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## 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>  </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>
271 lines
8.7 KiB
Plaintext
271 lines
8.7 KiB
Plaintext
/obj/effect/mine
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name = "dummy mine"
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desc = "Better stay away from that thing."
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density = FALSE
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anchored = TRUE
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icon = 'icons/obj/weapons/grenade.dmi'
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icon_state = "landmine"
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base_icon_state = "landmine"
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/// 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
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var/triggered = FALSE
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/// Can be set to FALSE if we want a short 'coming online' delay, then set to TRUE. Can still be set off by damage
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var/armed = TRUE
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/// If set, we default armed to FALSE and set it to TRUE after this long from initializing
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var/arm_delay
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/// Who's got their foot on the mine's pressure plate
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/// Stepping on the mine will set this to the first mob who stepped over it
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/// The mine will not detonate via movement unless the first mob steps off of it
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var/datum/weakref/foot_on_mine
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/obj/effect/mine/Initialize(mapload)
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. = ..()
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if(arm_delay)
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armed = FALSE
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update_appearance(UPDATE_ICON_STATE)
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addtimer(CALLBACK(src, PROC_REF(now_armed)), arm_delay)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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COMSIG_ATOM_EXITED = PROC_REF(on_exited),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/effect/mine/examine(mob/user)
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. = ..()
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if(!armed)
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. += span_info("It appears to be inactive...")
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var/atom/movable/unlucky_sod = foot_on_mine?.resolve()
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if(user == unlucky_sod)
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. += span_bolddanger("The pressure plate is depressed. Any movement you make will set it off now.")
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else if(!isnull(unlucky_sod))
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. += span_danger("The pressure plate is depressed by [unlucky_sod]. Any move they make'll set it off now.")
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/obj/effect/mine/update_icon_state()
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. = ..()
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if(armed)
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icon_state = base_icon_state
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else
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icon_state = "[base_icon_state]-inactive"
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/// The effect of the mine
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/obj/effect/mine/proc/mineEffect(mob/victim)
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return
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/// If the landmine was previously inactive, this beeps and displays a message marking it active
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/obj/effect/mine/proc/now_armed()
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armed = TRUE
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update_appearance(UPDATE_ICON_STATE)
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playsound(src, 'sound/machines/nuke/angry_beep.ogg', 40, FALSE, -2)
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visible_message(span_danger("\The [src] beeps softly, indicating it is now active."), vision_distance = COMBAT_MESSAGE_RANGE)
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/// Can this mine trigger on the passed movable?
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/obj/effect/mine/proc/can_trigger(atom/movable/on_who)
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if(triggered || !isturf(loc) || iseffect(on_who) || !armed)
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return FALSE
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var/mob/living/living_mob
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if(ismob(on_who))
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if(!isliving(on_who)) //no ghosties.
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return FALSE
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living_mob = on_who
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if(living_mob?.incorporeal_move || (on_who.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
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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.
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return TRUE
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/obj/effect/mine/proc/on_entered(datum/source, atom/movable/arrived)
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SIGNAL_HANDLER
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if(!can_trigger(arrived))
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return
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// Someone already on it
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if(foot_on_mine?.resolve())
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return
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foot_on_mine = WEAKREF(arrived)
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visible_message(span_danger("[icon2html(src, viewers(src))] *click*"))
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playsound(src, 'sound/machines/click.ogg', 60, TRUE)
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/obj/effect/mine/proc/on_exited(datum/source, atom/movable/gone)
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SIGNAL_HANDLER
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if(!can_trigger(gone))
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return
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// Check that the guy who's on it is stepping off
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if(foot_on_mine && !IS_WEAKREF_OF(gone, foot_on_mine))
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return
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triggermine(gone)
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foot_on_mine = null
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/obj/effect/mine/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir)
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. = ..()
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triggermine()
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/// When something sets off a mine
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/obj/effect/mine/proc/triggermine(atom/movable/triggerer)
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if(triggered) //too busy detonating to detonate again
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return
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if(triggerer)
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visible_message(span_danger("[triggerer] sets off [icon2html(src, viewers(src))] [src]!"))
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else
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visible_message(span_danger("[icon2html(src, viewers(src))] [src] detonates!"))
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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mineEffect(triggerer)
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triggered = TRUE
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SEND_SIGNAL(src, COMSIG_MINE_TRIGGERED, triggerer)
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qdel(src)
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/obj/effect/mine/explosive
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name = "explosive mine"
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/// The devastation range of the resulting explosion.
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var/range_devastation = 0
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/// The heavy impact range of the resulting explosion.
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var/range_heavy = 1
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/// The light impact range of the resulting explosion.
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var/range_light = 2
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/// The flame range of the resulting explosion.
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var/range_flame = 0
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/// The flash range of the resulting explosion.
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var/range_flash = 3
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/obj/effect/mine/explosive/mineEffect(mob/victim)
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explosion(src, range_devastation, range_heavy, range_light, range_flame, range_flash)
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/obj/effect/mine/explosive/light
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name = "low-yield explosive mine"
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range_heavy = 0
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range_light = 3
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range_flash = 2
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/obj/effect/mine/explosive/flame
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name = "incendiary explosive mine"
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range_heavy = 0
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range_light = 1
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range_flame = 3
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/obj/effect/mine/explosive/flash
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name = "blinding explosive mine"
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range_heavy = 0
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range_light = 1
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range_flash = 6
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/obj/effect/mine/stun
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name = "stun mine"
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var/stun_time = 80
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/obj/effect/mine/stun/mineEffect(mob/living/victim)
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if(isliving(victim) && Adjacent(victim))
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victim.Paralyze(stun_time)
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/obj/effect/mine/kickmine
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name = "kick mine"
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/obj/effect/mine/kickmine/mineEffect(mob/victim)
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if(isliving(victim) && victim.client && Adjacent(victim))
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to_chat(victim, span_userdanger("You have been kicked FOR NO REISIN!"))
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qdel(victim.client)
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/obj/effect/mine/gas
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name = "oxygen mine"
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var/gas_amount = 360
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var/gas_type = GAS_O2
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/obj/effect/mine/gas/mineEffect(mob/victim)
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atmos_spawn_air("[gas_type]=[gas_amount]")
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/obj/effect/mine/gas/plasma
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name = "plasma mine"
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gas_type = GAS_PLASMA
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/obj/effect/mine/gas/n2o
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name = "\improper N2O mine"
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gas_type = GAS_N2O
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/obj/effect/mine/gas/water_vapor
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name = "chilled vapor mine"
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gas_amount = 500
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gas_type = GAS_WATER_VAPOR
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/obj/effect/mine/sound
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name = "honkblaster 1000"
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var/sound = 'sound/items/bikehorn.ogg'
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/obj/effect/mine/sound/mineEffect(mob/victim)
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playsound(loc, sound, 100, TRUE)
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/obj/effect/mine/sound/bwoink
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name = "bwoink mine"
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sound = 'sound/effects/adminhelp.ogg'
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/// These mines spawn pellet_clouds around them when triggered
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/obj/effect/mine/shrapnel
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name = "shrapnel mine"
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/// The type of projectiles we're shooting out of this
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var/shrapnel_type = /obj/projectile/bullet/shrapnel
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/// 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
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var/shrapnel_magnitude = 3
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/// 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)
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var/shred_triggerer = FALSE
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/obj/effect/mine/shrapnel/mineEffect(mob/victim)
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return
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/obj/effect/mine/shrapnel/triggermine(atom/movable/AM)
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AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_magnitude)
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return ..()
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/obj/effect/mine/shrapnel/sting
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name = "stinger mine"
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shrapnel_type = /obj/projectile/bullet/pellet/stingball
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/obj/effect/mine/shrapnel/capspawn
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name = "\improper AP mine"
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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."
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shrapnel_type = /obj/projectile/bullet/pellet/capmine
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shrapnel_magnitude = 4
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shred_triggerer = TRUE
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arm_delay = 3 SECONDS
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light_range = 1.6
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light_power = 2
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light_color = COLOR_VIVID_RED
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/obj/effect/mine/shrapnel/capspawn/now_armed()
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. = ..()
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set_light_on(TRUE)
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/obj/item/minespawner
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name = "landmine deployment device"
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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."
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icon = 'icons/obj/devices/tracker.dmi'
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icon_state = "beacon"
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var/mine_type = /obj/effect/mine/shrapnel/capspawn
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var/active = FALSE
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/obj/item/minespawner/attack_self(mob/user)
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. = ..()
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if(active)
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return
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playsound(src, 'sound/weapons/armbomb.ogg', 70, TRUE)
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to_chat(user, span_warning("You arm \the [src], causing it to shake! It will deploy in 3 seconds."))
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active = TRUE
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addtimer(CALLBACK(src, PROC_REF(deploy_mine)), 3 SECONDS)
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/// Deploys the mine and deletes itself
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/obj/item/minespawner/proc/deploy_mine()
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do_alert_animation()
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playsound(loc, 'sound/machines/chime.ogg', 30, FALSE, -3)
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var/obj/effect/mine/new_mine = new mine_type(get_turf(src))
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visible_message(span_danger("\The [src] releases a puff of smoke, revealing \a [new_mine]!"))
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var/obj/effect/particle_effect/fluid/smoke/poof = new (get_turf(src))
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poof.lifetime = 3
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qdel(src)
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