Files
Bubberstation/code/game/objects/effects/mines.dm
jimmyl fbe6e2ebba museum away mission (#81208)
## About The Pull Request

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>


![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

## Why It's Good For The Game

more gateway maps = good

## Changelog
🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-11 03:17:55 +01:00

271 lines
8.7 KiB
Plaintext

/obj/effect/mine
name = "dummy mine"
desc = "Better stay away from that thing."
density = FALSE
anchored = TRUE
icon = 'icons/obj/weapons/grenade.dmi'
icon_state = "landmine"
base_icon_state = "landmine"
/// We manually check to see if we've been triggered in case multiple atoms cross us in the time between the mine being triggered and it actually deleting, to avoid a race condition with multiple detonations
var/triggered = FALSE
/// Can be set to FALSE if we want a short 'coming online' delay, then set to TRUE. Can still be set off by damage
var/armed = TRUE
/// If set, we default armed to FALSE and set it to TRUE after this long from initializing
var/arm_delay
/// Who's got their foot on the mine's pressure plate
/// Stepping on the mine will set this to the first mob who stepped over it
/// The mine will not detonate via movement unless the first mob steps off of it
var/datum/weakref/foot_on_mine
/obj/effect/mine/Initialize(mapload)
. = ..()
if(arm_delay)
armed = FALSE
update_appearance(UPDATE_ICON_STATE)
addtimer(CALLBACK(src, PROC_REF(now_armed)), arm_delay)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
COMSIG_ATOM_EXITED = PROC_REF(on_exited),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/mine/examine(mob/user)
. = ..()
if(!armed)
. += span_info("It appears to be inactive...")
var/atom/movable/unlucky_sod = foot_on_mine?.resolve()
if(user == unlucky_sod)
. += span_bolddanger("The pressure plate is depressed. Any movement you make will set it off now.")
else if(!isnull(unlucky_sod))
. += span_danger("The pressure plate is depressed by [unlucky_sod]. Any move they make'll set it off now.")
/obj/effect/mine/update_icon_state()
. = ..()
if(armed)
icon_state = base_icon_state
else
icon_state = "[base_icon_state]-inactive"
/// The effect of the mine
/obj/effect/mine/proc/mineEffect(mob/victim)
return
/// If the landmine was previously inactive, this beeps and displays a message marking it active
/obj/effect/mine/proc/now_armed()
armed = TRUE
update_appearance(UPDATE_ICON_STATE)
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 40, FALSE, -2)
visible_message(span_danger("\The [src] beeps softly, indicating it is now active."), vision_distance = COMBAT_MESSAGE_RANGE)
/// Can this mine trigger on the passed movable?
/obj/effect/mine/proc/can_trigger(atom/movable/on_who)
if(triggered || !isturf(loc) || iseffect(on_who) || !armed)
return FALSE
var/mob/living/living_mob
if(ismob(on_who))
if(!isliving(on_who)) //no ghosties.
return FALSE
living_mob = on_who
if(living_mob?.incorporeal_move || (on_who.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
return foot_on_mine ? IS_WEAKREF_OF(on_who, foot_on_mine) : FALSE //Only go boom if their foot was on the mine PRIOR to flying/phasing. You fucked up, you live with the consequences.
return TRUE
/obj/effect/mine/proc/on_entered(datum/source, atom/movable/arrived)
SIGNAL_HANDLER
if(!can_trigger(arrived))
return
// Someone already on it
if(foot_on_mine?.resolve())
return
foot_on_mine = WEAKREF(arrived)
visible_message(span_danger("[icon2html(src, viewers(src))] *click*"))
playsound(src, 'sound/machines/click.ogg', 60, TRUE)
/obj/effect/mine/proc/on_exited(datum/source, atom/movable/gone)
SIGNAL_HANDLER
if(!can_trigger(gone))
return
// Check that the guy who's on it is stepping off
if(foot_on_mine && !IS_WEAKREF_OF(gone, foot_on_mine))
return
triggermine(gone)
foot_on_mine = null
/obj/effect/mine/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir)
. = ..()
triggermine()
/// When something sets off a mine
/obj/effect/mine/proc/triggermine(atom/movable/triggerer)
if(triggered) //too busy detonating to detonate again
return
if(triggerer)
visible_message(span_danger("[triggerer] sets off [icon2html(src, viewers(src))] [src]!"))
else
visible_message(span_danger("[icon2html(src, viewers(src))] [src] detonates!"))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
mineEffect(triggerer)
triggered = TRUE
SEND_SIGNAL(src, COMSIG_MINE_TRIGGERED, triggerer)
qdel(src)
/obj/effect/mine/explosive
name = "explosive mine"
/// The devastation range of the resulting explosion.
var/range_devastation = 0
/// The heavy impact range of the resulting explosion.
var/range_heavy = 1
/// The light impact range of the resulting explosion.
var/range_light = 2
/// The flame range of the resulting explosion.
var/range_flame = 0
/// The flash range of the resulting explosion.
var/range_flash = 3
/obj/effect/mine/explosive/mineEffect(mob/victim)
explosion(src, range_devastation, range_heavy, range_light, range_flame, range_flash)
/obj/effect/mine/explosive/light
name = "low-yield explosive mine"
range_heavy = 0
range_light = 3
range_flash = 2
/obj/effect/mine/explosive/flame
name = "incendiary explosive mine"
range_heavy = 0
range_light = 1
range_flame = 3
/obj/effect/mine/explosive/flash
name = "blinding explosive mine"
range_heavy = 0
range_light = 1
range_flash = 6
/obj/effect/mine/stun
name = "stun mine"
var/stun_time = 80
/obj/effect/mine/stun/mineEffect(mob/living/victim)
if(isliving(victim) && Adjacent(victim))
victim.Paralyze(stun_time)
/obj/effect/mine/kickmine
name = "kick mine"
/obj/effect/mine/kickmine/mineEffect(mob/victim)
if(isliving(victim) && victim.client && Adjacent(victim))
to_chat(victim, span_userdanger("You have been kicked FOR NO REISIN!"))
qdel(victim.client)
/obj/effect/mine/gas
name = "oxygen mine"
var/gas_amount = 360
var/gas_type = GAS_O2
/obj/effect/mine/gas/mineEffect(mob/victim)
atmos_spawn_air("[gas_type]=[gas_amount]")
/obj/effect/mine/gas/plasma
name = "plasma mine"
gas_type = GAS_PLASMA
/obj/effect/mine/gas/n2o
name = "\improper N2O mine"
gas_type = GAS_N2O
/obj/effect/mine/gas/water_vapor
name = "chilled vapor mine"
gas_amount = 500
gas_type = GAS_WATER_VAPOR
/obj/effect/mine/sound
name = "honkblaster 1000"
var/sound = 'sound/items/bikehorn.ogg'
/obj/effect/mine/sound/mineEffect(mob/victim)
playsound(loc, sound, 100, TRUE)
/obj/effect/mine/sound/bwoink
name = "bwoink mine"
sound = 'sound/effects/adminhelp.ogg'
/// These mines spawn pellet_clouds around them when triggered
/obj/effect/mine/shrapnel
name = "shrapnel mine"
/// The type of projectiles we're shooting out of this
var/shrapnel_type = /obj/projectile/bullet/shrapnel
/// Broadly, how many pellets we're spawning, the total is n! - (n-1)! pellets, so don't set it too high. For reference, 15 is probably pushing it at MAX
var/shrapnel_magnitude = 3
/// If TRUE, we spawn extra pellets to eviscerate the person who stepped on it, otherwise it just spawns a ring of pellets around the tile we're on (making setting it off an offensive move)
var/shred_triggerer = FALSE
/obj/effect/mine/shrapnel/mineEffect(mob/victim)
return
/obj/effect/mine/shrapnel/triggermine(atom/movable/AM)
AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_magnitude)
return ..()
/obj/effect/mine/shrapnel/sting
name = "stinger mine"
shrapnel_type = /obj/projectile/bullet/pellet/stingball
/obj/effect/mine/shrapnel/capspawn
name = "\improper AP mine"
desc = "A defensive landmine filled with 'AP shrapnel', good for defending cramped spaces without breaching hulls. The AP stands for 'Asset Protection', though it's still plenty nasty against any fool who sets it off."
shrapnel_type = /obj/projectile/bullet/pellet/capmine
shrapnel_magnitude = 4
shred_triggerer = TRUE
arm_delay = 3 SECONDS
light_range = 1.6
light_power = 2
light_color = COLOR_VIVID_RED
/obj/effect/mine/shrapnel/capspawn/now_armed()
. = ..()
set_light_on(TRUE)
/obj/item/minespawner
name = "landmine deployment device"
desc = "When activated, will deploy an Asset Protection landmine after 3 seconds passes, perfect for high ranking NT officers looking to cover their assets from afar."
icon = 'icons/obj/devices/tracker.dmi'
icon_state = "beacon"
var/mine_type = /obj/effect/mine/shrapnel/capspawn
var/active = FALSE
/obj/item/minespawner/attack_self(mob/user)
. = ..()
if(active)
return
playsound(src, 'sound/weapons/armbomb.ogg', 70, TRUE)
to_chat(user, span_warning("You arm \the [src], causing it to shake! It will deploy in 3 seconds."))
active = TRUE
addtimer(CALLBACK(src, PROC_REF(deploy_mine)), 3 SECONDS)
/// Deploys the mine and deletes itself
/obj/item/minespawner/proc/deploy_mine()
do_alert_animation()
playsound(loc, 'sound/machines/chime.ogg', 30, FALSE, -3)
var/obj/effect/mine/new_mine = new mine_type(get_turf(src))
visible_message(span_danger("\The [src] releases a puff of smoke, revealing \a [new_mine]!"))
var/obj/effect/particle_effect/fluid/smoke/poof = new (get_turf(src))
poof.lifetime = 3
qdel(src)