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Bubberstation/code/datums/wires/explosive.dm
SkyratBot c8aa071d2c [MIRROR] Tweaks voice analyzers, pulsing a grenade's bomb wire now uses the grenade's timer delay. (#303)
* Tweaks voice analyzers, pulsing a grenade's bomb wire now uses the grenade's timer delay. (#52710)

Makes suicide bombing with voice analyzers harder, while keeping the more fun behavior by adding some tells and delays.
Things attached to a grenade's pulse wire use the grenades timer, rather then just insta booming.

* Tweaks voice analyzers, pulsing a grenade's bomb wire now uses the grenade's timer delay.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-12 11:29:53 +01:00

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/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)
var/obj/item/grenade/chem_grenade/G = holder
if(G.stage == GRENADE_WIRED)
return TRUE
/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/grenade/chem_grenade/G = holder
G.landminemode = S
S.proximity_monitor.wire = TRUE
fingerprint = S.fingerprintslast
return ..()
/datum/wires/explosive/chem_grenade/explode()
var/obj/item/grenade/chem_grenade/G = holder
var/obj/item/assembly/assembly = get_attached(get_wire(1))
message_admins("\An [assembly] has pulsed a grenade, which was installed by [fingerprint].")
log_game("\An [assembly] has pulsed a grenade, which was installed by [fingerprint].")
var/mob/M = get_mob_by_ckey(fingerprint)
var/turf/T = get_turf(M)
G.log_grenade(M, T) //Used in preprime() too but this one convays where the mob who triggered the bomb is
G.preprime() //The one here convays 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/interactable(mob/user) // No need to unscrew wire panels on plastic explosives
return TRUE
/datum/wires/explosive/c4/explode()
var/obj/item/grenade/c4/P = holder
P.prime()
/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)
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)