Files
Bubberstation/code/datums/wires/explosive.dm
SkyratBot a71688c5e3 [MIRROR] [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. [MDB IGNORE] (#11307)
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. (#64643)

* Makes used grenades slightly more obvious.

Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.

* Changes dud var to dud flags.

Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.

* Fixes eternally armed dud grenades.

Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.

* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2022-02-06 13:50:40 +00:00

140 lines
4.0 KiB
Plaintext

/datum/wires/explosive
var/duds_number = 2 // All "dud" wires cause an explosion when cut or pulsed
proper_name = "Explosive Device"
randomize = TRUE // Prevents wires from showing up on blueprints
/datum/wires/explosive/New(atom/holder)
add_duds(duds_number) // Duds also explode here.
..()
/datum/wires/explosive/on_pulse(index)
explode()
/datum/wires/explosive/on_cut(index, mend)
explode()
/datum/wires/explosive/proc/explode()
return
/datum/wires/explosive/chem_grenade
duds_number = 1
holder_type = /obj/item/grenade/chem_grenade
var/fingerprint
/datum/wires/explosive/chem_grenade/interactable(mob/user)
if(!..())
return FALSE
var/obj/item/grenade/chem_grenade/G = holder
if(G.stage == GRENADE_WIRED)
return TRUE
/datum/wires/explosive/chem_grenade/on_pulse(index)
var/obj/item/grenade/chem_grenade/grenade = holder
if(grenade.stage != GRENADE_READY)
return
. = ..()
/datum/wires/explosive/chem_grenade/on_cut(index, mend)
var/obj/item/grenade/chem_grenade/grenade = holder
if(grenade.stage != GRENADE_READY)
return
. = ..()
/datum/wires/explosive/chem_grenade/attach_assembly(color, obj/item/assembly/S)
if(istype(S,/obj/item/assembly/timer))
var/obj/item/grenade/chem_grenade/G = holder
var/obj/item/assembly/timer/T = S
G.det_time = T.saved_time*10
else if(istype(S,/obj/item/assembly/prox_sensor))
var/obj/item/assembly/prox_sensor/sensor = S
var/obj/item/grenade/chem_grenade/grenade = holder
grenade.landminemode = sensor
sensor.proximity_monitor.set_ignore_if_not_on_turf(FALSE)
fingerprint = S.fingerprintslast
return ..()
/datum/wires/explosive/chem_grenade/explode()
var/obj/item/grenade/chem_grenade/grenade = holder
var/obj/item/assembly/assembly = get_attached(get_wire(1))
if(!grenade.dud_flags)
message_admins("\An [assembly] has pulsed [grenade] ([grenade.type]), which was installed by [fingerprint].")
log_game("\An [assembly] has pulsed [grenade] ([grenade.type]), which was installed by [fingerprint].")
var/mob/M = get_mob_by_ckey(fingerprint)
grenade.log_grenade(M) //Used in arm_grenade() too but this one conveys where the mob who triggered the bomb is
if(grenade.landminemode)
grenade.detonate() ///already armed
else
grenade.arm_grenade() //The one here conveys where the bomb was when it went boom
/datum/wires/explosive/chem_grenade/detach_assembly(color)
var/obj/item/assembly/S = get_attached(color)
if(S && istype(S))
assemblies -= color
S.connected = null
S.forceMove(holder.drop_location())
var/obj/item/grenade/chem_grenade/G = holder
G.landminemode = null
return S
/datum/wires/explosive/c4 // Also includes X4
holder_type = /obj/item/grenade/c4
/datum/wires/explosive/c4/explode()
var/obj/item/grenade/c4/P = holder
P.detonate()
/datum/wires/explosive/pizza
holder_type = /obj/item/pizzabox
/datum/wires/explosive/pizza/New(atom/holder)
wires = list(
WIRE_DISARM
)
add_duds(3) // Duds also explode here.
..()
/datum/wires/explosive/pizza/interactable(mob/user)
if(!..())
return FALSE
var/obj/item/pizzabox/P = holder
if(P.open && P.bomb)
return TRUE
/datum/wires/explosive/pizza/get_status()
var/obj/item/pizzabox/P = holder
var/list/status = list()
status += "The red light is [P.bomb_active ? "on" : "off"]."
status += "The green light is [P.bomb_defused ? "on": "off"]."
return status
/datum/wires/explosive/pizza/on_pulse(wire)
var/obj/item/pizzabox/P = holder
switch(wire)
if(WIRE_DISARM) // Pulse to toggle
P.bomb_defused = !P.bomb_defused
else // Boom
explode()
/datum/wires/explosive/pizza/on_cut(wire, mend)
var/obj/item/pizzabox/P = holder
switch(wire)
if(WIRE_DISARM) // Disarm and untrap the box.
if(!mend)
P.bomb_defused = TRUE
else
if(!mend && !P.bomb_defused)
explode()
/datum/wires/explosive/pizza/explode()
var/obj/item/pizzabox/P = holder
P.bomb.detonate()
/datum/wires/explosive/gibtonite
holder_type = /obj/item/gibtonite
/datum/wires/explosive/gibtonite/explode()
var/obj/item/gibtonite/P = holder
P.GibtoniteReaction(null, 2)