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* Makes flags properly check themselves Byond ref: https://www.byond.com/docs/ref/#/operator/& Basically, flags should use & instead of == We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem. Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
430 lines
11 KiB
Plaintext
430 lines
11 KiB
Plaintext
/*
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Miscellaneous traitor devices
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BATTERER
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RADIOACTIVE MICROLASER
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*/
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/*
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The Batterer, like a flashbang but 50% chance to knock people over. Can be either very
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effective or pretty fucking useless.
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*/
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/obj/item/batterer
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name = "mind batterer"
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desc = "A strange device with twin antennas."
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icon = 'icons/obj/device.dmi'
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icon_state = "batterer"
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throwforce = 5
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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flags_1 = CONDUCT_1
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inhand_icon_state = "electronic"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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var/times_used = 0 //Number of times it's been used.
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var/max_uses = 2
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/obj/item/batterer/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(!user) return
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if(times_used >= max_uses)
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to_chat(user, span_danger("The mind batterer has been burnt out!"))
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return
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log_combat(user, null, "knocked down people in the area", src)
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for(var/mob/living/carbon/human/M in urange(10, user, 1))
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if(prob(50))
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M.Paralyze(rand(200,400))
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to_chat(M, span_userdanger("You feel a tremendous, paralyzing wave flood your mind."))
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else
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to_chat(M, span_userdanger("You feel a sudden, electric jolt travel through your head."))
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playsound(src.loc, 'sound/misc/interference.ogg', 50, TRUE)
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to_chat(user, span_notice("You trigger [src]."))
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times_used += 1
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if(times_used >= max_uses)
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icon_state = "battererburnt"
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/*
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The radioactive microlaser, a device disguised as a health analyzer used to irradiate people.
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The strength of the radiation is determined by the 'intensity' setting, while the delay between
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the scan and the irradiation kicking in is determined by the wavelength.
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Each scan will cause the microlaser to have a brief cooldown period. Higher intensity will increase
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the cooldown, while higher wavelength will decrease it.
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Wavelength is also slightly increased by the intensity as well.
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*/
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/obj/item/healthanalyzer/rad_laser
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var/irradiate = TRUE
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var/stealth = FALSE
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var/used = FALSE // is it cooling down?
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var/intensity = 10 // how much damage the radiation does
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var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
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/obj/item/healthanalyzer/rad_laser/attack(mob/living/M, mob/living/user)
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if(!stealth || !irradiate)
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..()
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if(!irradiate)
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return
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var/mob/living/carbon/human/human_target = M
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if(istype(human_target) && !used && SSradiation.wearing_rad_protected_clothing(human_target)) //intentionally not checking for TRAIT_RADIMMUNE here so that tatortot can still fuck up and waste their cooldown.
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to_chat(user, span_warning("[M]'s clothing is fully protecting [M.p_them()] from irradiation!"))
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return
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if(!used)
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log_combat(user, M, "irradiated", src)
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var/cooldown = get_cooldown()
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used = TRUE
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icon_state = "health1"
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addtimer(VARSET_CALLBACK(src, used, FALSE), cooldown)
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addtimer(VARSET_CALLBACK(src, icon_state, "health"), cooldown)
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to_chat(user, span_warning("Successfully irradiated [M]."))
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addtimer(CALLBACK(src, .proc/radiation_aftereffect, M, intensity), (wavelength+(intensity*4))*5)
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return
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to_chat(user, span_warning("The radioactive microlaser is still recharging."))
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/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M, passed_intensity)
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if(QDELETED(M) || !ishuman(M) || HAS_TRAIT(M, TRAIT_RADIMMUNE))
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return
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if(passed_intensity >= 5)
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M.apply_effect(round(passed_intensity/0.075), EFFECT_UNCONSCIOUS) //to save you some math, this is a round(intensity * (4/3)) second long knockout
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/obj/item/healthanalyzer/rad_laser/proc/get_cooldown()
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return round(max(10, (stealth*30 + intensity*5 - wavelength/4)))
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/obj/item/healthanalyzer/rad_laser/attack_self(mob/user)
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interact(user)
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/obj/item/healthanalyzer/rad_laser/interact(mob/user)
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ui_interact(user)
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/obj/item/healthanalyzer/rad_laser/ui_state(mob/user)
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return GLOB.hands_state
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/obj/item/healthanalyzer/rad_laser/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "RadioactiveMicrolaser")
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ui.open()
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/obj/item/healthanalyzer/rad_laser/ui_data(mob/user)
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var/list/data = list()
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data["irradiate"] = irradiate
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data["stealth"] = stealth
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data["scanmode"] = scanmode
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data["intensity"] = intensity
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data["wavelength"] = wavelength
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data["on_cooldown"] = used
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data["cooldown"] = DisplayTimeText(get_cooldown())
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return data
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/obj/item/healthanalyzer/rad_laser/ui_act(action, params)
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. = ..()
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if(.)
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return
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switch(action)
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if("irradiate")
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irradiate = !irradiate
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. = TRUE
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if("stealth")
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stealth = !stealth
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. = TRUE
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if("scanmode")
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scanmode = !scanmode
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. = TRUE
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if("radintensity")
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var/target = params["target"]
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var/adjust = text2num(params["adjust"])
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if(target == "min")
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target = 1
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. = TRUE
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else if(target == "max")
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target = 20
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. = TRUE
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else if(adjust)
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target = intensity + adjust
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. = TRUE
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else if(text2num(target) != null)
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target = text2num(target)
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. = TRUE
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if(.)
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target = round(target)
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intensity = clamp(target, 1, 20)
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if("radwavelength")
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var/target = params["target"]
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var/adjust = text2num(params["adjust"])
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if(target == "min")
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target = 0
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. = TRUE
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else if(target == "max")
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target = 120
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. = TRUE
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else if(adjust)
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target = wavelength + adjust
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. = TRUE
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else if(text2num(target) != null)
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target = text2num(target)
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. = TRUE
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if(.)
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target = round(target)
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wavelength = clamp(target, 0, 120)
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/obj/item/shadowcloak
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name = "cloaker belt"
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desc = "Makes you invisible for short periods of time. Recharges in darkness."
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icon = 'icons/obj/clothing/belts.dmi'
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icon_state = "utility"
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inhand_icon_state = "utility"
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worn_icon_state = "utility"
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slot_flags = ITEM_SLOT_BELT
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attack_verb_continuous = list("whips", "lashes", "disciplines")
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attack_verb_simple = list("whip", "lash", "discipline")
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var/mob/living/carbon/human/user = null
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var/charge = 300
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var/max_charge = 300
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var/on = FALSE
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actions_types = list(/datum/action/item_action/toggle)
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/obj/item/shadowcloak/ui_action_click(mob/user)
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if(user.get_item_by_slot(ITEM_SLOT_BELT) == src)
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if(!on)
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Activate(usr)
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else
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Deactivate()
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return
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/obj/item/shadowcloak/item_action_slot_check(slot, mob/user)
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if(slot & ITEM_SLOT_BELT)
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return 1
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/obj/item/shadowcloak/proc/Activate(mob/living/carbon/human/user)
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if(!user)
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return
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to_chat(user, span_notice("You activate [src]."))
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src.user = user
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START_PROCESSING(SSobj, src)
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on = TRUE
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/obj/item/shadowcloak/proc/Deactivate()
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to_chat(user, span_notice("You deactivate [src]."))
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STOP_PROCESSING(SSobj, src)
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if(user)
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user.alpha = initial(user.alpha)
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on = FALSE
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user = null
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/obj/item/shadowcloak/dropped(mob/user)
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..()
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if(user && user.get_item_by_slot(ITEM_SLOT_BELT) != src)
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Deactivate()
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/obj/item/shadowcloak/process(delta_time)
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if(user.get_item_by_slot(ITEM_SLOT_BELT) != src)
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Deactivate()
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return
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var/turf/T = get_turf(src)
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if(on)
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var/lumcount = T.get_lumcount()
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if(lumcount > 0.3)
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charge = max(0, charge - 12.5 * delta_time)//Quick decrease in light
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else
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charge = min(max_charge, charge + 25 * delta_time) //Charge in the dark
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animate(user,alpha = clamp(255 - charge,0,255),time = 10)
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/obj/item/jammer
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name = "radio jammer"
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desc = "Device used to disrupt nearby radio communication."
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icon = 'icons/obj/device.dmi'
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icon_state = "jammer"
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var/active = FALSE
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var/range = 12
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/obj/item/jammer/attack_self(mob/user)
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to_chat(user,span_notice("You [active ? "deactivate" : "activate"] [src]."))
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active = !active
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if(active)
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GLOB.active_jammers |= src
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else
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GLOB.active_jammers -= src
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update_appearance()
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/obj/item/storage/toolbox/emergency/turret
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desc = "You feel a strange urge to hit this with a wrench."
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/obj/item/storage/toolbox/emergency/turret/PopulateContents()
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new /obj/item/screwdriver(src)
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new /obj/item/wrench/combat(src)
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new /obj/item/weldingtool(src)
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new /obj/item/crowbar(src)
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new /obj/item/analyzer(src)
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new /obj/item/wirecutters(src)
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/obj/item/storage/toolbox/emergency/turret/attackby(obj/item/attacking_item, mob/living/user, params)
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if(!istype(attacking_item, /obj/item/wrench/combat))
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return ..()
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if(!user.combat_mode)
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return
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if(!attacking_item.toolspeed)
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return
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balloon_alert(user, "constructing...")
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if(!attacking_item.use_tool(src, user, 2 SECONDS, volume = 20))
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return
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balloon_alert(user, "constructed!")
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user.visible_message(span_danger("[user] bashes [src] with [attacking_item]!"), \
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span_danger("You bash [src] with [attacking_item]!"), null, COMBAT_MESSAGE_RANGE)
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playsound(src, "sound/items/drill_use.ogg", 80, TRUE, -1)
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var/obj/machinery/porta_turret/syndicate/toolbox/turret = new(get_turf(loc))
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set_faction(turret, user)
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turret.toolbox = src
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forceMove(turret)
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/obj/item/storage/toolbox/emergency/turret/proc/set_faction(obj/machinery/porta_turret/turret, mob/user)
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turret.faction = list("[REF(user)]")
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/obj/item/storage/toolbox/emergency/turret/nukie/set_faction(obj/machinery/porta_turret/turret, mob/user)
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turret.faction = list(ROLE_SYNDICATE)
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/obj/machinery/porta_turret/syndicate/toolbox
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icon_state = "toolbox_off"
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base_icon_state = "toolbox"
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/obj/machinery/porta_turret/syndicate/toolbox/Initialize(mapload)
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. = ..()
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underlays += image(icon = icon, icon_state = "[base_icon_state]_frame")
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/obj/machinery/porta_turret/syndicate/toolbox
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integrity_failure = 0
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max_integrity = 100
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shot_delay = 0.5 SECONDS
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stun_projectile = /obj/projectile/bullet/toolbox_turret
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lethal_projectile = /obj/projectile/bullet/toolbox_turret
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subsystem_type = /datum/controller/subsystem/processing/projectiles
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ignore_faction = TRUE
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/// The toolbox we store.
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var/obj/item/toolbox
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/obj/machinery/porta_turret/syndicate/toolbox/examine(mob/user)
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. = ..()
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if(faction_check(faction, user.faction))
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. += span_notice("You can repair it by <b>left-clicking</b> with a combat wrench.")
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. += span_notice("You can fold it by <b>right-clicking</b> with a combat wrench.")
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/obj/machinery/porta_turret/syndicate/toolbox/target(atom/movable/target)
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if(!target)
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return
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if(shootAt(target))
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setDir(get_dir(base, target))
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return TRUE
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/obj/machinery/porta_turret/syndicate/toolbox/attackby(obj/item/attacking_item, mob/living/user, params)
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if(!istype(attacking_item, /obj/item/wrench/combat))
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return ..()
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if(!attacking_item.toolspeed)
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return
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if(user.combat_mode)
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balloon_alert(user, "deconstructing...")
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if(!attacking_item.use_tool(src, user, 5 SECONDS, volume = 20))
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return
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deconstruct(TRUE)
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attacking_item.play_tool_sound(src, 50)
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balloon_alert(user, "deconstructed!")
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else
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if(atom_integrity == max_integrity)
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balloon_alert(user, "already repaired!")
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return
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balloon_alert(user, "repairing...")
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while(atom_integrity != max_integrity)
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if(!attacking_item.use_tool(src, user, 2 SECONDS, volume = 20))
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return
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repair_damage(10)
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balloon_alert(user, "repaired!")
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/obj/machinery/porta_turret/syndicate/toolbox/deconstruct(disassembled)
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if(disassembled)
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var/atom/movable/old_toolbox = toolbox
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toolbox = null
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old_toolbox.forceMove(drop_location())
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else
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new /obj/effect/gibspawner/robot(drop_location())
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return ..()
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/obj/machinery/porta_turret/syndicate/toolbox/Destroy()
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toolbox = null
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return ..()
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/obj/machinery/porta_turret/syndicate/toolbox/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone == toolbox)
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toolbox = null
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qdel(src)
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/obj/machinery/porta_turret/syndicate/toolbox/ui_status(mob/user)
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if(faction_check(user.faction, faction))
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return ..()
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return UI_CLOSE
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/obj/projectile/bullet/toolbox_turret
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damage = 10
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speed = 0.6
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