/obj/effect/mine name = "dummy mine" desc = "Better stay away from that thing." density = FALSE anchored = TRUE icon = 'icons/obj/weapons/items_and_weapons.dmi' icon_state = "uglymine" /// 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 /obj/effect/mine/Initialize(mapload) . = ..() if(arm_delay) armed = FALSE icon_state = "uglymine-inactive" addtimer(CALLBACK(src, .proc/now_armed), arm_delay) var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = .proc/on_entered, ) AddElement(/datum/element/connect_loc, loc_connections) /obj/effect/mine/examine(mob/user) . = ..() if(!armed) . += "\tIt appears to be inactive..." /// The effect of the mine /obj/effect/mine/proc/mineEffect(mob/victim) to_chat(victim, span_danger("*click*")) /// If the landmine was previously inactive, this beeps and displays a message marking it active /obj/effect/mine/proc/now_armed() armed = TRUE icon_state = "uglymine" 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) /obj/effect/mine/proc/on_entered(datum/source, atom/movable/AM) SIGNAL_HANDLER if(triggered || !isturf(loc) || !armed) return if(AM.movement_type & FLYING) return triggermine(AM) /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) if(iseffect(triggerer)) return 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() if(ismob(triggerer)) 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/stun name = "stun mine" var/stun_time = 80 /obj/effect/mine/stun/mineEffect(mob/living/victim) if(isliving(victim)) victim.Paralyze(stun_time) /obj/effect/mine/kickmine name = "kick mine" /obj/effect/mine/kickmine/mineEffect(mob/victim) if(isliving(victim) && victim.client) 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 = "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 = "plasma" /obj/effect/mine/gas/n2o name = "\improper N2O mine" gas_type = "n2o" /obj/effect/mine/gas/water_vapor name = "chilled vapor mine" gas_amount = 500 gas_type = "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/device.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/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/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)