Files
Bubberstation/code/game/objects/items/implants/implant_explosive.dm
norsvenska 5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00

248 lines
9.7 KiB
Plaintext

/**
* Note that we can stack explosive implants and thus increase the payload's devastation radius. (https://github.com/tgstation/tgstation/pull/50674)
* That's why the three devastation values for the microbomb implant are balanced around in such a way
* that buying one macrobomb equals to buying 10 microbombs and stacking them.
*/
#define MICROBOMB_DELAY 0.7 SECONDS
#define MICROBOMB_EXPLOSION_LIGHT 2
#define MICROBOMB_EXPLOSION_HEAVY 0.8
#define MICROBOMB_EXPLOSION_DEVASTATE 0.4
/obj/item/implant/explosive
name = "microbomb implant"
desc = "And boom goes the weasel."
icon_state = "explosive"
actions_types = list(/datum/action/item_action/explosive_implant) //Explosive implant action is always available.
///Whether the implant's explosion sequence has been activated or not
var/active = FALSE
///The final countdown (delay before we explode)
var/delay = MICROBOMB_DELAY
///If the delay is equal or lower to MICROBOMB_DELAY (0.7 sec), the explosion will be instantaneous.
var/instant_explosion = TRUE
///Radius of weak devastation explosive impact
var/explosion_light = MICROBOMB_EXPLOSION_LIGHT
///Radius of medium devastation explosive impact
var/explosion_heavy = MICROBOMB_EXPLOSION_HEAVY
///Radius of heavy devastation explosive impact
var/explosion_devastate = MICROBOMB_EXPLOSION_DEVASTATE
///Whether the confirmation UI popup is active or not
var/popup = FALSE
///Do we rapidly increase the beeping speed as it gets closer to detonating?
var/panic_beep_sound = FALSE
///Do we disable paralysis upon activation
var/no_paralyze = FALSE
///Do we override other explosive implants?
var/master_implant = FALSE
///Will this implant notify ghosts when activated?
var/notify_ghosts = TRUE
///Do we tell people when they activated it?
var/announce_activation = TRUE
/obj/item/implant/explosive/proc/on_death(datum/source, gibbed)
SIGNAL_HANDLER
// There may be other signals that want to handle mob's death
// and the process of activating destroys the body, so let the other
// signal handlers at least finish. Also, the "delayed explosion"
// uses sleeps, which is bad for signal handlers to do.
INVOKE_ASYNC(src, PROC_REF(activate), "death")
/obj/item/implant/explosive/get_data()
return "<b>Implant Specifications:</b><BR> \
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR> \
<b>Life:</b> Activates upon death.<BR> \
<b>Important Notes:</b> Explodes<BR> \
<HR> \
<b>Implant Details:</b><BR> \
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR> \
<b>Special Features:</b> Explodes<BR>"
/obj/item/implant/explosive/activate(cause)
. = ..()
if(!cause || !imp_in || active)
return FALSE
if(cause == "action_button")
if(popup)
return FALSE
popup = TRUE
var/response = tgui_alert(imp_in, "Are you sure you want to activate your [name]? This will cause you to explode!", "[name] Confirmation", list("Yes", "No"))
popup = FALSE
if(response != "Yes")
return FALSE
if(cause == "death" && HAS_TRAIT(imp_in, TRAIT_PREVENT_IMPLANT_AUTO_EXPLOSION))
return FALSE
if(announce_activation)
to_chat(imp_in, span_notice("You activate your [name]."))
active = TRUE
var/turf/boomturf = get_turf(imp_in)
message_admins("[ADMIN_LOOKUPFLW(imp_in)] has activated their [name] at [ADMIN_VERBOSEJMP(boomturf)], with cause of [cause].")
//If the delay is shorter or equal to the default delay, just blow up already jeez
if(delay <= MICROBOMB_DELAY && instant_explosion)
explode()
return
timed_explosion()
/obj/item/implant/explosive/implant(mob/living/target, mob/user, silent = FALSE, force = FALSE)
for(var/target_implant in target.implants)
if(istype(target_implant, /obj/item/implant/explosive)) //we don't use our own type here, because macrobombs inherit this proc and need to be able to upgrade microbombs
var/obj/item/implant/explosive/other_implant = target_implant
if(other_implant.master_implant && master_implant) //we cant have two master implants at once
target.balloon_alert(user, "cannot fit implant!")
return FALSE
if(master_implant)
merge_implants(src, other_implant)
else
merge_implants(other_implant, src)
return TRUE
. = ..()
if(.)
RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_death))
/obj/item/implant/explosive/removed(mob/target, silent = FALSE, special = FALSE)
. = ..()
if(.)
UnregisterSignal(target, COMSIG_LIVING_DEATH)
/**
* Merges two explosive implants together, adding the stats of the latter to the former before qdeling the latter implant.
* kept_implant = the implant that is kept
* stat_implant = the implant which has its stats added to kept_implant, before being deleted.
*/
/obj/item/implant/explosive/proc/merge_implants(obj/item/implant/explosive/kept_implant, obj/item/implant/explosive/stat_implant)
kept_implant.explosion_devastate += stat_implant.explosion_devastate
kept_implant.explosion_heavy += stat_implant.explosion_heavy
kept_implant.explosion_light += stat_implant.explosion_light
kept_implant.delay = min(kept_implant.delay + stat_implant.delay, 30 SECONDS)
qdel(stat_implant)
/**
* Explosive activation sequence for implants with a delay longer than 0.7 seconds.
* Make the implantee beep a few times, keel over and explode. Usually to a devastating effect.
*/
/obj/item/implant/explosive/proc/timed_explosion()
if (isnull(imp_in))
visible_message(span_warning("[src] starts beeping ominously!"))
else
imp_in.visible_message(span_warning("[imp_in] starts beeping ominously!"))
if(notify_ghosts)
notify_ghosts(
"[imp_in] is about to detonate their explosive implant!",
source = src,
header = "Tick Tick Tick...",
notify_flags = NOTIFY_CATEGORY_NOFLASH,
ghost_sound = 'sound/machines/warning-buzzer.ogg',
notify_volume = 75,
)
playsound(loc, 'sound/items/timer.ogg', 30, FALSE)
if(!panic_beep_sound)
sleep(delay * 0.25)
if(imp_in && !imp_in.stat && !no_paralyze)
imp_in.visible_message(span_warning("[imp_in] doubles over in pain!"))
imp_in.Paralyze(14 SECONDS)
//total of 4 bomb beeps, and we've already beeped once
var/bomb_beeps_until_boom = 3
if(!panic_beep_sound)
while(bomb_beeps_until_boom > 0)
//for extra spice
var/beep_volume = 35
playsound(loc, 'sound/items/timer.ogg', beep_volume, vary = FALSE)
sleep(delay * 0.25)
bomb_beeps_until_boom--
beep_volume += 5
explode()
else
addtimer(CALLBACK(src, PROC_REF(explode)), delay)
while(delay > 1) //so we dont accidentally enter an infinite sleep
var/beep_volume = 35
playsound(loc, 'sound/items/timer.ogg', beep_volume, vary = FALSE)
sleep(delay * 0.2)
delay -= delay * 0.2
beep_volume += 5
///When called, just explodes
/obj/item/implant/explosive/proc/explode(atom/override_explode_target = null)
explosion_devastate = round(explosion_devastate)
explosion_heavy = round(explosion_heavy)
explosion_light = round(explosion_light)
explosion(override_explode_target || src, devastation_range = explosion_devastate, heavy_impact_range = explosion_heavy, light_impact_range = explosion_light, flame_range = explosion_light, flash_range = explosion_light, explosion_cause = src)
var/mob/living/kill_mob = isliving(override_explode_target) ? override_explode_target : imp_in
if(!isnull(kill_mob))
kill_mob.investigate_log("has been gibbed by an explosive implant.", INVESTIGATE_DEATHS)
kill_mob.gib(DROP_ORGANS|DROP_BODYPARTS)
qdel(src)
///Macrobomb has the strength and delay of 10 microbombs
/obj/item/implant/explosive/macro
name = "macrobomb implant"
desc = "And boom goes the weasel. And everything else nearby."
icon_state = "explosive"
delay = 10 * MICROBOMB_DELAY
explosion_light = 10 * MICROBOMB_EXPLOSION_LIGHT
explosion_heavy = 10 * MICROBOMB_EXPLOSION_HEAVY
explosion_devastate = 10 * MICROBOMB_EXPLOSION_DEVASTATE
///Microbomb which prevents you from going into critical condition but also explodes after a timer when you reach critical condition in the first place.
/obj/item/implant/explosive/deniability
name = "tactical deniability implant"
desc = "An enhanced version of the microbomb that directly plugs into the brain. No downsides, promise!"
delay = 10 SECONDS
panic_beep_sound = TRUE
no_paralyze = TRUE
master_implant = TRUE
/obj/item/implant/explosive/deniability/implant(mob/living/target, mob/user, silent = FALSE, force = FALSE)
. = ..()
if(.)
RegisterSignal(target, COMSIG_LIVING_HEALTH_UPDATE, PROC_REF(check_health))
target.add_traits(list(TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT), IMPLANT_TRAIT)
/obj/item/implant/explosive/deniability/removed(mob/target, silent = FALSE, special = FALSE)
. = ..()
if(.)
UnregisterSignal(target, COMSIG_LIVING_HEALTH_UPDATE)
target.remove_traits(list(TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT), IMPLANT_TRAIT)
/obj/item/implant/explosive/deniability/proc/check_health(mob/living/source)
SIGNAL_HANDLER
if(source.health < source.crit_threshold)
INVOKE_ASYNC(src, PROC_REF(activate), "deniability")
/obj/item/implant/explosive/deathmatch
name = "deathmatch microbomb implant"
delay = 0.5 SECONDS
actions_types = null
instant_explosion = FALSE
notify_ghosts = FALSE
/obj/item/implanter/explosive
name = "implanter (microbomb)"
imp_type = /obj/item/implant/explosive
/obj/item/implantcase/explosive
name = "implant case - 'Explosive'"
desc = "A glass case containing an explosive implant."
imp_type = /obj/item/implant/explosive
/obj/item/implanter/explosive_macro
name = "implanter (macrobomb)"
imp_type = /obj/item/implant/explosive/macro
/obj/item/implanter/tactical_deniability
name = "implanter (tactical deniability)"
imp_type = /obj/item/implant/explosive/deniability
/datum/action/item_action/explosive_implant
check_flags = NONE
name = "Activate Explosive Implant"
#undef MICROBOMB_DELAY
#undef MICROBOMB_EXPLOSION_LIGHT
#undef MICROBOMB_EXPLOSION_HEAVY
#undef MICROBOMB_EXPLOSION_DEVASTATE