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dbadf01a35
## About The Pull Request This PR sort-of brings back old IEDs, albeit much more freeform compared to their previous iteration. Using #94861's ``spark_act`` interactions they can now be made by filling up a soda can with a variety of chemicals (welding fuel being the easiest to obtain), dunking in a piece of wire, taping it up (optional, required if using welding fuel or plasma) and lighting it on fire with a lighter or welding tool (anything that's hot enough works, really) They have a random delay of 2-4 seconds, and can be disarmed by snipping the fuse with wirecutters in time before they detonate (or don't, depending on the mixture) There's also a new, more "professional" improvised chemical explosive in the form of beakerbombs. These can be assembled by putting a lid on a beaker (alt-click, prevents the beaker from spilling its contents when thrown) and attaching an assembly with an igniter or a condenser to it. <img width="150" height="90" alt="dreamseeker_2OKpZeN7ay" src="https://github.com/user-attachments/assets/599e75ea-9653-4db9-a915-b2ca6307635f" /> When triggered, igniters will heat the reagents up by a bit while condensers will cool them down. However, you can also attach and wire up a power cell, which will cause it to dump all of its power into the beaker when the igniter fires off, triggering ``spark_act`` interactions potentially causing a larger explosion. <img width="534" height="447" alt="dreamseeker_k9Uzf18Eoa" src="https://github.com/user-attachments/assets/4cfed5b4-3875-4522-9bfa-5f6a3c8e0864" /> Decently sized boom from The Contraption. Plasma and welding fuel's potency inside of beakerbombs/soda cans is significantly reduced compared to other riggable objects (strengthdiv is 3 times higher) as they're very easy to obtain and would make for very powerful explosives, considering their very strong strengthdiv as most rigging interactions use very little fuel/plasma to cause a large explosion, which was carried over to the new system. (Don't worry, this still leaves them at sensible values with welding fuel being about as strong as old IEDs on average) Closes #94990 via having plasma's electrical power modifier have a decline past a certain point based on its volume ## Why It's Good For The Game #81529 didn't justify IED removal whatsoever and I think with new mechanics these can be used as easier (but weaker) to make improvised bombs, being much less clunky to make and use than pipebombs. Beakerbombs are essentially a somewhat weaker (even with metamat beakers, you're still 20u short of a normal large beaker grenade at 200u) form of grenades, but have access to new interactions involving charged up explosions, which could make for some variety among chemists' weaponry. ## Changelog 🆑 add: Added back IEDs made by attaching some wire and tape to a soda can filled with fuel, plasma, or any other explosive of your choice. They need to be lit on fire with a lighter or a welding tool. add: You can now attach a lid to beakers with alt-click, preventing them from being spilled when thrown. add: Added beakerbombs, made by attaching an assembly (with optional power cell and wiring) to a lidded beaker. balance: Rigged explosions now create flames. balance: Plasma explosions now limit their explosion potency past a certain point based on their volume /🆑
347 lines
12 KiB
Plaintext
347 lines
12 KiB
Plaintext
#define ETHEREAL_CELL_DRAIN_TIME (3.5 SECONDS)
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#define ETHEREAL_CELL_POWER_DRAIN (0.75 * STANDARD_CELL_CHARGE)
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/// The factor by which we multiply drain to get how much we gain
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#define ETHEREAL_CELL_POWER_GAIN_FACTOR 0.08
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/**
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* # Power store abstract type
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*
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* Abstract type for a stock part that holds power.
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*/
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/obj/item/stock_parts/power_store
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name = "power store abstract"
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/// The size icon overlay prefix.
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var/cell_size_prefix = "cell"
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///Current charge in cell units
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var/charge = 0
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/// Standard cell charge used for rating
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var/rating_base = STANDARD_CELL_CHARGE
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///Maximum charge in cell units
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var/maxcharge = STANDARD_CELL_CHARGE
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///If the power cell was damaged by an explosion, chance for it to become corrupted and function the same as if it was rigged with plasma.
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var/corrupted = FALSE
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///How much power is given per second in a recharger.
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var/chargerate = STANDARD_CELL_RATE * 0.05
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///If true, the cell will state it's maximum charge in it's description
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var/ratingdesc = TRUE
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///If it's a grown that acts as a battery, add a wire overlay to it.
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var/grown_battery = FALSE
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///What charge lige sprite to use, null if no light
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var/charge_light_type = "standard"
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///What connector sprite to use when in a cell charger, null if no connectors
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var/connector_type = "standard"
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///Does the cell start without any charge?
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var/empty = FALSE
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// Damage multiplier the cells take from emps to prevent stuff like bluespace cells taking 40 shots to drain.
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var/emp_damage_modifier = 1
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/obj/item/stock_parts/power_store/get_cell()
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return src
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/obj/item/stock_parts/power_store/get_save_vars()
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. = ..()
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. += NAMEOF(src, charge)
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. += NAMEOF(src, corrupted)
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return .
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/obj/item/stock_parts/power_store/Initialize(mapload, override_maxcharge)
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. = ..()
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create_reagents(5, INJECTABLE | DRAINABLE)
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if (override_maxcharge)
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maxcharge = override_maxcharge
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rating = max(round(maxcharge / (rating_base * 10), 1), 1)
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if(!empty && !charge)
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charge = maxcharge
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if(ratingdesc)
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desc += " This one has a rating of [display_energy(maxcharge)][prob(10) ? ", and you should not swallow it" : ""]." //joke works better if it's not on every cell
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update_appearance()
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RegisterSignal(src, COMSIG_ITEM_MAGICALLY_CHARGED, PROC_REF(on_magic_charge))
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var/static/list/loc_connections = list(
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COMSIG_ITEM_MAGICALLY_CHARGED = PROC_REF(on_magic_charge),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/item/stock_parts/power_store/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
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. = ..()
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if(!isturf(old_loc))
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update_appearance()
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/**
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* Signal proc for [COMSIG_ITEM_MAGICALLY_CHARGED]
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*
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* If we, or the item we're located in, is subject to the charge spell, gain some charge back
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*/
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/obj/item/stock_parts/power_store/proc/on_magic_charge(datum/source, datum/action/cooldown/spell/charge/spell, mob/living/caster)
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SIGNAL_HANDLER
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// This shouldn't be running if we're not being held by a mob,
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// or if we're not within an object being held by a mob, but just in case...
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if(!ismovable(loc))
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return
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. = COMPONENT_ITEM_CHARGED
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if(prob(80))
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maxcharge -= rating_base * 0.2
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if(maxcharge <= 1) // Div by 0 protection
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maxcharge = 1
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. |= COMPONENT_ITEM_BURNT_OUT
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charge = maxcharge
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update_appearance()
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// Guns need to process their chamber when we've been charged
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if(isgun(loc))
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var/obj/item/gun/gun_loc = loc
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gun_loc.process_chamber()
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// The thing we're in might have overlays or icon states for whether the cell is charged
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if(!ismob(loc))
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loc.update_appearance()
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return .
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/obj/item/stock_parts/power_store/update_overlays()
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. = ..()
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if(grown_battery)
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. += mutable_appearance('icons/obj/machines/cell_charger.dmi', "grown_wires")
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if((charge < 0.01) || !charge_light_type)
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return
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. += mutable_appearance('icons/obj/machines/cell_charger.dmi', "[cell_size_prefix]-[charge_light_type]-o[(percent() >= 99.5) ? 2 : 1]")
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/obj/item/stock_parts/power_store/vv_edit_var(vname, vval)
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if(vname == NAMEOF(src, charge))
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charge = clamp(vval, 0, maxcharge)
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return TRUE
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if(vname == NAMEOF(src, maxcharge))
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if(charge > vval)
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charge = vval
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if(vname == NAMEOF(src, corrupted) && vval && !corrupted)
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corrupt(TRUE)
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return TRUE
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return ..()
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/**
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* Returns the percentage of the cell's charge.
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*/
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/obj/item/stock_parts/power_store/proc/percent() // return % charge of cell
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return 100 * charge / maxcharge
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/**
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* Returns the maximum charge of the cell.
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*/
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/obj/item/stock_parts/power_store/proc/max_charge()
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return maxcharge
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/**
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* Returns the current charge of the cell.
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*/
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/obj/item/stock_parts/power_store/proc/charge()
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return charge
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/**
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* Returns the amount of charge used on the cell.
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*/
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/obj/item/stock_parts/power_store/proc/used_charge()
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return maxcharge - charge
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/// Use power from the cell.
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/// Args:
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/// - used: Amount of power in joules to use.
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/// - force: If true, uses the remaining power from the cell if there isn't enough power to supply the demand.
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/// Returns: The power used from the cell in joules.
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/obj/item/stock_parts/power_store/use(used, force = FALSE)
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var/power_used = min(used, charge)
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if(power_used > 0 && try_explode())
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return 0 // The cell decided to explode so we won't be able to use it.
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if(!force && charge < used)
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return 0
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charge -= power_used
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if(!istype(loc, /obj/machinery/power/apc))
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SSblackbox.record_feedback("tally", "cell_used", 1, type)
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return power_used
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/// Recharge the cell.
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/// Args:
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/// - amount: The amount of energy to give to the cell in joules.
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/// Returns: The power given to the cell in joules.
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/obj/item/stock_parts/power_store/proc/give(amount)
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var/power_used = min(maxcharge-charge,amount)
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charge += power_used
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if (amount)
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try_explode()
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return power_used
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/**
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* Changes the charge of the cell.
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* Args:
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* - amount: The energy to give to the cell (can be negative).
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* Returns: The energy that was given to the cell (can be negative).
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*/
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/obj/item/stock_parts/power_store/proc/change(amount)
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var/energy_used = clamp(amount, -charge, maxcharge - charge)
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charge += energy_used
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if(energy_used)
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try_explode()
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return energy_used
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/obj/item/stock_parts/power_store/examine(mob/user)
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. = ..()
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if(corrupted)
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. += span_danger("This [name] seems to be faulty!")
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else if(!isnull(charge_light_type))
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. += "The charge meter reads [CEILING(percent(), 0.1)]%." //so it doesn't say 0% charge when the overlay indicates it still has charge
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/obj/item/stock_parts/power_store/proc/try_explode(max_charge = FALSE)
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var/check_charge = charge
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if (max_charge)
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check_charge = maxcharge
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if(!check_charge)
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return FALSE
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if (!corrupted)
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if (!(reagents?.spark_act(check_charge, SPARK_ACT_ENCLOSED) & SPARK_ACT_DESTRUCTIVE))
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return FALSE
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message_admins("[ADMIN_LOOKUPFLW(usr)] has triggered a rigged power cell explosion at [AREACOORD(loc)].")
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usr?.log_message("triggered a rigged power cell explosion", LOG_GAME)
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usr?.log_message("triggered a rigged power cell explosion", LOG_VICTIM, log_globally = FALSE)
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qdel(src)
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return TRUE
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var/range_heavy = round(sqrt(check_charge / (3.6 * rating_base)))
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var/range_light = round(sqrt(check_charge / (0.9 * rating_base)))
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if(!range_light)
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corrupt()
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return FALSE
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message_admins("[ADMIN_LOOKUPFLW(usr)] has triggered a corrupted power cell explosion at [AREACOORD(loc)].")
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usr?.log_message("triggered a corrupted power cell explosion", LOG_GAME)
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usr?.log_message("triggered a corrupted power cell explosion", LOG_VICTIM, log_globally = FALSE)
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explosion(src, devastation_range = -1, heavy_impact_range = range_heavy, light_impact_range = range_light, flash_range = range_light)
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qdel(src)
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return TRUE
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/obj/item/stock_parts/power_store/proc/corrupt(force)
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charge /= 2
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maxcharge = max(maxcharge/2, chargerate)
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if (force || prob(10))
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corrupted = TRUE
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/obj/item/stock_parts/power_store/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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use((STANDARD_CELL_CHARGE /severity) * emp_damage_modifier , force = TRUE)
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/obj/item/stock_parts/power_store/ex_act(severity, target)
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. = ..()
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if(QDELETED(src))
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return FALSE
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switch(severity)
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if(EXPLODE_HEAVY)
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if(prob(50))
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corrupt()
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if(EXPLODE_LIGHT)
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if(prob(25))
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corrupt()
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return TRUE
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/obj/item/stock_parts/power_store/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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do_sparks(2, TRUE, user)
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var/eating_success = do_after(user, 5 SECONDS, src)
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if(QDELETED(user))
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return SHAME
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if(!eating_success || QDELETED(src) || charge == 0)
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user.visible_message(span_suicide("[user] chickens out!"))
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return SHAME
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playsound(user, 'sound/effects/sparks/sparks1.ogg', charge / maxcharge)
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var/damage = charge / (1 KILO JOULES)
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var/discharged_energy = charge
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user.electrocute_act(damage, src, 1, SHOCK_IGNORE_IMMUNITY|SHOCK_DELAY_STUN|SHOCK_NOGLOVES)
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charge = 0
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update_appearance()
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if(user.stat != DEAD)
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to_chat(user, span_suicide("There's not enough charge in [src] to kill you!"))
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return SHAME
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addtimer(CALLBACK(src, PROC_REF(gib_user), user, discharged_energy), 3 SECONDS)
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return MANUAL_SUICIDE
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/obj/item/stock_parts/power_store/proc/gib_user(mob/living/user, discharged_energy)
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if(QDELETED(user))
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return
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if(discharged_energy < STANDARD_BATTERY_CHARGE)
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return
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user.dropItemToGround(src)
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user.dust(just_ash = TRUE, drop_items = TRUE)
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playsound(src, 'sound/effects/magic/lightningshock.ogg', 50, TRUE, 10)
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tesla_zap(source = src, zap_range = 10, power = discharged_energy)
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/obj/item/stock_parts/power_store/attack_self(mob/user)
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. = ..()
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if(.)
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return
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/human_user = user
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var/obj/item/organ/stomach/ethereal/user_stomach = human_user.get_organ_slot(ORGAN_SLOT_STOMACH)
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if(!istype(user_stomach))
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return
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if(user_stomach.drain_time > world.time)
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return
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ethereal_drain(human_user, user_stomach)
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/// Handles letting an ethereal drain our charge into their stomach
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/obj/item/stock_parts/power_store/proc/ethereal_drain(mob/living/carbon/human/user, obj/item/organ/stomach/ethereal/used_stomach)
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if(charge() <= 0)
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balloon_alert(user, "out of charge!")
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return
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var/obj/item/stock_parts/power_store/stomach_cell = used_stomach.cell
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used_stomach.drain_time = world.time + ETHEREAL_CELL_DRAIN_TIME
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to_chat(user, span_notice("You begin clumsily channeling power from [src] into your body."))
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while(do_after(user, ETHEREAL_CELL_DRAIN_TIME, target = src))
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if(isnull(used_stomach) || (used_stomach != user.get_organ_slot(ORGAN_SLOT_STOMACH)))
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balloon_alert(user, "stomach removed!?")
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return
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var/our_charge = charge()
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var/scaled_stomach_used_charge = stomach_cell.used_charge() / ETHEREAL_CELL_POWER_GAIN_FACTOR
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var/potential_charge = min(our_charge, scaled_stomach_used_charge)
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var/to_drain = min(ETHEREAL_CELL_POWER_DRAIN, potential_charge)
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var/energy_drained = use(to_drain, force = TRUE)
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used_stomach.adjust_charge(energy_drained * ETHEREAL_CELL_POWER_GAIN_FACTOR)
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update_appearance(UPDATE_OVERLAYS)
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if(stomach_cell.used_charge() <= 0)
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balloon_alert(user, "your charge is full!")
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return
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if(charge() <= 0)
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balloon_alert(user, "out of charge!")
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return
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/obj/item/stock_parts/power_store/blob_act(obj/structure/blob/B)
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SSexplosions.high_mov_atom += src
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/obj/item/stock_parts/power_store/proc/get_electrocute_damage()
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return ELECTROCUTE_DAMAGE(charge / max(0.001 * STANDARD_CELL_CHARGE, 1)) // Wouldn't want it to consider more energy than whatever is actually in the cell if for some strange reason someone set the STANDARD_CELL_CHARGE to below 1kJ.
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/obj/item/stock_parts/power_store/get_part_rating()
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return maxcharge * 10 + charge
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#undef ETHEREAL_CELL_DRAIN_TIME
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#undef ETHEREAL_CELL_POWER_DRAIN
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#undef ETHEREAL_CELL_POWER_GAIN_FACTOR
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