/obj/effect/mine name = "dummy mine" desc = "Better stay away from that thing." density = FALSE anchored = TRUE icon = 'icons/obj/weapons/grenade.dmi' icon_state = "landmine" base_icon_state = "landmine" /// We manually check to see if we've been triggered in case multiple atoms cross us in the time between the mine being triggered and it actually deleting, to avoid a race condition with multiple detonations var/triggered = FALSE /// Can be set to FALSE if we want a short 'coming online' delay, then set to TRUE. Can still be set off by damage var/armed = TRUE /// If set, we default armed to FALSE and set it to TRUE after this long from initializing var/arm_delay /// Who's got their foot on the mine's pressure plate /// Stepping on the mine will set this to the first mob who stepped over it /// The mine will not detonate via movement unless the first mob steps off of it var/datum/weakref/foot_on_mine /obj/effect/mine/Initialize(mapload) . = ..() if(arm_delay) armed = FALSE update_appearance(UPDATE_ICON_STATE) addtimer(CALLBACK(src, PROC_REF(now_armed)), arm_delay) var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = PROC_REF(on_entered), COMSIG_ATOM_EXITED = PROC_REF(on_exited), ) AddElement(/datum/element/connect_loc, loc_connections) /obj/effect/mine/examine(mob/user) . = ..() if(!armed) . += span_info("It appears to be inactive...") var/atom/movable/unlucky_sod = foot_on_mine?.resolve() if(user == unlucky_sod) . += span_bolddanger("The pressure plate is depressed. Any movement you make will set it off now.") else if(!isnull(unlucky_sod)) . += span_danger("The pressure plate is depressed by [unlucky_sod]. Any move they make'll set it off now.") /obj/effect/mine/update_icon_state() . = ..() if(armed) icon_state = base_icon_state else icon_state = "[base_icon_state]-inactive" /// The effect of the mine /obj/effect/mine/proc/mineEffect(mob/victim) return /// If the landmine was previously inactive, this beeps and displays a message marking it active /obj/effect/mine/proc/now_armed() armed = TRUE update_appearance(UPDATE_ICON_STATE) playsound(src, 'sound/machines/nuke/angry_beep.ogg', 40, FALSE, -2) visible_message(span_danger("\The [src] beeps softly, indicating it is now active."), vision_distance = COMBAT_MESSAGE_RANGE) /// Can this mine trigger on the passed movable? /obj/effect/mine/proc/can_trigger(atom/movable/on_who) if(triggered || !isturf(loc) || iseffect(on_who) || !armed) return FALSE var/mob/living/living_mob if(ismob(on_who)) if(!isliving(on_who)) //no ghosties. return FALSE living_mob = on_who if(living_mob?.incorporeal_move || (on_who.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)) return foot_on_mine ? IS_WEAKREF_OF(on_who, foot_on_mine) : FALSE //Only go boom if their foot was on the mine PRIOR to flying/phasing. You fucked up, you live with the consequences. return TRUE /obj/effect/mine/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc) SIGNAL_HANDLER if(!can_trigger(arrived)) return // Someone already on it if(foot_on_mine?.resolve()) return var/gonna_blow if(arrived.flags_1 & ON_BORDER_1) if(arrived.dir == get_dir(old_loc, src)) //see if a partial tile atom has passed the mine gonna_blow = TRUE else return //it didn't actually touch the mine, don't blow visible_message(span_danger("[icon2html(src, viewers(src))] *click*")) playsound(src, 'sound/machines/click.ogg', 60, TRUE) if(gonna_blow) RegisterSignal(arrived, COMSIG_MOVABLE_MOVED, PROC_REF(triggermine)) //wait for it to finish the movement before blowing so it takes proper damage return foot_on_mine = WEAKREF(arrived) /obj/effect/mine/proc/on_exited(datum/source, atom/movable/gone, direction) SIGNAL_HANDLER if(!can_trigger(gone)) return if(!foot_on_mine && gone.flags_1 & ON_BORDER_1) if(gone.dir == REVERSE_DIR(direction)) //see if a north facing border atom (ie window) travels south (and other directions as needed) visible_message(span_danger("[icon2html(src, viewers(src))] *click*")) playsound(src, 'sound/machines/click.ogg', 60, TRUE) triggermine() //it "passed" over the mine briefly, triggering it in the process return //either it blew up the mine, or it didn't and we don't have to worry about anything else. // Check that the guy who's on it is stepping off if(foot_on_mine && !IS_WEAKREF_OF(gone, foot_on_mine)) return triggermine(gone) foot_on_mine = null /obj/effect/mine/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir) . = ..() triggermine() /// When something sets off a mine /obj/effect/mine/proc/triggermine(atom/movable/triggerer) SIGNAL_HANDLER if(triggered) //too busy detonating to detonate again return if(triggerer) visible_message(span_danger("[triggerer] sets off [icon2html(src, viewers(src))] [src]!")) else visible_message(span_danger("[icon2html(src, viewers(src))] [src] detonates!")) var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread s.set_up(3, 1, src) s.start() mineEffect(triggerer) triggered = TRUE SEND_SIGNAL(src, COMSIG_MINE_TRIGGERED, triggerer) qdel(src) /obj/effect/mine/explosive name = "explosive mine" /// The devastation range of the resulting explosion. var/range_devastation = 0 /// The heavy impact range of the resulting explosion. var/range_heavy = 1 /// The light impact range of the resulting explosion. var/range_light = 2 /// The flame range of the resulting explosion. var/range_flame = 0 /// The flash range of the resulting explosion. var/range_flash = 3 /obj/effect/mine/explosive/mineEffect(mob/victim) explosion(src, range_devastation, range_heavy, range_light, range_flame, range_flash) /obj/effect/mine/explosive/light name = "low-yield explosive mine" range_heavy = 0 range_light = 3 range_flash = 2 /obj/effect/mine/explosive/flame name = "incendiary explosive mine" range_heavy = 0 range_light = 1 range_flame = 3 /obj/effect/mine/explosive/flash name = "blinding explosive mine" range_heavy = 0 range_light = 1 range_flash = 6 /obj/effect/mine/stun name = "stun mine" var/stun_time = 80 /obj/effect/mine/stun/mineEffect(mob/living/victim) if(isliving(victim) && Adjacent(victim)) victim.Paralyze(stun_time) /obj/effect/mine/kickmine name = "kick mine" /obj/effect/mine/kickmine/mineEffect(mob/victim) if(isliving(victim) && victim.client && Adjacent(victim)) to_chat(victim, span_userdanger("You have been kicked FOR NO REISIN!")) qdel(victim.client) /obj/effect/mine/gas name = "oxygen mine" var/gas_amount = 360 var/gas_type = GAS_O2 /obj/effect/mine/gas/mineEffect(mob/victim) atmos_spawn_air("[gas_type]=[gas_amount]") /obj/effect/mine/gas/plasma name = "plasma mine" gas_type = GAS_PLASMA /obj/effect/mine/gas/n2o name = "\improper N2O mine" gas_type = GAS_N2O /obj/effect/mine/gas/water_vapor name = "chilled vapor mine" gas_amount = 500 gas_type = GAS_WATER_VAPOR /obj/effect/mine/sound name = "honkblaster 1000" var/sound = 'sound/items/bikehorn.ogg' /obj/effect/mine/sound/mineEffect(mob/victim) playsound(loc, sound, 100, TRUE) /obj/effect/mine/sound/bwoink name = "bwoink mine" sound = 'sound/effects/adminhelp.ogg' /// These mines spawn pellet_clouds around them when triggered /obj/effect/mine/shrapnel name = "shrapnel mine" /// The type of projectiles we're shooting out of this var/shrapnel_type = /obj/projectile/bullet/shrapnel /// Broadly, how many pellets we're spawning, the total is n! - (n-1)! pellets, so don't set it too high. For reference, 15 is probably pushing it at MAX var/shrapnel_magnitude = 3 /// If TRUE, we spawn extra pellets to eviscerate the person who stepped on it, otherwise it just spawns a ring of pellets around the tile we're on (making setting it off an offensive move) var/shred_triggerer = FALSE /obj/effect/mine/shrapnel/mineEffect(mob/victim) return /obj/effect/mine/shrapnel/triggermine(atom/movable/AM) AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_magnitude) return ..() /obj/effect/mine/shrapnel/sting name = "stinger mine" shrapnel_type = /obj/projectile/bullet/pellet/stingball /obj/effect/mine/shrapnel/capspawn name = "\improper AP mine" desc = "A defensive landmine filled with 'AP shrapnel', good for defending cramped spaces without breaching hulls. The AP stands for 'Asset Protection', though it's still plenty nasty against any fool who sets it off." shrapnel_type = /obj/projectile/bullet/pellet/capmine shrapnel_magnitude = 4 shred_triggerer = TRUE arm_delay = 3 SECONDS light_range = 1.6 light_power = 2 light_color = COLOR_VIVID_RED /obj/effect/mine/shrapnel/capspawn/now_armed() . = ..() set_light_on(TRUE) /obj/item/minespawner name = "landmine deployment device" desc = "When activated, will deploy an Asset Protection landmine after 3 seconds passes, perfect for high ranking NT officers looking to cover their assets from afar." icon = 'icons/obj/devices/tracker.dmi' icon_state = "beacon" var/mine_type = /obj/effect/mine/shrapnel/capspawn var/active = FALSE /obj/item/minespawner/attack_self(mob/user) . = ..() if(active) return playsound(src, 'sound/items/weapons/armbomb.ogg', 70, TRUE) to_chat(user, span_warning("You arm \the [src], causing it to shake! It will deploy in 3 seconds.")) active = TRUE addtimer(CALLBACK(src, PROC_REF(deploy_mine)), 3 SECONDS) /// Deploys the mine and deletes itself /obj/item/minespawner/proc/deploy_mine() do_alert_animation() playsound(loc, 'sound/machines/chime.ogg', 30, FALSE, -3) var/obj/effect/mine/new_mine = new mine_type(get_turf(src)) visible_message(span_danger("\The [src] releases a puff of smoke, revealing \a [new_mine]!")) var/obj/effect/particle_effect/fluid/smoke/poof = new (get_turf(src)) poof.lifetime = 3 qdel(src)