/obj/effect/mine name = "land mine" //The name and description are deliberately NOT modified, so you can't game the mines you find. desc = "A small explosive land mine." density = 0 anchored = 1 icon = 'icons/obj/weapons.dmi' icon_state = "uglymine" var/triggered = 0 var/smoke_strength = 3 var/mineitemtype = /obj/item/weapon/mine var/panel_open = 0 var/datum/wires/mines/wires = null register_as_dangerous_object = TRUE /obj/effect/mine/New() icon_state = "uglyminearmed" wires = new(src) /obj/effect/mine/Destroy() qdel_null(wires) return ..() /obj/effect/mine/proc/explode(var/mob/living/M) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread() triggered = 1 s.set_up(3, 1, src) s.start() explosion(loc, 0, 2, 3, 4) //land mines are dangerous, folks. visible_message("\The [src.name] detonates!") qdel(s) qdel(src) /obj/effect/mine/bullet_act() if(prob(50)) explode() /obj/effect/mine/ex_act(severity) if(severity <= 2 || prob(50)) explode() ..() /obj/effect/mine/Crossed(atom/movable/AM as mob|obj) if(AM.is_incorporeal()) return Bumped(AM) /obj/effect/mine/Bumped(mob/M as mob|obj) if(triggered) return if(istype(M, /obj/mecha)) explode(M) if(istype(M, /mob/living/)) if(!M.hovering) explode(M) /obj/effect/mine/attackby(obj/item/W as obj, mob/living/user as mob) if(W.is_screwdriver()) panel_open = !panel_open user.visible_message("[user] very carefully screws the mine's panel [panel_open ? "open" : "closed"].", "You very carefully screw the mine's panel [panel_open ? "open" : "closed"].") playsound(src, W.usesound, 50, 1) else if((W.is_wirecutter() || istype(W, /obj/item/device/multitool)) && panel_open) interact(user) else ..() /obj/effect/mine/interact(mob/living/user as mob) if(!panel_open || istype(user, /mob/living/silicon/ai)) return user.set_machine(src) wires.Interact(user) /obj/effect/mine/dnascramble mineitemtype = /obj/item/weapon/mine/dnascramble /obj/effect/mine/dnascramble/explode(var/mob/living/M) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread() triggered = 1 s.set_up(3, 1, src) s.start() if(istype(M)) M.radiation += 50 randmutb(M) domutcheck(M,null) visible_message("\The [src.name] flashes violently before disintegrating!") spawn(0) qdel(s) qdel(src) /obj/effect/mine/stun mineitemtype = /obj/item/weapon/mine/stun /obj/effect/mine/stun/explode(var/mob/living/M) triggered = 1 var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread() s.set_up(3, 1, src) s.start() if(istype(M)) M.Stun(30) visible_message("\The [src.name] flashes violently before disintegrating!") spawn(0) qdel(s) qdel(src) /obj/effect/mine/n2o mineitemtype = /obj/item/weapon/mine/n2o /obj/effect/mine/n2o/explode(var/mob/living/M) triggered = 1 for (var/turf/simulated/floor/target in range(1,src)) if(!target.blocks_air) target.assume_gas("nitrous_oxide", 30) visible_message("\The [src.name] detonates!") spawn(0) qdel(src) /obj/effect/mine/phoron mineitemtype = /obj/item/weapon/mine/phoron /obj/effect/mine/phoron/explode(var/mob/living/M) triggered = 1 for (var/turf/simulated/floor/target in range(1,src)) if(!target.blocks_air) target.assume_gas("phoron", 30) target.hotspot_expose(1000, CELL_VOLUME) visible_message("\The [src.name] detonates!") spawn(0) qdel(src) /obj/effect/mine/kick mineitemtype = /obj/item/weapon/mine/kick /obj/effect/mine/kick/explode(var/mob/living/M) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread() triggered = 1 s.set_up(3, 1, src) s.start() if(istype(M, /obj/mecha)) var/obj/mecha/E = M M = E.occupant if(istype(M)) qdel(M.client) spawn(0) qdel(s) qdel(src) /obj/effect/mine/frag mineitemtype = /obj/item/weapon/mine/frag var/fragment_types = list(/obj/item/projectile/bullet/pellet/fragment) var/num_fragments = 20 //total number of fragments produced by the grenade //The radius of the circle used to launch projectiles. Lower values mean less projectiles are used but if set too low gaps may appear in the spread pattern var/spread_range = 7 /obj/effect/mine/frag/explode(var/mob/living/M) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread() triggered = 1 s.set_up(3, 1, src) s.start() var/turf/O = get_turf(src) if(!O) return src.fragmentate(O, 20, 7, list(/obj/item/projectile/bullet/pellet/fragment)) //only 20 weak fragments because you're stepping directly on it visible_message("\The [src.name] detonates!") spawn(0) qdel(s) qdel(src) /obj/effect/mine/training //Name and Desc commented out so it's possible to trick people with the training mines // name = "training mine" // desc = "A mine with its payload removed, for EOD training and demonstrations." mineitemtype = /obj/item/weapon/mine/training /obj/effect/mine/training/explode(var/mob/living/M) triggered = 1 visible_message("\The [src.name]'s light flashes rapidly as it 'explodes'.") new src.mineitemtype(get_turf(src)) spawn(0) qdel(src) /obj/effect/mine/emp mineitemtype = /obj/item/weapon/mine/emp /obj/effect/mine/emp/explode(var/mob/living/M) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread() s.set_up(3, 1, src) s.start() visible_message("\The [src.name] flashes violently before disintegrating!") empulse(loc, 2, 4, 7, 10, 1) // As strong as an EMP grenade spawn(0) qdel(src) /obj/effect/mine/incendiary mineitemtype = /obj/item/weapon/mine/incendiary /obj/effect/mine/incendiary/explode(var/mob/living/M) triggered = 1 var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread() s.set_up(3, 1, src) s.start() if(istype(M)) M.adjust_fire_stacks(5) M.fire_act() visible_message("\The [src.name] bursts into flames!") spawn(0) qdel(src) ///////////////////////////////////////////// // The held item version of the above mines ///////////////////////////////////////////// /obj/item/weapon/mine name = "mine" desc = "A small explosive mine with 'HE' and a grenade symbol on the side." icon = 'icons/obj/weapons.dmi' icon_state = "uglymine" var/countdown = 10 var/minetype = /obj/effect/mine //This MUST be an /obj/effect/mine type, or it'll runtime. /obj/item/weapon/mine/attack_self(mob/user as mob) // You do not want to move or throw a land mine while priming it... Explosives + Sudden Movement = Bad Times add_fingerprint(user) msg_admin_attack("[key_name_admin(user)] primed \a [src]") user.visible_message("[user] starts priming \the [src.name].", "You start priming \the [src.name]. Hold still!") if(do_after(user, 10 SECONDS)) playsound(src, 'sound/weapons/armbomb.ogg', 75, 1, -3) prime(user) else visible_message("[user] triggers \the [src.name]!", "You accidentally trigger \the [src.name]!") prime(user, TRUE) return /obj/item/weapon/mine/proc/prime(mob/user as mob, var/explode_now = FALSE) visible_message("\The [src.name] beeps as the priming sequence completes.") var/obj/effect/mine/R = new minetype(get_turf(src)) src.transfer_fingerprints_to(R) R.add_fingerprint(user) if(explode_now) R.explode(user) spawn(0) qdel(src) /obj/item/weapon/mine/dnascramble name = "radiation mine" desc = "A small explosive mine with a radiation symbol on the side." minetype = /obj/effect/mine/dnascramble /obj/item/weapon/mine/phoron name = "incendiary mine" desc = "A small explosive mine with a fire symbol on the side." minetype = /obj/effect/mine/phoron /obj/item/weapon/mine/kick name = "kick mine" desc = "Concentrated war crimes. Handle with care." minetype = /obj/effect/mine/kick /obj/item/weapon/mine/n2o name = "nitrous oxide mine" desc = "A small explosive mine with three Z's on the side." minetype = /obj/effect/mine/n2o /obj/item/weapon/mine/stun name = "stun mine" desc = "A small explosive mine with a lightning bolt symbol on the side." minetype = /obj/effect/mine/stun /obj/item/weapon/mine/frag name = "fragmentation mine" desc = "A small explosive mine with 'FRAG' and a grenade symbol on the side." minetype = /obj/effect/mine/frag /obj/item/weapon/mine/training name = "training mine" desc = "A mine with its payload removed, for EOD training and demonstrations." minetype = /obj/effect/mine/training /obj/item/weapon/mine/emp name = "emp mine" desc = "A small explosive mine with a lightning bolt symbol on the side." minetype = /obj/effect/mine/emp /obj/item/weapon/mine/incendiary name = "incendiary mine" desc = "A small explosive mine with a fire symbol on the side." minetype = /obj/effect/mine/incendiary // This tells AI mobs to not be dumb and step on mines willingly. /obj/item/weapon/mine/is_safe_to_step(mob/living/L) if(!L.hovering) return FALSE return ..()