/** * Base class for all grenades. */ /obj/item/grenade name = "grenade" desc = "It has an adjustable timer." w_class = WEIGHT_CLASS_SMALL icon = 'icons/obj/weapons/grenade.dmi' icon_state = "grenade" inhand_icon_state = "flashbang" worn_icon_state = "grenade" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' throw_speed = 3 throw_range = 7 flags_1 = PREVENT_CONTENTS_EXPLOSION_1 // We detonate upon being exploded. obj_flags = CONDUCTS_ELECTRICITY slot_flags = ITEM_SLOT_BELT max_integrity = 40 pickup_sound = 'sound/items/handling/grenade/grenade_pick_up.ogg' drop_sound = 'sound/items/handling/grenade/grenade_drop.ogg' sound_vary = TRUE /// Bitfields which prevent the grenade from detonating if set. Includes ([GRENADE_DUD]|[GRENADE_USED]) var/dud_flags = NONE ///Is this grenade currently armed? var/active = FALSE ///Is it a cluster grenade? We don't wanna spam admin logs with these. var/type_cluster = FALSE ///How long it takes for a grenade to explode after being armed var/det_time = 5 SECONDS ///Will this state what its det_time is when examined? var/display_timer = TRUE ///Used in botch_check to determine how a user's clumsiness affects that user's ability to prime a grenade correctly. var/clumsy_check = GRENADE_CLUMSY_FUMBLE ///Was sticky tape used to make this sticky? var/sticky = FALSE // I moved the explosion vars and behavior to base grenades because we want all grenades to call [/obj/item/grenade/proc/detonate] so we can send COMSIG_GRENADE_DETONATE ///how big of a devastation explosion radius on prime var/ex_dev = 0 ///how big of a heavy explosion radius on prime var/ex_heavy = 0 ///how big of a light explosion radius on prime var/ex_light = 0 ///how big of a flame explosion radius on prime var/ex_flame = 0 // dealing with creating a [/datum/component/pellet_cloud] on detonate /// if set, will spew out projectiles of this type var/shrapnel_type /// the higher this number, the more projectiles are created as shrapnel var/shrapnel_radius ///Did we add the component responsible for spawning shrapnel to this? var/shrapnel_initialized ///Possible timers that can be assigned for detonation. Values are strings in SECONDS var/list/possible_fuse_time = list("Instant", "3", "4", "5") /obj/item/grenade/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_ODD_CUSTOMIZABLE_FOOD_INGREDIENT, type) RegisterSignal(src, COMSIG_ITEM_USED_AS_INGREDIENT, PROC_REF(on_used_as_ingredient)) /obj/item/grenade/suicide_act(mob/living/carbon/user) user.visible_message(span_suicide("[user] primes [src], then eats it! It looks like [user.p_theyre()] trying to commit suicide!")) playsound(src, 'sound/items/eatfood.ogg', 50, TRUE) arm_grenade(user, det_time) user.transferItemToLoc(src, user, TRUE)//>eat a grenade set to 5 seconds >rush captain sleep(det_time)//so you don't die instantly return dud_flags ? SHAME : BRUTELOSS /obj/item/grenade/atom_deconstruct(disassembled = TRUE) if(!disassembled) detonate() /obj/item/grenade/apply_fantasy_bonuses(bonus) . = ..() apply_grenade_fantasy_bonuses(bonus) /obj/item/grenade/remove_fantasy_bonuses(bonus) remove_grenade_fantasy_bonuses(bonus) return ..() /obj/item/grenade/proc/apply_grenade_fantasy_bonuses(quality) if(ex_dev == 0 && ex_heavy == 0 && ex_light == 0 && ex_flame == 0) return var/devIncrease = round(quality / 10) var/heavyIncrease = round(quality / 5) var/lightIncrease = round(quality / 2) ex_dev = modify_fantasy_variable("ex_dev", ex_dev, devIncrease, 0) ex_heavy = modify_fantasy_variable("ex_heavy", ex_heavy, heavyIncrease, 0) ex_light = modify_fantasy_variable("ex_light", ex_light, lightIncrease, 0) /obj/item/grenade/proc/remove_grenade_fantasy_bonuses(quality) ex_dev = reset_fantasy_variable("ex_dev", ex_dev) ex_heavy = reset_fantasy_variable("ex_heavy", ex_heavy) ex_light = reset_fantasy_variable("ex_light", ex_light) /** * Checks for various ways to botch priming a grenade. * * Arguments: * * mob/living/carbon/human/user - who is priming our grenade? */ /obj/item/grenade/proc/botch_check(mob/living/carbon/human/user) if(sticky && prob(50)) // to add risk to sticky tape grenade cheese, no return cause we still prime as normal after. to_chat(user, span_warning("What the... [src] is stuck to your hand!")) ADD_TRAIT(src, TRAIT_NODROP, STICKY_NODROP) var/clumsy = HAS_TRAIT(user, TRAIT_CLUMSY) if(clumsy && (clumsy_check == GRENADE_CLUMSY_FUMBLE) && prob(50)) to_chat(user, span_warning("Huh? How does this thing work?")) arm_grenade(user, 5, FALSE) return TRUE else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE)) to_chat(user, span_warning("You pull the pin on [src]. Attached to it is a pink ribbon that says, \"[span_clown("HONK")]\"")) arm_grenade(user, 5, FALSE) return TRUE /obj/item/grenade/examine(mob/user) . = ..() if(display_timer) if(det_time > 0) . += "The timer is set to [DisplayTimeText(det_time)]." else . += "\The [src] is set for instant detonation." if (dud_flags & GRENADE_USED) . += span_warning("It looks like [p_theyve()] already been used.") /obj/item/grenade/attack_self(mob/user) if(HAS_TRAIT(src, TRAIT_NODROP)) to_chat(user, span_notice("You try prying [src] off your hand...")) if(do_after(user, 7 SECONDS, target = src)) to_chat(user, span_notice("You manage to remove [src] from your hand.")) REMOVE_TRAIT(src, TRAIT_NODROP, STICKY_NODROP) return if (active) return if(!botch_check(user)) // if they botch the prime, it'll be handled in botch_check arm_grenade(user) /obj/item/grenade/proc/log_grenade(mob/user) if(!type_cluster) log_bomber(user, "has primed a", src, "for detonation", message_admins = dud_flags != NONE) /** * arm_grenade (formerly preprime) refers to when a grenade with a standard time fuze is activated, making it go beepbeepbeep and then detonate a few seconds later. * Grenades with other triggers like remote igniters probably skip this step and go straight to [/obj/item/grenade/proc/detonate] */ /obj/item/grenade/proc/arm_grenade(mob/user, delayoverride, msg = TRUE, volume = 60) log_grenade(user) //Inbuilt admin procs already handle null users if(user) add_fingerprint(user) if(msg) to_chat(user, span_warning("You prime [src]! [capitalize(DisplayTimeText(det_time))]!")) if(shrapnel_type && shrapnel_radius) shrapnel_initialized = TRUE AddComponent(/datum/component/pellet_cloud, projectile_type = shrapnel_type, magnitude = shrapnel_radius) playsound(src, 'sound/items/weapons/armbomb.ogg', volume, TRUE) if(istype(user)) user.add_mob_memory(/datum/memory/bomb_planted, antagonist = src) active = TRUE icon_state = initial(icon_state) + "_active" SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time, delayoverride) addtimer(CALLBACK(src, PROC_REF(detonate)), isnull(delayoverride)? det_time : delayoverride) /** * detonate (formerly prime) refers to when the grenade actually delivers its payload (whether or not a boom/bang/detonation is involved) * * Arguments: * * lanced_by- If this grenade was detonated by an elance, we need to pass that along with the COMSIG_GRENADE_DETONATE signal for pellet clouds */ /obj/item/grenade/proc/detonate(mob/living/lanced_by) if (dud_flags) active = FALSE update_appearance() return FALSE dud_flags |= GRENADE_USED // Don't detonate if we have already detonated. if(shrapnel_type && shrapnel_radius && !shrapnel_initialized) // add a second check for adding the component in case whatever triggered the grenade went straight to prime (badminnery for example) shrapnel_initialized = TRUE AddComponent(/datum/component/pellet_cloud, projectile_type = shrapnel_type, magnitude = shrapnel_radius) SEND_SIGNAL(src, COMSIG_GRENADE_DETONATE, lanced_by) if(ex_dev || ex_heavy || ex_light || ex_flame) explosion(src, ex_dev, ex_heavy, ex_light, ex_flame) return TRUE /obj/item/grenade/proc/update_mob() if(ismob(loc)) var/mob/mob = loc mob.dropItemToGround(src) ///Signal sent by someone putting the grenade in as an ingredient. Registers signals onto what it was put into so it can explode. /obj/item/grenade/proc/on_used_as_ingredient(datum/source, atom/used_in) SIGNAL_HANDLER RegisterSignal(used_in, COMSIG_FOOD_EATEN, PROC_REF(ingredient_detonation)) RegisterSignal(used_in, COMSIG_TOOL_ATOM_ACTED_PRIMARY(TOOL_KNIFE), PROC_REF(ingredient_detonation)) RegisterSignal(used_in, COMSIG_TOOL_ATOM_ACTED_PRIMARY(TOOL_ROLLINGPIN), PROC_REF(ingredient_detonation)) ///Signal sent by someone eating food this is an ingredient in "used_in". Makes the grenade go kerblooey, destroying the food. /obj/item/grenade/proc/ingredient_detonation(atom/used_in, mob/living/target, mob/living/user, bitecount, bitesize) SIGNAL_HANDLER detonate() //can't remove it as an ingredient so we need to get rid of the food. deleted ingredients not good return DESTROY_FOOD /obj/item/grenade/screwdriver_act(mob/living/user, obj/item/tool) if(active) return FALSE if(change_det_time()) tool.play_tool_sound(src) if(det_time == 0) to_chat(user, span_notice("You modify the time delay. It's set to be instantaneous.")) else to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)].")) return TRUE /obj/item/grenade/multitool_act(mob/living/user, obj/item/tool) . = ..() if(active) return FALSE . = TRUE var/newtime = tgui_input_list(user, "Please enter a new detonation time", "Detonation Timer", possible_fuse_time) if (isnull(newtime)) return if(!user.can_perform_action(src)) return if(newtime == "Instant" && change_det_time(0)) to_chat(user, span_notice("You modify the time delay. It's set to be instantaneous.")) return newtime = round(text2num(newtime)) if(change_det_time(newtime)) to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)].")) /** * Sets det_time to a number in SECONDS * * if time is passed as an argument, `det_time` will be `time SECONDS` * * Cycles the duration of the fuse of the grenade `det_time` based on the options provided in list/possible_fuse_time */ /obj/item/grenade/proc/change_det_time(time) . = TRUE //Multitool if(!isnull(time)) det_time = round(clamp(time SECONDS, 0, 5 SECONDS)) //This is fine for now but consider making this a variable if you want >5s fuse return //Screwdriver if(det_time == 0) det_time = "Instant" else det_time = num2text(det_time * 0.1) var/old_selection = possible_fuse_time.Find(det_time) //Position of det_time in the list if(old_selection >= possible_fuse_time.len) det_time = possible_fuse_time[1] else det_time = possible_fuse_time[old_selection+1] if(det_time == "Instant") det_time = 0 //String to num conversion because I hate coders return det_time = text2num(det_time) SECONDS /obj/item/grenade/attack_paw(mob/user, list/modifiers) return attack_hand(user, modifiers) /obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE) if(damage && attack_type == PROJECTILE_ATTACK && damage_type != STAMINA && prob(15)) owner.visible_message(span_danger("[attack_text] hits [owner]'s [src], setting it off! What a shot!")) var/turf/source_turf = get_turf(src) var/logmsg = "held a grenade detonated by a projectile ([hitby]) at [COORD(source_turf)]" owner.log_message(logmsg, LOG_GAME) owner.log_message(logmsg, LOG_VICTIM, log_globally = FALSE) message_admins("A projectile ([hitby]) detonated a grenade held by [key_name_admin(owner)] at [ADMIN_COORDJMP(source_turf)]") detonate() if(!QDELETED(src)) // some grenades don't detonate but we want them destroyed qdel(src) return TRUE //It hit the grenade, not them /obj/item/grenade/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers) if(active) user.throw_item(interacting_with) return ITEM_INTERACT_SUCCESS return NONE