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Explosive mines rework

Open XElectricX opened this issue 1 year ago • 29 comments

About The Pull Request

Current mines are lame. I have made them not lame. Note: The red blocker icons in the videos are just for debugging purposes to see the mine detection zone. Some videos will also be linked via Discord because GitHub has a 10mb size limit.

Quick summary:

  • Clean up and improve mine code, make it easy to add new mines
  • Several options for triggering; proximity, cone, pressure, on damage
  • Mine defusal
  • Pick up mines without having to defuse if you are not an enemy to it
  • Implement frag-style explosions; all claymores have been converted to this system
  • Vehicles have their own IFF signal instead of needing to search for an occupant's IFF
  • Anti tank mine is converted to a pressure mine; can only be triggered by vehicles and the obese
  • 10 of each mine is added to the weapons vendor for free (go try them out)
  • Radiation mine is SOM exclusive, flash mine is TGMC exclusive, EMP mine can be bought as an asset for both sides
  • Removed the /explosive/ path from mines, did literally nothing

Mine Types

  • [X] Claymore: shotgun-style shrapnel thrower in a wide arc towards the direction it is facing

https://github.com/tgstation/TerraGov-Marine-Corps/assets/30136710/5e49e9af-87f8-4bd9-87dc-26d0a79e6045

  • [X] PMC Claymore: Tighter spread and detection zone, longer range
  • [X] Proximity Mine: Simple mine that explodes if it detects an enemy around it
  • [X] Pressure Mine: Large and powerful explosion after a short delay if something steps on it
  • [X] Napalm Mine: Proximity mine but sets the area on fire instead of exploding
  • [X] Tesla Mine: Shoot arcs of electricity at any conductive objects/mobs nearby, uses power cells

https://github.com/tgstation/TerraGov-Marine-Corps/assets/30136710/aa3a7e7d-571d-41a4-8a01-9ae467979010

  • [X] Proximity Alarm: Persistent mine that transmits the location of nearby hostiles with a temporary minimap icon
  • [X] Tanglefoot Mine: Gas mine that creates a plasma-draining cloud

https://github.com/tgstation/TerraGov-Marine-Corps/assets/30136710/c83590e5-0ed3-4a3e-b6e6-510f0146413e

  • [X] Pipe Mine: Crude IED that can be constructed with a pipe, some wire, rods, a proximity sensor, and gunpowder https://cdn.discordapp.com/attachments/504094319075131402/1208511131371708466/ied_demo.mp4?ex=65e38cb2&is=65d117b2&hm=1deb4ee20a07051facff464f8836df654f76ce82bbae6c75ccf66baf2f2dd61b&
  • [x] EMP Mine: Reusable mine that disables electronics and vehicles in a wide area
  • [x] Flash Mine: Reusable mine that blinds humans temporarily in a wide area
  • [x] Radiation Mine: Proximity-activated, creates a lingering radiation field https://cdn.discordapp.com/attachments/504094319075131402/1208306606974963732/cancer_mine.mp4?ex=65e2ce38&is=65d05938&hm=f485b75c10252caa6dd2eede56882ab39bfd78fb1430c5d1fa422c8d6506baf0&

Howitzer Mine Dispersal Shell

New Howitzer shell that deploys proximity mines over the target location. https://cdn.discordapp.com/attachments/500801682058379265/1208381779619217498/artillery_mine_demo.mp4?ex=65e3143a&is=65d09f3a&hm=bc6414d01a401f63156802d9d5a979e708d345c07c605f16f8cb928b6193401d& The dart monkeys were right.

Why It's Good For The Game

Marines will like the new mines or I will shove them in their cryo sleepers.

Changelog

:cl: add: A lot of new mines. del: Goodbye stupid claymore. balance: Mines are completely rebalanced. imageadd: Proximity and pressure mine sprites by Fitz Sholl. code: Vehicles emit their own IFF signal. refactor: Mines. Practically from scratch. /:cl:

XElectricX avatar Mar 22 '23 19:03 XElectricX

realest change of all

man didnt even make the changelog correctly

isotope436 avatar Mar 23 '23 04:03 isotope436

very nice that you explained it with great detail lad

docRoboRobert avatar Mar 23 '23 19:03 docRoboRobert

Your words, as strangling vines sapping from tree roots so fiercely grasp meaning that it slips away as pulverized sand through its fingers. There once were words here, so hallowed they may not be.

they simply vanished straight from the PR.

Coastfront avatar Mar 23 '23 23:03 Coastfront

When the peanut gallery doesn't understand what a draft is. Or I just missed the jokes. I hope it's the latter.

XElectricX avatar Mar 24 '23 02:03 XElectricX

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

github-actions[bot] avatar Apr 01 '23 00:04 github-actions[bot]

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

github-actions[bot] avatar Apr 16 '23 00:04 github-actions[bot]

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

github-actions[bot] avatar May 02 '23 00:05 github-actions[bot]

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

github-actions[bot] avatar May 10 '23 00:05 github-actions[bot]

rejoice, for nuclear armed mines and shrapnel spewing warcrime commiting mines are back from the grave

Speed merge when!!

AndroidMK2 avatar Mar 17 '24 09:03 AndroidMK2

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

github-actions[bot] avatar Mar 25 '24 00:03 github-actions[bot]

Your mines blow up when an item is thrown/dropped ontop of them, even if it's flung above. Tis bad my dude.

Dolth avatar Mar 31 '24 01:03 Dolth

Add these to valhalla

yyzsong avatar Mar 31 '24 01:03 yyzsong

Also tesla mines shoot at random stuff next to it not just beno so essentially it deals like 20 damage at best. Truly useless.

Dolth avatar Mar 31 '24 01:03 Dolth

@Dolth Those are all intended. Objects can trigger them so benos have a way to counter. And if you want the Tesla to have better chances of hitting the benos, clear the area of conductive objects. Skill issue.

XElectricX avatar Mar 31 '24 18:03 XElectricX

Add these to valhalla

EDIT:

Objects can trigger them so benos have a way to counter.

Man, you can just make them slashable or spittable. That's all we've been asking for. The only castes that can huck an object onto a mine without also getting hit by the explosion are like, warlock, shrike, and warrior. Maybe crusher too.

yyzsong avatar Apr 01 '24 00:04 yyzsong

holy fuck this shit is so unbelievably broken

Lumipharon avatar Apr 01 '24 01:04 Lumipharon

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

github-actions[bot] avatar Apr 10 '24 00:04 github-actions[bot]

I have made some mine changes. Only the IED (pipe bomb) and anti-tank mine can be triggered by objects now. Anti-tank still will only trigger if the object is heavy enough, though.

Tesla mine now prioritizes targets in this order:

  1. Xenomorph
  2. Any living thing
  3. Any conductive object

Note that this also means the mine will shock marines if it is already active and there is no xeno target in range.

XElectricX avatar Apr 14 '24 20:04 XElectricX

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

github-actions[bot] avatar Apr 26 '24 00:04 github-actions[bot]

you haven't even tested this, it runtimes and doesn't work. Also for the love of god split up this dm, you have 5 million different mine types in a single file.

Damn, was doing this outdoors and didn't think it could break so didn't test to save battery. I should split it up, yeah.

You also haven't addressed the other review points

My bad, somehow didn't see the other comments yesterday.

XElectricX avatar Apr 26 '24 22:04 XElectricX

Radiation mine works as intended and much less lethal now. Split up the mine subtypes into (in my view) distinct enough categories with their own file. Minelayer only accepts standard TGMC claymores but it really should be deleted from the game with claymore positioning being more important now.

XElectricX avatar Apr 27 '24 00:04 XElectricX

I forgot to say this a couple months ago but happy 1 year anniversary to this pr

in celebration this is an accurate timeline chart of everytime this got closed and reopened

image

speedmerhg

Is it the oldest running PR we have?

lbnesquik avatar Apr 30 '24 20:04 lbnesquik

Is it the oldest running PR we have?

Most certainly.

XElectricX avatar Apr 30 '24 21:04 XElectricX

why is this pr so completely unbalanced? A single claymore instacrits (almost outright kills) a full hp, full sunder rav. Even at range, it still 100 sunders you.

Lumipharon avatar May 01 '24 11:05 Lumipharon

I really like the idea of more mines. I however think they could use a little clarification about how they actually detonate. I've seen some blow up when I didn't expect them to. I think that could be handled by the description.

I don't really have an opinion on the damage given how little I've personally been on the end of them. As long as they remain a real threat on their own, I will be happy. Even if it is only the expensive napalm mines.

Also, it would be funny if getting hit by an explosion triggered carried mines.

lbnesquik avatar May 02 '24 15:05 lbnesquik

If a full health runner is hit by every single shrapnel from a claymore plus the explosion, it leaves them with 13.5 health now. Reduced the projectile amounts but increased damage so that it does a little more damage even if you only get hit from the edge of the range. The IED didn't need any adjustments, it actually did very little even if right next to it since the projectiles fan out in 360 degrees.

Added instruction manual for IED and extra examination text if a mine has volatility.

XElectricX avatar May 02 '24 22:05 XElectricX

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

github-actions[bot] avatar May 13 '24 00:05 github-actions[bot]