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* Fixes projectile impacts + messages, embedding, adds deployable landmines (#53436) * icon and alert anim * hmm * projectile and embed fixes * cap mine * clean up, fix some issues with projectile embeds * light * doc * icon * awkward * icon again * Fixes projectile impacts + messages, embedding, adds deployable landmines Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
287 lines
9.2 KiB
Plaintext
287 lines
9.2 KiB
Plaintext
/obj/effect/mine
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name = "dummy mine"
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desc = "Better stay away from that thing."
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density = FALSE
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anchored = TRUE
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "uglymine"
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/// 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
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var/triggered = FALSE
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/// Can be set to FALSE if we want a short 'coming online' delay, then set to TRUE. Can still be set off by damage
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var/armed = TRUE
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/// If set, we default armed to FALSE and set it to TRUE after this long from initializing
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var/arm_delay
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/obj/effect/mine/Initialize()
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. = ..()
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if(arm_delay)
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armed = FALSE
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icon_state = "uglymine-inactive"
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addtimer(CALLBACK(src, .proc/now_armed), arm_delay)
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/obj/effect/mine/examine(mob/user)
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. = ..()
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if(!armed)
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. += "\t<span class='information'>It appears to be inactive...</span>"
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/// The effect of the mine
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/obj/effect/mine/proc/mineEffect(mob/victim)
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to_chat(victim, "<span class='danger'>*click*</span>")
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/// If the landmine was previously inactive, this beeps and displays a message marking it active
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/obj/effect/mine/proc/now_armed()
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armed = TRUE
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icon_state = "uglymine"
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playsound(src, 'sound/machines/nuke/angry_beep.ogg', 40, FALSE, -2)
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visible_message("<span class='danger'>\The [src] beeps softly, indicating it is now active.<span>", vision_distance = COMBAT_MESSAGE_RANGE)
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/obj/effect/mine/Crossed(atom/movable/AM)
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if(triggered || !isturf(loc) || !armed)
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return
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. = ..()
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if(AM.movement_type & FLYING)
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return
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triggermine(AM)
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/obj/effect/mine/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir)
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. = ..()
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triggermine()
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/// When something sets off a mine
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/obj/effect/mine/proc/triggermine(atom/movable/triggerer)
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if(triggered) //too busy detonating to detonate again
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return
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if(triggerer)
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visible_message("<span class='danger'>[triggerer] sets off [icon2html(src, viewers(src))] [src]!</span>")
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else
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visible_message("<span class='danger'>[icon2html(src, viewers(src))] [src] detonates!</span>")
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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if(ismob(triggerer))
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mineEffect(triggerer)
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triggered = TRUE
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SEND_SIGNAL(src, COMSIG_MINE_TRIGGERED, triggerer)
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qdel(src)
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/obj/effect/mine/explosive
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name = "explosive mine"
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var/range_devastation = 0
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var/range_heavy = 1
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var/range_light = 2
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var/range_flash = 3
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/obj/effect/mine/explosive/mineEffect(mob/victim)
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explosion(loc, range_devastation, range_heavy, range_light, range_flash)
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/obj/effect/mine/stun
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name = "stun mine"
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var/stun_time = 80
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/obj/effect/mine/stun/mineEffect(mob/living/victim)
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if(isliving(victim))
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victim.Paralyze(stun_time)
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/obj/effect/mine/kickmine
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name = "kick mine"
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/obj/effect/mine/kickmine/mineEffect(mob/victim)
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if(isliving(victim) && victim.client)
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to_chat(victim, "<span class='userdanger'>You have been kicked FOR NO REISIN!</span>")
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qdel(victim.client)
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/obj/effect/mine/gas
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name = "oxygen mine"
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var/gas_amount = 360
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var/gas_type = "o2"
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/obj/effect/mine/gas/mineEffect(mob/victim)
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atmos_spawn_air("[gas_type]=[gas_amount]")
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/obj/effect/mine/gas/plasma
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name = "plasma mine"
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gas_type = "plasma"
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/obj/effect/mine/gas/n2o
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name = "\improper N2O mine"
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gas_type = "n2o"
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/obj/effect/mine/gas/water_vapor
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name = "chilled vapor mine"
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gas_amount = 500
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gas_type = "water_vapor"
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/obj/effect/mine/sound
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name = "honkblaster 1000"
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var/sound = 'sound/items/bikehorn.ogg'
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/obj/effect/mine/sound/mineEffect(mob/victim)
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playsound(loc, sound, 100, TRUE)
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/obj/effect/mine/sound/bwoink
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name = "bwoink mine"
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sound = 'sound/effects/adminhelp.ogg'
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/obj/effect/mine/pickup
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name = "pickup"
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desc = "pick me up"
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icon = 'icons/effects/effects.dmi'
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icon_state = "electricity2"
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density = FALSE
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var/duration = 0
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/obj/effect/mine/pickup/Initialize()
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. = ..()
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animate(src, pixel_y = 4, time = 20, loop = -1)
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/obj/effect/mine/pickup/triggermine(mob/victim)
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if(triggered)
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return
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triggered = 1
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invisibility = INVISIBILITY_ABSTRACT
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mineEffect(victim)
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qdel(src)
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/obj/effect/mine/pickup/bloodbath
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name = "Red Orb"
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desc = "You feel angry just looking at it."
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duration = 1200 //2min
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color = "#FF0000"
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/obj/effect/mine/pickup/bloodbath/mineEffect(mob/living/carbon/victim)
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if(!victim.client || !istype(victim))
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return
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to_chat(victim, "<span class='reallybig redtext'>RIP AND TEAR</span>")
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var/old_color = victim.client.color
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var/static/list/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
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var/static/list/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
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INVOKE_ASYNC(src, .proc/blood_delusion, victim)
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var/obj/item/chainsaw/doomslayer/chainsaw = new(victim.loc)
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victim.log_message("entered a blood frenzy", LOG_ATTACK)
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ADD_TRAIT(chainsaw, TRAIT_NODROP, CHAINSAW_FRENZY_TRAIT)
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victim.drop_all_held_items()
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victim.put_in_hands(chainsaw, forced = TRUE)
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chainsaw.attack_self(victim)
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victim.reagents.add_reagent(/datum/reagent/medicine/adminordrazine,25)
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to_chat(victim, "<span class='warning'>KILL, KILL, KILL! YOU HAVE NO ALLIES ANYMORE, KILL THEM ALL!</span>")
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victim.client.color = pure_red
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animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
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sleep(10)
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animate(victim.client,color = old_color, time = duration)//, easing = SINE_EASING|EASE_OUT)
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sleep(duration)
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to_chat(victim, "<span class='notice'>Your bloodlust seeps back into the bog of your subconscious and you regain self control.</span>")
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qdel(chainsaw)
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victim.log_message("exited a blood frenzy", LOG_ATTACK)
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qdel(src)
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/obj/effect/mine/pickup/bloodbath/proc/blood_delusion(mob/living/carbon/victim)
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new /datum/hallucination/delusion(victim, TRUE, "demon", duration, 0)
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/obj/effect/mine/pickup/healing
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name = "Blue Orb"
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desc = "You feel better just looking at it."
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color = "#0000FF"
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/obj/effect/mine/pickup/healing/mineEffect(mob/living/carbon/victim)
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if(!victim.client || !istype(victim))
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return
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to_chat(victim, "<span class='notice'>You feel great!</span>")
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victim.revive(full_heal = TRUE, admin_revive = TRUE)
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/obj/effect/mine/pickup/speed
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name = "Yellow Orb"
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desc = "You feel faster just looking at it."
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color = "#FFFF00"
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duration = 300
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/obj/effect/mine/pickup/speed/mineEffect(mob/living/carbon/victim)
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if(!victim.client || !istype(victim))
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return
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to_chat(victim, "<span class='notice'>You feel fast!</span>")
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victim.add_movespeed_modifier(/datum/movespeed_modifier/yellow_orb)
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sleep(duration)
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victim.remove_movespeed_modifier(/datum/movespeed_modifier/yellow_orb)
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to_chat(victim, "<span class='notice'>You slow down.</span>")
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/// These mines spawn pellet_clouds around them when triggered
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/obj/effect/mine/shrapnel
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name = "shrapnel mine"
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/// The type of projectiles we're shooting out of this
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var/shrapnel_type = /obj/projectile/bullet/shrapnel
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/// 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
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var/shrapnel_magnitude = 3
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/// 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)
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var/shred_triggerer = FALSE
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/obj/effect/mine/shrapnel/mineEffect(mob/victim)
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return
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/obj/effect/mine/shrapnel/triggermine(atom/movable/AM)
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AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_magnitude)
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return ..()
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/obj/effect/mine/shrapnel/sting
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name = "stinger mine"
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shrapnel_type = /obj/projectile/bullet/pellet/stingball
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/obj/effect/mine/shrapnel/capspawn
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name = "\improper AP mine"
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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."
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shrapnel_type = /obj/projectile/bullet/pellet/capmine
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shrapnel_magnitude = 4
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shred_triggerer = TRUE
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arm_delay = 3 SECONDS
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light_range = 1.6
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light_power = 2
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light_color = COLOR_VIVID_RED
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/obj/effect/mine/shrapnel/capspawn/now_armed()
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. = ..()
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set_light_on(TRUE)
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/obj/item/minespawner
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name = "landmine deployment device"
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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."
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icon = 'icons/obj/device.dmi'
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icon_state = "beacon"
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var/mine_type = /obj/effect/mine/shrapnel/capspawn
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var/active = FALSE
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/obj/item/minespawner/attack_self(mob/user)
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. = ..()
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if(active)
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return
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if(iscarbon(user))
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var/mob/living/carbon/user_human = user
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user_human.throw_mode_on()
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playsound(src, 'sound/weapons/armbomb.ogg', 70, TRUE)
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to_chat(user, "<span class='warning'>You arm \the [src], causing it to shake! It will deploy in 3 seconds.</span>")
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active = TRUE
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addtimer(CALLBACK(src, .proc/deploy_mine), 3 SECONDS)
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/// Deploys the mine and deletes itself
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/obj/item/minespawner/proc/deploy_mine()
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do_alert_animation()
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playsound(loc, 'sound/machines/chime.ogg', 30, FALSE, -3)
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var/obj/effect/mine/new_mine = new mine_type(get_turf(src))
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visible_message("<span class='danger'>\The [src] releases a puff of smoke, revealing \a [new_mine]!</span>")
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var/obj/effect/particle_effect/smoke/poof = new (get_turf(src))
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poof.lifetime = 3
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qdel(src)
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