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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
293 lines
12 KiB
Plaintext
293 lines
12 KiB
Plaintext
/**
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* Base class for all grenades.
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*/
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/obj/item/grenade
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name = "grenade"
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desc = "It has an adjustable timer."
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w_class = WEIGHT_CLASS_SMALL
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icon = 'icons/obj/weapons/grenade.dmi'
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icon_state = "grenade"
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inhand_icon_state = "flashbang"
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worn_icon_state = "grenade"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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throw_speed = 3
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throw_range = 7
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flags_1 = PREVENT_CONTENTS_EXPLOSION_1 // We detonate upon being exploded.
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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max_integrity = 40
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pickup_sound = 'sound/items/handling/grenade/grenade_pick_up.ogg'
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drop_sound = 'sound/items/handling/grenade/grenade_drop.ogg'
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sound_vary = TRUE
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/// Bitfields which prevent the grenade from detonating if set. Includes ([GRENADE_DUD]|[GRENADE_USED])
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var/dud_flags = NONE
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///Is this grenade currently armed?
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var/active = FALSE
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///Is it a cluster grenade? We don't wanna spam admin logs with these.
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var/type_cluster = FALSE
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///How long it takes for a grenade to explode after being armed
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var/det_time = 5 SECONDS
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///Will this state what its det_time is when examined?
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var/display_timer = TRUE
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///Used in botch_check to determine how a user's clumsiness affects that user's ability to prime a grenade correctly.
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var/clumsy_check = GRENADE_CLUMSY_FUMBLE
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///Was sticky tape used to make this sticky?
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var/sticky = FALSE
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// I moved the explosion vars and behavior to base grenades because we want all grenades to call [/obj/item/grenade/proc/detonate] so we can send COMSIG_GRENADE_DETONATE
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///how big of a devastation explosion radius on prime
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var/ex_dev = 0
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///how big of a heavy explosion radius on prime
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var/ex_heavy = 0
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///how big of a light explosion radius on prime
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var/ex_light = 0
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///how big of a flame explosion radius on prime
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var/ex_flame = 0
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// dealing with creating a [/datum/component/pellet_cloud] on detonate
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/// if set, will spew out projectiles of this type
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var/shrapnel_type
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/// the higher this number, the more projectiles are created as shrapnel
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var/shrapnel_radius
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///Did we add the component responsible for spawning shrapnel to this?
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var/shrapnel_initialized
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///Possible timers that can be assigned for detonation. Values are strings in SECONDS
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var/list/possible_fuse_time = list("Instant", "3", "4", "5")
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/obj/item/grenade/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_ODD_CUSTOMIZABLE_FOOD_INGREDIENT, type)
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RegisterSignal(src, COMSIG_ITEM_USED_AS_INGREDIENT, PROC_REF(on_used_as_ingredient))
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/obj/item/grenade/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] primes [src], then eats it! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(src, 'sound/items/eatfood.ogg', 50, TRUE)
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arm_grenade(user, det_time)
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user.transferItemToLoc(src, user, TRUE)//>eat a grenade set to 5 seconds >rush captain
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sleep(det_time)//so you don't die instantly
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return dud_flags ? SHAME : BRUTELOSS
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/obj/item/grenade/atom_deconstruct(disassembled = TRUE)
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if(!disassembled)
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detonate()
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/obj/item/grenade/apply_fantasy_bonuses(bonus)
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. = ..()
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apply_grenade_fantasy_bonuses(bonus)
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/obj/item/grenade/remove_fantasy_bonuses(bonus)
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remove_grenade_fantasy_bonuses(bonus)
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return ..()
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/obj/item/grenade/proc/apply_grenade_fantasy_bonuses(quality)
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if(ex_dev == 0 && ex_heavy == 0 && ex_light == 0 && ex_flame == 0)
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return
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var/devIncrease = round(quality / 10)
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var/heavyIncrease = round(quality / 5)
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var/lightIncrease = round(quality / 2)
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ex_dev = modify_fantasy_variable("ex_dev", ex_dev, devIncrease, 0)
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ex_heavy = modify_fantasy_variable("ex_heavy", ex_heavy, heavyIncrease, 0)
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ex_light = modify_fantasy_variable("ex_light", ex_light, lightIncrease, 0)
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/obj/item/grenade/proc/remove_grenade_fantasy_bonuses(quality)
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ex_dev = reset_fantasy_variable("ex_dev", ex_dev)
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ex_heavy = reset_fantasy_variable("ex_heavy", ex_heavy)
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ex_light = reset_fantasy_variable("ex_light", ex_light)
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/**
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* Checks for various ways to botch priming a grenade.
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*
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* Arguments:
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* * mob/living/carbon/human/user - who is priming our grenade?
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*/
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/obj/item/grenade/proc/botch_check(mob/living/carbon/human/user)
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if(sticky && prob(50)) // to add risk to sticky tape grenade cheese, no return cause we still prime as normal after.
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to_chat(user, span_warning("What the... [src] is stuck to your hand!"))
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ADD_TRAIT(src, TRAIT_NODROP, STICKY_NODROP)
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var/clumsy = HAS_TRAIT(user, TRAIT_CLUMSY)
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if(clumsy && (clumsy_check == GRENADE_CLUMSY_FUMBLE) && prob(50))
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to_chat(user, span_warning("Huh? How does this thing work?"))
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arm_grenade(user, 5, FALSE)
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return TRUE
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else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE))
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to_chat(user, span_warning("You pull the pin on [src]. Attached to it is a pink ribbon that says, \"[span_clown("HONK")]\""))
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arm_grenade(user, 5, FALSE)
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return TRUE
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/obj/item/grenade/examine(mob/user)
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. = ..()
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if(display_timer)
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if(det_time > 0)
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. += "The timer is set to [DisplayTimeText(det_time)]."
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else
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. += "\The [src] is set for instant detonation."
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if (dud_flags & GRENADE_USED)
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. += span_warning("It looks like [p_theyve()] already been used.")
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/obj/item/grenade/attack_self(mob/user)
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if(HAS_TRAIT(src, TRAIT_NODROP))
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to_chat(user, span_notice("You try prying [src] off your hand..."))
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if(do_after(user, 7 SECONDS, target = src))
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to_chat(user, span_notice("You manage to remove [src] from your hand."))
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REMOVE_TRAIT(src, TRAIT_NODROP, STICKY_NODROP)
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return
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if (active)
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return
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if(!botch_check(user)) // if they botch the prime, it'll be handled in botch_check
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arm_grenade(user)
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/obj/item/grenade/proc/log_grenade(mob/user)
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if(!type_cluster)
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log_bomber(user, "has primed a", src, "for detonation", message_admins = dud_flags != NONE)
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/**
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* arm_grenade (formerly preprime) refers to when a grenade with a standard time fuze is activated, making it go beepbeepbeep and then detonate a few seconds later.
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* Grenades with other triggers like remote igniters probably skip this step and go straight to [/obj/item/grenade/proc/detonate]
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*/
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/obj/item/grenade/proc/arm_grenade(mob/user, delayoverride, msg = TRUE, volume = 60)
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log_grenade(user) //Inbuilt admin procs already handle null users
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if(user)
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add_fingerprint(user)
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if(msg)
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to_chat(user, span_warning("You prime [src]! [capitalize(DisplayTimeText(det_time))]!"))
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if(shrapnel_type && shrapnel_radius)
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shrapnel_initialized = TRUE
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AddComponent(/datum/component/pellet_cloud, projectile_type = shrapnel_type, magnitude = shrapnel_radius)
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playsound(src, 'sound/items/weapons/armbomb.ogg', volume, TRUE)
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if(istype(user))
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user.add_mob_memory(/datum/memory/bomb_planted, antagonist = src)
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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SEND_SIGNAL(src, COMSIG_GRENADE_ARMED, det_time, delayoverride)
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addtimer(CALLBACK(src, PROC_REF(detonate)), isnull(delayoverride)? det_time : delayoverride)
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/**
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* detonate (formerly prime) refers to when the grenade actually delivers its payload (whether or not a boom/bang/detonation is involved)
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*
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* Arguments:
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* * lanced_by- If this grenade was detonated by an elance, we need to pass that along with the COMSIG_GRENADE_DETONATE signal for pellet clouds
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*/
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/obj/item/grenade/proc/detonate(mob/living/lanced_by)
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if (dud_flags)
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active = FALSE
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update_appearance()
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return FALSE
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dud_flags |= GRENADE_USED // Don't detonate if we have already detonated.
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if(shrapnel_type && shrapnel_radius && !shrapnel_initialized) // add a second check for adding the component in case whatever triggered the grenade went straight to prime (badminnery for example)
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shrapnel_initialized = TRUE
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AddComponent(/datum/component/pellet_cloud, projectile_type = shrapnel_type, magnitude = shrapnel_radius)
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SEND_SIGNAL(src, COMSIG_GRENADE_DETONATE, lanced_by)
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if(ex_dev || ex_heavy || ex_light || ex_flame)
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explosion(src, ex_dev, ex_heavy, ex_light, ex_flame)
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return TRUE
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/obj/item/grenade/proc/update_mob()
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if(ismob(loc))
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var/mob/mob = loc
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mob.dropItemToGround(src)
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///Signal sent by someone putting the grenade in as an ingredient. Registers signals onto what it was put into so it can explode.
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/obj/item/grenade/proc/on_used_as_ingredient(datum/source, atom/used_in)
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SIGNAL_HANDLER
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RegisterSignal(used_in, COMSIG_FOOD_EATEN, PROC_REF(ingredient_detonation))
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RegisterSignal(used_in, COMSIG_TOOL_ATOM_ACTED_PRIMARY(TOOL_KNIFE), PROC_REF(ingredient_detonation))
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RegisterSignal(used_in, COMSIG_TOOL_ATOM_ACTED_PRIMARY(TOOL_ROLLINGPIN), PROC_REF(ingredient_detonation))
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///Signal sent by someone eating food this is an ingredient in "used_in". Makes the grenade go kerblooey, destroying the food.
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/obj/item/grenade/proc/ingredient_detonation(atom/used_in, mob/living/target, mob/living/user, bitecount, bitesize)
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SIGNAL_HANDLER
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detonate()
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//can't remove it as an ingredient so we need to get rid of the food. deleted ingredients not good
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return DESTROY_FOOD
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/obj/item/grenade/screwdriver_act(mob/living/user, obj/item/tool)
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if(active)
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return FALSE
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if(change_det_time())
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tool.play_tool_sound(src)
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if(det_time == 0)
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to_chat(user, span_notice("You modify the time delay. It's set to be instantaneous."))
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else
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to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)]."))
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return TRUE
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/obj/item/grenade/multitool_act(mob/living/user, obj/item/tool)
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. = ..()
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if(active)
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return FALSE
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. = TRUE
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var/newtime = tgui_input_list(user, "Please enter a new detonation time", "Detonation Timer", possible_fuse_time)
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if (isnull(newtime))
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return
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if(!user.can_perform_action(src))
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return
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if(newtime == "Instant" && change_det_time(0))
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to_chat(user, span_notice("You modify the time delay. It's set to be instantaneous."))
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return
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newtime = round(text2num(newtime))
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if(change_det_time(newtime))
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to_chat(user, span_notice("You modify the time delay. It's set for [DisplayTimeText(det_time)]."))
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/**
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* Sets det_time to a number in SECONDS
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*
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* if time is passed as an argument, `det_time` will be `time SECONDS`
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*
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* Cycles the duration of the fuse of the grenade `det_time` based on the options provided in list/possible_fuse_time
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*/
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/obj/item/grenade/proc/change_det_time(time)
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. = TRUE
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//Multitool
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if(!isnull(time))
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det_time = round(clamp(time SECONDS, 0, 5 SECONDS)) //This is fine for now but consider making this a variable if you want >5s fuse
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return
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//Screwdriver
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if(det_time == 0)
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det_time = "Instant"
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else
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det_time = num2text(det_time * 0.1)
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var/old_selection = possible_fuse_time.Find(det_time) //Position of det_time in the list
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if(old_selection >= possible_fuse_time.len)
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det_time = possible_fuse_time[1]
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else
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det_time = possible_fuse_time[old_selection+1]
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if(det_time == "Instant")
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det_time = 0 //String to num conversion because I hate coders
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return
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det_time = text2num(det_time) SECONDS
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/obj/item/grenade/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/item/grenade/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
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if(damage && attack_type == PROJECTILE_ATTACK && damage_type != STAMINA && prob(15))
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owner.visible_message(span_danger("[attack_text] hits [owner]'s [src], setting it off! What a shot!"))
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var/turf/source_turf = get_turf(src)
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var/logmsg = "held a grenade detonated by a projectile ([hitby]) at [COORD(source_turf)]"
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owner.log_message(logmsg, LOG_GAME)
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owner.log_message(logmsg, LOG_VICTIM, log_globally = FALSE)
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message_admins("A projectile ([hitby]) detonated a grenade held by [key_name_admin(owner)] at [ADMIN_COORDJMP(source_turf)]")
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detonate()
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if(!QDELETED(src)) // some grenades don't detonate but we want them destroyed
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qdel(src)
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return TRUE //It hit the grenade, not them
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/obj/item/grenade/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(active)
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user.throw_item(interacting_with)
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return ITEM_INTERACT_SUCCESS
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return NONE
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