Files
Bubberstation/code/datums/wires/explosive.dm
SkyratBot 529f827f90 [MIRROR] fixes gibtonite bomb [MDB IGNORE] (#24457)
* fixes gibtonite bomb (#79038)

## About The Pull Request

https://github.com/tgstation/tgstation/assets/70376633/8d15d7c9-51c2-4aeb-b1c6-4386168947da

i made it work slightly better too so
also this was in the code since like 2015 but it probably got broken
sometime

also 10 second detonation timer is pretty harmless anyway so

## Why It's Good For The Game

bug bad
fyi this was added in 2015
https://github.com/tgstation/tgstation/pull/8587

## Changelog
🆑
fix: making assembly activated bombs works again
/🆑

* fixes gibtonite bomb

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2023-10-20 02:54:43 -04:00

147 lines
4.3 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, source)
if (!isnull(source))
log_combat(source, holder, "cut the detonation wire for")
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, source)
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)
else if(istype(S,/obj/item/assembly/health))
var/obj/item/assembly/health/sensor = S
if(!sensor.secured)
sensor.toggle_secure()
if(!sensor.scanning)
sensor.toggle_scan()
fingerprint = S.fingerprintslast
return ..()
/datum/wires/explosive/chem_grenade/explode()
var/obj/item/grenade/chem_grenade/grenade = holder
var/obj/item/assembly/pulser = get_attached(get_wire(1))
var/message = "\An [pulser] has pulsed [grenade] ([grenade.type]), which was installed by [fingerprint]"
if(istype(pulser, /obj/item/assembly/voice))
var/obj/item/assembly/voice/spoken_trigger = pulser
message += " with the following activation message: \"[spoken_trigger.recorded]\""
if(!grenade.dud_flags)
message_admins(message)
log_game(message)
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.holder = 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, source)
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)
if (!isnull(source))
log_combat(source, holder, "cut the detonation wire for")
explode()
/datum/wires/explosive/pizza/explode()
var/obj/item/pizzabox/P = holder
P.bomb.detonate()