Merge pull request #3765 from Segrain/dev

Dev bugfixes.
This commit is contained in:
Chinsky
2013-10-13 04:45:03 -07:00
11 changed files with 131 additions and 188 deletions
+1 -1
View File
@@ -22,7 +22,7 @@
weapons += new /datum/mecha_weapon/honker(src)
weapons += new /datum/mecha_weapon/missile_rack/banana_mortar(src)
weapons += new /datum/mecha_weapon/missile_rack/mousetrap_mortar(src)
weapons += new /datum/mecha_weapon/missile_rack/banana_mortar/mousetrap_mortar(src)
selected_weapon = weapons[1]
return
*/
+2 -2
View File
@@ -47,7 +47,7 @@
..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/energy/pulse
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/explosive
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay(src)
ME.attach(src)
@@ -66,7 +66,7 @@
del(ME)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/explosive(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/teleporter(src)
ME.attach(src)
+89 -168
View File
@@ -2,41 +2,68 @@
name = "mecha weapon"
range = RANGED
origin_tech = "materials=3;combat=3"
var/projectile
var/fire_sound
var/projectile //Type of projectile fired.
var/projectiles = 1 //Amount of projectiles loaded.
var/projectiles_per_shot = 1 //Amount of projectiles fired per single shot.
var/deviation = 0 //Inaccuracy of shots.
var/fire_cooldown = 0 //Duration of sleep between firing projectiles in single shot.
var/fire_sound //Sound played while firing.
var/fire_volume = 50 //How loud it is played.
var/auto_rearm = 0 //Does the weapon reload itself after each shot?
/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(var/obj/mecha/combat/M as obj)
if(..())
if(istype(M))
return 1
return 0
if(!istype(M))
return 0
return ..()
/obj/item/mecha_parts/mecha_equipment/weapon/action_checks(atom/target)
if(projectiles <= 0)
return 0
return ..()
/obj/item/mecha_parts/mecha_equipment/weapon/action(atom/target)
if(!action_checks(target))
return
var/turf/curloc = chassis.loc
var/turf/targloc = get_turf(target)
if(!curloc || !targloc)
return
chassis.use_power(energy_drain)
chassis.visible_message("<span class='warning'>[chassis] fires [src]!</span>")
occupant_message("<span class='warning'>You fire [src]!</span>")
log_message("Fired from [src], targeting [target].")
for(var/i = 1 to min(projectiles, projectiles_per_shot))
var/turf/aimloc = targloc
if(deviation)
aimloc = locate(targloc.x+GaussRandRound(deviation,1),targloc.y+GaussRandRound(deviation,1),targloc.z)
if(!aimloc || aimloc == curloc)
break
playsound(chassis, fire_sound, fire_volume, 1)
projectiles--
var/P = new projectile(curloc)
Fire(P, target, aimloc)
if(fire_cooldown)
sleep(fire_cooldown)
if(auto_rearm)
projectiles = projectiles_per_shot
set_ready_state(0)
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/proc/Fire(atom/A, atom/target, turf/aimloc)
var/obj/item/projectile/P = A
P.shot_from = src
P.original = target
P.starting = P.loc
P.current = P.loc
P.firer = chassis.occupant
P.yo = aimloc.y - P.loc.y
P.xo = aimloc.x - P.loc.x
P.process()
/obj/item/mecha_parts/mecha_equipment/weapon/energy
name = "General Energy Weapon"
action(target)
if(!action_checks(target)) return
var/turf/curloc = chassis.loc
var/atom/targloc = get_turf(target)
if (!targloc || !istype(targloc, /turf) || !curloc)
return
if (targloc == curloc)
return
set_ready_state(0)
playsound(chassis, fire_sound, 50, 1)
var/obj/item/projectile/A = new projectile(curloc)
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
chassis.use_power(energy_drain)
A.process()
chassis.log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
auto_rearm = 1
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
equip_cooldown = 8
@@ -104,10 +131,9 @@
construction_cost = list("metal"=20000,"bananium"=10000)
can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
if(!istype(M))
return 0
return ..()
action(target)
if(!chassis)
@@ -152,15 +178,8 @@
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
name = "General Ballisic Weapon"
var/projectiles
var/projectile_energy_cost
action_checks(atom/target)
if(..())
if(projectiles > 0)
return 1
return 0
get_equip_info()
return "[..()]\[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - <a href='?src=\ref[src];rearm=1'>Rearm</a>":null]"
@@ -188,38 +207,11 @@
equip_cooldown = 20
projectile = /obj/item/projectile/bullet/midbullet
fire_sound = 'sound/weapons/Gunshot.ogg'
fire_volume = 80
projectiles = 40
projectiles_per_shot = 4
deviation = 0.7
projectile_energy_cost = 25
var/projectiles_per_shot = 4
var/deviation = 0.7
action(atom/target)
if(!action_checks(target)) return
var/turf/curloc = get_turf(chassis)
var/turf/targloc = get_turf(target)
if(!curloc || !targloc) return
var/target_x = targloc.x
var/target_y = targloc.y
var/target_z = targloc.z
targloc = null
for(var/i=1 to min(projectiles, projectiles_per_shot))
targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
if(!targloc || targloc == curloc)
break
playsound(chassis, fire_sound, 80, 1)
var/obj/item/projectile/A = new projectile(curloc)
src.projectiles--
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
set_ready_state(0)
A.process()
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
name = "Ultra AC 2"
@@ -228,41 +220,19 @@
projectile = /obj/item/projectile/bullet/weakbullet
fire_sound = 'sound/weapons/Gunshot.ogg'
projectiles = 300
projectiles_per_shot = 3
deviation = 0.3
projectile_energy_cost = 20
var/projectiles_per_shot = 3
var/deviation = 0.3
action(atom/target)
if(!action_checks(target)) return
var/turf/targloc = get_turf(target)
var/target_x = targloc.x
var/target_y = targloc.y
var/target_z = targloc.z
targloc = null
spawn for(var/i=1 to min(projectiles, projectiles_per_shot))
if(!chassis) break
var/turf/curloc = get_turf(chassis)
targloc = locate(target_x+GaussRandRound(deviation,1),target_y+GaussRandRound(deviation,1),target_z)
if (!targloc || !curloc)
continue
if (targloc == curloc)
continue
playsound(chassis, fire_sound, 50, 1)
var/obj/item/projectile/A = new projectile(curloc)
src.projectiles--
A.original = target
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
A.process()
sleep(2)
set_ready_state(0)
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
fire_cooldown = 2
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack
var/missile_speed = 2
var/missile_range = 30
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/Fire(atom/movable/AM, atom/target, turf/aimloc)
AM.throw_at(target,missile_range, missile_speed)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/explosive
name = "SRM-8 Missile Rack"
icon_state = "mecha_missilerack"
projectile = /obj/item/missile
@@ -270,21 +240,11 @@
projectiles = 8
projectile_energy_cost = 1000
equip_cooldown = 60
var/missile_speed = 2
var/missile_range = 30
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/missile/M = new projectile(chassis.loc)
M.primed = 1
playsound(chassis, fire_sound, 50, 1)
M.throw_at(target, missile_range, missile_speed)
projectiles--
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/explosive/Fire(atom/movable/AM, atom/target, turf/aimloc)
var/obj/item/missile/M = AM
M.primed = 1
..()
/obj/item/missile
icon = 'icons/obj/grenade.dmi'
@@ -311,18 +271,11 @@
equip_cooldown = 60
var/det_time = 20
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/weapon/grenade/flashbang/F = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
F.throw_at(target, missile_range, missile_speed)
projectiles--
log_message("Fired from [src.name], targeting [target].")
spawn(det_time)
F.prime()
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/Fire(atom/movable/AM, atom/target, turf/aimloc)
..()
var/obj/item/weapon/grenade/flashbang/F = AM
spawn(det_time)
F.prime()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang//Because I am a heartless bastard -Sieve
name = "SOP-6 Grenade Launcher"
@@ -348,49 +301,17 @@
construction_cost = list("metal"=20000,"bananium"=5000)
can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
if(!istype(M))
return 0
return ..()
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/weapon/bananapeel/B = new projectile(chassis.loc)
playsound(chassis, fire_sound, 60, 1)
B.throw_at(target, missile_range, missile_speed)
projectiles--
log_message("Bananed from [src.name], targeting [target]. HONK!")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar
name = "Mousetrap Mortar"
icon_state = "mecha_mousetrapmrtr"
projectile = /obj/item/device/assembly/mousetrap
fire_sound = 'sound/items/bikehorn.ogg'
projectiles = 15
missile_speed = 1.5
projectile_energy_cost = 100
equip_cooldown = 10
construction_time = 300
construction_cost = list("metal"=20000,"bananium"=5000)
can_attach(obj/mecha/combat/honker/M as obj)
if(..())
if(istype(M))
return 1
return 0
action(target)
if(!action_checks(target)) return
set_ready_state(0)
var/obj/item/device/assembly/mousetrap/M = new projectile(chassis.loc)
M.secured = 1
playsound(chassis, fire_sound, 60, 1)
M.throw_at(target, missile_range, missile_speed)
projectiles--
log_message("Launched a mouse-trap from [src.name], targeting [target]. HONK!")
do_after_cooldown()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar/Fire(atom/movable/AM, atom/target, turf/aimloc)
var/obj/item/device/assembly/mousetrap/M = AM
M.secured = 1
..()
+1 -1
View File
@@ -112,7 +112,7 @@
///obj/item/mecha_parts/mecha_equipment/jetpack, //TODO MECHA JETPACK SPRITE MISSING
/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser,
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg,
///obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/mousetrap_mortar, HONK-related mech part
///obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar/mousetrap_mortar, HONK-related mech part
///obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/banana_mortar, Also HONK-related
///obj/item/mecha_parts/mecha_equipment/weapon/honker Thirdly HONK-related
),
+1 -1
View File
@@ -6,7 +6,7 @@
name = "mecha part"
icon = 'icons/mecha/mech_construct.dmi'
icon_state = "blank"
w_class = 20
w_class = 5
flags = FPRINT | TABLEPASS | CONDUCT
origin_tech = "programming=2;materials=2"
var/construction_time = 100
+3 -1
View File
@@ -1,6 +1,8 @@
/obj/mecha/medical/New()
..()
new /obj/item/mecha_parts/mecha_tracking(src)
var/turf/T = get_turf(src)
if(T.z != 2)
new /obj/item/mecha_parts/mecha_tracking(src)
return
+3 -1
View File
@@ -3,7 +3,9 @@
/obj/mecha/working/New()
..()
new /obj/item/mecha_parts/mecha_tracking(src)
var/turf/T = get_turf(src)
if(T.z != 2)
new /obj/item/mecha_parts/mecha_tracking(src)
return
/*
@@ -196,6 +196,8 @@
if(isrobot(user))
return
usr.drop_item()
if(W)
W.loc = src.loc
else if(istype(W, /obj/item/weapon/packageWrap))
return
else if(istype(W, /obj/item/weapon/weldingtool))
+10 -1
View File
@@ -479,6 +479,15 @@
return method ? ">250" : "extremely weak and fast, patient's artery feels like a thread"
// output for machines^ ^^^^^^^output for people^^^^^^^^^
/mob/living/carbon/verb/mob_sleep()
set name = "Sleep"
set category = "IC"
if(usr.sleeping)
usr << "\red You are already sleeping"
return
if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
usr.sleeping = 20 //Short nap
//Brain slug proc for voluntary removal of control.
/mob/living/carbon/proc/release_control()
@@ -552,4 +561,4 @@
else
src << "You do not have enough chemicals stored to reproduce."
return
return
@@ -457,7 +457,7 @@
if ("grab")
if (M == src)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, M, src )
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M, src )
M.put_in_active_hand(G)
+18 -11
View File
@@ -248,16 +248,16 @@
/mob/living/proc/restore_all_organs()
return
/mob/living/proc/revive()
rejuvenate()
buckled = initial(src.buckled)
if(iscarbon(src))
var/mob/living/carbon/C = src
C.handcuffed = initial(C.handcuffed)
/mob/living/proc/rejuvenate()
// shut down various types of badness
@@ -268,14 +268,14 @@
SetParalysis(0)
SetStunned(0)
SetWeakened(0)
// shut down ongoing problems
radiation = 0
nutrition = 400
bodytemperature = T20C
sdisabilities = 0
disabilities = 0
// fix blindness and deafness
blinded = 0
eye_blind = 0
@@ -284,27 +284,27 @@
ear_deaf = 0
ear_damage = 0
heal_overall_damage(getBruteLoss(), getFireLoss())
// restore all of a human's blood
if(ishuman(src))
var/mob/living/carbon/human/human_mob = src
human_mob.restore_blood()
// fix all of our organs
restore_all_organs()
// remove the character from the list of the dead
if(stat == 2)
dead_mob_list -= src
living_mob_list += src
tod = null
// restore us to conciousness
stat = CONSCIOUS
// make the icons look correct
regenerate_icons()
return
/mob/living/proc/UpdateDamageIcon()
@@ -661,3 +661,10 @@
CM.legcuffed.loc = usr.loc
CM.legcuffed = null
CM.update_inv_legcuffed()
/mob/living/verb/lay_down()
set name = "Rest"
set category = "IC"
resting = !resting
src << "\blue You are now [resting ? "resting" : "getting up"]"