Files
Bubberstation/code/game/objects/items/implants/implant_explosive.dm
2017-08-28 00:12:17 -04:00

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/obj/item/implant/explosive
name = "microbomb implant"
desc = "And boom goes the weasel."
icon_state = "explosive"
origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
actions_types = list(/datum/action/item_action/explosive_implant)
// Explosive implant action is always availible.
var/weak = 2
var/medium = 0.8
var/heavy = 0.4
var/delay = 7
var/popup = FALSE // is the DOUWANNABLOWUP window open?
var/active = FALSE
/obj/item/implant/explosive/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Explodes<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
<b>Special Features:</b> Explodes<BR>
"}
return dat
/obj/item/implant/explosive/trigger(emote, mob/source)
if(emote == "deathgasp")
activate("death")
/obj/item/implant/explosive/activate(cause)
if(!cause || !imp_in || active)
return 0
if(cause == "action_button" && !popup)
popup = TRUE
var/response = alert(imp_in, "Are you sure you want to activate your [name]? This will cause you to explode!", "[name] Confirmation", "Yes", "No")
popup = FALSE
if(response == "No")
return 0
heavy = round(heavy)
medium = round(medium)
weak = round(weak)
to_chat(imp_in, "<span class='notice'>You activate your [name].</span>")
active = TRUE
var/turf/boomturf = get_turf(imp_in)
var/area/A = get_area(boomturf)
message_admins("[ADMIN_LOOKUPFLW(imp_in)] has activated their [name] at [A.name] [ADMIN_JMP(boomturf)], with cause of [cause].")
//If the delay is short, just blow up already jeez
if(delay <= 7)
explosion(src,heavy,medium,weak,weak, flame_range = weak)
if(imp_in)
imp_in.gib(1)
qdel(src)
return
timed_explosion()
/obj/item/implant/explosive/implant(mob/living/target)
for(var/X in target.implants)
if(istype(X, type))
var/obj/item/implant/explosive/imp_e = X
imp_e.heavy += heavy
imp_e.medium += medium
imp_e.weak += weak
imp_e.delay += delay
qdel(src)
return 1
return ..()
/obj/item/implant/explosive/proc/timed_explosion()
imp_in.visible_message("<span class='warning'>[imp_in] starts beeping ominously!</span>")
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay*0.25)
if(imp_in && !imp_in.stat)
imp_in.visible_message("<span class='warning'>[imp_in] doubles over in pain!</span>")
imp_in.Knockdown(140)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay*0.25)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay*0.25)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay*0.25)
explosion(src,heavy,medium,weak,weak, flame_range = weak)
if(imp_in)
imp_in.gib(1)
qdel(src)
/obj/item/implant/explosive/macro
name = "macrobomb implant"
desc = "And boom goes the weasel. And everything else nearby."
icon_state = "explosive"
origin_tech = "materials=3;combat=5;biotech=4;syndicate=5"
weak = 16
medium = 8
heavy = 4
delay = 70
/obj/item/implant/explosive/macro/implant(mob/living/target)
for(var/X in target.implants)
if(istype(X, type))
return 0
for(var/Y in target.implants)
if(istype(Y, /obj/item/implant/explosive))
var/obj/item/implant/explosive/imp_e = Y
heavy += imp_e.heavy
medium += imp_e.medium
weak += imp_e.weak
delay += imp_e.delay
qdel(imp_e)
break
return ..()
/obj/item/implanter/explosive
name = "implanter (explosive)"
imp_type = /obj/item/implant/explosive
/obj/item/implantcase/explosive
name = "implant case - 'Explosive'"
desc = "A glass case containing an explosive implant."
imp_type = /obj/item/implant/explosive