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one additional solgov AI ship, new sprite for the interdictor. more w…
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…ork on the map
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Pockets-byte committed May 22, 2024
1 parent 65896ad commit b2b250b
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Showing 8 changed files with 1,021 additions and 427 deletions.
1,399 changes: 990 additions & 409 deletions _maps/map_files/vonneumann/vnmk3.dmm

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2 changes: 1 addition & 1 deletion nsv13/code/modules/overmap/ai-skynet.dm
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Expand Up @@ -950,7 +950,7 @@ Adding tasks is easy! Just define a datum for it.
/datum/fleet/solgov
name = "\improper Solgov light exploratory fleet"
fighter_types = list(/obj/structure/overmap/nanotrasen/solgov/ai/fighter)
destroyer_types = list(/obj/structure/overmap/nanotrasen/solgov/ai)
destroyer_types = list(/obj/structure/overmap/nanotrasen/solgov/ai, /obj/structure/overmap/nanotrasen/solgov/vnc/ai)
battleship_types = list(/obj/structure/overmap/nanotrasen/solgov/aetherwhisp/ai)
supply_types = list(/obj/structure/overmap/nanotrasen/solgov/carrier/ai)
alignment = "solgov"
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47 changes: 30 additions & 17 deletions nsv13/code/modules/overmap/types/solgov.dm
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Expand Up @@ -17,21 +17,6 @@
armor = list("overmap_light" = 90, "overmap_medium" = 20, "overmap_heavy" = 5)


/obj/structure/overmap/nanotrasen/solgov/superdestroyer
name = "Intrepid class patrol cruiser"
desc = "A long-range SolGov patrol craft, usually found chasing down particuarly nimble pirates."
icon = 'nsv13/icons/overmap/new/solgov/destroyer.dmi'
icon_state = "cruiser"
mass = MASS_SMALL
sprite_size = 48
damage_states = FALSE
bound_width = 96
bound_height = 96
obj_integrity = 350
max_integrity = 350
integrity_failure = 350
armor = list("overmap_light" = 90, "overmap_medium" = 50, "overmap_heavy" = 25)

/obj/structure/overmap/nanotrasen/solgov
name = "yangtzee-kiang class light cruiser"
desc = "A mid range SolGov patrol craft, usually relegated to anti-piracy operations."
Expand Down Expand Up @@ -87,9 +72,8 @@
armor = list("overmap_light" = 99, "overmap_medium" = 50, "overmap_heavy" = 25)

/obj/structure/overmap/nanotrasen/solgov/vnc/starter
icon = 'nsv13/icons/overmap/new/solgov/frigate.dmi'
icon_state = "frigate"
role = MAIN_OVERMAP
obj_integrity = 700
max_integrity = 700 //you will eat the ROUNDS.
integrity_failure = 650
starting_system = "Staging" //Required for all player ships
Expand All @@ -109,6 +93,8 @@
/obj/structure/overmap/nanotrasen/solgov/ai/interdictor
name = "Capiens class medium cruiser"
desc = "A SolGov pursuit craft, meant for tracking and cornering high value targets."
icon = 'nsv13/icons/overmap/new/solgov/destroyer.dmi'
icon_state = "cruiser"
obj_integrity = 1200
max_integrity = 1200
integrity_failure = 1200
Expand All @@ -135,6 +121,16 @@
can_resupply = TRUE
combat_dice_type = /datum/combat_dice/carrier


/obj/structure/overmap/nanotrasen/solgov/vnc/ai
ai_controlled = TRUE
ai_flags = AI_FLAG_DESTROYER
ai_can_launch_fighters = TRUE //AI variable. Allows your ai ships to spawn fighter craft
ai_fighter_type = list(/obj/structure/overmap/nanotrasen/solgov/ai/fighter)
torpedoes = 15
can_resupply = TRUE
combat_dice_type = /datum/combat_dice/frigate

//These little bastards are feckin horrible
/obj/structure/overmap/nanotrasen/solgov/ai/fighter //need custom AI behaviour to escort bombers if applicable
name = "peregrine class attack fighter"
Expand Down Expand Up @@ -178,6 +174,20 @@
//The bigger the ship, the tankier the shields....
AddComponent(/datum/component/overmap_shields, mass*600, mass*600, mass*15)

/obj/structure/overmap/nanotrasen/solgov/proc/apply_light_ai_weapons() // this is the von neumann only for now, but maybe....
weapon_types[ FIRE_MODE_RED_LASER ] = new /datum/ship_weapon/burst_phaser( src )
weapon_types[ FIRE_MODE_LASER_PD ] = new /datum/ship_weapon/phaser_pd( src )
weapon_types[ FIRE_MODE_AMS_LASER ] = new /datum/ship_weapon/laser_ams( src )
weapon_types[FIRE_MODE_TORPEDO] = new/datum/ship_weapon/torpedo_launcher(src) // Full spread, fire

// Need to enable the AI ship's countermeasures mode so they can actually use laser ams
for( var/datum/ams_mode/atype in src.ams_modes )
// if ( istype( atype, /datum/ams_mode/countermeasures ) )
atype.enabled = TRUE

//The bigger the ship, the tankier the shields....
AddComponent(/datum/component/overmap_shields, mass*600, mass*600, mass*15)

/obj/structure/overmap/nanotrasen/solgov/apply_weapons()
// Solgov do not need Nanotrasen weapons registered on roundstart. This bloats the ship's weapon_types and makes cycling via spacebar take much longer
// . = ..()
Expand All @@ -186,6 +196,9 @@
/obj/structure/overmap/nanotrasen/solgov/carrier/ai/apply_weapons() // Kmc why didn't you use /solgov/ai for your ship childtypes
apply_medium_ai_weapons()

/obj/structure/overmap/nanotrasen/solgov/vnc/ai/apply_weapons()
apply_light_ai_weapons()

/obj/structure/overmap/nanotrasen/solgov/aetherwhisp/ai/apply_weapons()
apply_medium_ai_weapons()

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