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* Refactor, improve, and rename canUseTopic to be can_perform_action * updoot * https://github.com/tgstation/tgstation/pull/72876 https://github.com/tgstation/tgstation/pull/72876 --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
253 lines
10 KiB
Plaintext
253 lines
10 KiB
Plaintext
// Flags for [/obj/item/grenade/var/dud_flags]
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/// The grenade cannot detonate at all. It is innately nonfunctional.
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#define GRENADE_DUD (1<<0)
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/// The grenade has been used and as such cannot detonate.
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#define GRENADE_USED (1<<1)
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/**
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* Base class for all grenades.
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*/
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/obj/item/grenade
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name = "grenade"
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desc = "It has an adjustable timer."
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w_class = WEIGHT_CLASS_SMALL
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icon = 'icons/obj/weapons/grenade.dmi'
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icon_state = "grenade"
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inhand_icon_state = "flashbang"
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worn_icon_state = "grenade"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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throw_speed = 3
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throw_range = 7
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flags_1 = CONDUCT_1 | PREVENT_CONTENTS_EXPLOSION_1 // We detonate upon being exploded.
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slot_flags = ITEM_SLOT_BELT
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resistance_flags = FLAMMABLE
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max_integrity = 40
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/// Bitfields which prevent the grenade from detonating if set. Includes ([GRENADE_DUD]|[GRENADE_USED])
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var/dud_flags = NONE
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///Is this grenade currently armed?
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var/active = FALSE
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///How long it takes for a grenade to explode after being armed
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var/det_time = 5 SECONDS
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///Will this state what it's det_time is when examined?
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var/display_timer = TRUE
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///Used in botch_check to determine how a user's clumsiness affects that user's ability to prime a grenade correctly.
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var/clumsy_check = GRENADE_CLUMSY_FUMBLE
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///Was sticky tape used to make this sticky?
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var/sticky = FALSE
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// I moved the explosion vars and behavior to base grenades because we want all grenades to call [/obj/item/grenade/proc/detonate] so we can send COMSIG_GRENADE_DETONATE
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///how big of a devastation explosion radius on prime
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var/ex_dev = 0
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///how big of a heavy explosion radius on prime
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var/ex_heavy = 0
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///how big of a light explosion radius on prime
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var/ex_light = 0
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///how big of a flame explosion radius on prime
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var/ex_flame = 0
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// dealing with creating a [/datum/component/pellet_cloud] on detonate
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/// if set, will spew out projectiles of this type
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var/shrapnel_type
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/// the higher this number, the more projectiles are created as shrapnel
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var/shrapnel_radius
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///Did we add the component responsible for spawning sharpnel to this?
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var/shrapnel_initialized
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/obj/item/grenade/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_ODD_CUSTOMIZABLE_FOOD_INGREDIENT, type)
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RegisterSignal(src, COMSIG_ITEM_USED_AS_INGREDIENT, PROC_REF(on_used_as_ingredient))
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/obj/item/grenade/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] primes [src], then eats it! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(src, 'sound/items/eatfood.ogg', 50, TRUE)
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arm_grenade(user, det_time)
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user.transferItemToLoc(src, user, TRUE)//>eat a grenade set to 5 seconds >rush captain
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sleep(det_time)//so you dont die instantly
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return dud_flags ? SHAME : BRUTELOSS
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/obj/item/grenade/deconstruct(disassembled = TRUE)
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if(!disassembled)
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detonate()
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if(!QDELETED(src))
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qdel(src)
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/**
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* Checks for various ways to botch priming a grenade.
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*
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* Arguments:
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* * mob/living/carbon/human/user - who is priming our grenade?
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*/
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/obj/item/grenade/proc/botch_check(mob/living/carbon/human/user)
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if(sticky && prob(50)) // to add risk to sticky tape grenade cheese, no return cause we still prime as normal after.
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to_chat(user, span_warning("What the... [src] is stuck to your hand!"))
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ADD_TRAIT(src, TRAIT_NODROP, STICKY_NODROP)
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var/clumsy = HAS_TRAIT(user, TRAIT_CLUMSY)
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if(clumsy && (clumsy_check == GRENADE_CLUMSY_FUMBLE) && prob(50))
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to_chat(user, span_warning("Huh? How does this thing work?"))
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arm_grenade(user, 5, FALSE)
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return TRUE
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else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE))
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to_chat(user, span_warning("You pull the pin on [src]. Attached to it is a pink ribbon that says, \"[span_clown("HONK")]\""))
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arm_grenade(user, 5, FALSE)
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return TRUE
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/obj/item/grenade/examine(mob/user)
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. = ..()
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if(display_timer)
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if(det_time > 0)
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. += "The timer is set to [DisplayTimeText(det_time)]."
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else
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. += "\The [src] is set for instant detonation."
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if (dud_flags & GRENADE_USED)
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. += span_warning("It looks like [p_theyve()] already been used.")
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/obj/item/grenade/attack_self(mob/user)
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if(HAS_TRAIT(src, TRAIT_NODROP))
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to_chat(user, span_notice("You try prying [src] off your hand..."))
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if(do_after(user, 7 SECONDS, target = src))
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to_chat(user, span_notice("You manage to remove [src] from your hand."))
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REMOVE_TRAIT(src, TRAIT_NODROP, STICKY_NODROP)
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return
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if (active)
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return
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if(!botch_check(user)) // if they botch the prime, it'll be handled in botch_check
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arm_grenade(user)
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/obj/item/grenade/proc/log_grenade(mob/user)
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log_bomber(user, "has primed a", src, "for detonation", message_admins = !dud_flags)
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/**
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* arm_grenade (formerly preprime) refers to when a grenade with a standard time fuze is activated, making it go beepbeepbeep and then detonate a few seconds later.
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* Grenades with other triggers like remote igniters probably skip this step and go straight to [/obj/item/grenade/proc/detonate]
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*/
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/obj/item/grenade/proc/arm_grenade(mob/user, delayoverride, msg = TRUE, volume = 60)
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log_grenade(user) //Inbuilt admin procs already handle null users
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if(user)
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add_fingerprint(user)
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if(msg)
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to_chat(user, span_warning("You prime [src]! [capitalize(DisplayTimeText(det_time))]!"))
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if(shrapnel_type && shrapnel_radius)
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shrapnel_initialized = TRUE
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AddComponent(/datum/component/pellet_cloud, projectile_type = shrapnel_type, magnitude = shrapnel_radius)
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playsound(src, 'sound/weapons/armbomb.ogg', volume, TRUE)
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if(istype(user))
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user.add_mob_memory(/datum/memory/bomb_planted, antagonist = src)
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time, delayoverride)
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addtimer(CALLBACK(src, PROC_REF(detonate)), isnull(delayoverride)? det_time : delayoverride)
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/**
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* detonate (formerly prime) refers to when the grenade actually delivers its payload (whether or not a boom/bang/detonation is involved)
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*
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* Arguments:
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* * lanced_by- If this grenade was detonated by an elance, we need to pass that along with the COMSIG_GRENADE_DETONATE signal for pellet clouds
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*/
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/obj/item/grenade/proc/detonate(mob/living/lanced_by)
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if (dud_flags)
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active = FALSE
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update_appearance()
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return FALSE
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dud_flags |= GRENADE_USED // Don't detonate if we have already detonated.
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if(shrapnel_type && shrapnel_radius && !shrapnel_initialized) // add a second check for adding the component in case whatever triggered the grenade went straight to prime (badminnery for example)
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shrapnel_initialized = TRUE
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AddComponent(/datum/component/pellet_cloud, projectile_type = shrapnel_type, magnitude = shrapnel_radius)
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SEND_SIGNAL(src, COMSIG_GRENADE_DETONATE, lanced_by)
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if(ex_dev || ex_heavy || ex_light || ex_flame)
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explosion(src, ex_dev, ex_heavy, ex_light, ex_flame)
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return TRUE
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/obj/item/grenade/proc/update_mob()
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if(ismob(loc))
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var/mob/mob = loc
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mob.dropItemToGround(src)
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///Signal sent by someone putting the grenade in as an ingredient. Registers signals onto what it was put into so it can explode.
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/obj/item/grenade/proc/on_used_as_ingredient(datum/source, atom/used_in)
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SIGNAL_HANDLER
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RegisterSignal(used_in, COMSIG_FOOD_EATEN, PROC_REF(ingredient_detonation))
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RegisterSignal(used_in, COMSIG_TOOL_ATOM_ACTED_PRIMARY(TOOL_KNIFE), PROC_REF(ingredient_detonation))
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RegisterSignal(used_in, COMSIG_TOOL_ATOM_ACTED_PRIMARY(TOOL_ROLLINGPIN), PROC_REF(ingredient_detonation))
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///Signal sent by someone eating food this is an ingredient in "used_in". Makes the grenade go kerblooey, destroying the food.
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/obj/item/grenade/proc/ingredient_detonation(atom/used_in, mob/living/target, mob/living/user, bitecount, bitesize)
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SIGNAL_HANDLER
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detonate()
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//can't remove it as an ingredient so we need to get rid of the food. deleted ingredients not good
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return DESTROY_FOOD
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/obj/item/grenade/screwdriver_act(mob/living/user, obj/item/tool)
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if(active)
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return FALSE
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if(change_det_time())
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tool.play_tool_sound(src)
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to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)]."))
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return TRUE
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/obj/item/grenade/multitool_act(mob/living/user, obj/item/tool)
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. = ..()
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if(active)
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return FALSE
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. = TRUE
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var/newtime = tgui_input_list(user, "Please enter a new detonation time", "Detonation Timer", list("Instant", 3, 4, 5))
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if (isnull(newtime))
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return
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if(!user.can_perform_action(src))
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return
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if(newtime == "Instant" && change_det_time(0))
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to_chat(user, span_notice("You modify the time delay. It's set to be instantaneous."))
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return
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newtime = round(newtime)
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if(change_det_time(newtime))
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to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)]."))
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/obj/item/grenade/proc/change_det_time(time) //Time uses real time.
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. = TRUE
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if(!isnull(time))
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det_time = round(clamp(time * 10, 0, 5 SECONDS))
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else
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var/previous_time = det_time
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switch(det_time)
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if (0)
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det_time = 3 SECONDS
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if (3 SECONDS)
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det_time = 5 SECONDS
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if (5 SECONDS)
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det_time = 0
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if(det_time == previous_time)
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det_time = 5 SECONDS
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/obj/item/grenade/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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var/obj/projectile/hit_projectile = hitby
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if(damage && attack_type == PROJECTILE_ATTACK && hit_projectile.damage_type != STAMINA && prob(15))
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owner.visible_message(span_danger("[attack_text] hits [owner]'s [src], setting it off! What a shot!"))
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var/turf/source_turf = get_turf(src)
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var/logmsg = "held a grenade detonated by a projectile ([hitby]) at [COORD(source_turf)]"
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owner.log_message(logmsg, LOG_GAME)
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owner.log_message(logmsg, LOG_VICTIM, log_globally = FALSE)
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message_admins("A projectile ([hitby]) detonated a grenade held by [key_name_admin(owner)] at [ADMIN_COORDJMP(source_turf)]")
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detonate()
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if(!QDELETED(src)) // some grenades don't detonate but we want them destroyed
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qdel(src)
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return TRUE //It hit the grenade, not them
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/obj/item/grenade/afterattack(atom/target, mob/user)
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. = ..()
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if(active)
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user.throw_item(target)
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return . | AFTERATTACK_PROCESSED_ITEM
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