mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-29 19:42:42 +00:00
- 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
227 lines
8.2 KiB
Plaintext
227 lines
8.2 KiB
Plaintext
/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]).")
|
|
..()
|