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TGS Test Merge (#5957)
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cm13-github committed May 8, 2024
2 parents e9820d5 + 2a06ff7 commit fd69c64
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Showing 3 changed files with 102 additions and 2 deletions.
92 changes: 92 additions & 0 deletions code/modules/cm_marines/dropship_ammo.dm
Original file line number Diff line number Diff line change
Expand Up @@ -292,6 +292,98 @@
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 300, 40, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name)), source_mob), 0.5 SECONDS) //Your standard HE splash damage rocket. Good damage, good range, good speed, it's an all rounder
QDEL_IN(src, 0.5 SECONDS)

/obj/structure/ship_ammo/rocket/custom_missile
name = "\improper AIM-224B-C 'Widowmaker Custom'"
desc = "A modified version of the AIM-224B missile, allows for custom reagent mix to be inserted in the receptacle"
icon_state = "custom_missile"
ammo_name = "rocket"
travelling_time = 40
point_cost = 350
fire_mission_delay = 0 //direct bombard only
/// the limits of the custom missile
var/list/reaction_limits = list( "max_ex_power" = 300, "base_ex_falloff" = 60, "max_ex_shards" = 128,
"max_fire_rad" = 8, "max_fire_int" = 60, "max_fire_dur" = 48,
"min_fire_rad" = 3, "min_fire_int" = 5, "min_fire_dur" = 5
)
/// current assembly state of the missile
var/assembly_stage = ASSEMBLY_UNLOCKED
/// the maximum volume allowed in the rocket
var/max_container_volume = 240
/// the current total volume
var/current_container_volume = 0
/// the containers inside the rocket
var/list/obj/item/reagent_container/glass/containers = list()
var/list/allowed_containers = list(/obj/item/reagent_container/glass/beaker, /obj/item/reagent_container/glass/bucket, /obj/item/reagent_container/glass/bottle, /obj/item/reagent_container/glass/bucket/mopbucket)

/obj/structure/ship_ammo/rocket/custom_missile/attackby(obj/item/item as obj, mob/user as mob)
if(HAS_TRAIT(item, TRAIT_TOOL_SCREWDRIVER))
if(assembly_stage == ASSEMBLY_UNLOCKED)
to_chat(user, SPAN_NOTICE("You lock the [name]."))
playsound(loc, 'sound/items/Screwdriver.ogg', 25, 0, 6)
assembly_stage = ASSEMBLY_LOCKED
icon_state = "custom_missile_ready"
else if(assembly_stage == ASSEMBLY_LOCKED)
to_chat(user, SPAN_NOTICE("You unlock the [name]."))
playsound(loc, 'sound/items/Screwdriver.ogg', 25, 0, 6)
assembly_stage = ASSEMBLY_UNLOCKED
icon_state = "custom_missile"
else if(is_type_in_list(item, allowed_containers) && (!assembly_stage || assembly_stage == ASSEMBLY_UNLOCKED))
if(current_container_volume >= max_container_volume)
to_chat(user, SPAN_DANGER("The [name] can not hold more containers."))
return
else
if(item.reagents.total_volume)
if(item.reagents.maximum_volume + current_container_volume > max_container_volume)
to_chat(user, SPAN_DANGER("\the [item] is too large for [name]."))
return
if(user.temp_drop_inv_item(item))
to_chat(user, SPAN_NOTICE("You add \the [item] to the [name]."))
item.forceMove(src)
containers += item
current_container_volume += item.reagents.maximum_volume
assembly_stage = ASSEMBLY_UNLOCKED
else
to_chat(user, SPAN_DANGER("\the [item] is empty."))
else if(HAS_TRAIT(item, TRAIT_TOOL_CROWBAR))
if(assembly_stage == ASSEMBLY_UNLOCKED)
if(containers.len)
for(var/obj/container in containers)
if(istype(container))
containers -= container
user.put_in_hands(container)
current_container_volume = 0
else return ..()

/obj/structure/ship_ammo/rocket/custom_missile/get_examine_text(mob/user)
. = ..()
. += "\n Contains [containers.len] containers."
switch(assembly_stage)
if(ASSEMBLY_LOCKED)
. += "\n It is ready."
if(ASSEMBLY_UNLOCKED)
. += "\n It is unlocked."

/obj/structure/ship_ammo/rocket/custom_missile/detonate_on(turf/impact, obj/structure/dropship_equipment/weapon/fired_from)
if(assembly_stage == ASSEMBLY_UNLOCKED || containers.len == 0) //shitty explosion if left unlocked or no containers
impact.ceiling_debris_check(3)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cell_explosion), impact, 60, 30, EXPLOSION_FALLOFF_SHAPE_LINEAR, null, create_cause_data(initial(name)), source_mob), 0.5 SECONDS)
else
if(assembly_stage == ASSEMBLY_LOCKED)
impact.ceiling_debris_check(3)
var/obj/item/explosive/bomb = new /obj/item/explosive
bomb.create_reagents(1000)
for(var/limit in bomb.reaction_limits)
bomb.reagents.vars[limit] = reaction_limits[limit]
for(var/obj/container in containers)
container.forceMove(bomb)
bomb.containers += container
bomb.forceMove(impact)
bomb.reaction_limits = reaction_limits
bomb.allow_star_shape = FALSE
bomb.prime(TRUE)
create_cause_data(initial(name), source_mob)
QDEL_IN(src, 0.5 SECONDS)

/obj/structure/ship_ammo/rocket/banshee
name = "\improper AGM-227 'Banshee'"
desc = "The AGM-227 missile is a mainstay of the overhauled dropship fleet against any mobile or armored ground targets. It's earned the nickname of 'Banshee' from the sudden wail that it emits right before hitting a target. Useful to clear out large areas. Can be loaded into the LAU-444 Guided Missile Launcher."
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12 changes: 10 additions & 2 deletions code/modules/cm_marines/dropship_equipment.dm
Original file line number Diff line number Diff line change
Expand Up @@ -684,7 +684,8 @@
break

msg_admin_niche("[key_name(user)] is direct-firing [SA] onto [selected_target] at ([target_turf.x],[target_turf.y],[target_turf.z]) [ADMIN_JMP(target_turf)]")
if(ammo_travelling_time)

if(ammo_travelling_time && !istype(SA, /obj/structure/ship_ammo/rocket/custom_missile))
var/total_seconds = max(round(ammo_travelling_time/10),1)
for(var/i = 0 to total_seconds)
sleep(10)
Expand All @@ -693,9 +694,16 @@

// clamp back to maximum inaccuracy
ammo_accuracy_range = min(ammo_accuracy_range, ammo_max_inaccuracy)

var/list/possible_turfs = RANGE_TURFS(ammo_accuracy_range, target_turf)
var/turf/impact = pick(possible_turfs)

if(ammo_travelling_time && istype(SA, /obj/structure/ship_ammo/rocket/custom_missile))
playsound(impact, ammo_warn_sound, ammo_warn_sound_volume, 1,15)
var/total_seconds = max(round(ammo_travelling_time/10),1)
for(var/i = 0 to total_seconds)
sleep(10)
new /obj/effect/overlay/temp/blinking_laser (impact) //no decreased accuracy if laser dissapears, it will land where it is telegraphed to land

if(ammo_warn_sound)
playsound(impact, ammo_warn_sound, ammo_warn_sound_volume, 1,15)
new /obj/effect/overlay/temp/blinking_laser (impact)
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Binary file modified icons/obj/structures/props/almayer_props64.dmi
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