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Mining RND #2 : New PKA Varients #489

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merged 25 commits into from
Dec 14, 2023

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Salted-Zen
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@Salted-Zen Salted-Zen commented Oct 27, 2023

About The Pull Request

Finally, the second edition of Mining RND shenanigans is here! Introducing not four, but SIX new PKA varients. After the success of the four new crusher varients, the Mining RND team was given enough funding for a pizza party, which somehow resulted in even more work getting done!

This adds six new PKA varients - The railgun, The Repeater, The Shotgun, The Pistol, The Pounder, and The Grenade Launcher.

The Railgun trades customization, fire rate, and storage capabilities for the ability to fire a high damage shot that penetrates creatures! Has a special firing pin that denies use anywhere but mining zones.

The Repeater trades mod space and a bit of damage for the ability to fire three shots in rapid succession before needing to recharge, while also doing more damage than base PKA if all three shots are landed.

The Shotgun fires a short range set of three rounds that does more damage than base PKA if all three shots land. This trades mod capacity and cooldown speed.

The Pistol trades base damage, and range, for double mod capacity, making it a truely customizable PKA.

The Shockwave takes a higher cooldown and no range in return for creating a 3x3 blast of Kinetic Projectiles around you that do the same damage as a base PKA.

The Grenade Launcher fires the same bombs as the mining mod suit, without needing the modsuit (obviously). It has the same firing pin as the railgun denying anywhere but mining zones. no modifications.

Adds previously mentioned wastes firing pin too that cant be removed or created, meant to go into weapons to restrict their use to only mining zones (lavaland, icemoon wastes)

Also adds two meme weapons the mining RND team accidently created when the fabric of space time got ripped open by a janitor slipping on a banana pizza.

The adminium reaper which utterly destroys anyone and anything it hits, and the adminium stunner than absolutely stunlocks and bullies the target.

Please just test merge for balance purposes : everything needs new inhand sprites though thats low priority

Why It's Good For The Game

After adding new Crusher weapons, it was time for PKA to get its turn, so im back to make it happen - Jekyll : Mining RND Director

Changelog

🆑
add: SIX NEW PKA VARIENTS - Shotgun, Pistol, Railgun, Grenade Launcher, Shockwave, Repeater
add: Wastes firing pin, denies use anywhere but mining zones, cant be removed.
/:cl:

@DexeeXI
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DexeeXI commented Oct 27, 2023

At this moment, LINTERS is failing:

Error: /obj/projectile/proc/on_entered calls /obj/projectile/proc/on_hit which has override child proc that sleeps /obj/projectile/hook/mining/proc/on_hit

Oshan failed becuase its Oshan.

@Salted-Zen
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At this moment, LINTERS is failing:

Error: /obj/projectile/proc/on_entered calls /obj/projectile/proc/on_hit which has override child proc that sleeps /obj/projectile/hook/mining/proc/on_hit

/obj/projectile/hook/mining/on_hit(atom/target)
. = ..()
var/atom/A = target
A.visible_message(span_danger("[firer] zips towards [A] as the hook latches on!"))
ADD_TRAIT(firer, TRAIT_MOVE_FLYING, null)
new /datum/forced_movement(firer, A, 10, TRUE)
sleep(0.5 SECONDS)
REMOVE_TRAIT(firer, TRAIT_MOVE_FLYING, null)

This is what I have. I believe the sleep is causing the issue potentially, but I don't know what alternative to use to it, because without it, the flying trait is instantly removed, meaning you cant pass over lava with the grapple hook without taking damage.

(still need inhand)
renamed pounder to shockwave
sounds less awkward
all PKA types now have item sprites
just need inhand
@dwasint
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dwasint commented Nov 11, 2023

At this moment, LINTERS is failing:
Error: /obj/projectile/proc/on_entered calls /obj/projectile/proc/on_hit which has override child proc that sleeps /obj/projectile/hook/mining/proc/on_hit

/obj/projectile/hook/mining/on_hit(atom/target) . = ..() var/atom/A = target A.visible_message(span_danger("[firer] zips towards [A] as the hook latches on!")) ADD_TRAIT(firer, TRAIT_MOVE_FLYING, null) new /datum/forced_movement(firer, A, 10, TRUE) sleep(0.5 SECONDS) REMOVE_TRAIT(firer, TRAIT_MOVE_FLYING, null)

This is what I have. I believe the sleep is causing the issue potentially, but I don't know what alternative to use to it, because without it, the flying trait is instantly removed, meaning you cant pass over lava with the grapple hook without taking damage.

use a timer ie addtimer(CALLBACK(src, PROC_REF(remove_flight), firer),0.5 SECONDS)

@Salted-Zen
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got rid of the sleep line... and resolved the issue by just using forcemove instead of a code nightmare of granting and removing flight

@Salted-Zen
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Slight issue, zip hook dosn't work at all on live, but in debug it does.

Ziphook still wont work on live
properly fixed spread on shotty
to make way for a future pr item :3
@Kmla2 Kmla2 mentioned this pull request Dec 12, 2023
@dwasint dwasint merged commit 64d4fc9 into Monkestation:master Dec 14, 2023
github-actions bot added a commit that referenced this pull request Dec 14, 2023
Majkl-J added a commit to Bubberstation/Bubberstation that referenced this pull request Apr 16, 2024
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Continuing the port of Monkestation's mining tools
(Monkestation/Monkestation2.0#489)
This adds SIX new Proto-kinetic accelerator variants, available for 1250
mining points:
The Pistol, dealing a measly 10 damage per shot but sporting 2x the mod
capacity.
The repeater, sporting 75 mod capacity and 20 damage per shot, but able
to fire thrice before needing recharging.
The shotgun, sporting 75 mod capacity and firing three 20-damage
pellets.
The shockwave, trading range for a 3x3 AoE around the wielder. 75 mod
capacity.
The grenade launcher, firing the same bombs as the mining modsuit. Does
not accept modkits.
The railgun, firing an impressive 100 damage per shot, which pierces
through mobs. Recharges slower than other PKAs, and does not accept
modkits.

The railgun and grenade launcher are equipped with a special Wastes
firing pin, preventing their use outside of Lavaland/icemoon.
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## Why It's Good For The Game
Variety is the spice of life. This adds a lot of alternatives to the
classic PKA. Paired with the crusher variants, this brings more options
in terms of playstyle and flair for mining players.
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## Proof Of Testing

![image](https://github.com/Bubberstation/Bubberstation/assets/21011148/68bd2196-848b-40f6-abb9-7c6f18c9b200)
Lookit them
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:cl:VrazzleDazzle
add: Six new PKA variants, now in a mining vendor near you.
/:cl:

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---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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3 participants