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[RDY] Adds weapon chemical launcher and new fungicidal gas type as ammo #12765
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Original file line number | Diff line number | Diff line change |
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@@ -5428,5 +5428,32 @@ | |
"built_in_mods": ["m203", "rifle_scope", "muzzle_brake"], | ||
"default_mods": ["pistol_grip", "rail_laser_sight"], | ||
"valid_mod_locations": [[ "accessories", 10 ],[ "barrel", 10 ],[ "bore", 10 ],[ "conversion", 10 ],[ "grip", 10 ],[ "magazine", 10 ],[ "mechanism", 10 ],[ "muzzle", 10 ],[ "rail", 10 ],[ "sights", 10 ],[ "stock", 10 ],[ "underbarrel", 10 ]] | ||
}, | ||
{ | ||
"id": "chemical_thrower", | ||
"type": "GUN", | ||
"symbol": "(", | ||
"color": "dark_gray", | ||
"name": "chemical thrower", | ||
"name_plural": "chemical throwers", | ||
"description": "A bulky, self-made chemical sprayer with an internal conversion mechanism that allows all sorts of chemicals to be dispersed to your surroundings.", | ||
"price": 15000, | ||
"material": ["steel", "plastic"], | ||
"flags": ["FIRE_100", "NEVER_JAMS"], | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fire 100 is quite a lot. With flamethrowers you can acquire the ammo easily by siphoning it from cars. Here you've got to craft every shot. Fire 20 or 50 should be fine, unless you intend to make the gas very powerful. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I thought that one canister filling of 2000 units (so 20 uses) should be enough to eradicate one large patch of fungus. I can't really tell how the gas will spread by only looking at the code though, so I don't know when it would be considered overpowered. This thing shouldn't be the end-all anti-fungus tool. |
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"skill": "launcher", | ||
"ammo": "gas_fungicidal", | ||
"weight": 1150, | ||
"volume": 25, | ||
"bashing": 9, | ||
"cutting": 0, | ||
"to_hit": -1, | ||
"ranged_damage": -5, | ||
"dispersion": 300, | ||
"sight_dispersion": 150, | ||
"aim_speed" : 0, | ||
"recoil": 0, | ||
"durability": 6, | ||
"clip_size": 2000, | ||
"reload": 900 | ||
} | ||
] |
Original file line number | Diff line number | Diff line change |
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@@ -190,7 +190,11 @@ void ammo_effects( const tripoint &p, const std::set<std::string> &effects ) | |
g->m.add_field( pt, fd_tear_gas, 3, 0 ); | ||
} | ||
} | ||
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if( effects.count( "GAS_FUNGICIDAL" ) > 0 ) { | ||
for( auto &&pt : g->m.points_in_radius( p, 1, 0 ) ) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Should this be the line that allows defining the point of impact, rather than the point of origin? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yes There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I don't know where to get the tripoint from, sorry 😭 There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I thought you are just asking whether this is the solution to the problem of not having the point of impact. This part is good. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Ah, well that's an hour of code crawling well spent then. The problem now is that the gas spawns in the tile the player is in, not the tile at which the launcher aims. Do I have to define a projectile somewhere? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It probably means the projectile loses all force before it reaches the target. In ranged.cpp, you've got Pretty sure just adding a "JET" flag to the ammo or adding an ammo effect "JET" to the launcher should be enough. "JET" flag has only one effect: negating the usual mechanic of projectile stopping when its damage reaches 0. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yessssssssssssssssssssssssssss. You know your code 👯 Thank you for taking your time with me. |
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g->m.add_field( pt, fd_fungicidal_gas, 4, 0 ); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Looks like you're adding a field with density 4. This will be ignored: density is capped at 3 at the moment. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Good to know. I thought this might let the gas linger longer so it simulates the effect of 'sinking in'. Should I revert it to 3? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Not sure what you mean by 'sinking in' here. That would probably be achieved better by changing the numbers in field processing, though. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I thought there was some kind of counter that reduces field density after a certain amount of time. Figured, if I set it higher the gas remains there longer, thereby simulating the gas 'hanging in the air' after it has been sprayed. |
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} | ||
} | ||
if( effects.count( "SMOKE" ) > 0 ) { | ||
for( auto &&pt : g->m.points_in_radius( p, 1, 0 ) ) { | ||
g->m.add_field( pt, fd_smoke, 3, 0 ); | ||
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@@ -243,7 +247,8 @@ int aoe_size( const std::set<std::string> &tags ) | |
tags.count( "FRAG" ) ) { | ||
return 2; | ||
} else if( tags.count( "ACIDBOMB" ) || | ||
tags.count( "FLAME" ) ) { | ||
tags.count( "FLAME" ) || | ||
tags.count( "GAS_FUNGICIDAL" ) ) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
For toxic gases, some more specialized function will later exist (one that checks user's resistance). |
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return 1; | ||
} | ||
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Original file line number | Diff line number | Diff line change |
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@@ -323,6 +323,13 @@ void game::init_fields() | |
{"", "", ""}, '&', -1, | ||
{c_white, c_yellow, c_red}, {true, true, true}, {false, false, false}, MINUTES(50), | ||
{0,0,0} | ||
}, | ||
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{ | ||
"fd_fungicidal_gas", | ||
{_("hazy cloud"),_("fungicidal gas"),_("thick fungicidal gas")}, '8', 8, | ||
{c_white, c_ltgray, c_dkgray}, {true, true, false}, {false, true, true}, MINUTES(30), | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. You could also alter the time here. The |
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{0,0,0} | ||
} | ||
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}; | ||
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@@ -753,7 +760,7 @@ bool map::process_fields_in_submap( submap *const current_submap, | |
// because the only trap we're checking for is brazier | ||
const auto &ter = map_tile.get_ter_t(); | ||
const auto &frn = map_tile.get_furn_t(); | ||
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const auto &trp = map_tile.get_trap(); | ||
// We've got ter/furn cached, so let's use that | ||
const bool is_sealed = ter_furn_has_flag( ter, frn, TFLAG_SEALED ) && | ||
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@@ -1004,7 +1011,7 @@ bool map::process_fields_in_submap( submap *const current_submap, | |
// The fire feeds on the ground itself until max density. | ||
time_added += 4 - cur->getFieldDensity(); | ||
smoke += 2; | ||
if( cur->getFieldDensity() > 1 && | ||
if( cur->getFieldDensity() > 1 && | ||
one_in( 200 - cur->getFieldDensity() * 50 ) ) { | ||
destroy( p, true ); | ||
} | ||
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@@ -1013,7 +1020,7 @@ bool map::process_fields_in_submap( submap *const current_submap, | |
// The fire feeds on the ground itself until max density. | ||
time_added += 5 - cur->getFieldDensity(); | ||
smoke += 2; | ||
if( cur->getFieldDensity() > 1 && | ||
if( cur->getFieldDensity() > 1 && | ||
one_in( 200 - cur->getFieldDensity() * 50 ) ) { | ||
ter_set( p, t_dirt ); | ||
furn_set( p, f_ash ); | ||
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@@ -1030,7 +1037,7 @@ bool map::process_fields_in_submap( submap *const current_submap, | |
} else { | ||
// Don't fuel raging fires or they'll burn forever | ||
// as they can produce small fires above themselves | ||
int new_density = std::max( cur->getFieldDensity(), | ||
int new_density = std::max( cur->getFieldDensity(), | ||
fire_there->getFieldDensity() ); | ||
// Allow smaller fires to combine | ||
if( new_density < 3 && | ||
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@@ -1162,7 +1169,7 @@ bool map::process_fields_in_submap( submap *const current_submap, | |
// Our iterator will start at end_i + 1 and increment from there and then wrap around. | ||
// This guarantees it will check all neighbors, starting from a random one | ||
const size_t end_i = (size_t)rng( 0, neighs.size() - 1 ); | ||
for( size_t i = ( end_i + 1 ) % neighs.size(); | ||
for( size_t i = ( end_i + 1 ) % neighs.size(); | ||
i != end_i; i = ( i + 1 ) % neighs.size() ) { | ||
if( one_in( cur->getFieldDensity() * 2 ) ) { | ||
// Skip some processing to save on CPU | ||
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@@ -1595,6 +1602,7 @@ bool map::process_fields_in_submap( submap *const current_submap, | |
curfield.findField( fd_relax_gas ) || | ||
curfield.findField( fd_nuke_gas ) || | ||
curfield.findField( fd_gas_vent ) || | ||
curfield.findField( fd_fungicidal_gas ) || | ||
curfield.findField( fd_fire_vent ) || | ||
curfield.findField( fd_flame_burst ) || | ||
curfield.findField( fd_electricity ) || | ||
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@@ -1661,6 +1669,23 @@ bool map::process_fields_in_submap( submap *const current_submap, | |
make_rubble( p ); | ||
break; | ||
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case fd_fungicidal_gas: | ||
{ | ||
dirty_transparency_cache = true; | ||
//spread the chemical agent as fast as smoke would | ||
spread_gas( cur, p, curtype, 80, 40 ); | ||
//check the terrain and replace it accordingly to simulate the fungus dieing off | ||
const auto &ter = map_tile.get_ter_t(); | ||
const auto &frn = map_tile.get_furn_t(); | ||
if( ter.has_flag( "FUNGUS" ) ) { | ||
ter_set( p, t_dirt ); | ||
} | ||
if( frn.has_flag( "FUNGUS" ) ) { | ||
furn_set( p, f_null ); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. You need to have separate check for furniture. Otherwise when a fungal terrain has a non-fungal furniture, it will be destroyed too. |
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} | ||
} | ||
break; | ||
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default: | ||
//Suppress warnings | ||
break; | ||
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@@ -2071,6 +2096,31 @@ void map::player_in_field( player &u ) | |
} | ||
break; | ||
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case fd_fungicidal_gas: | ||
// Fungicidal gas makes you cough. | ||
// Thick fungicidal gas has a chance to poison you. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. What if you've crossed a fungal threshold like mycus or marloss? Shouldn't it be doing extra damage/poison to you? |
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{ | ||
bool inhaled = false; | ||
if( cur->getFieldDensity() == 3 ) { | ||
inhaled = u.add_env_effect("poison", bp_mouth, 5, 30); | ||
} else if( cur->getFieldDensity() == 2 ) { | ||
inhaled = u.add_env_effect("smoke", bp_mouth, 2, 7); | ||
} else if( u.has_trait("THRESH_MYCUS") || u.has_trait("THRESH_MARLOSS" ) ) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Both of those
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if( cur->getFieldDensity() == 3 || | ||
cur->getFieldDensity() == 2 || | ||
cur->getFieldDensity() == 1 ) { | ||
inhaled = u.add_env_effect( "badpoison", bp_mouth, 5, 30 ); | ||
u.hurtall( rng(1,5), nullptr); | ||
u.add_msg_if_player(m_bad, _("The %s burns your skin"), cur->name().c_str()); | ||
} | ||
} | ||
if( inhaled ) { | ||
// player does not know how the npc feels, so no message. | ||
u.add_msg_if_player(m_bad, _("You feel sick from inhaling the %s"), cur->name().c_str()); | ||
} | ||
} | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. You don't do anything with the |
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break; | ||
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default: | ||
//Suppress warnings | ||
break; | ||
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@@ -2366,7 +2416,14 @@ void map::monster_in_field( monster &z ) | |
z.moves -= rng( 10 * density, 30 * density ); | ||
dam += rng( 0, 10 * density ); | ||
} | ||
break; | ||
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case fd_fungicidal_gas: | ||
if( z.type->in_species("FUNGUS") ) { | ||
const int density = cur->getFieldDensity(); | ||
z.moves -= rng( 10 * density, 30 * density ); | ||
dam += rng( 10, 15 * density ); | ||
} | ||
break; | ||
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default: | ||
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@@ -86,6 +86,7 @@ enum field_id : int { | |
fd_hot_air2, | ||
fd_hot_air3, | ||
fd_hot_air4, | ||
fd_fungicidal_gas, | ||
num_fields | ||
}; | ||
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I was having trouble with assigning a more general chemical_spray ammo-type. I wanted something like this:
{
"type" : "ammunition_type",
"id" : "chemical_spray",
"name" : "sprayable chemical",
"default" : "gas_fungicidal"
}
But it throws a debug-message, saying gas_fungicidal is not a valid ammo.
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Sounds like you only changed it in ammo_types, but not in ammo.json: "gas_fungicidal" had the old "ammo_type" field.
"ammo" field refers to the ammo type id. So if you're changing ammo id to "chemical_spray", the fungicidal gas needs
"ammo_type": "chemical_spray"
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Yeah I did that ;) Still did not work.
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Oh forgot: the same in the thrower.
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That's it! Also, it makes much more sense, now that I think about it.