Files
Bubberstation/code/game/objects/effects/mines.dm
SkyratBot 87b9f6991c [MIRROR] Landmines trigger when you step off of them, rather than onto them [MDB IGNORE] (#18055)
* Landmines trigger when you step off of them, rather than onto them (#71758)

Stepping onto a landmine will depress the pressure plate.
Making any further movement (releasing the pressure plate) will trigger
the mine.

Maybe you could escape with quick thinking? Maybe you can bait someone
else into the detonation? Or maybe you can give a final warning to your
compatriots?

* Landmines trigger when you step off of them, rather than onto them

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-12-10 17:53:21 +00:00

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/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"
base_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
/// 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
return TRUE
/obj/effect/mine/proc/on_entered(datum/source, atom/movable/arrived)
SIGNAL_HANDLER
if(!can_trigger(arrived))
return
// Flying = can't step on a mine
if(arrived.movement_type & FLYING)
return
// Someone already on it
if(foot_on_mine?.resolve())
return
foot_on_mine = WEAKREF(arrived)
visible_message(span_danger("[icon2html(src, viewers(src))] *click*"))
playsound(src, 'sound/machines/click.ogg', 60, TRUE)
/obj/effect/mine/proc/on_exited(datum/source, atom/movable/gone)
SIGNAL_HANDLER
if(!can_trigger(gone))
return
// 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)
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) && 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 = "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_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)