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