Files
Paradise/code/game/objects/items/weapons/pneumaticCannon.dm
T
036b8e0182 Mindflayers v0.9, Playable Edition! (#26596)
* adds antaghud icon

* TGUI bundle build dont push changes i didnt stage challenge 2025 (IMPOSSIBLE)

* Adds organ repair passive

* Description fix

* Runs prettier

* Fixes desc 2

* Fix revert

* Remove vamp text

* Fix some CI + Partial refactor

* Fixes CI

* Fixes gamemodes I messed with

* Moves these procs over

* Description fix again

* Add back limit requiring drainees to have ckeys

* Adds terminator icon

* Update code/datums/status_effects/buffs.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/surgery/organs/augments_internal.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/powers/flayer_stealth_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* More lewv review

* Clamps the EMP severity

* Fixes "surveilance" typos

* The TODO is gone and can't hurt me anymore

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/game/objects/items/weapons/pneumaticCannon.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/game/objects/items/weapons/stunbaton.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* More lewc reviews

* Update code/modules/antagonists/_common/antag_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/_common/antag_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_datum.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_power.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Fixes some camera bug issues + lewc reviews

* Update code/modules/antagonists/mind_flayer/powers/flayer_passives.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/flayer_power.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Updates a comment and fixes whitespace

* Autodocs flayerprod

* Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* qdel things we dont need anymore + typing an argument of add_abillity

* Remove debug log

* Update code/modules/antagonists/mind_flayer/flayer_power.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* Slightly buffs, and fixes GC issues of tether

* I no longer feel i am a mindflayer

* Fixes formatting of greeting

* Better greeting

* Worlds shittiest sprite

* Don't need this TODO anymore

* Fixes double description

* Changes the wording on the borg laws

* and bundle too

* The cannon uses shrapnel now

* Initial style changes

* Ratios for brain damage

* Adds a chemical to test for flayerism

* Fixes the brain damage ratios

* Abilities are purchasable again

* Updates TGUI properly

* im sorry linter

* Steam smoke

* Hi bundle

* Re-abstracts this proc post syndi orgs

* Fixes gamemode logic post cling round removal

* I WONT FORGET IT THIS TIME

* Fix name of steam ability

* I'm a fool

* Fixes processed passives + removes debug message

* Fixes updating abilities inside UI

* Better description for quicksilver form

* First part lewc review

* Remove debug thingy

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Fixes defines + GCs weapon spells

* We don't need this

* Eyes GC properly

* Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* adds better logging to the assimilate

* Adds parenthesis

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>

* TGUI Bundle Rebuild

* Fixes and Reworks TGUI

* Cleaner JS and Fixes

* adds anti-snitching clause to borg laws

* changes the span for the borg messages

* No holoparasites

* Puts baton silence in line with glare

* Fixes total_swarms_gathered

* Nuke old trait

* Gun no longer not stuck

* Rejuv clears delayed knockdown

* Some weapon ability fixes

* Makes radio enable timers not counterintuitive

* Fixes beepsky runtimes

* Makes naming more consistent

* Adds one-click-antag

* Adds the mind flayer toggle (doesn't technically work)

* Adds flayers to check_antagonist

* Gives IDs to the status effects

* Also this one

* Makes retracting work again if it's in your offhand

* Fixes pacification tech levels

* Grapple is a weapon ability now, nullifcation retracts implants

* Fixed descriptions

* Adds some pizzaz to torque enhancer

* This actually needs to be like this

* Moves a helper proc over to a helper proc file

* Extra admin visibility

* Nukes the wacky flayer mob

* Makes silicon administrative access more sane

* Terminator form better description

* Makes rejuv set stamina to 0

* Various price increases

* AAAAAAAAAAAAA

* Better feedback + logging on cyborg subversion

* Swarm purchase display (temp fix)

* Makes mindflayer sounds more silent

* UI improvements

* Various mindflayer fixes

* Typo

* More fixes

* Fixes innates from being stupid

* Forgot to add this check earlier

* Oh this is how you add things to the protolathe

* Changes some description and upgrade messages

* Allows you to drain people beyond your limit

* Fixes some weapon upgrade issues

* Fix CI

* Fixes some draining issues

* More UI Tweaks and QoL

* Fixes most of the issues

* text

* Fixes

* Adds a radio jamming option to intruder

* Gives obfusciation to jammer ability

* Small passive cleanup

* Fixes Search and Adds Ability Stages to UI

* Adds freebie abilities

* Restructuring chain and adding blackbox

* Tgui polish

* Small fix for traceroute

* Fixes one click antag

* Increases EMP resistance cost

* Changes the pneumatic cannon into a shotgun

* Slightly lower static

* Fixed innate building rendering in upgrades

* Fixes icon and description

* Consistency

* Punctuation fix.

* Quick reboot + terminator form synergy

* Adds safety deleting

* Fix level for torque

* Fixes a bad bug

* Update code/game/gamemodes/objective.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Aaaaaaaaaaa

* Makes torque a martial art and some martial arts safeties

* Replaces vortex arm with barrier

* Fix paths

* Adds torque knockdown

* Part 1 lewc review

* HIIIII SQUIDWARD I'M IN YOUR BRANCH NOW

* Removes flak cannon

* Flayer respects mindshielding now on vamp+cling

* Fixes EMP resist

* More fixes

* DGL review

* Contra review

* Clean up weapon powers

* Various tweaks

* Borg hand slight improvements

* Parent call needs to be after this

* Fixes stuff

* Adds a new proc that is called when a spell is purchased

* NEW SPRITES WOOOO

* Traceroute update

* Slightly lower traceroute cost

* Formatting

* Oops

* Wow this could've been bad

* Overclock small buff

* Reduces cost of 1st level EMP immunity

* Lewc review

* TGUI Bundle Rebuild

* Fix barricades

* Lewc review

* Okay FINE qwerty I'll change this

* Traceroute thingy

* I am an idiot

* First part

* Lewc review

* Forgor  this one

* Last bits

* Update code/game/objects/items/control_wand.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Null

* Static-ness

* Update code/game/gamemodes/changeling/traitor_chan.dm

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/__DEFINES/mindflayer_defines.dm

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Last bits

---------

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>
2024-10-30 18:35:29 +00:00

183 lines
6.6 KiB
Plaintext

/obj/item/pneumatic_cannon
name = "pneumatic cannon"
desc = "A gas-powered cannon that can fire any object loaded into it."
w_class = WEIGHT_CLASS_BULKY
force = 8 //Very heavy
attack_verb = list("bludgeoned", "smashed", "beaten")
icon = 'icons/obj/pneumaticCannon.dmi'
icon_state = "pneumaticCannon"
item_state = "bulldog"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 60, ACID = 50)
///The max weight of items that can fit into the cannon
var/max_weight_class = 20
///The weight of items currently in the cannon
var/loaded_weight_class = 0
///The gas tank that is drawn from to fire things
var/obj/item/tank/internals/tank = null
///If the cannon needs a tank at all
var/requires_tank = TRUE
///How many moles of gas is drawn from a tank's pressure to fire
var/gas_per_throw = 3
///The items loaded into the cannon that will be fired out
var/list/loaded_items = list()
///How powerful the cannon is - higher pressure = more gas but more powerful throws
var/pressure_setting = 1
///In case we want a really strong cannon
var/max_pressure_setting = 3
/obj/item/pneumatic_cannon/Destroy()
QDEL_NULL(tank)
QDEL_LIST_CONTENTS(loaded_items)
return ..()
/obj/item/pneumatic_cannon/examine(mob/user)
. = ..()
if(!in_range(user, src))
. += "<span class='notice'>You'll need to get closer to see any more.</span>"
else
if(tank)
. += "<span class='notice'>[bicon(tank)] It has [tank] mounted onto it.</span>"
for(var/obj/item/I in loaded_items)
. += "<span class='notice'>[bicon(I)] It has [I] loaded.</span>"
/**
* Arguments:
* * I - item to load into the cannon
* * user - the person loading the item in
* * Returns:
* * True if item was loaded, false if it failed
*/
/obj/item/pneumatic_cannon/proc/load_item(obj/item/I, mob/user)
if((loaded_weight_class + I.w_class) > max_weight_class)
to_chat(user, "<span class='warning'>[I] won't fit into [src]!</span>")
return FALSE
if(I.w_class > w_class)
to_chat(user, "<span class='warning'>[I] is too large to fit into [src]!</span>")
return FALSE
if(!user.unEquip(I) || I.flags & (ABSTRACT | NODROP | DROPDEL))
to_chat(user, "<span class='warning'>You can't put [I] into [src]!</span>")
return FALSE
loaded_items.Add(I)
loaded_weight_class += I.w_class
I.forceMove(src)
return TRUE
/obj/item/pneumatic_cannon/wrench_act(mob/living/user, obj/item/I)
adjust_setting(user)
return TRUE
/obj/item/pneumatic_cannon/proc/adjust_setting(mob/living/user)
if(pressure_setting == max_pressure_setting)
pressure_setting = 1
else
pressure_setting++
to_chat(user, "<span class='notice'>You tweak [src]'s pressure output to [pressure_setting].</span>")
/obj/item/pneumatic_cannon/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/tank/internals) && !tank)
if(istype(W, /obj/item/tank/internals/emergency_oxygen))
to_chat(user, "<span class='warning'>[W] is too small for [src].</span>")
return
add_tank(W, user)
return
if(W.type == type)
to_chat(user, "<span class='warning'>You're fairly certain that putting a pneumatic cannon inside another pneumatic cannon would cause a spacetime disruption.</span>")
return
load_item(W, user)
/obj/item/pneumatic_cannon/screwdriver_act(mob/living/user, obj/item/I)
remove_tank(user)
return TRUE
/obj/item/pneumatic_cannon/afterattack(atom/target, mob/living/carbon/human/user, flag, params)
if(isstorage(target)) //So you can store it in backpacks
return ..()
if(istype(target, /obj/structure/rack)) //So you can store it on racks
return ..()
if(!istype(user))
return ..()
fire(user, target)
/obj/item/pneumatic_cannon/proc/fire(mob/living/carbon/human/user, atom/target)
if(!istype(user) && !target)
return
var/has_discharged = FALSE
if(!loaded_items || !loaded_weight_class)
to_chat(user, "<span class='warning'>[src] has nothing loaded.</span>")
return
if(requires_tank)
if(!tank)
to_chat(user, "<span class='warning'>[src] can't fire without a source of gas.</span>")
return
if(!tank.air_contents.boolean_remove(gas_per_throw * pressure_setting))
to_chat(user, "<span class='warning'>[src] lets out a weak hiss and doesn't react!</span>")
return
if(user && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(75))
user.visible_message("<span class='warning'>[user] loses [user.p_their()] grip on [src], causing it to go off!</span>", "<span class='userdanger'>[src] slips out of your hands and goes off!</span>")
user.drop_item()
has_discharged = TRUE
if(prob(10))
target = user
else
var/list/possible_targets = range(3,src)
target = pick(possible_targets)
if(!has_discharged)
user.visible_message("<span class='danger'>[user] fires [src]!</span>", \
"<span class='danger'>You fire [src]!</span>")
add_attack_logs(user, target, "Fired [src]")
playsound(loc, 'sound/weapons/sonic_jackhammer.ogg', 50, TRUE)
for(var/obj/item/loaded_item in loaded_items)
loaded_items.Remove(loaded_item)
loaded_weight_class -= loaded_item.w_class
loaded_item.throw_speed = pressure_setting * 2
loaded_item.forceMove(get_turf(src))
loaded_item.throw_at(target, pressure_setting * 5, pressure_setting * 2, user)
if(pressure_setting >= 3 && user)
user.visible_message("<span class='warning'>[user] is thrown down by the force of the cannon!</span>", "<span class='userdanger'>[src] slams into your shoulder, knocking you down!")
user.KnockDown(3 SECONDS)
/obj/item/pneumatic_cannon/proc/add_tank(obj/item/tank/new_tank, mob/living/carbon/human/user)
if(tank)
to_chat(user, "<span class='warning'>[src] already has a tank.</span>")
return
if(!user.unEquip(new_tank))
return
to_chat(user, "<span class='notice'>You hook [new_tank] up to [src].</span>")
new_tank.forceMove(src)
tank = new_tank
update_icons()
/obj/item/pneumatic_cannon/proc/remove_tank(mob/living/carbon/human/user)
if(!tank)
return FALSE
to_chat(user, "<span class='notice'>You detach [tank] from [src].</span>")
user.put_in_hands(tank)
tank = null
update_icons()
/obj/item/pneumatic_cannon/proc/update_icons()
src.overlays.Cut()
if(!tank)
return
src.overlays += image('icons/obj/pneumaticCannon.dmi', "[tank.icon_state]")
src.update_icon()
/obj/item/pneumatic_cannon/admin
name = "admin pnuematic cannon"
desc = "Infinite gas and infinite capacity, go crazy."
requires_tank = FALSE
max_weight_class = INFINITY
/// Obtainable by improvised methods; more gas per use, less capacity, but smaller
/obj/item/pneumatic_cannon/ghetto
name = "improvised pneumatic cannon"
desc = "A gas-powered, object-firing cannon made out of common parts."
force = 5
w_class = WEIGHT_CLASS_NORMAL
max_weight_class = 7
gas_per_throw = 5