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Paradise/code/modules/projectiles/projectile/special_projectiles.dm
T
33652c77c9 Adds basic hostile silicon mobs: borgs and mechs (#31481)
* Adds basic hostile silicon mobs: Cyborgs and Mechs

* DVORAK

* Map fix

* Apply suggestion from @Burzah

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Apply suggestion from @Burzah

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

---------

Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2026-02-11 22:20:27 +00:00

541 lines
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/obj/projectile/ion
name = "ion bolt"
icon_state = "ion"
damage = 0
alwayslog = TRUE
damage_type = BURN
nodamage = 1
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
flag = "energy"
var/strong_emp = 1
var/weak_emp = 1
/obj/projectile/ion/on_hit(atom/target, blocked = 0)
..()
empulse(target, strong_emp, weak_emp, TRUE, cause = "[type] fired by [key_name(firer)]")
return TRUE
/obj/projectile/ion/weak
strong_emp = -1
weak_emp = 0
/obj/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
alwayslog = TRUE
/obj/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
return TRUE
/obj/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN."
icon_state= "bolter"
alwayslog = TRUE
/obj/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3, cause = "[type] fired by [key_name(firer)]")
return TRUE
/obj/projectile/temp
name = "temperature beam"
icon_state = "temp_4"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
var/temperature = 300
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/projectile/temp/New(loc, shot_temp)
..()
if(!isnull(shot_temp))
temperature = shot_temp
switch(temperature)
if(501 to INFINITY)
name = "searing beam" //if emagged
icon_state = "temp_8"
if(400 to 500)
name = "burning beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_2
icon_state = "temp_7"
if(360 to 400)
name = "hot beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_1
icon_state = "temp_6"
if(335 to 360)
name = "warm beam" //temp at which players get notified of their high body temp
icon_state = "temp_5"
if(295 to 335)
name = "ambient beam"
icon_state = "temp_4"
if(260 to 295)
name = "cool beam" //temp at which players get notified of their low body temp
icon_state = "temp_3"
if(200 to 260)
name = "cold beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_1
icon_state = "temp_2"
if(120 to 260)
name = "ice beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_2
icon_state = "temp_1"
if(-INFINITY to 120)
name = "freeze beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_3
icon_state = "temp_0"
else
name = "temperature beam"//failsafe
icon_state = "temp_4"
/obj/projectile/temp/on_hit(atom/target, blocked = 0)//These two could likely check temp protection on the mob
..()
if(isliving(target))
var/mob/living/M = target
M.bodytemperature = temperature
if(temperature > 500)//emagged
M.adjust_fire_stacks(0.5)
M.IgniteMob()
playsound(M.loc, 'sound/effects/bamf.ogg', 50, 0)
return 1
/obj/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
damage = 0
nodamage = 1
/obj/projectile/meteor/Bump(atom/A)
if(A == firer)
loc = A.loc
return
playsound(loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in urange(10, src))
if(!M.stat)
shake_camera(M, 3, 1)
qdel(src)
/obj/projectile/paintball
name = "paintball"
icon_state = "paintball"
damage = 1
/obj/projectile/paintball/on_hit(atom/target, blocked, hit_zone)
var/obj/effect/decal/cleanable/paint_splat/splat = new /obj/effect/decal/cleanable/paint_splat(get_turf(target))
splat.color = color
return ..()
/obj/projectile/pepperball
name = "pepperball"
icon_state = "paintball"
damage = 1
/obj/projectile/pepperball/Initialize(mapload)
. = ..()
create_reagents(5)
reagents.set_reacting(FALSE)
reagents.add_reagent("condensedcapsaicin", 5)
/obj/projectile/pepperball/on_hit(atom/target, blocked, hit_zone)
var/turf/our_turf = get_turf(target)
reagents.reaction(our_turf)
for(var/atom/T in our_turf)
reagents.reaction(T)
return ..()
/obj/projectile/missile
icon = 'icons/obj/grenade.dmi'
icon_state = "missile"
damage = 50
/// Devastation from the missile
var/devastation = 1
/// Heavy damage from the missile
var/heavy_damage = 2
/// Light damage from the missile
var/light_damage = 3
/obj/projectile/missile/on_hit(atom/target, blocked, hit_zone)
..()
explosion(target, devastation, heavy_damage, light_damage, cause = "[type] fired by [key_name(firer)]")
return TRUE
/obj/projectile/missile/light
damage = 15
devastation = -1
heavy_damage = 0
light_damage = 2
/obj/projectile/missile/medium
damage = 30
devastation = -1
heavy_damage = 1
/obj/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage_type = TOX
nodamage = TRUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
/obj/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage_type = TOX
nodamage = TRUE
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
/obj/projectile/energy/mindflayer
name = "flayer ray"
/obj/projectile/energy/mindflayer/on_hit(atom/target, blocked = 0)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.AdjustHallucinate(20 SECONDS)
/obj/projectile/clown
name = "snap-pop"
icon = 'icons/obj/toy.dmi'
icon_state = "snappop"
/obj/projectile/clown/Bump(atom/A as mob|obj|turf|area)
do_sparks(3, 1, src)
new /obj/effect/decal/cleanable/ash(loc)
visible_message(SPAN_WARNING("[src] explodes!"),SPAN_WARNING("You hear a snap!"))
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/obj/projectile/beam/wormhole
name = "wormhole beam"
icon_state = "spark"
hitsound = "sparks"
damage = 0
var/obj/item/gun/energy/wormhole_projector/gun
color = "#33CCFF"
nodamage = TRUE
/obj/projectile/beam/wormhole/orange
name = "orange wormhole beam"
color = "#FF6600"
/obj/projectile/beam/wormhole/New(obj/item/ammo_casing/energy/wormhole/casing)
..()
if(istype(casing))
gun = casing.gun
/obj/projectile/beam/wormhole/on_hit(atom/target)
if(ismob(target))
if(is_teleport_allowed(target.z))
var/turf/portal_destination = pick(orange(6, src))
do_teleport(target, portal_destination)
return ..()
if(!gun)
qdel(src)
gun.create_portal(src)
/obj/projectile/bullet/frag12
name ="explosive slug"
damage = 15
alwayslog = TRUE
/obj/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 1, cause = "frag 12 fired by [key_name(firer)]")
return TRUE
/obj/projectile/bullet/confetti
name = "confetti shot"
damage = 0
range = 3
/obj/projectile/bullet/confetti/on_range()
confettisize(src, 7, 3)
..()
/obj/projectile/bullet/confetti/on_hit(atom/target, blocked, hit_zone)
confettisize(src, 7, 3)
..()
/obj/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
damage = 5
range = 3
dismemberment = 20
sharp = TRUE
hitscan = TRUE
muzzle_type = /obj/effect/projectile/muzzle/plasma_cutter
tracer_type = /obj/effect/projectile/tracer/plasma_cutter
impact_type = /obj/effect/projectile/impact/plasma_cutter
impact_effect_type = null
hitscan_light_intensity = 3
hitscan_light_color_override = LIGHT_COLOR_CYAN
muzzle_flash_intensity = 6
muzzle_flash_range = 2
muzzle_flash_color_override = LIGHT_COLOR_CYAN
impact_light_intensity = 7
impact_light_range = 2.5
impact_light_color_override = LIGHT_COLOR_CYAN
/obj/projectile/plasma/prehit(atom/target)
. = ..()
if(!lavaland_equipment_pressure_check(get_turf(target)))
name = "weakened [name]"
dismemberment = 0
sharp = FALSE
/obj/projectile/plasma/on_hit(atom/target)
. = ..()
if(ismineralturf(target))
if(is_ancient_rock(target))
visible_message(SPAN_NOTICE("This rock appears to be resistant to all mining tools except pickaxes!"))
forcedodge = 0
return
forcedodge = 1
var/turf/simulated/mineral/M = target
M.gets_drilled(firer)
else
forcedodge = 0
/obj/projectile/plasma/adv
damage = 7
range = 5
/obj/projectile/plasma/adv/mech
damage = 10
range = 9
/obj/projectile/energy/teleport
name = "teleportation burst"
icon_state = "bluespace"
nodamage = 1
alwayslog = TRUE
var/obj/item/beacon/teleport_target
/obj/projectile/energy/teleport/New(loc, tele_target)
..(loc)
if(tele_target)
teleport_target = tele_target
/obj/projectile/energy/teleport/on_hit(atom/target, blocked = 0)
var/turf/target_turf = get_turf(teleport_target)
if(isliving(target))
if(istype(target_turf) && (target_turf.z == target.z || teleport_target.emagged))
do_teleport(target, teleport_target, 0)//teleport what's in the tile to the beacon
else
do_teleport(target, target, 15) //Otherwise it just warps you off somewhere.
add_attack_logs(firer, target, "Shot with a [type] [teleport_target ? "(Destination: [teleport_target])" : ""]")
return ..()
/obj/projectile/energy/demonic_grappler
name = "demonic grappler"
icon_state = "bluespace"
nodamage = 1
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/projectile/energy/demonic_grappler/on_hit(atom/target, blocked = 0)
var/turf/miss_turf = get_step(target, get_dir(target, firer))
do_teleport(firer, miss_turf)
return ..()
/obj/projectile/energy/demonic_shocker
name = "demonic shocker"
icon_state = "electrode"
nodamage = 1
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
hitsound = 'sound/magic/lightningbolt.ogg'
/// Maximum amount of bounces
var/bounce_count = 3
/obj/projectile/energy/demonic_shocker/on_hit(atom/target, blocked = 0)
if(!isliving(target))
return ..()
chain(target, firer)
return ..()
/obj/projectile/energy/demonic_shocker/proc/chain(mob/living/target, mob/source)
var/mob/living/L = target
L.electrocute_act(20, firer, flags = SHOCK_NOGLOVES)
if(bounce_count <= 0)
return
var/list/possible_targets = list()
for(var/mob/living/M in oview(3, target))
if(firer == M || M.faction_check_mob(firer))
continue
possible_targets += M
if(!length(possible_targets))
return
var/next_victim = pick(possible_targets)
bounce_count -= 1
playsound(get_turf(target), 'sound/magic/lightningshock.ogg', 50, TRUE, -1)
chain(next_victim, target)
/obj/projectile/snowball
name = "snowball"
icon_state = "snowball"
hitsound = 'sound/items/dodgeball.ogg'
damage = 4
damage_type = BURN
/obj/projectile/snowball/on_hit(atom/target) //chilling
. = ..()
if(isliving(target))
var/mob/living/M = target
M.bodytemperature = max(0, M.bodytemperature - 50) //each hit will drop your body temp, so don't get surrounded!
M.ExtinguishMob() //bright side, they counter being on fire!
/obj/projectile/ornament
name = "ornament"
icon_state = "ornament-1"
hitsound = 'sound/effects/glasshit.ogg'
damage = 7
/obj/projectile/ornament/New()
icon_state = pick("ornament-1", "ornament-2")
..()
/obj/projectile/ornament/on_hit(atom/target) //knockback
..()
if(isturf(target))
return 0
var/obj/T = target
var/throwdir = get_dir(firer,target)
T.throw_at(get_edge_target_turf(target, throwdir),10,10)
return 1
/obj/projectile/mimic
name = "googly-eyed gun"
hitsound = 'sound/weapons/genhit1.ogg'
damage = 0
nodamage = 1
damage_type = BURN
flag = "melee"
var/obj/item/gun/stored_gun
/obj/projectile/mimic/New(loc, mimic_type)
..(loc)
if(mimic_type)
stored_gun = new mimic_type(src)
icon = stored_gun.icon
icon_state = stored_gun.icon_state
overlays = stored_gun.overlays
SpinAnimation(20, -1)
/obj/projectile/mimic/on_hit(atom/target)
..()
var/turf/T = get_turf(src)
var/obj/item/gun/G = stored_gun
stored_gun = null
G.forceMove(T)
var/mob/living/basic/mimic/copy/ranged/R = new /mob/living/basic/mimic/copy/ranged(T, G, firer)
if(ismob(target))
R.ai_controller.set_blackboard_key(BB_BASIC_MOB_CURRENT_TARGET, target)
/obj/effect/ebeam/curse_arm
name = "curse arm"
/obj/projectile/curse_hand
name = "curse hand"
icon_state = "cursehand0"
base_icon_state = "cursehand"
hitsound = 'sound/effects/curse/curse4.ogg'
layer = LARGE_MOB_LAYER
damage = 0
speed = 1.5
range = 16
forcedodge = -1
var/burn_damage = 10
var/weaken_damage = 2 SECONDS
var/datum/beam/arm
var/handedness = 0
/obj/projectile/curse_hand/Initialize(mapload)
. = ..()
handedness = prob(50)
icon_state = "[base_icon_state][handedness]"
/obj/projectile/curse_hand/Destroy()
QDEL_NULL(arm)
return ..()
/obj/projectile/curse_hand/update_icon_state()
icon_state = "[base_icon_state]0[handedness]"
return ..()
/obj/projectile/curse_hand/fire(setAngle)
if(QDELETED(src)) //I'm going to try returning nothing because if it's being deleted, surely we don't want anything to happen?
return
if(starting)
arm = Beam(starting, icon_state = "curse[handedness]", beam_type=/obj/effect/ebeam/curse_arm, maxdistance = 20)
..()
/obj/projectile/curse_hand/on_range()
finale()
return ..()
/// The visual effect for the hand disappearing
/obj/projectile/curse_hand/proc/finale()
if(arm)
QDEL_NULL(arm)
playsound(src, 'sound/effects/curse/curse3.ogg', 25, TRUE, -1)
var/turf/T = get_turf(src)
var/obj/effect/temp_visual/dir_setting/curse/hand/leftover = new(T, get_dir(starting, T))
leftover.icon_state = icon_state
for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
qdel(G)
if(!T) //T can be in nullspace when src is set to QDEL
return
new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, get_dir(starting, T))
var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 5 SECONDS, maxdistance = 21, beam_type=/obj/effect/ebeam/curse_arm)
for(var/obj/effect/every in D.elements)
animate(every, alpha = 0, time = 32)
qdel(src)
/obj/projectile/curse_hand/on_hit(atom/target, blocked, pierce_hit)
. = ..()
if(target == original)
if(isliving(target))
var/mob/living/out_target = target
out_target.apply_damage(burn_damage, BURN)
out_target.Weaken(weaken_damage)
finale()
/obj/projectile/curse_hand/hel //Used in helbital's impure reagent
name = "Hel's grasp"
speed = 1
range = 20
color = "#ff7e7e"//Tint it slightly
burn_damage = 5
weaken_damage = 0 //Lets not stun people!
/obj/effect/temp_visual/dir_setting/curse
icon_state = "curse"
duration = 32
var/fades = TRUE
/obj/effect/temp_visual/dir_setting/curse/Initialize(mapload, set_dir)
. = ..()
if(fades)
animate(src, alpha = 0, time = 32)
/obj/effect/temp_visual/dir_setting/curse/grasp_portal
icon = 'icons/effects/64x64.dmi'
layer = ABOVE_ALL_MOB_LAYER
pixel_y = -16
pixel_x = -16
fades = FALSE
/obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading
fades = TRUE
/obj/effect/temp_visual/dir_setting/curse/hand
icon_state = "cursehand1"