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* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015) * Adds explosion SFX to the blastcannon and explosive compressor - Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it. * Miscellaneous changes - Adds defines for the internal explosion arglist keys - Reverses the values of the explosion severity defines - Changes almost everything that uses `/proc/explosion` to use named arguments - Removes a whole bunch of argname = 0 in explosion calls. * Removes named callback arguments. * Changes the explosion signals to just use the arguments list Adds a simple framework to let objects respond to explosions occurring inside of them. Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on. Makes the explosive compressor and blastcannon actually use the TTVs they are given. Adds support for things responding to internal explosions. Less snowflake code for the explosive compressor and blastcannon calculating bomb range.* Less confusing explosion severity defines. Less opaque explosion arguments *does not guarantee that the solution to letting them actually use the TTV is any less snowflake. * Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
180 lines
6.8 KiB
Plaintext
180 lines
6.8 KiB
Plaintext
//CREATOR'S NOTE: DO NOT FUCKING GIVE THIS TO BOTANY!
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/obj/item/hot_potato
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name = "hot potato"
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desc = "A label on the side of this potato reads \"Product of Donk Co. Service Wing. Activate far away from populated areas. Device will only attach to sapient creatures.\" <span class='boldnotice'>You can attack anyone with it to force it on them instead of yourself!</span>"
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icon = 'icons/obj/hydroponics/harvest.dmi'
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icon_state = "potato"
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item_flags = NOBLUDGEON
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force = 0
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var/icon_off = "potato"
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var/icon_on = "potato_active"
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var/detonation_timerid
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var/activation_time = 0
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var/timer = 600 //deciseconds
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var/show_timer = FALSE
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var/reusable = FALSE //absolute madman
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var/sticky = TRUE
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var/forceful_attachment = TRUE
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var/stimulant = TRUE
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var/detonate_explosion = TRUE
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var/detonate_dev_range = 0
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var/detonate_heavy_range = 0
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var/detonate_light_range = 2
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var/detonate_flash_range = 5
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var/detonate_fire_range = 5
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var/active = FALSE
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var/color_val = FALSE
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var/datum/weakref/current
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/obj/item/hot_potato/Destroy()
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if(active)
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deactivate()
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return ..()
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/obj/item/hot_potato/proc/colorize(mob/target)
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//Clear color from old target
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if(current)
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var/mob/M = current.resolve()
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if(istype(M))
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M.remove_atom_colour(FIXED_COLOUR_PRIORITY)
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//Give to new target
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current = null
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//Swap colors
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color_val = !color_val
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if(istype(target))
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current = WEAKREF(target)
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target.add_atom_colour(color_val? "#ffff00" : "#00ffff", FIXED_COLOUR_PRIORITY)
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/obj/item/hot_potato/proc/detonate()
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var/atom/location = loc
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location.visible_message("<span class='userdanger'>[src] [detonate_explosion? "explodes" : "activates"]!</span>", "<span class='userdanger'>[src] activates! You've ran out of time!</span>")
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if(detonate_explosion)
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explosion(src, detonate_dev_range, detonate_heavy_range, detonate_light_range, detonate_fire_range, detonate_flash_range)
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deactivate()
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if(!reusable)
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var/mob/M = loc
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if(istype(M))
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M.dropItemToGround(src, TRUE)
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qdel(src)
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/obj/item/hot_potato/attack_self(mob/user)
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if(activate(timer, user))
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user.visible_message("<span class='boldwarning'>[user] squeezes [src], which promptly starts to flash red-hot colors!</span>", "<span class='boldwarning'>You squeeze [src], activating its countdown and attachment mechanism!</span>",
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"<span class='boldwarning'>You hear a mechanical click and a loud beeping!</span>")
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return
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return ..()
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/obj/item/hot_potato/process()
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if(!isliving(loc))
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return
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var/mob/living/L = loc
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colorize(L)
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if(!stimulant)
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return
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L.SetStun(0)
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L.SetKnockdown(0)
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L.SetSleeping(0)
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L.SetImmobilized(0)
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L.SetParalyzed(0)
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L.SetUnconscious(0)
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L.reagents.add_reagent(/datum/reagent/medicine/muscle_stimulant, clamp(5 - L.reagents.get_reagent_amount(/datum/reagent/medicine/muscle_stimulant), 0, 5)) //If you don't have legs or get bola'd, tough luck!
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/obj/item/hot_potato/examine(mob/user)
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. = ..()
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if(active)
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. += "<span class='warning'>[src] is flashing red-hot! You should probably get rid of it!</span>"
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if(show_timer)
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. += "<span class='warning'>[src]'s timer looks to be at [DisplayTimeText(activation_time - world.time)]!</span>"
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/obj/item/hot_potato/equipped(mob/user)
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. = ..()
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if(active)
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to_chat(user, "<span class='userdanger'>You have a really bad feeling about [src]!</span>")
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/obj/item/hot_potato/afterattack(atom/target, mob/user, adjacent, params)
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. = ..()
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if(!adjacent || !ismob(target))
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return
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force_onto(target, user)
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/obj/item/hot_potato/proc/force_onto(mob/living/victim, mob/user)
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if(!istype(victim) || user != loc || victim == user)
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return FALSE
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if(!victim.client)
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to_chat(user, "<span class='boldwarning'>[src] refuses to attach to a non-sapient creature!</span>")
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if(victim.stat != CONSCIOUS || !victim.usable_legs)
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to_chat(user, "<span class='boldwarning'>[src] refuses to attach to someone incapable of using it!</span>")
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user.temporarilyRemoveItemFromInventory(src, TRUE)
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. = FALSE
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if(!victim.put_in_hands(src))
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if(forceful_attachment)
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victim.dropItemToGround(victim.get_inactive_held_item())
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if(!victim.put_in_hands(src))
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victim.dropItemToGround(victim.get_active_held_item())
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if(victim.put_in_hands(src))
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. = TRUE
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else
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. = TRUE
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else
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. = TRUE
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if(.)
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log_combat(user, victim, "forced a hot potato with explosive variables ([detonate_explosion]-[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_flash_range]/[detonate_fire_range]) onto")
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user.visible_message("<span class='userdanger'>[user] forces [src] onto [victim]!</span>", "<span class='userdanger'>You force [src] onto [victim]!</span>", "<span class='boldwarning'>You hear a mechanical click and a beep.</span>")
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colorize(null)
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else
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log_combat(user, victim, "tried to force a hot potato with explosive variables ([detonate_explosion]-[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_flash_range]/[detonate_fire_range]) onto")
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user.visible_message("<span class='boldwarning'>[user] tried to force [src] onto [victim], but it could not attach!</span>", "<span class='boldwarning'>You try to force [src] onto [victim], but it is unable to attach!</span>", "<span class='boldwarning'>You hear a mechanical click and two buzzes.</span>")
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user.put_in_hands(src)
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/obj/item/hot_potato/dropped(mob/user)
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. = ..()
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colorize(null)
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/obj/item/hot_potato/proc/activate(delay, mob/user)
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if(active)
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return
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update_appearance()
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if(sticky)
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ADD_TRAIT(src, TRAIT_NODROP, HOT_POTATO_TRAIT)
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name = "primed [name]"
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activation_time = timer + world.time
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detonation_timerid = addtimer(CALLBACK(src, .proc/detonate), delay, TIMER_STOPPABLE)
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START_PROCESSING(SSfastprocess, src)
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if(user)
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log_bomber(user, "has primed a", src, "for detonation (Timer:[delay],Explosive:[detonate_explosion],Range:[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_fire_range])")
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else
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log_bomber(null, null, src, "was primed for detonation (Timer:[delay],Explosive:[detonate_explosion],Range:[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_fire_range])")
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active = TRUE
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/obj/item/hot_potato/proc/deactivate()
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update_appearance()
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name = initial(name)
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REMOVE_TRAIT(src, TRAIT_NODROP, HOT_POTATO_TRAIT)
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deltimer(detonation_timerid)
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STOP_PROCESSING(SSfastprocess, src)
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detonation_timerid = null
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colorize(null)
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active = FALSE
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/obj/item/hot_potato/update_icon_state()
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icon_state = active ? icon_on : icon_off
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return ..()
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/obj/item/hot_potato/syndicate
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detonate_light_range = 4
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detonate_fire_range = 5
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/obj/item/hot_potato/harmless
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detonate_explosion = FALSE
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/obj/item/hot_potato/harmless/toy
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desc = "A label on the side of this potato reads \"Product of Donk Co. Toys and Recreation department.\" <span class='boldnotice'>You can attack anyone with it to put it on them instead, if they have a free hand to take it!</span>"
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sticky = FALSE
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reusable = TRUE
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forceful_attachment = FALSE
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stimulant = FALSE
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