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Hammerhead Upgrade + Rigsuits + Baron Integrity Increase (#6302)
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## About The Pull Request

Redesigns the hammerhead somewhat to be more like a patrol and response
carrier, with a more streamlined design for carrying personnel and
detainees.

Brings the Rift to parity with other maps for security EVA by replacing
the spare security officer lockers in EVA storage with an additional
security voidsuit and two hazard rigs, plus a hazard rig in the HoS'
office.

Increases the Baron's integrity by 200 (from 400 to 600) to offset the
damage impacting a wall causes (which is the only way to stop in space
currently), and increases the Duke's integrity by 400 to match the
intended double armour value.

:cl:
tweak: Redesigned the Hammerhead Patrol Barge
tweak: Increased armour values for the Baron and Duke space fighters
balance: Added an additional voidsuit and three hazard rigs to security
to bring the rift to parity with other map values
add: Adds an old_wall flag to lights, allowing them to be placed on
old-style walls without ending up inside of them
/:cl:
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jakeramsay007 authored Feb 24, 2024
1 parent 9fae459 commit f49b571
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Showing 5 changed files with 974 additions and 684 deletions.
7 changes: 5 additions & 2 deletions code/game/mecha/combat/fighter.dm
Original file line number Diff line number Diff line change
Expand Up @@ -337,6 +337,9 @@
icon_state = "baron"
initial_icon = "baron"

integrity = 600
integrity_max = 600

catalogue_data = list(/datum/category_item/catalogue/technology/baron)
wreckage = /obj/effect/decal/mecha_wreckage/baron

Expand Down Expand Up @@ -387,8 +390,8 @@

step_in = 3 //slightly slower than a baron (this shit doesnt actually work atm, likely due to the whole equipment weight nonsense)

integrity = 800
integrity_max = 800 //double baron HP, only room for one defensive upgrade. No specials(cloaking, speed, ect) or universals.
integrity = 1200
integrity_max = 1200 //double baron HP, only room for one defensive upgrade. No specials(cloaking, speed, ect) or universals.

max_hull_equip = 1
max_weapon_equip = 4
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5 changes: 5 additions & 0 deletions code/game/turfs/simulated/wall_types/wall_types.dm
Original file line number Diff line number Diff line change
Expand Up @@ -418,6 +418,11 @@
/turf/simulated/shuttle/wall/voidcraft/red
stripe_color = "#FF0000"

/turf/simulated/shuttle/wall/voidcraft/red/hard_corner
name = "hardcorner wall"
icon_state = "void-hc"
hard_corner = 1

/turf/simulated/shuttle/wall/voidcraft/blue
stripe_color = "#0000FF"

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7 changes: 7 additions & 0 deletions code/modules/power/apc.dm
Original file line number Diff line number Diff line change
Expand Up @@ -176,6 +176,10 @@ CREATE_WALL_MOUNTING_TYPES_SHIFTED(/obj/machinery/power/apc, 22)
/// tracks how behind we arre in charging TODO: literally rewrite apcs entirely to use a proper accumulator-cell system with an internal buffer, ffs
var/lazy_draw_accumulator = 0

//Used for shuttles, workaround for broken mounting
//TODO: Remove when legacy walls are nuked
var/old_wall = FALSE

/obj/machinery/power/apc/updateDialog()
if (machine_stat & (BROKEN|MAINT))
return
Expand Down Expand Up @@ -259,6 +263,9 @@ CREATE_WALL_MOUNTING_TYPES_SHIFTED(/obj/machinery/power/apc, 22)
/obj/machinery/power/apc/setDir(new_dir)
. = ..()

if(old_wall)
return

base_pixel_x = 0
base_pixel_y = 0
var/turf/T = get_step(src, turn(dir, 180))
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8 changes: 8 additions & 0 deletions code/modules/power/lighting/lighting.dm
Original file line number Diff line number Diff line change
Expand Up @@ -296,6 +296,10 @@ var/global/list/light_type_cache = list()
var/brightness_power_ns
var/brightness_color_ns

//Used for shuttles, workaround for broken mounting
//TODO: Remove when legacy walls are nuked
var/old_wall = FALSE

#ifdef IN_MAP_EDITOR // So its actually visible in the mapping editor
icon_state = "tube_map"
#endif
Expand Down Expand Up @@ -502,6 +506,10 @@ var/global/list/light_type_cache = list()

/obj/machinery/light/setDir(ndir)
. = ..()

if(old_wall)
return

base_pixel_y = 0
base_pixel_x = 0
var/turf/T = get_step(get_turf(src), src.dir)
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