Files
Bubberstation/code/game/objects/items/grenades/grenade.dm
ArcaneMusic aade6fcdd3 Adds an metric ton of belt sprites and suit sprites for worn objects. (#52390)
* Plant Belt sprites are fixed, Engy Sprites too

* I did belt sprites until my eyes started hurting
2020-07-25 01:59:31 -04:00

174 lines
6.8 KiB
Plaintext

/obj/item/grenade
name = "grenade"
desc = "It has an adjustable timer."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/grenade.dmi'
icon_state = "grenade"
inhand_icon_state = "flashbang"
worn_icon_state = "grenade"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
resistance_flags = FLAMMABLE
max_integrity = 40
var/active = 0
var/det_time = 50
var/display_timer = 1
var/clumsy_check = GRENADE_CLUMSY_FUMBLE
var/sticky = FALSE
// I moved the explosion vars and behavior to base grenades because we want all grenades to call [/obj/item/grenade/proc/prime] so we can send COMSIG_GRENADE_PRIME
///how big of a devastation explosion radius on prime
var/ex_dev = 0
///how big of a heavy explosion radius on prime
var/ex_heavy = 0
///how big of a light explosion radius on prime
var/ex_light = 0
///how big of a flame explosion radius on prime
var/ex_flame = 0
// dealing with creating a [/datum/component/pellet_cloud] on prime
/// if set, will spew out projectiles of this type
var/shrapnel_type
/// the higher this number, the more projectiles are created as shrapnel
var/shrapnel_radius
var/shrapnel_initialized
/obj/item/grenade/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] primes [src], then eats it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, TRUE)
preprime(user, det_time)
user.transferItemToLoc(src, user, TRUE)//>eat a grenade set to 5 seconds >rush captain
sleep(det_time)//so you dont die instantly
return BRUTELOSS
/obj/item/grenade/deconstruct(disassembled = TRUE)
if(!disassembled)
prime()
if(!QDELETED(src))
qdel(src)
/obj/item/grenade/proc/botch_check(mob/living/carbon/human/user)
var/clumsy = HAS_TRAIT(user, TRAIT_CLUMSY)
if(clumsy && (clumsy_check == GRENADE_CLUMSY_FUMBLE))
if(prob(50))
to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
preprime(user, 5, FALSE)
return TRUE
else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE))
to_chat(user, "<span class='warning'>You pull the pin on [src]. Attached to it is a pink ribbon that says, \"<span class='clown'>HONK</span>\"</span>")
preprime(user, 5, FALSE)
return TRUE
else if(sticky && prob(50)) // to add risk to sticky tape grenade cheese, no return cause we still prime as normal after
to_chat(user, "<span class='warning'>What the... [src] is stuck to your hand!</span>")
ADD_TRAIT(src, TRAIT_NODROP, STICKY_NODROP)
/obj/item/grenade/examine(mob/user)
. = ..()
if(display_timer)
if(det_time > 0)
. += "The timer is set to [DisplayTimeText(det_time)]."
else
. += "\The [src] is set for instant detonation."
/obj/item/grenade/attack_self(mob/user)
if(HAS_TRAIT(src, TRAIT_NODROP))
to_chat(user, "<span class='notice'>You try prying [src] off your hand...</span>")
if(do_after(user, 70, target=src))
to_chat(user, "<span class='notice'>You manage to remove [src] from your hand.</span>")
REMOVE_TRAIT(src, TRAIT_NODROP, STICKY_NODROP)
return
if(!active)
if(!botch_check(user)) // if they botch the prime, it'll be handled in botch_check
preprime(user)
/obj/item/grenade/proc/log_grenade(mob/user, turf/T)
log_bomber(user, "has primed a", src, "for detonation")
/obj/item/grenade/proc/preprime(mob/user, delayoverride, msg = TRUE, volume = 60)
var/turf/T = get_turf(src)
log_grenade(user, T) //Inbuilt admin procs already handle null users
if(user)
add_fingerprint(user)
if(msg)
to_chat(user, "<span class='warning'>You prime [src]! [capitalize(DisplayTimeText(det_time))]!</span>")
if(shrapnel_type && shrapnel_radius)
shrapnel_initialized = TRUE
AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_radius)
playsound(src, 'sound/weapons/armbomb.ogg', volume, TRUE)
active = TRUE
icon_state = initial(icon_state) + "_active"
SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time, delayoverride)
addtimer(CALLBACK(src, .proc/prime), isnull(delayoverride)? det_time : delayoverride)
/obj/item/grenade/proc/prime(mob/living/lanced_by)
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)
shrapnel_initialized = TRUE
AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_radius)
SEND_SIGNAL(src, COMSIG_GRENADE_PRIME, lanced_by)
if(ex_dev || ex_heavy || ex_light || ex_flame)
explosion(loc, ex_dev, ex_heavy, ex_light, flame_range = ex_flame)
/obj/item/grenade/proc/update_mob()
if(ismob(loc))
var/mob/M = loc
M.dropItemToGround(src)
/obj/item/grenade/attackby(obj/item/W, mob/user, params)
if(!active)
if(W.tool_behaviour == TOOL_MULTITOOL)
var/newtime = text2num(stripped_input(user, "Please enter a new detonation time", name))
if (newtime != null && user.canUseTopic(src, BE_CLOSE))
if(change_det_time(newtime))
to_chat(user, "<span class='notice'>You modify the time delay. It's set for [DisplayTimeText(det_time)].</span>")
if (round(newtime * 10) != det_time)
to_chat(user, "<span class='warning'>The new value is out of bounds. The lowest possible time is 3 seconds and highest is 5 seconds. Instant detonations are also possible.</span>")
return
else if(W.tool_behaviour == TOOL_SCREWDRIVER)
if(change_det_time())
to_chat(user, "<span class='notice'>You modify the time delay. It's set for [DisplayTimeText(det_time)].</span>")
else
return ..()
/obj/item/grenade/proc/change_det_time(time) //Time uses real time.
. = TRUE
if(time != null)
if(time < 3)
time = 3
det_time = round(clamp(time * 10, 0, 50))
else
var/previous_time = det_time
switch(det_time)
if (0)
det_time = 30
if (30)
det_time = 50
if (50)
det_time = 0
if(det_time == previous_time)
det_time = 50
/obj/item/grenade/attack_paw(mob/user)
return attack_hand(user)
/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)
var/obj/projectile/P = hitby
if(damage && attack_type == PROJECTILE_ATTACK && P.damage_type != STAMINA && prob(15))
owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
var/turf/T = get_turf(src)
log_game("A projectile ([hitby]) detonated a grenade held by [key_name(owner)] at [COORD(T)]")
message_admins("A projectile ([hitby]) detonated a grenade held by [key_name_admin(owner)] at [ADMIN_COORDJMP(T)]")
prime()
return TRUE //It hit the grenade, not them
/obj/item/grenade/afterattack(atom/target, mob/user)
. = ..()
if(active)
user.throw_item(target)