Improvised Weapons Update: Part 1 (#12226)

* Improvised Weapons Part 1: Shotgun & Rifle

Adds new sprites for ammo, the improvised rifle, the improvised shotgun. Adds a hand saw. Adds things to the crafting menu. Adds things to the autolathe menu.

* PR not yet ready - just cleaning issues.

Just trying to remark some of the issues resolved so I can see where I'm at a bit easier.

* Reverting changes to shotgun ammo names in the autolathe.

No point calling it 12G when there's no 20G anymore.

* Weapon weight + sprite improvements.

Makes sprites for gun parts bulkier with a low alpha pixel outline to make them easier to click on. They also look a bit closer to what their final product will be.

* oops forgot the "

* Revert "Merge branch 'master' into Improvised-Part-1"

This reverts commit 1e43d228d1bc35b0582244ed0bd91934573b3cdd, reversing
changes made to 207e9fccd4e8cffbe9ed26401a6f516fc44245dd.

* Revert "Revert "Merge branch 'master' into Improvised-Part-1""

This reverts commit 22d421d010c4a4c5c5e26f49fe6bffcf6198df42.

* My Github or environment isn't flipping out. no more.

Derp. Also projectile damage modifier fixed. I can actually compile without hundreds of errors.

* Made small weapon parts have w_class small.

I was testing it out and seeing the trigger assembly take so much space in my inventory seemed really odd.

* Duplicate definition refused.

Hurrdurr I suck.
Glad I gave this a quick look-voer.
Shotgun description edited to reflect the 0.8x damage modifier.

* Resolved tools.dmi merge conflict.

Just took the dmi from master and put the new sprites on at the end.

* DNM - Trying to see why usptream tools.dmi with my stuff added on the end is conflicting.

* Please don't conflict
This commit is contained in:
KathrinBailey
2020-05-29 07:24:42 +01:00
committed by GitHub
parent ddca75997b
commit ff51c9d2db
16 changed files with 206 additions and 24 deletions
+1
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@@ -69,6 +69,7 @@
#define CAT_WEAPONRY "Weaponry"
#define CAT_WEAPON "Weapons"
#define CAT_AMMO "Ammunition"
#define CAT_PARTS "Weapon Parts"
#define CAT_ROBOT "Robots"
#define CAT_MISC "Misc"
#define CAT_MISCELLANEOUS "Miscellaneous"
+1 -1
View File
@@ -89,7 +89,7 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/effect/spawner/lootdrop/welder_tools = 3,
/obj/effect/spawner/lootdrop/low_tools = 5,
/obj/item/relic = 3,
/obj/item/weaponcrafting/receiver = 2,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 2,
/obj/item/clothing/head/cone = 2,
/obj/item/grenade/smokebomb = 2,
/obj/item/geiger_counter = 3,
+51 -8
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@@ -1,14 +1,7 @@
//Gun crafting parts til they can be moved elsewhere
// PARTS //
k// PARTS //
/obj/item/weaponcrafting
icon = 'icons/obj/improvised.dmi'
/obj/item/weaponcrafting/receiver
name = "modular receiver"
desc = "A prototype modular receiver and trigger assembly for a firearm."
icon_state = "receiver"
/obj/item/weaponcrafting/stock
name = "rifle stock"
desc = "A classic rifle stock that doubles as a grip, roughly carved out of wood."
@@ -19,3 +12,53 @@
name = "durathread string"
desc = "A long piece of durathread with some resemblance to cable coil."
icon_state = "durastring"
////////////////////////////////
// KAT IMPROVISED WEAPON PARTS//
////////////////////////////////
/obj/item/weaponcrafting/improvised_parts
name = "Eerie bunch of coloured dots."
desc = "You feel the urge to report to Central that the parent type of guncrafting, which should never appear in this reality, has appeared. Whatever that means."
icon = 'icons/obj/guns/gun_parts.dmi'
icon_state = "palette"
// BARRELS
/obj/item/weaponcrafting/improvised_parts/barrel_rifle
name = "rifle barrel"
desc = "A pipe with a diameter just the right size to fire 7.62 rounds out of."
icon_state = "barrel_rifle"
/obj/item/weaponcrafting/improvised_parts/barrel_shotgun
name = "shotgun barrel"
desc = "A twenty bore shotgun barrel."
icon_state = "barrel_shotgun"
// RECEIVERS
/obj/item/weaponcrafting/improvised_parts/rifle_receiver
name = "bolt action receiver"
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle."
icon_state = "receiver_rifle"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver
name = "break-action assembly"
desc = "An improvised receiver to create a break-action breechloaded shotgun."
icon_state = "receiver_shotgun"
w_class = WEIGHT_CLASS_SMALL
// MISC
/obj/item/weaponcrafting/improvised_parts/trigger_assembly
name = "firearm trigger assembly"
desc = "A modular trigger assembly with a firing pin, this can be used to make a whole bunch of improvised firearss."
icon_state = "trigger_assembly"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/wooden_body
name = "wooden firearm body"
desc = "A crudely fashioned wooden body to help keep higher calibre improvised weapons from blowing themselves apart."
icon_state = "wooden_body"
@@ -251,8 +251,10 @@
/datum/crafting_recipe/ishotgun
name = "Improvised Shotgun"
result = /obj/item/gun/ballistic/revolver/doublebarrel/improvised
reqs = list(/obj/item/weaponcrafting/receiver = 1,
/obj/item/pipe = 1,
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 1,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
/obj/item/weaponcrafting/stock = 1,
/obj/item/stack/packageWrap = 5)
tools = list(TOOL_SCREWDRIVER)
@@ -261,10 +263,12 @@
subcategory = CAT_WEAPON
/datum/crafting_recipe/irifle
name = "Improvised Rifle(7.62mm)"
name = "Improvised Rifle (7.62mm)"
result = /obj/item/gun/ballistic/shotgun/boltaction/improvised
reqs = list(/obj/item/weaponcrafting/receiver = 1,
/obj/item/pipe = 2,
reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 1,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
/obj/item/weaponcrafting/stock = 1,
/obj/item/stack/packageWrap = 5)
tools = list(TOOL_SCREWDRIVER)
@@ -394,3 +398,60 @@
time = 5
category = CAT_WEAPONRY
subcategory = CAT_AMMO
////////////////////
// PARTS CRAFTING //
////////////////////
// BARRELS
/datum/crafting_recipe/rifle_barrel
name = "Improvised Rifle Barrel"
result = /obj/item/weaponcrafting/improvised_parts/barrel_rifle
reqs = list(/obj/item/pipe = 2)
tools = list(TOOL_WELDER,TOOL_SAW)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/shotgun_barrel
name = "Improvised Shotgun Barrel"
result = /obj/item/weaponcrafting/improvised_parts/barrel_shotgun
reqs = list(/obj/item/pipe = 2)
tools = list(TOOL_WELDER,TOOL_SAW)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
// RECEIVERS
/datum/crafting_recipe/rifle_receiver
name = "Improvised Rifle Receiver"
result = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
reqs = list(/obj/item/stack/sheet/metal = 20)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Rifle is the easiest to craft and can be made at an autolathe, this is a very light kick in the shin for dual-wielding ishotguns.
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/shotgun_receiver
name = "Improvised Shotgun Receiver"
result = /obj/item/weaponcrafting/improvised_parts/shotgun_receiver
reqs = list(/obj/item/stack/sheet/metal = 10,
/obj/item/stack/sheet/plasteel = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Increased cost is to stop dual-wield alpha striking. ishotgun is a rvolver and can be duel-wielded
time = 50
category = CAT_WEAPONRY
subcategory = CAT_PARTS
// MISC
/datum/crafting_recipe/trigger_assembly
name = "Trigger Assembly"
result = /obj/item/weaponcrafting/improvised_parts/trigger_assembly
reqs = list(/obj/item/stack/sheet/metal = 3,
/obj/item/assembly/igniter = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_PARTS
@@ -240,6 +240,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
new /datum/stack_recipe("pew (right)", /obj/structure/chair/pew/right, 3, one_per_turf = TRUE, on_floor = TRUE),\
)),
null, \
new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 40), \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \
+47
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@@ -0,0 +1,47 @@
/obj/item/hatchet/saw
name = "handsaw"
desc = "A very sharp handsaw, it's compact."
icon = 'icons/obj/tools.dmi'
icon_state = "saw"
item_state = "sawhandle_greyscale"
lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
tool_behaviour = TOOL_SAW
force = 10
throwforce = 8
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron = 5000)
attack_verb = list("sawed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
var/random_color = TRUE //code taken from screwdrivers.dm; cool handles are cool.
var/static/list/saw_colors = list(
"blue" = rgb(24, 97, 213),
"red" = rgb(255, 0, 0),
"pink" = rgb(213, 24, 141),
"brown" = rgb(160, 82, 18),
"green" = rgb(14, 127, 27),
"cyan" = rgb(24, 162, 213),
"yellow" = rgb(255, 165, 0)
)
/obj/item/hatchet/saw/Initialize()
. = ..()
if(random_color)
icon_state = "sawhandle_greyscale"
var/our_color = pick(saw_colors)
add_atom_colour(saw_colors[our_color], FIXED_COLOUR_PRIORITY)
update_icon()
if(prob(75))
pixel_y = rand(-8, 8)
/obj/item/hatchet/saw/update_overlays()
. = ..()
if(!random_color) //icon override
return
var/mutable_appearance/base_overlay = mutable_appearance(icon, "sawblade")
base_overlay.appearance_flags = RESET_COLOR
. += base_overlay
// END
@@ -117,7 +117,7 @@
/obj/item/weldingtool = 3,
/obj/item/wirecutters = 2,
/obj/item/wrench = 4,
/obj/item/weaponcrafting/receiver = 1,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 1,
/obj/item/geiger_counter = 3,
/obj/item/reagent_containers/food/snacks/grown/citrus/orange = 5,
/obj/item/assembly/infra = 1,
@@ -313,19 +313,24 @@
else
to_chat(user, "<span class='warning'>[src] is empty!</span>")
// IMPROVISED SHOTGUN //
/////////////////////////////
// IMPROVISED SHOTGUN //
/////////////////////////////
/obj/item/gun/ballistic/revolver/doublebarrel/improvised
name = "improvised shotgun"
desc = "Essentially a tube that aims shotgun shells."
desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction will probably result in it hurting people less than a normal shotgun."
icon_state = "ishotgun"
item_state = "shotgun"
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
force = 10
slot_flags = null
mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
sawn_desc = "I'm just here for the gasoline."
unique_reskin = null
projectile_damage_multiplier = 0.8
var/slung = FALSE
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
@@ -126,8 +126,9 @@
/obj/item/gun/ballistic/shotgun/boltaction/improvised
name = "Makeshift 7.62mm Rifle"
icon_state = "ishotgun"
icon_state = "irifle"
item_state = "shotgun"
desc = "A large zip gun more or less that takes a single 7.62mm bullet"
desc = "A bolt-action breechloaded rifle that takes 7.62mm bullets."
mag_type = /obj/item/ammo_box/magazine/internal/boltaction/improvised
can_bayonet = FALSE
@@ -10,6 +10,7 @@
id = "beanbag_slug"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 250)
materials = list(/datum/material/iron = 1000)
build_path = /obj/item/ammo_casing/shotgun/beanbag
category = list("initial", "Security")
@@ -73,12 +74,12 @@
build_path = /obj/item/restraints/handcuffs
category = list("hacked", "Security")
/datum/design/receiver
name = "Modular Receiver"
id = "receiver"
build_type = AUTOLATHE | NO_PUBLIC_LATHE
materials = list(/datum/material/iron = 15000)
build_path = /obj/item/weaponcrafting/receiver
/datum/design/rifle_receiver
name = "Rifle Receiver"
id = "rifle_receiver"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 40000)
build_path = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
category = list("hacked", "Security")
/datum/design/shotgun_slug
@@ -113,6 +114,10 @@
build_path = /obj/item/ammo_casing/shotgun/incendiary
category = list("hacked", "Security")
/////////////////
// Bullets //
/////////////////
/datum/design/riot_dart
name = "Foam Riot Dart"
id = "riot_dart"
@@ -271,4 +271,13 @@
build_type = AUTOLATHE
materials = list(/datum/material/iron = 5000, /datum/material/glass = 2000)
build_path = /obj/item/vending_refill/custom
category = list("initial", "Misc")
category = list("initial", "Misc")
/datum/design/trigger_assembly
name = "Trigger Assembly"
id = "trigger_assembly"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 6500, /datum/material/glass = 50)
build_path = /obj/item/weaponcrafting/improvised_parts/trigger_assembly
category = list("initial", "Misc")
@@ -157,3 +157,11 @@
materials = list(/datum/material/iron = 150, /datum/material/glass = 150)
build_path = /obj/item/geiger_counter
category = list("initial", "Tools")
/datum/design/saw
name = "Hand Saw"
id = "handsaw"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 500)
build_path = /obj/item/hatchet/saw
category = list("initial", "Tools")
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+1
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@@ -1121,6 +1121,7 @@
#include "code\game\objects\items\tanks\tanks.dm"
#include "code\game\objects\items\tanks\watertank.dm"
#include "code\game\objects\items\tools\crowbar.dm"
#include "code\game\objects\items\tools\saw.dm"
#include "code\game\objects\items\tools\screwdriver.dm"
#include "code\game\objects\items\tools\weldingtool.dm"
#include "code\game\objects\items\tools\wirecutters.dm"