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Bubberstation/code/datums/components/interaction_booby_trap.dm
SkyratBot f4ba8c4017 [MIRROR] Reworks sabotage progression traitor objective [MDB IGNORE] (#19766)
* Reworks sabotage progression traitor objective (#73750)

## About The Pull Request

This one is a little bit of a more abstract change than my last traitor
objective rebalancing PR.

The idea here is that I think that the objectives which have you
sabotage a frequently used machine (lathes or the ORM, but we can maybe
expand it to others following this?) are potentially pretty good but
limitations in how the objective are tracked mean that people go about
them in a boring way which rarely inconveniences anyone.

I have reworked these objectives so that you can choose to apply a
provided item to the machine over 10 seconds. The next interaction
following this (clicking on it, or in the case of the ORM loading any
ore into it) will cause the machine to explode, destroying itself and
lightly damaging people nearby (explosion damage is... variable, but
it's a light explosion so it won't instantly kill anyone).
There is a 0.5 second grace period between the bomb triggering and the
explosion actually happening, which players can use to perform some kind
of tactical reaction or simply to feel regret.

Here's a video:
https://www.youtube.com/watch?v=xNIaHsA9YFE

Trapped machines will intermittently beep, though at a volume which is
hard to detect from more than two tiles away, and can be defused by
using a screwdriver on the machine.
If you choose to do this then you will get a little bonus to TC and
reputation, but only if the trap is successfully sprung. This means that
sabotaging a machine in an empty department is unlikely to lead to quick
success.
You can also still do it with screwdriver and crowbar way if you are
boring but this means you will only get reputation and not any
telecrystals.

The two objectives to destroy a radio server or the research machine
remain as they were.

Also I refactored how we set which machines are targets for these
objectives so it doesn't iterate over every machine in the world every
time.

## Why It's Good For The Game

Traitor objectives (and antagonist objectives in general) should:
- Present you with a somewhat engaging task
- Encourage you to interact with at least one other player (at least by
"attempting to sneak past them")
- Move the state of the round forward in some way, usually by creating
inconvenience for at least one other person

Prior to this change you could, and people often did, complete this
objective by accessing a machine that you already _have_ access to,
using a screwdriver and crowbar on it, and then reassembling it.
This prompts interaction with nobody, and inconveniences nobody.

Following this change people will be encouraged to:
- Actually destroy the machine.
- Probably harm somebody.
- Potentially cause some collateral damage.
- Make loud sounds and flashing lights to delight people of all ages.

Even if you opt to set the device in a little-used department and then
blow yourself up, that will prompt you to go and interact with someone
in medbay and will also look pretty suspicious in a way that's much
harder to track with the previous objective.

Also I might reuse this component again in the future, you never know.

## Changelog

🆑 Jacquerel, sprite by J(Clearly Lying)
balance: Traitor objectives which ask you to destroy lathes or the ORM
provide an optional bonus if you _booby trap_ the machine using a
provided tool. This causes the machine to explode the next time it is
interacted with.
balance: Performing the objective without rigging the machine to explode
awards no TC, using it awards more TC than it did previously.
/🆑

* Reworks sabotage progression traitor objective

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-11 01:57:18 +00:00

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/**
* Attached to an atom, creates an explosion when it is interacted with
*/
/datum/component/interaction_booby_trap
/// Explosion radius of light damage
var/explosion_light_range
/// Explosion radius of heavy damage
var/explosion_heavy_range
/// Sound to play when triggered
var/triggered_sound
/// Time to wait between being triggered and blowing up
var/trigger_delay
/// Looping sound to clue people in that something is up
var/datum/looping_sound/active_sound_loop
/// Using this tool on the atom will defuse the explosive
var/defuse_tool
/// List of additional signals which should make this explode
var/list/additional_triggers
/// Callback to run when we're going to explode
var/datum/callback/on_triggered_callback
/// Callback to run when we've been defused
var/datum/callback/on_defused_callback
/// Time until we explode
var/explode_timer
/datum/component/interaction_booby_trap/Initialize(
explosion_light_range = 3,
explosion_heavy_range = 1, // So we destroy some machine components
triggered_sound = 'sound/machines/triple_beep.ogg',
trigger_delay = 0.5 SECONDS,
sound_loop_type = /datum/looping_sound/trapped_machine_beep,
defuse_tool = TOOL_SCREWDRIVER,
additional_triggers = list(),
datum/callback/on_triggered_callback = null,
datum/callback/on_defused_callback = null,
)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
src.explosion_light_range = explosion_light_range
src.explosion_heavy_range = explosion_heavy_range
src.triggered_sound = triggered_sound
src.trigger_delay = trigger_delay
src.defuse_tool = defuse_tool
src.additional_triggers = additional_triggers
src.on_triggered_callback = on_triggered_callback
src.on_defused_callback = on_defused_callback
if (sound_loop_type)
active_sound_loop = new sound_loop_type(parent)
active_sound_loop.start()
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_touched))
RegisterSignal(parent, COMSIG_PARENT_EXAMINE_MORE, PROC_REF(on_examine))
if (defuse_tool)
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(defuse_tool), PROC_REF(on_defused))
if (length(additional_triggers))
RegisterSignals(parent, additional_triggers, PROC_REF(trigger_explosive))
/datum/component/interaction_booby_trap/Destroy(force, silent)
UnregisterSignal(parent, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_TOOL_ACT(defuse_tool), COMSIG_PARENT_EXAMINE_MORE) + additional_triggers)
QDEL_NULL(active_sound_loop)
QDEL_NULL(on_triggered_callback)
QDEL_NULL(on_defused_callback)
return ..()
/// Called when someone touches the parent atom with their hands, we want to blow up
/datum/component/interaction_booby_trap/proc/on_touched(atom/source)
SIGNAL_HANDLER
trigger_explosive(source)
return COMPONENT_CANCEL_ATTACK_CHAIN
/// Start a countdown until destruction
/datum/component/interaction_booby_trap/proc/trigger_explosive(atom/source)
SIGNAL_HANDLER
if (explode_timer)
return
explode_timer = addtimer(CALLBACK(src, PROC_REF(explode), source), 0.5 SECONDS)
source.balloon_alert_to_viewers("beep")
playsound(parent, triggered_sound, 50, FALSE)
return
/// Blow up the parent atom and delete ourselves
/datum/component/interaction_booby_trap/proc/explode(atom/source)
on_triggered_callback?.Invoke(source)
var/turf/origin_turf = get_turf(source)
new /obj/effect/temp_visual/explosion/fast(origin_turf)
EX_ACT(source, EXPLODE_HEAVY, source)
explosion(origin = origin_turf, light_impact_range = explosion_light_range, heavy_impact_range = explosion_heavy_range, explosion_cause = src)
qdel(src)
/// Defuse the bomb and delete ourselves
/datum/component/interaction_booby_trap/proc/on_defused(atom/source, mob/user, obj/item/tool)
SIGNAL_HANDLER
on_defused_callback?.Invoke(source, user, tool)
qdel(src)
return COMPONENT_BLOCK_TOOL_ATTACK
/// Give people a little hint
/datum/component/interaction_booby_trap/proc/on_examine(atom/source, mob/examiner, list/examine_list)
SIGNAL_HANDLER
var/defuse_hint = (defuse_tool) ? "Perhaps [tool_behaviour_name(defuse_tool)] could help..." : ""
examine_list += span_warning("There's a light flashing red inside the maintenance panel. [defuse_hint]")