diff --git a/code/game/gamemodes/nuclear/nuclearbomb.dm b/code/game/gamemodes/nuclear/nuclearbomb.dm index 7480555d69..f8894c6f5c 100644 --- a/code/game/gamemodes/nuclear/nuclearbomb.dm +++ b/code/game/gamemodes/nuclear/nuclearbomb.dm @@ -8,6 +8,8 @@ var/bomb_set density = 1 var/deployable = 0.0 var/extended = 0.0 + var/lighthack = 0 + var/opened = 0.0 var/timeleft = 60.0 var/timing = 0.0 var/r_code = "ADMIN" @@ -15,15 +17,48 @@ var/bomb_set var/yes_code = 0.0 var/safety = 1.0 var/obj/item/weapon/disk/nuclear/auth = null + var/list/wires = list() + var/light_wire + var/safety_wire + var/timing_wire var/removal_stage = 0 // 0 is no removal, 1 is covers removed, 2 is covers open, // 3 is sealant open, 4 is unwrenched, 5 is removed from bolts. flags = FPRINT use_power = 0 + proc //Bomb squad, go! + nukehack_win(mob/user as mob) + var/dat as text + dat += "Nuclear Fission Explosive
\nNuclear Device Wires:
" + for(var/wire in src.wires) + dat += text("[wire] Wire: [src.wires[wire] ? "Mend" : "Cut"] Pulse
") + + dat += text("
The device is [src.timing ? "shaking!" : "still"]
") + dat += text("The device is [src.safety ? "quiet" : "whirring"].
") + dat += text("The lights are [src.lighthack ? "static" : "functional"].
") + user << browse("Bomb Defusion[dat]","window=nukebomb_hack") + onclose(user, "nukebomb_hack") + + /obj/machinery/nuclearbomb/New() ..() r_code = "[rand(10000, 99999.0)]"//Creates a random code upon object spawn. + src.wires["Red"] = 0 + src.wires["Blue"] = 0 + src.wires["Green"] = 0 + src.wires["Marigold"] = 0 + src.wires["Fuschia"] = 0 + src.wires["Black"] = 0 + src.wires["Pearl"] = 0 + var/list/w = list("Red","Blue","Green","Marigold","Black","Fuschia","Pearl") + src.light_wire = pick(w) + w -= src.light_wire + src.timing_wire = pick(w) + w -= src.timing_wire + src.safety_wire = pick(w) + w -= src.safety_wire + /obj/machinery/nuclearbomb/process() if (src.timing) bomb_set = 1 //So long as there is one nuke timing, it means one nuke is armed. @@ -36,6 +71,30 @@ var/bomb_set return /obj/machinery/nuclearbomb/attackby(obj/item/weapon/O as obj, mob/user as mob) + + if (istype(O, /obj/item/weapon/screwdriver)) + src.add_fingerprint(user) + if (src.auth) + if (src.opened == 0) + src.opened = 1 + overlays += image(icon, "npanel_open") + user << "You unscrew the control panel of [src]." + + else + src.opened = 0 + overlays -= image(icon, "npanel_open") + user << "You screw the control panel of [src] back on." + else + if (src.opened == 0) + user << "The [src] emits a buzzing noise, the panel staying locked in." + if (src.opened == 1) + src.opened = 0 + overlays -= image(icon, "npanel_open") + user << "You screw the control panel of [src] back on." + flick("nuclearbombc", src) + + return + if (src.extended) if (istype(O, /obj/item/weapon/disk/nuclear)) usr.drop_item() @@ -119,6 +178,8 @@ var/bomb_set /obj/machinery/nuclearbomb/attack_hand(mob/user as mob) if (src.extended) + if (src.opened) + nukehack_win(user,50) user.set_machine(src) var/dat = text("Nuclear Fission Explosive
\nAuth. Disk: []
", src, (src.auth ? "++++++++++" : "----------")) if (src.auth) @@ -145,8 +206,9 @@ var/bomb_set visible_message("\red With a steely snap, bolts slide out of [src] and anchor it to the flooring!") else visible_message("\red \The [src] makes a highly unpleasant crunching noise. It looks like the anchoring bolts have been cut.") - flick("nuclearbombc", src) - src.icon_state = "nuclearbomb1" + if(!src.lighthack) + flick("nuclearbombc", src) + src.icon_state = "nuclearbomb1" src.extended = 1 return @@ -161,16 +223,55 @@ var/bomb_set else usr << "\red You adjust some panels to make [src] deployable." src.deployable = 1 + return + /obj/machinery/nuclearbomb/Topic(href, href_list) ..() if (!usr.canmove || usr.stat || usr.restrained()) return - if (!ishuman(usr)) - usr << "\red You don't have the dexterity to do this!" - return 1 if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf)))) usr.set_machine(src) + if(href_list["act"]) + var/temp_wire = href_list["wire"] + if(href_list["act"] == "pulse") + if (!istype(usr.get_active_hand(), /obj/item/device/multitool)) + usr << "You need a multitool!" + else + if(src.wires[temp_wire]) + usr << "You can't pulse a cut wire." + else + if(src.light_wire == temp_wire) + src.lighthack = !src.lighthack + spawn(100) src.lighthack = !src.lighthack + if(src.timing_wire == temp_wire) + explode() + if(src.safety_wire == temp_wire) + src.safety = !src.safety + spawn(100) src.safety = !src.safety + if(src.safety == 1) + visible_message("\blue The [src] quiets down.") + if(!src.lighthack) + if (src.icon_state == "nuclearbomb2") + src.icon_state = "nuclearbomb1" + else + visible_message("\blue The [src] emits a quiet whirling noise!") + if(href_list["act"] == "wire") + if (!istype(usr.get_active_hand(), /obj/item/weapon/wirecutters)) + usr << "You need wirecutters!" + else + wires[temp_wire] = !wires[temp_wire] + if(src.safety_wire == temp_wire) + explode() + if(src.timing_wire == temp_wire) + if(!src.lighthack) + if (src.icon_state == "nuclearbomb2") + src.icon_state = "nuclearbomb1" + src.timing = 0 + bomb_set = 0 + if(src.light_wire == temp_wire) + src.lighthack = !src.lighthack + if (href_list["auth"]) if (src.auth) src.auth.loc = src.loc @@ -211,14 +312,16 @@ var/bomb_set return src.timing = !( src.timing ) if (src.timing) - src.icon_state = "nuclearbomb2" + if(!src.lighthack) + src.icon_state = "nuclearbomb2" if(!src.safety) bomb_set = 1//There can still be issues with this reseting when there are multiple bombs. Not a big deal tho for Nuke/N else bomb_set = 0 else - src.icon_state = "nuclearbomb1" bomb_set = 0 + if(!src.lighthack) + src.icon_state = "nuclearbomb1" if (href_list["safety"]) src.safety = !( src.safety ) if(safety) @@ -266,7 +369,8 @@ var/bomb_set src.timing = -1.0 src.yes_code = 0 src.safety = 1 - src.icon_state = "nuclearbomb3" + if(!src.lighthack) + src.icon_state = "nuclearbomb3" playsound(src,'sound/machines/Alarm.ogg',100,0,5) if (ticker && ticker.mode) ticker.mode.explosion_in_progress = 1 diff --git a/icons/obj/stationobjs.dmi b/icons/obj/stationobjs.dmi index 1215476773..fbda0ccf92 100755 Binary files a/icons/obj/stationobjs.dmi and b/icons/obj/stationobjs.dmi differ