span class='danger'>You start to drill [target]</span>")
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var/T = chassis.loc
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var/C = target.loc //why are these backwards? we may never know -Pete
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if(do_after_cooldown(target))
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if(T == chassis.loc && src == chassis.selected)
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if(istype(target, /turf/simulated/wall))
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var/turf/simulated/wall/W = target
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if(W.reinf_material)
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occupant_message("<span class='warning'>[target] is too durable to drill through.</span>")
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else
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log_message("Drilled through [target]")
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target.ex_act(2)
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else if(istype(target, /turf/simulated/mineral))
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for(var/turf/simulated/mineral/M in range(chassis,1))
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if(get_dir(chassis,M)&chassis.dir)
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M.GetDrilled()
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log_message("Drilled through [target]")
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var/obj/item/mecha_parts/mecha_equipment/tool/micro/orescoop/ore_box = (locate(/obj/item/mecha_parts/mecha_equipment/tool/micro/orescoop) in chassis.equipment)
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if(ore_box)
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for(var/obj/item/weapon/ore/ore in range(chassis,1))
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if(get_dir(chassis,ore)&chassis.dir)
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if (ore_box.contents.len >= ore_box.orecapacity)
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occupant_message("<span class='warning'>The ore compartment is full.</span>")
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return 1
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else
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ore.Move(ore_box)
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else if(target.loc == C)
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log_message("Drilled through [target]")
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target.ex_act(2)
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return 1
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/obj/item/mecha_parts/mecha_equipment/tool/micro/orescoop
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w_class = ITEMSIZE_LARGE
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name = "Mounted ore box"
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desc = "A mounted ore scoop and hopper, for gathering ores."
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icon = 'icons/mecha/mecha_equipment_vr.dmi'
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icon_state = "microscoop"
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equip_cooldown = 5
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energy_drain = 0
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required_type = list(/obj/mecha/micro/utility)
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var/orecapacity = 500
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action(atom/target)
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if(!action_checks(target)) return
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set_ready_state(0)
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chassis.use_power(energy_drain)
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chassis.visible_message("<span class='info'>[chassis] sweeps around with its ore scoop.</span>")
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occupant_message("<span class='info'>You sweep around the area with the scoop.</span>")
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var/T = chassis.loc
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//var/C = target.loc //why are these backwards? we may never know -Pete
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if(do_after_cooldown(target))
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if(T == chassis.loc && src == chassis.selected)
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for(var/obj/item/weapon/ore/ore in range(chassis,1))
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if(get_dir(chassis,ore)&chassis.dir)
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if (contents.len >= orecapacity)
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occupant_message("<span class='warning'>The ore compartment is full.</span>")
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return 1
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else
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ore.Move(src)
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return 1
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Topic(href,href_list)
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..()
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if (href_list["empty_box"])
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if(contents.len < 1)
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occupant_message("The ore compartment is empty.")
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return
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for (var/obj/item/weapon/ore/O in contents)
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contents -= O
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O.loc = chassis.loc
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occupant_message("Ore compartment emptied.")
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get_equip_info()
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return "[..()] <br /><a href='?src=\ref[src];empty_box=1'>Empty ore compartment</a>"
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/obj/item/mecha_parts/mecha_equipment/tool/orescoop/verb/empty_box() //so you can still get the ore out if someone detaches it from the mech
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set name = "Empty Ore compartment"
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set category = "Object"
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set src in view(1)
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if(!istype(usr, /mob/living/carbon/human)) //Only living, intelligent creatures with hands can empty ore boxes.
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usr << "\red You are physically incapable of emptying the ore box."
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return
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if( usr.stat || usr.restrained() )
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return
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if(!Adjacent(usr)) //You can only empty the box if you can physically reach it
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usr << "You cannot reach the ore box."
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return
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add_fingerprint(usr)
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if(contents.len < 1)
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usr << "\red The ore box is empty"
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return
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for (var/obj/item/weapon/ore/O in contents)
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contents -= O
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O.loc = src.loc
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usr << "\blue You empty the ore box"
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return
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58
code/game/mecha/micro/security.dm
Normal file
58
code/game/mecha/micro/security.dm
Normal file
@@ -0,0 +1,58 @@
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/obj/mecha/micro/sec/moved_inside(var/mob/living/carbon/human/H as mob)
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if(..())
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if(H.client)
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H.client.mouse_pointer_icon = file("icons/mecha/mecha_mouse.dmi")
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return 1
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else
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return 0
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/obj/mecha/micro/sec/go_out()
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if(src.occupant && src.occupant.client)
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src.occupant.client.mouse_pointer_icon = initial(src.occupant.client.mouse_pointer_icon)
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..()
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return
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/obj/mecha/micro/sec/polecat //figured give 'em the names of small predatory critters
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desc = "A hardened security vehicle for micro crewmembers. To them, it's a superheavy tank. To everyone else, it's kinda cute."
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name = "Polecat"
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icon_state = "polecat"
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initial_icon = "polecat"
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step_in = 2 // human running speed
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dir_in = 2 //Facing south.
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health = 150
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step_energy_drain = 4 // less efficient than base micromech, but still a micromech.
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deflect_chance = 10
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damage_absorption = list("brute"=0.75,"fire"=1,"bullet"=0.8,"laser"=0.7,"energy"=0.85,"bomb"=1)
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max_temperature = 15000
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infra_luminosity = 6
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var/overload = 0
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||||
var/overload_coeff = 2
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wreckage = /obj/effect/decal/mecha_wreckage/micro/sec/polecat
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||||
internal_damage_threshold = 35
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max_equip = 3
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||||
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||||
/obj/effect/decal/mecha_wreckage/micro/sec/polecat
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name = "Polecat wreckage"
|
||||
icon_state = "polecat-broken"
|
||||
|
||||
/obj/mecha/micro/sec/weasel
|
||||
desc = "A light scout exosuit for micro crewmembers, built for fast reconnaisance."
|
||||
name = "Weasel"
|
||||
icon_state = "weasel"
|
||||
initial_icon = "weasel"
|
||||
step_in = 1 // zoom zoom
|
||||
dir_in = 2 //Facing south.
|
||||
health = 100
|
||||
deflect_chance = 5
|
||||
damage_absorption = list("brute"=1,"fire"=1,"bullet"=0.9,"laser"=0.8,"energy"=0.85,"bomb"=1)
|
||||
max_temperature = 5000
|
||||
infra_luminosity = 6
|
||||
var/overload = 0
|
||||
var/overload_coeff = 2
|
||||
wreckage = /obj/effect/decal/mecha_wreckage/micro/sec/weasel
|
||||
internal_damage_threshold = 20
|
||||
max_equip = 2
|
||||
|
||||
/obj/effect/decal/mecha_wreckage/micro/sec/weasel
|
||||
name = "Weasel wreckage"
|
||||
icon_state = "weasel-broken"
|
||||
24
code/game/mecha/micro/utility.dm
Normal file
24
code/game/mecha/micro/utility.dm
Normal file
@@ -0,0 +1,24 @@
|
||||
|
||||
|
||||
/obj/mecha/micro/utility/gopher //small digging creature, to keep the theme
|
||||
desc = "A tough little utility mech for micro crewmembers, based on a miner borg chassis."
|
||||
name = "Gopher"
|
||||
icon_state = "gopher"
|
||||
initial_icon = "gopher"
|
||||
step_in = 3
|
||||
dir_in = 2 //Facing south.
|
||||
health = 100
|
||||
deflect_chance = 10
|
||||
damage_absorption = list("brute"=0.9,"fire"=1,"bullet"=1,"laser"=1,"energy"=1,"bomb"=1)
|
||||
max_temperature = 15000
|
||||
infra_luminosity = 6
|
||||
var/overload = 0
|
||||
var/overload_coeff = 2
|
||||
wreckage = /obj/effect/decal/mecha_wreckage/micro/utility/gopher
|
||||
internal_damage_threshold = 35
|
||||
max_equip = 2
|
||||
|
||||
/obj/effect/decal/mecha_wreckage/micro/utility/gopher
|
||||
name = "Gopher wreckage"
|
||||
icon_state = "gopher-broken"
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 864 B After Width: | Height: | Size: 4.5 KiB |
BIN
icons/mecha/micro.dmi
Normal file
BIN
icons/mecha/micro.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 3.9 KiB |
@@ -725,6 +725,10 @@
|
||||
#include "code\game\mecha\equipment\weapons\weapons.dm"
|
||||
#include "code\game\mecha\medical\medical.dm"
|
||||
#include "code\game\mecha\medical\odysseus.dm"
|
||||
#include "code\game\mecha\micro\micro.dm"
|
||||
#include "code\game\mecha\micro\micro_equipment.dm"
|
||||
#include "code\game\mecha\micro\security.dm"
|
||||
#include "code\game\mecha\micro\utility.dm"
|
||||
#include "code\game\mecha\working\hoverpod.dm"
|
||||
#include "code\game\mecha\working\ripley.dm"
|
||||
#include "code\game\mecha\working\working.dm"
|
||||
|
||||
Reference in New Issue
Block a user