mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-30 11:01:35 +00:00
## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog 🆑 add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /🆑
248 lines
9.7 KiB
Plaintext
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 it's 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
|