Files
Aurora.3/code/game/gamemodes/nuclear/nuclearbomb.dm
baloh.matevz 1f9a77c377 Update to feedback gathering:
- Rounds that end in invalid ways will now be logged,
- Round results are logged

- Rounds that don't end with a code-determined reboot will still not log at all (so rounds that end in a crash will not log at all - not even round start or mode.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2457 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-30 18:42:19 +00:00

227 lines
8.2 KiB
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/obj/machinery/nuclearbomb
desc = "Uh oh. RUN!!!!"
name = "Nuclear Fission Explosive"
icon = 'stationobjs.dmi'
icon_state = "nuclearbomb0"
density = 1
var/deployable = 0.0
var/extended = 0.0
var/timeleft = 60.0
var/timing = 0.0
var/r_code = "ADMIN"
var/code = ""
var/yes_code = 0.0
var/safety = 1.0
var/obj/item/weapon/disk/nuclear/auth = null
flags = FPRINT
use_power = 0
/obj/machinery/nuclearbomb/New()
..()
r_code = "[rand(10000, 99999.0)]"//Creates a random code upon object spawn.
/obj/machinery/nuclearbomb/process()
if (src.timing)
src.timeleft--
if (src.timeleft <= 0)
explode()
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
src.attack_hand(M)
return
/obj/machinery/nuclearbomb/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/nuclearbomb/attack_hand(mob/user as mob)
if (src.extended)
user.machine = src
var/dat = text("<TT><B>Nuclear Fission Explosive</B><BR>\nAuth. Disk: <A href='?src=\ref[];auth=1'>[]</A><HR>", src, (src.auth ? "++++++++++" : "----------"))
if (src.auth)
if (src.yes_code)
dat += text("\n<B>Status</B>: []-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] <A href='?src=\ref[];timer=1'>Toggle</A><BR>\nTime: <A href='?src=\ref[];time=-10'>-</A> <A href='?src=\ref[];time=-1'>-</A> [] <A href='?src=\ref[];time=1'>+</A> <A href='?src=\ref[];time=10'>+</A><BR>\n<BR>\nSafety: [] <A href='?src=\ref[];safety=1'>Toggle</A><BR>\nAnchor: [] <A href='?src=\ref[];anchor=1'>Toggle</A><BR>\n", (src.timing ? "Func/Set" : "Functional"), (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src, src, src, src.timeleft, src, src, (src.safety ? "On" : "Off"), src, (src.anchored ? "Engaged" : "Off"), src)
else
dat += text("\n<B>Status</B>: Auth. S2-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\n[] Safety: Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
else
if (src.timing)
dat += text("\n<B>Status</B>: Set-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\nSafety: [] Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
else
dat += text("\n<B>Status</B>: Auth. S1-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\nSafety: [] Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
var/message = "AUTH"
if (src.auth)
message = text("[]", src.code)
if (src.yes_code)
message = "*****"
dat += text("<HR>\n>[]<BR>\n<A href='?src=\ref[];type=1'>1</A>-<A href='?src=\ref[];type=2'>2</A>-<A href='?src=\ref[];type=3'>3</A><BR>\n<A href='?src=\ref[];type=4'>4</A>-<A href='?src=\ref[];type=5'>5</A>-<A href='?src=\ref[];type=6'>6</A><BR>\n<A href='?src=\ref[];type=7'>7</A>-<A href='?src=\ref[];type=8'>8</A>-<A href='?src=\ref[];type=9'>9</A><BR>\n<A href='?src=\ref[];type=R'>R</A>-<A href='?src=\ref[];type=0'>0</A>-<A href='?src=\ref[];type=E'>E</A><BR>\n</TT>", message, src, src, src, src, src, src, src, src, src, src, src, src)
user << browse(dat, "window=nuclearbomb;size=300x400")
onclose(user, "nuclearbomb")
else if (src.deployable)
src.anchored = 1
flick("nuclearbombc", src)
src.icon_state = "nuclearbomb1"
src.extended = 1
return
/obj/machinery/nuclearbomb/verb/make_deployable()
set category = "Object"
set name = "Make Deployable"
set src in oview(1)
if (src.deployable)
src.deployable = 0
else
src.deployable = 1
/obj/machinery/nuclearbomb/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if (!ishuman(usr))
usr << "\red You don't have the dexterity to do this!"
return 1
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
usr.machine = src
if (href_list["auth"])
if (src.auth)
src.auth.loc = src.loc
src.yes_code = 0
src.auth = null
else
var/obj/item/I = usr.equipped()
if (istype(I, /obj/item/weapon/disk/nuclear))
usr.drop_item()
I.loc = src
src.auth = I
if (src.auth)
if (href_list["type"])
if (href_list["type"] == "E")
if (src.code == src.r_code)
src.yes_code = 1
src.code = null
else
src.code = "ERROR"
else
if (href_list["type"] == "R")
src.yes_code = 0
src.code = null
else
src.code += text("[]", href_list["type"])
if (length(src.code) > 5)
src.code = "ERROR"
if (src.yes_code)
if (href_list["time"])
var/time = text2num(href_list["time"])
src.timeleft += time
src.timeleft = min(max(round(src.timeleft), 5), 600)
if (href_list["timer"])
if (src.timing == -1.0)
return
src.timing = !( src.timing )
if (src.timing)
src.icon_state = "nuclearbomb2"
if(!src.safety)
bomb_set = 1//There can still be issues with this reseting when there are multiple bombs. Not a big deal tho for Nuke/N
else
src.icon_state = "nuclearbomb1"
bomb_set = 0
if (href_list["safety"])
src.safety = !( src.safety )
if (href_list["anchor"])
src.anchored = !( src.anchored )
src.add_fingerprint(usr)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
src.attack_hand(M)
else
usr << browse(null, "window=nuclearbomb")
return
return
/obj/machinery/nuclearbomb/ex_act(severity)
return
/obj/machinery/nuclearbomb/blob_act()
if (src.timing == -1.0)
return
else
return ..()
return
/obj/machinery/nuclearbomb/proc/explode()
if (src.safety)
src.timing = 0
return
src.timing = -1.0
src.yes_code = 0
src.safety = 1
src.icon_state = "nuclearbomb3"
playsound(src,'Alarm.ogg',100,0,5)
if (ticker && ticker.mode)
ticker.mode.explosion_in_progress = 1
sleep(100)
/*
var/turf/ground_zero = get_turf(loc)
explosion(ground_zero, 50, 250, 500, 750)
*/
enter_allowed = 0
var/derp = 0
for (var/turf/T in range(1,src))
if (!is_type_in_list(T.loc, the_station_areas))
derp = 1
break
if (ticker && ticker.mode && ticker.mode.name == "nuclear emergency")
ticker.mode:herp = syndicate_station_at_station
ticker.mode:derp = derp
for(var/mob/M in world)
if(M.client)
spawn(0)
M.client.station_explosion_cinematic(derp)
sleep(110)
if (ticker && ticker.mode)
ticker.mode.explosion_in_progress = 0
if(ticker.mode.name == "nuclear emergency")
ticker.mode:nukes_left --
ticker.mode.station_was_nuked = (derp==0)
else
world << "<B>The station was destoyed by the nuclear blast!</B>"
ticker.mode.station_was_nuked = 1
/*
TODO: derped blast should partially damage nearest objects
and do not reboot the game. Also make it work properly on other z-levels --rastaf0
Further TODO: make nuke detonation work with objectives. Right now, you can't track player
location because they are viewing the cinematic (can't get_turf on them to determine z_level
as it will return null). Leaving this for you since you apparently plan to work this further. /N
*/
if(!ticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
world << "<B>Resetting in 30 seconds!</B>"
feedback_set_details("end_error","nuke - unhandled ending")
feedback_set_details("round_end","[time2text(world.realtime)]")
if(blackbox)
blackbox.save_all_data_to_sql()
sleep(300)
log_game("Rebooting due to nuclear detonation")
world.Reboot()
return
/obj/item/weapon/disk/nuclear/Del()
if (ticker.mode && ticker.mode.name == "nuclear emergency")
if(blobstart.len > 0)
var/obj/D = new /obj/item/weapon/disk/nuclear(pick(blobstart))
message_admins("[src] has been destroyed. Spawning [D] at ([D.x], [D.y], [D.z]).")
log_game("[src] has been destroyed. Spawning [D] at ([D.x], [D.y], [D.z]).")
..()