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Nuclear bombs now actually detonate (#22586)
* BOOM * Forgot this check * Fix remaining objectives * This is better * MSO params * >When you copy paste directly from the comment * Merge fixes * Revert "Fix remaining objectives" This reverts commit b1d1bf40f615019bb57088c24fae8f89c5d2e834. * Revert "Forgot this check" This reverts commit cea6ad2381d44a44ef3a93064997454cf7b1ccf5. * After all that work I did to make objectives work... * Oh this is important
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@@ -43,6 +43,8 @@ var/datum/subsystem/shuttle/SSshuttle
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var/shuttle_purchased = FALSE //If the station has purchased a replacement escape shuttle this round
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var/list/shuttle_purchase_requirements_met = list() //For keeping track of ingame events that would unlock new shuttles, such as defeating a boss or discovering a secret item
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var/lockdown = FALSE //disallow transit after nuke goes off
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/datum/subsystem/shuttle/New()
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NEW_SS_GLOBAL(SSshuttle)
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@@ -218,32 +218,36 @@ var/datum/subsystem/ticker/ticker
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if(!adm["present"])
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send2irc("Server", "Round just started with no active admins online!")
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/datum/subsystem/ticker/proc/station_explosion_detonation(atom/bomb)
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if(bomb) //BOOM
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var/turf/epi = bomb.loc
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qdel(bomb)
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if(epi)
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explosion(epi, 0, 256, 512, 0, TRUE, TRUE, 0, TRUE)
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//Plus it provides an easy way to make cinematics for other events. Just use this as a template
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/datum/subsystem/ticker/proc/station_explosion_cinematic(station_missed=0, override = null)
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/datum/subsystem/ticker/proc/station_explosion_cinematic(station_missed=0, override = null, atom/bomb = null)
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if( cinematic )
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return //already a cinematic in progress!
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for (var/datum/html_interface/hi in html_interfaces)
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hi.closeAll()
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SStgui.close_all_uis()
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//Turn off the shuttles, there's no escape now
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if(!station_missed && bomb)
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SSshuttle.registerHostileEnvironment(src)
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SSshuttle.lockdown = TRUE
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//initialise our cinematic screen object
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cinematic = new /obj/screen{icon='icons/effects/station_explosion.dmi';icon_state="station_intact";layer=21;mouse_opacity=0;screen_loc="1,0";}(src)
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if(station_missed)
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for(var/mob/M in mob_list)
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M.notransform = TRUE //stop everything moving
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if(M.client)
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M.client.screen += cinematic //show every client the cinematic
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else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
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for(var/mob/M in mob_list)
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if(M.client)
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M.client.screen += cinematic
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if(M.stat != DEAD)
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var/turf/T = get_turf(M)
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if(T && T.z==1)
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M.death(0) //no mercy
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else
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M.notransform=TRUE //no moving for you
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for(var/mob/M in mob_list)
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M.notransform = TRUE //stop everything moving
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if(M.client)
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M.client.screen += cinematic //show every client the cinematic
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var/actually_blew_up = TRUE
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//Now animate the cinematic
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switch(station_missed)
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if(NUKE_NEAR_MISS) //nuke was nearby but (mostly) missed
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@@ -254,27 +258,32 @@ var/datum/subsystem/ticker/ticker
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flick("intro_nuke",cinematic)
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sleep(35)
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world << sound('sound/effects/explosionfar.ogg')
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station_explosion_detonation(bomb)
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flick("station_intact_fade_red",cinematic)
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cinematic.icon_state = "summary_nukefail"
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if("gang war") //Gang Domination (just show the override screen)
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cinematic.icon_state = "intro_malf_still"
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flick("intro_malf",cinematic)
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actually_blew_up = FALSE
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sleep(70)
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if("fake") //The round isn't over, we're just freaking people out for fun
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flick("intro_nuke",cinematic)
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sleep(35)
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world << sound('sound/items/bikehorn.ogg')
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flick("summary_selfdes",cinematic)
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actually_blew_up = FALSE
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else
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flick("intro_nuke",cinematic)
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sleep(35)
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world << sound('sound/effects/explosionfar.ogg')
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//flick("end",cinematic)
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station_explosion_detonation(bomb)
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if(NUKE_MISS_STATION || NUKE_SYNDICATE_BASE) //nuke was nowhere nearby //TODO: a really distant explosion animation
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sleep(50)
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world << sound('sound/effects/explosionfar.ogg')
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station_explosion_detonation(bomb)
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actually_blew_up = station_missed == NUKE_SYNDICATE_BASE //don't kill everyone on station if it detonated off station
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else //station was destroyed
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if( mode && !override )
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override = mode.name
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@@ -284,18 +293,21 @@ var/datum/subsystem/ticker/ticker
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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station_explosion_detonation(bomb)
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cinematic.icon_state = "summary_nukewin"
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if("AI malfunction") //Malf (screen,explosion,summary)
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flick("intro_malf",cinematic)
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sleep(76)
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flick("station_explode_fade_red",cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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station_explosion_detonation(bomb) //TODO: If we ever decide to actually detonate the vault bomb
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cinematic.icon_state = "summary_malf"
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if("blob") //Station nuked (nuke,explosion,summary)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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station_explosion_detonation(bomb) //TODO: no idea what this case could be
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cinematic.icon_state = "summary_selfdes"
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if("no_core") //Nuke failed to detonate as it had no core
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flick("intro_nuke",cinematic)
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@@ -314,16 +326,32 @@ var/datum/subsystem/ticker/ticker
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sleep(35)
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flick("station_explode_fade_red", cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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station_explosion_detonation(bomb)
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cinematic.icon_state = "summary_selfdes"
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//If its actually the end of the round, wait for it to end.
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//Otherwise if its a verb it will continue on afterwards.
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addtimer(CALLBACK(src, .proc/finish_cinematic), 300)
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/datum/subsystem/ticker/proc/finish_cinematic()
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if(mode)
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mode.explosion_in_progress = 0
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world << "<B>The station was destoyed by the nuclear blast!</B>"
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mode.station_was_nuked = (station_missed<2) //station_missed==1 is a draw. the station becomes irradiated and needs to be evacuated.
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//kinda shit but I couldn't get permission to do what I wanted to do.
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var/bombloc = null
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if(actually_blew_up)
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if(bomb && bomb.loc)
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bombloc = bomb.z
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else if(!station_missed)
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bombloc = ZLEVEL_STATION
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addtimer(CALLBACK(src, .proc/finish_cinematic, bombloc), 300)
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/datum/subsystem/ticker/proc/finish_cinematic(killz)
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if(cinematic)
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qdel(cinematic) //end the cinematic
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for(var/mob/M in mob_list)
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M.notransform = FALSE //gratz you survived
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M.notransform = FALSE
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if(!isnull(killz) && M.stat != DEAD && M.z == killz)
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M.gib()
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/datum/subsystem/ticker/proc/create_characters()
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for(var/mob/new_player/player in player_list)
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