Files
Yogstation/code/game/mecha/equipment/weapons/weapons.dm
phil235 1ea0e47aa4 Visible_message() when being attacked by melee or projectile is replaced by a simple message only to the target instead of all viewers.
The message when firing a gun is removed.
To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks.
Fixes muzzle flash effect not appearing for mech guns.
Fixes muzzle flash effect not appearing for certain ranged animal.
Fixes the item attack effect not being visible to camera viewers and mech occupants.
Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us.
Fixes toy smg magazine sprite being invisible sometimes.
Fixes foam dart not facing the correct direction when fired.
Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
2016-10-13 19:21:30 +02:00

394 lines
14 KiB
Plaintext

/obj/item/mecha_parts/mecha_equipment/weapon
name = "mecha weapon"
range = RANGED
origin_tech = "materials=3;combat=3"
var/projectile
var/fire_sound
var/projectiles_per_shot = 1
var/variance = 0
var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
var/projectile_delay = 0
var/firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect //the visual effect appearing when the weapon is fired.
/obj/item/mecha_parts/mecha_equipment/weapon/can_attach(obj/mecha/combat/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/proc/get_shot_amount()
return projectiles_per_shot
/obj/item/mecha_parts/mecha_equipment/weapon/action(atom/target, params)
if(!action_checks(target))
return 0
var/turf/curloc = get_turf(chassis)
var/turf/targloc = get_turf(target)
if (!targloc || !istype(targloc) || !curloc)
return 0
if (targloc == curloc)
return 0
set_ready_state(0)
for(var/i=1 to get_shot_amount())
var/obj/item/projectile/A = new projectile(curloc)
A.firer = chassis.occupant
A.original = target
A.current = curloc
if(!A.suppressed && firing_effect_type)
PoolOrNew(firing_effect_type, list(get_turf(src), chassis.dir))
var/spread = 0
if(variance)
if(randomspread)
spread = round((rand() - 0.5) * variance)
else
spread = round((i / projectiles_per_shot - 0.5) * variance)
A.preparePixelProjectile(target, targloc, chassis.occupant, params, spread)
A.fire()
playsound(chassis, fire_sound, 50, 1)
sleep(max(0, projectile_delay))
chassis.log_message("Fired from [src.name], targeting [target].")
return 1
//Base energy weapon type
/obj/item/mecha_parts/mecha_equipment/weapon/energy
name = "general energy weapon"
firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect/energy
/obj/item/mecha_parts/mecha_equipment/weapon/energy/get_shot_amount()
return min(round(chassis.cell.charge / energy_drain), projectiles_per_shot)
/obj/item/mecha_parts/mecha_equipment/weapon/energy/start_cooldown()
set_ready_state(0)
chassis.use_power(energy_drain*get_shot_amount())
addtimer(src, "set_ready_state", equip_cooldown, FALSE, 1)
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser
equip_cooldown = 8
name = "\improper CH-PS \"Immolator\" laser"
desc = "A weapon for combat exosuits. Shoots basic lasers."
icon_state = "mecha_laser"
origin_tech = "magnets=3;combat=3;engineering=3"
energy_drain = 30
projectile = /obj/item/projectile/beam/laser
fire_sound = 'sound/weapons/Laser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/laser/heavy
equip_cooldown = 15
name = "\improper CH-LC \"Solaris\" laser cannon"
desc = "A weapon for combat exosuits. Shoots heavy lasers."
icon_state = "mecha_laser"
origin_tech = "magnets=4;combat=4;engineering=3"
energy_drain = 60
projectile = /obj/item/projectile/beam/laser/heavylaser
fire_sound = 'sound/weapons/lasercannonfire.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/ion
equip_cooldown = 20
name = "\improper MKIV ion heavy cannon"
desc = "A weapon for combat exosuits. Shoots technology-disabling ion beams. Don't catch yourself in the blast!"
icon_state = "mecha_ion"
origin_tech = "materials=4;combat=5;magnets=4"
energy_drain = 120
projectile = /obj/item/projectile/ion
fire_sound = 'sound/weapons/Laser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/pulse
equip_cooldown = 30
name = "eZ-13 MK2 heavy pulse rifle"
desc = "A weapon for combat exosuits. Shoots powerful destructive blasts capable of demloishing obstacles."
icon_state = "mecha_pulse"
energy_drain = 120
origin_tech = "materials=3;combat=6;powerstorage=4"
projectile = /obj/item/projectile/beam/pulse/heavy
fire_sound = 'sound/weapons/marauder.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma
equip_cooldown = 20
name = "217-D Heavy Plasma Cutter"
desc = "A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demloishing solid obstacles."
icon_state = "mecha_plasmacutter"
item_state = "plasmacutter"
energy_drain = 60
origin_tech = "materials=3;plasmatech=4;engineering=3"
projectile = /obj/item/projectile/plasma/adv/mech
fire_sound = 'sound/weapons/Laser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/energy/plasma/can_attach(obj/mecha/working/M)
if(..()) //combat mech
return 1
else if(M.equipment.len < M.max_equip && istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/energy/taser
name = "\improper PBT \"Pacifier\" mounted taser"
desc = "A weapon for combat exosuits. Shoots non-lethal stunning electrodes."
icon_state = "mecha_taser"
origin_tech = "combat=3"
energy_drain = 20
equip_cooldown = 8
projectile = /obj/item/projectile/energy/electrode
fire_sound = 'sound/weapons/Taser.ogg'
/obj/item/mecha_parts/mecha_equipment/weapon/honker
name = "\improper HoNkER BlAsT 5000"
desc = "Equipment for clown exosuits. Spreads fun and joy to everyone around. Honk!"
icon_state = "mecha_honker"
energy_drain = 200
equip_cooldown = 150
range = MELEE|RANGED
/obj/item/mecha_parts/mecha_equipment/weapon/honker/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/honker/action(target, params)
if(!action_checks(target))
return
playsound(chassis, 'sound/items/AirHorn.ogg', 100, 1)
chassis.occupant_message("<font color='red' size='5'>HONK</font>")
for(var/mob/living/carbon/M in ohearers(6, chassis))
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
M << "<font color='red' size='7'>HONK</font>"
M.SetSleeping(0)
M.stuttering += 20
M.adjustEarDamage(0, 30)
M.Weaken(3)
if(prob(30))
M.Stun(10)
M.Paralyse(4)
else
M.Jitter(500)
log_message("Honked from [src.name]. HONK!")
var/turf/T = get_turf(src)
message_admins("[ADMIN_LOOKUPFLW(chassis.occupant)] used a Mecha Honker in [ADMIN_COORDJMP(T)]",0,1)
log_game("[chassis.occupant.ckey]([chassis.occupant]) used a Mecha Honker in [COORD(T)]")
return 1
//Base ballistic weapon type
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic
name = "general ballisic weapon"
fire_sound = 'sound/weapons/Gunshot.ogg'
var/projectiles
var/projectile_energy_cost
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_shot_amount()
return min(projectiles, projectiles_per_shot)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action_checks(target)
if(!..())
return 0
if(projectiles <= 0)
return 0
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/get_equip_info()
return "[..()] \[[src.projectiles]\][(src.projectiles < initial(src.projectiles))?" - <a href='?src=\ref[src];rearm=1'>Rearm</a>":null]"
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/rearm()
if(projectiles < initial(projectiles))
var/projectiles_to_add = initial(projectiles) - projectiles
while(chassis.get_charge() >= projectile_energy_cost && projectiles_to_add)
projectiles++
projectiles_to_add--
chassis.use_power(projectile_energy_cost)
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
log_message("Rearmed [src.name].")
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/needs_rearm()
. = !(projectiles > 0)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/Topic(href, href_list)
..()
if (href_list["rearm"])
src.rearm()
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/action(atom/target)
if(..())
projectiles -= get_shot_amount()
send_byjax(chassis.occupant,"exosuit.browser","\ref[src]",src.get_equip_info())
return 1
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
name = "\improper FNX-99 \"Hades\" Carbine"
desc = "A weapon for combat exosuits. Shoots incendiary bullets."
icon_state = "mecha_carbine"
origin_tech = "materials=4;combat=4"
equip_cooldown = 5
projectile = /obj/item/projectile/bullet/incendiary/shell/dragonsbreath
projectiles = 24
projectile_energy_cost = 15
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/silenced
name = "\improper S.H.H. \"Quietus\" Carbine"
desc = "A weapon for combat exosuits. A mime invention, field tests have shown that targets cannot even scream before going down."
fire_sound = "sound/weapons/Gunshot_silenced.ogg"
icon_state = "mecha_mime"
equip_cooldown = 30
projectile = /obj/item/projectile/bullet/mime
projectiles = 6
projectile_energy_cost = 50
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/scattershot
name = "\improper LBX AC 10 \"Scattershot\""
desc = "A weapon for combat exosuits. Shoots a spread of pellets."
icon_state = "mecha_scatter"
origin_tech = "combat=4"
equip_cooldown = 20
projectile = /obj/item/projectile/bullet/midbullet
projectiles = 40
projectile_energy_cost = 25
projectiles_per_shot = 4
variance = 25
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
name = "\improper Ultra AC 2"
desc = "A weapon for combat exosuits. Shoots a rapid, three shot burst."
icon_state = "mecha_uac2"
origin_tech = "combat=4"
equip_cooldown = 10
projectile = /obj/item/projectile/bullet/weakbullet3
projectiles = 300
projectile_energy_cost = 20
projectiles_per_shot = 3
variance = 6
randomspread = 1
projectile_delay = 2
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher
var/missile_speed = 2
var/missile_range = 30
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/action(target)
if(!action_checks(target))
return
var/obj/O = new projectile(chassis.loc)
playsound(chassis, fire_sound, 50, 1)
log_message("Launched a [O.name] from [name], targeting [target].")
projectiles--
proj_init(O)
O.throw_at_fast(target, missile_range, missile_speed, spin = 0)
return 1
//used for projectile initilisation (priming flashbang) and additional logging
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/proc/proj_init(var/obj/O)
return
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/missile_rack
name = "\improper SRM-8 missile rack"
desc = "A weapon for combat exosuits. Shoots light explosive missiles."
icon_state = "mecha_missilerack"
origin_tech = "combat=5;materials=4;engineering=4"
projectile = /obj/item/missile
fire_sound = 'sound/weapons/grenadelaunch.ogg'
projectiles = 8
projectile_energy_cost = 1000
equip_cooldown = 60
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/missile_rack/proj_init(var/obj/item/missile/M)
M.primed = 1
var/turf/T = get_turf(src)
message_admins("[ADMIN_LOOKUP(chassis.occupant)] fired a [src] in [ADMIN_COORDJMP(T)]",0,1)
log_game("[key_name(chassis.occupant)] fired a [src] [COORD(T)]")
/obj/item/missile
icon = 'icons/obj/grenade.dmi'
icon_state = "missile"
var/primed = null
throwforce = 15
/obj/item/missile/throw_impact(atom/hit_atom)
if(primed)
explosion(hit_atom, 0, 0, 2, 4, 0)
qdel(src)
else
..()
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang
name = "\improper SGL-6 grenade launcher"
desc = "A weapon for combat exosuits. Launches primed flashbangs."
icon_state = "mecha_grenadelnchr"
origin_tech = "combat=4;engineering=4"
projectile = /obj/item/weapon/grenade/flashbang
fire_sound = 'sound/weapons/grenadelaunch.ogg'
projectiles = 6
missile_speed = 1.5
projectile_energy_cost = 800
equip_cooldown = 60
var/det_time = 20
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/proj_init(var/obj/item/weapon/grenade/flashbang/F)
var/turf/T = get_turf(src)
message_admins("[key_name(chassis.occupant, chassis.occupant.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[chassis.occupant]'>?</A>) fired a [src] in ([T.x],[T.y],[T.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>)",0,1)
log_game("[key_name(chassis.occupant)] fired a [src] ([T.x],[T.y],[T.z])")
addtimer(F, "prime", det_time)
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang/clusterbang //Because I am a heartless bastard -Sieve //Heartless? for making the poor man's honkblast? - Kaze
name = "\improper SOB-3 grenade launcher"
desc = "A weapon for combat exosuits. Launches primed clusterbangs. You monster."
origin_tech = "combat=4;materials=4"
projectiles = 3
projectile = /obj/item/weapon/grenade/clusterbuster
projectile_energy_cost = 1600 //getting off cheap seeing as this is 3 times the flashbangs held in the grenade launcher.
equip_cooldown = 90
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar
name = "banana mortar"
desc = "Equipment for clown exosuits. Launches banana peels."
icon_state = "mecha_bananamrtr"
projectile = /obj/item/weapon/grown/bananapeel
fire_sound = 'sound/items/bikehorn.ogg'
projectiles = 15
missile_speed = 1.5
projectile_energy_cost = 100
equip_cooldown = 20
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/banana_mortar/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar
name = "mousetrap mortar"
desc = "Equipment for clown exosuits. Launches armed mousetraps."
icon_state = "mecha_mousetrapmrtr"
projectile = /obj/item/device/assembly/mousetrap/armed
fire_sound = 'sound/items/bikehorn.ogg'
projectiles = 15
missile_speed = 1.5
projectile_energy_cost = 100
equip_cooldown = 10
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar/can_attach(obj/mecha/combat/honker/M)
if(..())
if(istype(M))
return 1
return 0
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/mousetrap_mortar/proj_init(var/obj/item/device/assembly/mousetrap/armed/M)
M.secured = 1