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Space mines, Syndicate stealth attacks #2693

Merged
merged 16 commits into from
Sep 26, 2024
Merged
1 change: 1 addition & 0 deletions nsv13.dme
Original file line number Diff line number Diff line change
Expand Up @@ -4049,6 +4049,7 @@
#include "nsv13\code\modules\overmap\types\spacepirates.dm"
#include "nsv13\code\modules\overmap\types\syndicate.dm"
#include "nsv13\code\modules\overmap\weapons\damage.dm"
#include "nsv13\code\modules\overmap\weapons\mines.dm"
#include "nsv13\code\modules\overmap\weapons\plasma_gun.dm"
#include "nsv13\code\modules\overmap\weapons\projectiles_fx.dm"
#include "nsv13\code\modules\overmap\weapons\ship_weapon.dm"
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18 changes: 17 additions & 1 deletion nsv13/code/controllers/subsystem/starsystem.dm
Original file line number Diff line number Diff line change
Expand Up @@ -642,7 +642,7 @@ Returns a faction datum by its name (case insensitive!)
for(var/obj/structure/overmap/OM in affecting)
stop_affecting(OM)
return
for(var/obj/structure/overmap/OM as() in GLOB.overmap_objects) //Has to go through global overmaps due to anomalies not referencing their system - probably something to change one day.
for(var/obj/structure/overmap/OM as() in current_system.system_contents)
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if(LAZYFIND(affecting, OM))
continue
if(OM.z != z)
Expand Down Expand Up @@ -805,6 +805,8 @@ Returns a faction datum by its name (case insensitive!)
SSstar_system.spawn_anomaly(/obj/effect/overmap_anomaly/wormhole, src, center=TRUE)
if(alignment == "syndicate")
spawn_enemies() //Syndicate systems are even more dangerous, and come pre-loaded with some Syndie ships.
if(prob(20)) //Watch your step!
spawn_mines("syndicate")
if(alignment == "unaligned")
if(prob(25))
spawn_enemies()
Expand Down Expand Up @@ -897,6 +899,20 @@ Returns a faction datum by its name (case insensitive!)
enemy_type = pick(SSstar_system.enemy_types) //Spawn a random set of enemies.
SSstar_system.spawn_ship(enemy_type, src)

/datum/star_system/proc/spawn_mines(faction, amount)
if(!amount)
amount = difficulty_budget*2
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if(!faction) //Someone forgot to set their IFF
faction = alignment
var/z_level = 1
if(occupying_z)
z_level = occupying_z
for(var/i = 0, i < amount, i++)
var/obj/structure/space_mine/M = new /obj/structure/space_mine(get_turf(locate(rand(5, world.maxx - 5), rand(5, world.maxy - 5), z_level)), faction, src) //random location in the system
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if(z_level == 1) //We didn't get one
contents_positions[M] = list("x" = M.x,"y" = M.y)
M.moveToNullspace()

/datum/star_system/proc/lerp_x(datum/star_system/other, t)
return x + (t * (other.x - x))

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16 changes: 16 additions & 0 deletions nsv13/code/modules/overmap/ai-skynet.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1531,6 +1531,8 @@ Seek a ship thich we'll station ourselves around
OM.send_radar_pulse()
if(OM.patrol_target && overmap_dist(OM, OM.patrol_target) <= 8)
OM.patrol_target = null //You have arrived at your destination.
if(OM.mines_left >= 1) //Deploy a mine if you have one, this should spread them out nicely
OM.deploy_mine()
if(!OM.patrol_target || OM.patrol_target.z != OM.z)
var/min_x = max(OM.x - 50, 15)
var/max_x = min(OM.x + 50, 240)
Expand Down Expand Up @@ -1628,6 +1630,7 @@ Seek a ship thich we'll station ourselves around
var/decision_delay = 2 SECONDS
var/move_mode = 0
var/next_boarding_attempt = 0
var/mine_cooldown = 0

var/reloading_torpedoes = FALSE
var/reloading_missiles = FALSE
Expand All @@ -1636,6 +1639,7 @@ Seek a ship thich we'll station ourselves around
//Fleet organisation
var/shots_left = 15 //Number of arbitrary shots an AI can fire with its heavy weapons before it has to resupply with a supply ship.
var/light_shots_left = 300
var/mines_left = 0
var/resupply_range = 15
var/resupplying = 0 //Are we resupplying things right now? If yes, how many?
var/can_resupply = FALSE //Can this ship resupply other ships?
Expand Down Expand Up @@ -2026,6 +2030,8 @@ Seek a ship thich we'll station ourselves around
if(!target || QDELETED(target))
return
desired_angle = overmap_angle(src, target) - 180
if(mines_left >= 1) //if we have mines, we should try to discourage anyone from following
deploy_mine()

/obj/structure/overmap/proc/circle_around(atom/target)
brakes = FALSE
Expand Down Expand Up @@ -2081,6 +2087,16 @@ Seek a ship thich we'll station ourselves around
return TRUE
return FALSE

///Make this ship drop a mine.
/obj/structure/overmap/proc/deploy_mine()
if(mines_left <= 0)
return //why are we here
if(mine_cooldown > world.time) //Don't drop them all at once now
return
mine_cooldown = world.time + 6 SECONDS
mines_left--
new /obj/structure/space_mine(get_center(),faction,current_system)

/client/proc/instance_overmap_menu() //Creates a verb for admins to open up the ui
set name = "Instance Overmap"
set desc = "Load a ship midround."
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3 changes: 2 additions & 1 deletion nsv13/code/modules/overmap/ai_interiors.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,11 +3,12 @@
duration = 3 SECONDS
mouse_opacity = FALSE

/obj/effect/temp_visual/fading_overmap/Initialize(mapload, name, icon, icon_state)
/obj/effect/temp_visual/fading_overmap/Initialize(mapload, name, icon, icon_state, alpha = 255)
. = ..()
src.name = name
src.icon = icon
src.icon_state = icon_state
src.alpha = alpha
play()

/obj/effect/temp_visual/fading_overmap/proc/play()
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8 changes: 5 additions & 3 deletions nsv13/code/modules/overmap/armour/armour_quadrant.dm
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
new /obj/structure/overmap/syndicate/ai(get_turf(pick(orange(10, src))))

//Thank you once again to qwerty for writing the directional calc for this.
///Returns the quadrant hit based on a vector point
/obj/structure/overmap/proc/check_quadrant(matrix/vector/point_of_collision)
if(!point_of_collision)
return
Expand All @@ -19,9 +20,10 @@
if(270 to 360) //Then this represents the last quadrant of the circle, the northwest one
return ARMOUR_FORWARD_STARBOARD

/obj/structure/overmap/proc/projectile_quadrant_impact(obj/item/projectile/P)
var/shield_angle_hit = SIMPLIFY_DEGREES(get_angle(P, src) - angle)
switch(shield_angle_hit)
///Returns the quadrant hit by an object
/obj/structure/overmap/proc/quadrant_impact(obj/O)
var/hit_angle = SIMPLIFY_DEGREES(get_angle(O, src) - angle)
switch(hit_angle)
if(0 to 89) //0 - 90 deg is the first right quarter of the circle, it's like dividing up a pizza!
return ARMOUR_FORWARD_PORT
if(90 to 179)
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7 changes: 5 additions & 2 deletions nsv13/code/modules/overmap/physics.dm
Original file line number Diff line number Diff line change
Expand Up @@ -81,6 +81,9 @@ This proc is to be used when someone gets stuck in an overmap ship, gauss, WHATE
return locs[round(locs.len / 2)+1]
*/

/obj/structure/overmap/proc/get_center_coordinates()
return list("x" = (src.x+(pixel_collision_size_x/32)/2),"y" = (src.y+(pixel_collision_size_y/32)/2))

/obj/structure/overmap/proc/get_pixel_bounds()
for(var/turf/T in obounds(src, pixel_x + pixel_collision_size_x/4, pixel_y + pixel_collision_size_y/4, pixel_x + -pixel_collision_size_x/4, pixel_y + -pixel_collision_size_x/4) )//Forms a zone of 4 quadrants around the desired overmap using some math fuckery.
to_chat(world, "FOO!")
Expand Down Expand Up @@ -479,8 +482,8 @@ This proc is to be used when someone gets stuck in an overmap ship, gauss, WHATE
if(!impact_sound_cooldown && (bonk > 2 || bonk2 > 2))
bonk *= 5 //The rammer gets an innate penalty, to discourage ramming metas.
bonk2 *= 5
take_quadrant_hit(bonk, projectile_quadrant_impact(other)) //This looks horrible, but trust me, it isn't! Probably!. Armour_quadrant.dm for more info
other.take_quadrant_hit(bonk2, projectile_quadrant_impact(src)) //This looks horrible, but trust me, it isn't! Probably!. Armour_quadrant.dm for more info
take_quadrant_hit(bonk, quadrant_impact(other)) //This looks horrible, but trust me, it isn't! Probably!. Armour_quadrant.dm for more info
other.take_quadrant_hit(bonk2, quadrant_impact(src)) //This looks horrible, but trust me, it isn't! Probably!. Armour_quadrant.dm for more info

log_game("[key_name(pilot)] has impacted an overmap ship into [other] with velocity [bonk]")

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3 changes: 3 additions & 0 deletions nsv13/code/modules/overmap/types/syndicate.dm
Original file line number Diff line number Diff line change
Expand Up @@ -128,6 +128,7 @@
name = "Mauler class flak frigate"
icon_state = "mako_flak"
flak_battery_amount = 1
mines_left = 10
mass = MASS_MEDIUM
combat_dice_type = /datum/combat_dice/frigate

Expand Down Expand Up @@ -259,6 +260,7 @@
integrity_failure = 600
bounty = 3000
torpedoes = 0
mines_left = 5 //As a treat
armor = list("overmap_light" = 90, "overmap_medium" = 60, "overmap_heavy" = 10)
can_resupply = TRUE
ai_flags = AI_FLAG_SUPPLY
Expand Down Expand Up @@ -416,6 +418,7 @@
integrity_failure = 500
missiles = 10
torpedoes = 10 //Torp boat!
mines_left = 15 //And mine layer!
shots_left = 10
armor = list("overmap_light" = 80, "overmap_medium" = 45, "overmap_heavy" = 10)
ai_flags = AI_FLAG_DESTROYER
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2 changes: 1 addition & 1 deletion nsv13/code/modules/overmap/weapons/damage.dm
Original file line number Diff line number Diff line change
Expand Up @@ -53,7 +53,7 @@ Bullet reactions
visible_message("<span class='danger'>[src] is hit by \a [P]!</span>", null, null, COMBAT_MESSAGE_RANGE)
if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object
//var/datum/vector2d/point_of_collision = src.physics2d?.collider2d.get_collision_point(P.physics2d?.collider2d)//Get the collision point, see if the armour quadrants need to absorb this hit.
take_quadrant_hit(run_obj_armor(P.damage, P.damage_type, P.flag, null, P.armour_penetration), projectile_quadrant_impact(P)) //This looks horrible, but trust me, it isn't! Probably!. Armour_quadrant.dm for more info
take_quadrant_hit(run_obj_armor(P.damage, P.damage_type, P.flag, null, P.armour_penetration), quadrant_impact(P)) //This looks horrible, but trust me, it isn't! Probably!. Armour_quadrant.dm for more info

/obj/structure/overmap/proc/relay_damage(proj_type)
if(!length(occupying_levels))
Expand Down
97 changes: 97 additions & 0 deletions nsv13/code/modules/overmap/weapons/mines.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,97 @@
/obj/structure/space_mine
name = "space mine"
desc = "Like a naval mine, but in space!"
icon = 'nsv13/icons/overmap/effects.dmi'
icon_state = "mine_syndicate"
anchored = TRUE
density = FALSE
layer = ABOVE_MOB_LAYER
animate_movement = NO_STEPS
max_integrity = 300
integrity_failure = 100
var/datum/star_system/current_system
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var/faction = "syndicate" //evil mines
var/damage = 100
var/damage_type = BRUTE
var/damage_flag = "overmap_heavy"
alpha = 110 //They're supposed to be sneaky, their main advantage is being cloaked

/obj/structure/space_mine/Initialize(mapload, var/new_faction, var/datum/star_system/system)
. = ..()
if(system)
current_system = system
else if(!current_system) //Someone is probably spawning us on the overmap, so we assume it's next to the main ship
current_system = SSstar_system.find_main_overmap().current_system
current_system.system_contents |= src
if(new_faction)
faction = new_faction
update_icon()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)

/obj/structure/space_mine/Destroy(force)
current_system?.contents_positions.Remove(src)
current_system?.system_contents.Remove(src)
current_system = null
RemoveElement(/datum/element/connect_loc)
. = ..()

/// This makes us not drift like normal objects in space do
/obj/structure/space_mine/Process_Spacemove(movement_dir = 0)
return 1

/obj/structure/space_mine/proc/on_entered(datum/source, atom/movable/AM)
SIGNAL_HANDLER

if(istype(AM, /obj/item/projectile))
var/obj/item/projectile/P = AM
if(P.faction != faction)
P.Impact(src)

if(istype(AM,/obj/structure/overmap))
var/obj/structure/overmap/OM = AM
if(OM.faction != faction)
mine_explode(OM)

/obj/structure/space_mine/update_icon(updates)
. = ..()
if(faction)
icon_state = "mine_[faction]"
else
icon_state = "mine_unaligned"
faction = "unaligned"

/obj/structure/space_mine/obj_break(damage_flag)
if(prob(80))
obj_destruction()
else //Whoops, IFF broke!
faction = "unaligned"

/obj/structure/space_mine/obj_destruction(damage_flag)
mine_explode() //Why you mine explode? To the woods with you
. = ..()

/obj/structure/space_mine/proc/mine_explode(obj/structure/overmap/OM)
var/armour_penetration = 0
if(OM) //You just flew into a mine
armour_penetration = 20 //It's blowing up right next to you, this is what it was designed for
if(OM.use_armour_quadrants)
OM.take_quadrant_hit(OM.run_obj_armor(damage, damage_type, damage_flag, null, armour_penetration), OM.quadrant_impact(src))
else
OM.take_damage(damage, damage_type, damage_flag, FALSE, TRUE)
if(OM.linked_areas) //Hope nothing precious was in that room.
var/area/A = pick(OM.linked_areas)
var/turf/T = pick(get_area_turfs(A))
new /obj/effect/temp_visual/explosion_telegraph(T, damage)
else
for(var/obj/structure/overmap/O in orange(2, src)) //You're in range! Keep in mind this affects *all* ships, explosions don't discriminate between friend and foe
OM = O
if(OM.use_armour_quadrants)
OM.take_quadrant_hit(OM.run_obj_armor(damage, damage_type, damage_flag, null, armour_penetration), OM.quadrant_impact(src))
else
OM.take_damage(damage, damage_type, damage_flag, FALSE, TRUE)
new /obj/effect/temp_visual/fading_overmap(get_turf(src), name, icon, icon_state, alpha)


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