Sayu grenade and assembly update

This commit is contained in:
ZomgPonies
2013-11-04 14:31:58 -05:00
parent cc437cbd4b
commit 13985d2f4f
18 changed files with 1520 additions and 463 deletions
+2
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@@ -1376,7 +1376,9 @@
#include "code\WorkInProgress\Ported\policetape.dm"
#include "code\WorkInProgress\Sayu\belt.dm"
#include "code\WorkInProgress\Sayu\cargoprofile.dm"
#include "code\WorkInProgress\Sayu\grenades.dm"
#include "code\WorkInProgress\Sayu\programmable.dm"
#include "code\WorkInProgress\Sayu\random_items.dm"
#include "code\WorkInProgress\SkyMarshal\officer_stuff.dm"
#include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm"
#include "code\WorkInProgress\Yinadele\Supermatter.dm"
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@@ -0,0 +1,481 @@
/obj/item/weapon/grenade/chem_grenade/dirt
payload_name = "dirt"
desc = "From the makers of BLAM! brand foaming space cleaner, this bomb guarantees steady work for any janitor."
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/list/muck = list("blood","carbon","flour","radium")
var/filth = pick(muck - "radium") // not usually radioactive
B1.reagents.add_reagent(filth,25)
if(prob(25))
B1.reagents.add_reagent(pick(muck - filth,25)) // but sometimes...
beakers += B1
/obj/item/weapon/grenade/chem_grenade/meat
payload_name = "meat"
desc = "Not always as messy as the name implies."
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("blood",60)
if(prob(5))
B1.reagents.add_reagent("blood",1) // Quality control problems, causes a mess
B2.reagents.add_reagent("clonexadone",30)
beakers += B1
beakers += B2
/obj/item/weapon/grenade/chem_grenade/holywater
payload_name = "holy water"
desc = "Then shalt thou count to three, no more, no less."
stage = 2
det_time = 30
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B = new(src)
B.reagents.add_reagent("holywater",100)
beakers += B
/obj/item/weapon/grenade/chem_grenade/soap
payload_name = "soap"
desc = "Not necessarily as clean as the name implies."
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("cornoil",60)
B2.reagents.add_reagent("enzyme",5)
B2.reagents.add_reagent("ammonia",30)
beakers += B1
beakers += B2
update_icon()
/obj/item/weapon/grenade/chem_grenade/drugs
payload_name = "miracle"
desc = "How does it work?"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("space_drugs", 25)
B1.reagents.add_reagent("mindbreaker", 25)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
beakers += B1
beakers += B2
update_icon()
/obj/item/weapon/grenade/chem_grenade/ethanol
payload_name = "ethanol"
desc = "Ach, that hits the spot."
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("ethanol", 75)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
B2.reagents.add_reagent("ethanol", 25)
beakers += B1
beakers += B2
update_icon()
// -------------------------------------
// Grenades using new grenade assemblies
// -------------------------------------
/obj/item/weapon/grenade/chem_grenade/lube
payload_name = "lubricant"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
B1.reagents.add_reagent("lube",50)
beakers += B1
/obj/item/weapon/grenade/chem_grenade/lube/remote
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/signaler)
/obj/item/weapon/grenade/chem_grenade/lube/prox
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
/obj/item/weapon/grenade/chem_grenade/lube/tripwire
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/infra)
// Basic explosion grenade
/obj/item/weapon/grenade/chem_grenade/explosion
payload_name = "conventional"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("glycerol",30) // todo: someone says NG is overpowered, test.
B1.reagents.add_reagent("sacid",15)
B2.reagents.add_reagent("sacid",15)
B2.reagents.add_reagent("pacid",30)
beakers += B1
beakers += B2
// Assembly Variants
/obj/item/weapon/grenade/chem_grenade/explosion/remote
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/signaler)
/obj/item/weapon/grenade/chem_grenade/explosion/prox
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
/obj/item/weapon/grenade/chem_grenade/explosion/mine
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
// Basic EMP grenade
/obj/item/weapon/grenade/chem_grenade/emp
payload_name = "EMP"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("uranium",50)
B2.reagents.add_reagent("iron",50)
beakers += B1
beakers += B2
// Assembly Variants
/obj/item/weapon/grenade/chem_grenade/emp/remote
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/signaler)
/obj/item/weapon/grenade/chem_grenade/emp/prox
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
/obj/item/weapon/grenade/chem_grenade/emp/mine
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
// --------------------------------------
// Dangerous slime core grenades
// --------------------------------------
/*
/obj/item/weapon/grenade/chem_grenade/large/bluespace
payload_name = "bluespace slime"
desc = "A standard grenade casing containing weaponized slime extract."
stage = 2
New()
..()
var/obj/item/slime_extract/bluespace/B1 = new(src)
B1.Uses = rand(1,3)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B2.reagents.add_reagent("plasma",5 * B1.Uses)
beakers += B1
beakers += B2
/obj/item/weapon/grenade/chem_grenade/large/bluespace/prox
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
/obj/item/weapon/grenade/chem_grenade/large/bluespace/mine
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
/obj/item/weapon/grenade/chem_grenade/large/bluespace/remote
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/signaler)
*/
/obj/item/weapon/grenade/chem_grenade/large/monster
payload_name = "gold slime"
desc = "A standard grenade containing weaponized slime extract."
stage = 2
New()
..()
var/obj/item/slime_extract/gold/B1 = new(src)
B1.Uses = rand(1,3)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B2.reagents.add_reagent("plasma",5 * B1.Uses)
beakers += B1
beakers += B2
/obj/item/weapon/grenade/chem_grenade/large/monster/prox
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
/obj/item/weapon/grenade/chem_grenade/large/monster/mine
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
/obj/item/weapon/grenade/chem_grenade/large/monster/remote
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/signaler)
/obj/item/weapon/grenade/chem_grenade/large/feast
payload_name = "silver slime"
desc = "A standard grenade containing weaponized slime extract."
stage = 2
New()
..()
var/obj/item/slime_extract/silver/B1 = new(src)
B1.Uses = rand(1,3)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B2.reagents.add_reagent("plasma",5 * B1.Uses)
beakers += B1
beakers += B2
// Slime Clusterbusters
/*/obj/item/weapon/grenade/clusterbuster/bluespace
name = "Bluespace Megabomb"
desc = "Widely regarded as proof that while there is a God, He is Insane."
payload = /obj/item/weapon/grenade/chem_grenade/large/bluespace*/
/obj/item/weapon/grenade/clusterbuster/monster
name = "Monster Megabomb"
desc = "Widely regarded as proof that there is no God."
payload = /obj/item/weapon/grenade/chem_grenade/large/monster
// --------------------------------------
// Syndie Kits
// --------------------------------------
/obj/item/weapon/storage/box/syndie_kit/remotegrenade
name = "Remote Grenade Kit"
New()
..()
new /obj/item/weapon/grenade/chem_grenade/explosion/remote(src)
new /obj/item/device/multitool(src) // used to adjust the chemgrenade's signaller
new /obj/item/device/assembly/signaler(src)
return
/obj/item/weapon/storage/box/syndie_kit/remoteemp
name = "Remote EMP Kit"
New()
..()
new /obj/item/weapon/grenade/chem_grenade/emp/remote(src)
new /obj/item/device/multitool(src) // used to adjust the chemgrenade's signaller
new /obj/item/device/assembly/signaler(src)
return
/obj/item/weapon/storage/box/syndie_kit/remotelube
name = "Remote Lube Kit"
New()
..()
new /obj/item/weapon/grenade/chem_grenade/lube(src)
new /obj/item/device/multitool(src) // used to adjust the chemgrenade's signaller
new /obj/item/device/assembly/signaler(src)
return
// --------------------------------------
// Clusterbuster Variable Payload Grenade
// Adapted from flashbang/clusterbang
// --------------------------------------
/obj/item/weapon/grenade/clusterbuster
desc = "This highly intimidating bunch of hardware seems eager to be let loose."
name = "Clusterbang"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang"
var/payload = /obj/item/weapon/grenade/flashbang
// Subtypes
// Serious grenades
/obj/item/weapon/grenade/clusterbuster/explosion
name = "Cluster Grenade"
payload = /obj/item/weapon/grenade/chem_grenade/explosion
/obj/item/weapon/grenade/clusterbuster/emp
name = "Electromagnetic Storm"
payload = /obj/item/weapon/grenade/chem_grenade/emp
/obj/item/weapon/grenade/clusterbuster/smoke
name = "Ninja Vanish"
payload = /obj/item/weapon/grenade/smokebomb
// Not serious grenades
/obj/item/weapon/grenade/clusterbuster/meat
name = "Mega Meat Grenade"
payload = /obj/item/weapon/grenade/chem_grenade/meat
/obj/item/weapon/grenade/clusterbuster/booze
name = "Booze Grenade"
payload = /obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink
/obj/item/weapon/grenade/clusterbuster/honk
name = "Mega Honk Grenade"
payload = /obj/item/weapon/bananapeel
/obj/item/weapon/grenade/clusterbuster/xmas
name = "Christmas Miracle"
payload = /obj/item/weapon/a_gift
/obj/item/weapon/grenade/clusterbuster/soap
name = "Megamaid's Passive-Aggressive Soap-creation Grenade"
payload = /obj/item/weapon/grenade/chem_grenade/soap
/obj/item/weapon/grenade/clusterbuster/dirt
name = "Megamaid's Job Security Grenade"
payload = /obj/effect/decal/cleanable/random
/obj/item/weapon/grenade/clusterbuster/megadirt
name = "Megamaid's Revenge Grenade"
payload = /obj/item/weapon/grenade/chem_grenade/dirt
/obj/item/weapon/grenade/clusterbuster/inferno
name = "Little Boy"
payload = /obj/item/weapon/grenade/chem_grenade/incendiary
/obj/item/weapon/grenade/clusterbuster/apocalypsefake
name = "Fun Bomb"
desc = "Not like the other bomb."
payload = /obj/item/toy/spinningtoy
// Grenades that should never see the light of day
/obj/item/weapon/grenade/clusterbuster/apocalypse
name = "Apocalypse Bomb"
desc = "No matter what, do not EVER use this."
payload = /obj/machinery/singularity
/obj/item/weapon/grenade/clusterbuster/ultima
name = "Earth Shattering Kaboom"
desc = "Contains one Aludium Q-36 explosive space modulator."
payload = /obj/item/weapon/grenade/chem_grenade/explosion
/obj/item/weapon/grenade/clusterbuster/lube
name = "Newton's First Law"
desc = "An object in motion remains in motion."
payload = /obj/item/weapon/grenade/chem_grenade/lube
/*/obj/item/weapon/grenade/clusterbuster/bluespace
name = "Maximum Warp"
desc = "Spacetime: Nice job breaking it, hero."
payload = /obj/item/weapon/grenade/chem_grenade/large/bluespace*/
/obj/item/weapon/grenade/clusterbuster/monster
name = "The Monster Mash"
desc = "It's a graveyeard smash."
payload = /obj/item/weapon/grenade/chem_grenade/large/monster
/obj/item/weapon/grenade/clusterbuster/banquet
name = "Bork Bork Bonanza"
desc = "Bork bork bork."
payload = /obj/item/weapon/grenade/clusterbuster/banquet/child
child
payload = /obj/item/weapon/grenade/chem_grenade/large/feast
// Mob spawning grenades
/obj/item/weapon/grenade/clusterbuster/aviary
name = "Poly-Poly Grenade"
desc = "That's an uncomfortable number of birds."
payload = /mob/living/simple_animal/parrot
/obj/item/weapon/grenade/clusterbuster/monkey
name = "Barrel of Monkeys"
desc = "Not really that much fun."
payload = /mob/living/carbon/monkey
/obj/item/weapon/grenade/clusterbuster/fluffy
name = "Fluffy Love Bomb"
desc = "Exactly as snuggly as it sounds."
payload = /mob/living/simple_animal/corgi/puppy
/obj/item/weapon/grenade/clusterbuster/prime()
var/numspawned = rand(4,8)
var/again = 0
for(var/more = numspawned,more > 0,more--)
if(prob(35))
again++
numspawned --
for(,numspawned > 0, numspawned--)
spawn(0)
new /obj/item/weapon/grenade/clusterbuster/node(src.loc,payload,name)//Launches payload
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
for(,again > 0, again--)
spawn(0)
new /obj/item/weapon/grenade/clusterbuster/segment(src.loc,payload,name)//Creates a 'segment' that launches more payloads
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(0)
del(src)
return
/obj/item/weapon/grenade/clusterbuster/segment
desc = "What's happening? Aaah!"
name = "clusterbuster segment"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang_segment"
/obj/item/weapon/grenade/clusterbuster/segment/New(var/turf/newloc,var/T,var/N)//Segments should never exist except part of the clusterbang, since these immediately 'do their thing' and asplode
icon_state = "clusterbang_segment_active"
active = 1
payload = T
name = N
var/stepdist = rand(1,5) //How far to step
var/temploc = src.loc //Saves the current location to know where to step away from
walk_away(src,temploc,stepdist) //I must go, my people need me
var/dettime = rand(15,60)
spawn(dettime)
prime()
/obj/item/weapon/grenade/clusterbuster/segment/prime()
var/numspawned = rand(4,8)
for(var/more = numspawned,more > 0,more--)
if(prob(35))
numspawned --
for(,numspawned > 0, numspawned--)
new /obj/item/weapon/grenade/clusterbuster/node(src.loc,payload)
spawn(0)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
del(src)
return
/obj/item/weapon/grenade/clusterbuster/node/New(var/turf/newloc,var/T,var/N)
icon_state = "flashbang_active"
active = 1
payload = T
name = N
var/stepdist = rand(1,4)
var/temploc = src.loc
walk_away(src,temploc,stepdist)
var/dettime = rand(15,60)
spawn(dettime)
var/atom/A = new payload(loc)
if(istype(A,/obj/item/weapon/grenade))
A:prime()
if(istype(A,/obj/machinery/singularity)) // I can't emphasize enough how much you should never use this grenade
A:energy = 200
del src
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@@ -0,0 +1,370 @@
// -------------------------------------
// Generates an innocuous toy
// -------------------------------------
/obj/item/toy/random
name = "Random Toy"
New()
..()
var/list/types = list(/obj/item/toy/crossbow,/obj/item/toy/balloon,/obj/item/toy/spinningtoy,/obj/item/weapon/reagent_containers/spray/waterflower) + typesof(/obj/item/toy/prize) - /obj/item/toy/prize
var/T = pick(types)
new T(loc)
spawn(1)
del src
// -------------------------------------
// Random cleanables, clearly this makes sense
// -------------------------------------
/obj/effect/decal/cleanable/random
name = "Random Mess"
New()
..()
var/list/list = typesof(/obj/effect/decal/cleanable) - list(/obj/effect/decal/cleanable,/obj/effect/decal/cleanable/random,/obj/effect/decal/cleanable/cobweb,/obj/effect/decal/cleanable/cobweb2)
var/T = pick(list)
new T(loc)
spawn(0)
del src
/obj/item/stack/sheet/animalhide/random
name = "Random animal hide"
New()
..()
spawn(1)
var/htype = pick(/obj/item/stack/sheet/animalhide/cat,/obj/item/stack/sheet/animalhide/corgi,/obj/item/stack/sheet/animalhide/human,/obj/item/stack/sheet/animalhide/lizard,/obj/item/stack/sheet/animalhide/monkey)
var/obj/item/stack/S = new htype(loc)
S.amount = amount
del src
// -------------------------------------
// Not yet identified chemical.
// Could be anything!
// -------------------------------------
/obj/item/weapon/reagent_containers/glass/bottle/random_reagent
name = "unlabelled bottle"
// identify_probability = 0
New()
..()
var/datum/reagent/R = pick(chemical_reagents_list)
var/global/list/rare_chems = list("minttoxin","nanites","xenomicrobes","adminordrazine")
if(R == "blood" && prob(50)) // in contrast to pills, it is entirely reasonable to have vials of virus-free blood lying around.
var/datum/disease/advance/F = new(0) // By entirely reasonable I mean even odds. Let's not get crazy, here.
var/list/data = list("viruses"= list(F))
reagents.add_reagent(R,volume,data)
else
if(rare_chems.Find(R))
reagents.add_reagent(R,10)
else
reagents.add_reagent(R,rand(2,3)*10)
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
//Cuts out the food and drink reagents
/obj/item/weapon/reagent_containers/glass/bottle/random_chem
name = "unlabelled chemical bottle"
// identify_probability = 0
New()
..()
var/global/list/chems_only = list("slimejelly","blood","water","lube","anti_toxin","toxin","cyanide","stoxin","inaprovaline","space_drugs","serotrotium","oxygen","copper","nitrogen","hydrogen","potassium","mercury","sulfur","carbon","chlorine","fluorine","sodium","phosphorus","lithium","sugar","sacid","pacid","glycerol","radium","ryetalyn","thermite","mutagen","virusfood","iron","gold","silver","uranium","aluminum","silicon","fuel","cleaner","plantbgone","plasma","leporazine","cryptobiolin","lexorin","kelotane","dermaline","dexalin","dexalinp","tricordrazine","synaptizine","impedrezene","hyronalin","arithrazine","alkysine","imidazoline","bicaridine","hyperzine","cryoxadone","clonexadone","spaceacillin","carpotoxin","zombiepowder","mindbreaker","fluorosurfactant","foaming_agent","ethanol","ammonia","diethylamine","ethylredoxrazine","chloralhydrate","lipozine","condensedcapsaicin","frostoil","amatoxin","psilocybin","enzyme","nothing","doctorsdelight","antifreeze","neurotoxin")
var/global/list/rare_chems = list("minttoxin","nanites","xenomicrobes","adminordrazine")
var/datum/reagent/R = pick(chems_only + rare_chems)
if(R == "blood" && prob(50))
var/datum/disease/advance/F = new(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent(R,volume,data)
else
if(rare_chems.Find(R))
reagents.add_reagent(R,10)
else
reagents.add_reagent(R,rand(2,3)*10)
name = "unlabelled bottle"
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem
name = "unlabelled chemical bottle"
// identify_probability = 0
New()
..()
var/global/list/base_chems = list("water","oxygen","nitrogen","hydrogen","potassium","mercury","carbon","chlorine","fluorine","phosphorus","lithium","sulfur","sacid","radium","iron","aluminum","silicon","sugar","ethanol")
var/datum/reagent/R = pick(base_chems)
reagents.add_reagent(R,rand(2,6)*5)
name = "unlabelled bottle"
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink
name = "unlabelled drink"
icon = 'icons/obj/drinks.dmi'
New()
..()
var/list/drinks_only = list("beer2","hot_coco","orangejuice","tomatojuice","limejuice","carrotjuice","berryjuice","poisonberryjuice","watermelonjuice","lemonjuice","banana","nothing","potato","milk","soymilk","cream","coffee","tea","icecoffee","icetea","cola","nuka_cola","spacemountainwind","thirteenloko","dr_gibb","space_up","lemon_lime","beer","whiskey","gin","rum","vodka","holywater","tequilla","vermouth","wine","tonic","kahlua","cognac","hooch","ale","sodawater","ice","bilk","atomicbomb","threemileisland","goldschlager","patron","gintonic","cubalibre","whiskeycola","martini","vodkamartini","whiterussian","screwdrivercocktail","booger","bloodymary","gargleblaster","bravebull","tequillasunrise","toxinsspecial","beepskysmash","doctorsdelight","irishcream","manlydorf","longislandicedtea","moonshine","b52","irishcoffee","margarita","blackrussian","manhattan","manhattan_proj","whiskeysoda","antifreeze","barefoot","snowwhite","demonsblood","vodkatonic","ginfizz","bahama_mama","singulo","sbiten","devilskiss","red_mead","mead","iced_beer","grog","aloe","andalusia","alliescocktail","soy_latte","cafe_latte","acidspit","amasec","neurotoxin","hippiesdelight","bananahonk","silencer","changelingsting","irishcarbomb","syndicatebomb","erikasurprise","driestmartini")
if(prob(50))
drinks_only += list("chloralhydrate","adminordrazine","mindbreaker","tricordrazine","blood")
var/datum/reagent/R = pick(drinks_only)
if(R == "blood" && prob(40)) // it's entirely natural for you to have blood in drinking bottles.
var/datum/disease/advance/F = new(0) // it only rarely has to do with diseases.
var/list/data = list("viruses"= list(F))
reagents.add_reagent(R,volume,data)
else
reagents.add_reagent(R,volume)
name = "unlabelled bottle"
icon_state = pick("alco-white","alco-green","alco-blue","alco-clear","alco-red")
pixel_x = rand(-5,5)
pixel_y = rand(-5,5)
/obj/item/weapon/reagent_containers/food/drinks/bottle/random_reagent // Same as the chembottle code except the container
name = "unlabelled drink?"
icon = 'icons/obj/drinks.dmi'
New()
..()
var/datum/reagent/R = pick(chemical_reagents_list)
var/global/list/rare_chems = list("minttoxin","nanites","xenomicrobes","adminordrazine")
if(R == "blood" && prob(50))
var/datum/disease/advance/F = new(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent(R,volume,data)
else
if(rare_chems.Find(R))
reagents.add_reagent(R,10)
else
reagents.add_reagent(R,rand(3,10)*10)
name = "unlabelled bottle"
icon_state = pick("alco-white","alco-green","alco-blue","alco-clear","alco-red")
pixel_x = rand(-5,5)
pixel_y = rand(-5,5)
spawn(0)
del src
/obj/item/weapon/storage/pill_bottle/random_meds
name = "unlabelled pillbottle"
desc = "The sheer recklessness of this bottle's existence astounds you."
New()
..()
var/global/list/meds_only = list("anti_toxin","toxin","cyanide","stoxin","inaprovaline","space_drugs","serotrotium","ryetalyn","mutagen","leporazine","cryptobiolin","lexorin","kelotane","dermaline","dexalin","dexalinp","tricordrazine","synaptizine","impedrezene","hyronalin","arithrazine","alkysine","imidazoline","bicaridine","hyperzine","spaceacillin","carpotoxin","zombiepowder","mindbreaker","ethanol","ammonia","diethylamine","ethylredoxrazine","chloralhydrate","lipozine","condensedcapsaicin","frostoil","amatoxin","psilocybin","nothing","doctorsdelight","neurotoxin")
var/global/list/rare_meds = list("nanites","xenomicrobes","minttoxin","adminordrazine","blood")
var/i = 1
while(i < storage_slots)
var/datum/reagent/R
if(prob(50))
R = pick(meds_only + rare_meds)
else
R = pick(meds_only)
var/obj/item/weapon/reagent_containers/pill/P = new(src)
if(R == "blood") // 100% disease chance. Why else would you make a blood pill? I can think of nothing.
var/datum/disease/advance/F = new(0) // okay maybe vampires but that's about it
var/list/data = list("viruses"= list(F))
P.reagents.add_reagent(R,P.volume,data)
else
if(rare_meds.Find(R))
P.reagents.add_reagent(R,10)
else
P.reagents.add_reagent(R,rand(2,5)*10)
P.name = "Unlabelled Pill"
P.desc = "Something about this pill entices you to try it, against your better judgement."
i++
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
return
// -------------------------------------
// Containers full of unknown crap
// -------------------------------------
/obj/structure/closet/crate/secure/unknownchemicals
name = "Grey-market Chemicals Grab Pack"
desc = "Crate full of chemicals of unknown type and value from a 'trusted' source."
req_one_access = list(access_chemistry,access_research,access_qm) // the qm knows a guy, you see.
New()
..()
sleep(2)
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
new/obj/item/weapon/reagent_containers/glass/bottle/random_base_chem(src)
new/obj/item/weapon/reagent_containers/glass/bottle/random_chem(src)
new/obj/item/weapon/reagent_containers/glass/bottle/random_chem(src)
new/obj/item/weapon/reagent_containers/glass/bottle/random_chem(src)
while(prob(50))
new/obj/item/weapon/reagent_containers/glass/bottle/random_reagent(src)
new/obj/item/weapon/storage/pill_bottle/random_meds(src)
while(prob(25))
new/obj/item/weapon/storage/pill_bottle/random_meds(src)
return
/obj/structure/closet/crate/secure/chemicals
name = "Chemical Supply Kit"
desc = "Full of basic chemistry supplies."
req_one_access = list(access_chemistry,access_research)
New()
..()
sleep(2)
var/global/list/base_chems = list("water","oxygen","nitrogen","hydrogen","potassium","mercury","carbon","chlorine","fluorine","phosphorus","lithium","sulfur","sacid","radium","iron","aluminum","silicon","sugar","ethanol")
for(var/chem in base_chems)
var/obj/item/weapon/reagent_containers/glass/bottle/B = new(src)
B.reagents.add_reagent(chem,B.volume)
if(prob(85))
var/datum/reagent/r = chemical_reagents_list[chem]
B.name = "[r.name] bottle"
// B.identify_probability = 100
else
B.name = "unlabelled bottle"
B.desc = "Looks like the label fell off."
// B.identify_probability = 0
/obj/structure/closet/crate/bin/flowers
name = "flower barrel"
desc = "A bin full of fresh flowers for the bereaved."
anchored = 0
New()
while(contents.len < 10)
var/flowertype = pick(/obj/item/weapon/grown/sunflower,/obj/item/weapon/grown/novaflower,/obj/item/weapon/reagent_containers/food/snacks/grown/poppy,
/obj/item/weapon/reagent_containers/food/snacks/grown/harebell,/obj/item/weapon/reagent_containers/food/snacks/grown/moonflower)
var/atom/movable/AM = new flowertype(src)
AM.pixel_x = rand(-10,10)
AM.pixel_y = rand(-5,5)
/obj/structure/closet/crate/bin/plants
name = "plant barrel"
desc = "Caution: Contents may contain vitamins and minerals. It is recommended that you deep fry them before eating."
anchored = 0
New()
while(contents.len < 10)
var/ptype = pick(/obj/item/weapon/reagent_containers/food/snacks/grown/apple,/obj/item/weapon/reagent_containers/food/snacks/grown/banana,
/obj/item/weapon/reagent_containers/food/snacks/grown/berries, /obj/item/weapon/reagent_containers/food/snacks/grown/cabbage,
/obj/item/weapon/reagent_containers/food/snacks/grown/carrot, /obj/item/weapon/reagent_containers/food/snacks/grown/cherries,
/obj/item/weapon/reagent_containers/food/snacks/grown/chili, /obj/item/weapon/reagent_containers/food/snacks/grown/cocoapod,
/obj/item/weapon/reagent_containers/food/snacks/grown/corn, /obj/item/weapon/reagent_containers/food/snacks/grown/eggplant,
/obj/item/weapon/reagent_containers/food/snacks/grown/grapes, /obj/item/weapon/reagent_containers/food/snacks/grown/greengrapes,
/obj/item/weapon/reagent_containers/food/snacks/grown/icepepper, /obj/item/weapon/reagent_containers/food/snacks/grown/lemon,
/obj/item/weapon/reagent_containers/food/snacks/grown/lime, /obj/item/weapon/reagent_containers/food/snacks/grown/orange,
/obj/item/weapon/reagent_containers/food/snacks/grown/potato, /obj/item/weapon/reagent_containers/food/snacks/grown/pumpkin,
/obj/item/weapon/reagent_containers/food/snacks/grown/soybeans, /obj/item/weapon/reagent_containers/food/snacks/grown/sugarcane,
/obj/item/weapon/reagent_containers/food/snacks/grown/tomato, /obj/item/weapon/reagent_containers/food/snacks/grown/watermelon,
/obj/item/weapon/reagent_containers/food/snacks/grown/wheat, /obj/item/weapon/reagent_containers/food/snacks/grown/whitebeet,
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/chanterelle, /obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/plumphelmet)
var/obj/O = new ptype(src)
O.pixel_x = rand(-10,10)
O.pixel_y = rand(-5,5)
/obj/structure/closet/secure_closet/random_drinks
name = "Unlabelled Booze"
req_access = list(access_bar)
icon_state = "cabinetdetective_locked"
icon_closed = "cabinetdetective"
icon_locked = "cabinetdetective_locked"
icon_opened = "cabinetdetective_open"
icon_broken = "cabinetdetective_broken"
icon_off = "cabinetdetective_broken"
New()
..()
sleep(2)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink(src)
while(prob(25))
new/obj/item/weapon/reagent_containers/food/drinks/bottle/random_reagent(src)
return
// -------------------------------------
// Do not order this.
// If you order this, do not open it.
// If you open this, run.
// If you didn't run, pray.
// -------------------------------------
/obj/structure/largecrate/evil
name = "\improper Mysterious Crate"
desc = "What could it be?"
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/crowbar))
var/list/menace = pick( /mob/living/simple_animal/hostile/carp,/mob/living/simple_animal/hostile/faithless,/mob/living/simple_animal/hostile/pirate,
/mob/living/simple_animal/hostile/creature,/mob/living/simple_animal/hostile/pirate/ranged,
/mob/living/simple_animal/hostile/hivebot,/mob/living/simple_animal/hostile/viscerator,/mob/living/simple_animal/hostile/pirate)
visible_message("\red Something falls out of the [src]!")
var/obj/item/weapon/grenade/flashbang/clusterbang/C = new(src.loc)
C.prime()
spawn(10)
new menace(src.loc)
while(prob(15))
new menace(get_step_rand(src.loc))
..()
else
..()
//
//
//
// ???
//
//
//
/obj/structure/largecrate/schrodinger
name = "Schrodinger's Crate"
desc = "What happens if you open it?"
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/crowbar))
var/mob/living/simple_animal/cat/Cat1 = new(loc)
Cat1.apply_damage(250)//,TOX)
Cat1.name = "Schrodinger's Cat"
Cat1.desc = "It seems it's been dead for a while."
var/mob/living/simple_animal/cat/Cat2 = new(loc)
Cat2.name = "Schrodinger's Cat"
Cat2.desc = "It's was alive the whole time!"
sleep(2)
if(prob(50))
del Cat1
else
del Cat2
..()
// --------------------------------------
// Collen's box of wonder and mystery
// --------------------------------------
/obj/item/weapon/storage/box/grenades
name = "tactical grenades"
desc = "A box with 6 tactical grenades."
icon_state = "flashbang"
var/list/grenadelist = list(/obj/item/weapon/grenade/chem_grenade/metalfoam, /obj/item/weapon/grenade/chem_grenade/incendiary,
/obj/item/weapon/grenade/chem_grenade/antiweed, /obj/item/weapon/grenade/chem_grenade/cleaner, /obj/item/weapon/grenade/chem_grenade/teargas,
/obj/item/weapon/grenade/chem_grenade/holywater, /obj/item/weapon/grenade/chem_grenade/soap, /obj/item/weapon/grenade/chem_grenade/meat,
/obj/item/weapon/grenade/chem_grenade/dirt, /obj/item/weapon/grenade/chem_grenade/lube, /obj/item/weapon/grenade/smokebomb,
/obj/item/weapon/grenade/chem_grenade/drugs, /obj/item/weapon/grenade/chem_grenade/ethanol) // holy list batman
New()
..()
var/nade1 = pick(grenadelist)
var/nade2 = pick(grenadelist)
var/nade3 = pick(grenadelist)
var/nade4 = pick(grenadelist)
var/nade5 = pick(grenadelist)
var/nade6 = pick(grenadelist)
new nade1(src)
new nade2(src)
new nade3(src)
new nade4(src)
new nade5(src)
new nade6(src)
@@ -1,190 +1,392 @@
#define EMPTY 0
#define WIRED 1
#define READY 2
/obj/item/weapon/grenade/chem_grenade
name = "Grenade Casing"
name = "grenade casing"
desc = "A do it yourself grenade casing!"
icon_state = "chemg"
item_state = "flashbang"
desc = "A hand made chemical grenade."
w_class = 2.0
force = 2.0
var/stage = 0
var/state = 0
var/path = 0
var/obj/item/device/assembly_holder/detonator = null
var/list/beakers = new/list()
var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/beaker/large, /obj/item/weapon/reagent_containers/glass/bottle)
var/bomb_state = "chembomb"
var/payload_name = null // used for spawned grenades
w_class = 2
force = 2
var/stage = EMPTY
var/list/beakers = list()
var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
var/affected_area = 3
var/obj/item/device/assembly_holder/nadeassembly = null
var/label = null
New()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
attack_self(mob/user as mob)
if(!stage || stage==1)
if(detonator)
// detonator.loc=src.loc
detonator.detached()
usr.put_in_hands(detonator)
detonator=null
stage=0
icon_state = initial(icon_state)
else if(beakers.len)
for(var/obj/B in beakers)
if(istype(B))
beakers -= B
user.put_in_hands(B)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
if(stage > 1 && !active && clown_check(user))
user << "<span class='warning'>You prime \the [name]!</span>"
/obj/item/weapon/grenade/chem_grenade/New()
create_reagents(1000)
if(payload_name)
payload_name += " " // formatting, ignore me
update_icon()
msg_admin_attack("[user.name] ([user.ckey]) primed \a [src]. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
activate()
add_fingerprint(user)
/obj/item/weapon/grenade/chem_grenade/examine()
set src in usr
usr << desc
if(stage >= WIRED)
if(nadeassembly)
usr << nadeassembly.a_left.describe()
usr << nadeassembly.a_right.describe()
else
usr << "The timer is set to [det_time/10] second\s."
/obj/item/weapon/grenade/chem_grenade/proc/get_trigger()
if(!nadeassembly) return null
for(var/obj/O in list(nadeassembly.a_left, nadeassembly.a_right))
if(!O || istype(O,/obj/item/device/assembly/igniter)) continue
return O
return null
/obj/item/weapon/grenade/chem_grenade/proc/update_overlays()
underlays = list()
if(nadeassembly)
underlays += "[nadeassembly.a_left.icon_state]_left"
for(var/O in nadeassembly.a_left.attached_overlays)
underlays += "[O]_l"
underlays += "[nadeassembly.a_right.icon_state]_right"
for(var/O in nadeassembly.a_right.attached_overlays)
underlays += "[O]_r"
/obj/item/weapon/grenade/chem_grenade/update_icon()
if(nadeassembly)
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = bomb_state
update_overlays()
var/obj/item/device/assembly/A = get_trigger()
if(stage != READY)
name = "bomb casing[label]"
else
if(!A)
name = "[payload_name]de-fused bomb[label]" // this should not actually happen
else
name = payload_name + A.bomb_name + label // time bombs, remote mines, etc
else
icon = 'icons/obj/grenade.dmi'
icon_state = initial(icon_state)
overlays = list()
switch(stage)
if(EMPTY)
name = "grenade casing[label]"
if(WIRED)
icon_state += "_ass"
name = "grenade casing[label]"
if(READY)
if(active)
icon_state += "_active"
else
icon_state += "_locked"
name = payload_name + "grenade" + label
/obj/item/weapon/grenade/chem_grenade/attack_self(mob/user)
if(stage == READY && !active)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
if(nadeassembly)
nadeassembly.attack_self(user)
update_icon()
else if(clown_check(user))
// This used to go before the assembly check, but that has absolutely zero to do with priming the damn thing. You could spam the admins with it.
var/log_str = "[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has primed a [name] for detonation at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
message_admins(log_str)
log_game(log_str)
user << "<span class='warning'>You prime the [name]! [det_time / 10] second\s!</span>"
active = 1
update_icon()
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
spawn(det_time)
prime()
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/assembly_holder) && (!stage || stage==1) && path != 2)
var/obj/item/device/assembly_holder/det = W
if(istype(det.a_left,det.a_right.type) || (!isigniter(det.a_left) && !isigniter(det.a_right)))
user << "\red Assembly must contain one igniter."
return
if(!det.secured)
user << "\red Assembly must be secured with screwdriver."
return
path = 1
user << "\blue You add [W] to the metal casing."
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 25, -3)
user.remove_from_mob(det)
det.loc = src
detonator = det
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
stage = 1
else if(istype(W,/obj/item/weapon/screwdriver) && path != 2)
if(stage == 1)
path = 1
if(beakers.len)
user << "\blue You lock the assembly."
name = "grenade"
else
// user << "\red You need to add at least one beaker before locking the assembly."
user << "\blue You lock the empty assembly."
name = "fake grenade"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
icon_state = initial(icon_state) +"_locked"
stage = 2
else if(stage == 2)
if(active && prob(95))
user << "\red You trigger the assembly!"
prime()
return
else
user << "\blue You unlock the assembly."
playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
icon_state = initial(icon_state) + (detonator?"_ass":"")
stage = 1
active = 0
else if(is_type_in_list(W, allowed_containers) && (!stage || stage==1) && path != 2)
path = 1
if(beakers.len == 2)
user << "\red The grenade can not hold more containers."
return
/obj/item/weapon/grenade/chem_grenade/attackby(obj/item/I, mob/user)
if(istype(I,/obj/item/weapon/hand_labeler))
var/obj/item/weapon/hand_labeler/HL = I
if(length(HL.label))
label = " ([HL.label])"
return 0
else
if(label)
label = null
update_icon()
user << "You remove the label from [src]."
return 1
if(istype(I, /obj/item/weapon/screwdriver))
if(stage == WIRED)
if(beakers.len)
user << "<span class='notice'>You lock the assembly.</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 25, -3)
stage = READY
update_icon()
var/contained = ""
var/cores = ""
for(var/obj/O in beakers)
if(!O.reagents) continue
if(istype(O,/obj/item/slime_extract))
cores += " [O]"
for(var/reagent in O.reagents.reagent_list)
contained += " [reagent] "
if(contained)
if(cores)
contained = "\[[cores];[contained]\]"
else
contained = "\[[contained]\]"
var/turf/bombturf = get_turf(loc)
var/area/A = bombturf.loc
var/log_str = "[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has completed [name] at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a> [contained]."
message_admins(log_str)
log_game(log_str)
else
if(W.reagents.total_volume)
user << "\blue You add \the [W] to the assembly."
user.drop_item()
W.loc = src
beakers += W
stage = 1
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
else
user << "\red \the [W] is empty."
user << "<span class='notice'>You need to add at least one beaker before locking the assembly.</span>"
else if(stage == READY && !nadeassembly)
det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50
user << "<span class='notice'>You modify the time delay. It's set for [det_time / 10] second\s.</span>"
else if(stage == EMPTY)
user << "<span class='notice'>You need to add an activation mechanism.</span>"
examine()
set src in usr
usr << desc
if(detonator)
usr << "With attached [detonator.name]"
else if(stage == WIRED && is_type_in_list(I, allowed_containers))
if(beakers.len == 2)
user << "<span class='notice'>[src] can not hold more containers.</span>"
return
else
if(I.reagents.total_volume)
user << "<span class='notice'>You add [I] to the assembly.</span>"
user.drop_item()
I.loc = src
beakers += I
else
user << "<span class='notice'>[I] is empty.</span>"
activate(mob/user as mob)
if(active) return
if(detonator)
if(!isigniter(detonator.a_left))
detonator.a_left.activate()
active = 1
if(!isigniter(detonator.a_right))
detonator.a_right.activate()
active = 1
if(active)
icon_state = initial(icon_state) + "_active"
if(user)
msg_admin_attack("[user.name] ([user.ckey]) primed \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
return
proc/primed(var/primed = 1)
if(active)
icon_state = initial(icon_state) + (primed?"_primed":"_active")
prime()
if(!stage || stage<2) return
//if(prob(reliability))
var/has_reagents = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume) has_reagents = 1
active = 0
if(!has_reagents)
icon_state = initial(icon_state) +"_locked"
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
else if(stage == EMPTY && istype(I, /obj/item/device/assembly_holder))
var/obj/item/device/assembly_holder/A = I
if(!A.secured)
return
if(isigniter(A.a_left) == isigniter(A.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
return
playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
user.drop_item()
nadeassembly = A
A.master = src
A.loc = src
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
stage = WIRED
user << "<span class='notice'>You add [A] to [src]!</span>"
update_icon()
if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
else if(stage == EMPTY && istype(I, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/C = I
C.use(1)
for(var/atom/A in view(affected_area, src.loc))
if( A == src ) continue
src.reagents.reaction(A, 1, 10)
stage = WIRED
user << "<span class='notice'>You rig [src].</span>"
update_icon()
else if(stage == READY && istype(I, /obj/item/weapon/wirecutters))
user << "<span class='notice'>You unlock the assembly.</span>"
stage = WIRED
update_icon()
else if(stage == WIRED && istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You open the grenade and remove the contents.</span>"
stage = EMPTY
payload_name = null
label = null
if(nadeassembly)
nadeassembly.loc = get_turf(src)
nadeassembly.master = null
nadeassembly = null
if(beakers.len)
for(var/obj/O in beakers)
O.loc = get_turf(src)
beakers = list()
update_icon()
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
spawn(50) //To make sure all reagents can work
del(src) //correctly before deleting the grenade.
/*else
icon_state = initial(icon_state) + "_locked"
crit_fail = 1
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.loc = get_turf(src.loc)*/
//assembly stuff
/obj/item/weapon/grenade/chem_grenade/receive_signal()
prime()
/obj/item/weapon/grenade/chem_grenade/HasProximity(atom/movable/AM)
if(nadeassembly)
nadeassembly.HasProximity(AM)
/obj/item/weapon/grenade/chem_grenade/Move() // prox sensors and infrared care about this
..()
if(nadeassembly)
nadeassembly.process_movement()
/obj/item/weapon/grenade/chem_grenade/pickup()
..()
if(nadeassembly)
nadeassembly.process_movement()
/obj/item/weapon/grenade/chem_grenade/Crossed(atom/movable/AM)
if(nadeassembly)
nadeassembly.Crossed(AM)
/obj/item/weapon/grenade/chem_grenade/on_found(mob/finder)
if(nadeassembly)
nadeassembly.on_found(finder)
/obj/item/weapon/grenade/chem_grenade/hear_talk(mob/living/M, msg)
if(nadeassembly)
nadeassembly.hear_talk(M, msg)
/obj/item/weapon/grenade/chem_grenade/Bump()
..()
if(nadeassembly)
nadeassembly.process_movement()
/obj/item/weapon/grenade/chem_grenade/throw_impact() // called when a throw stops
..()
if(nadeassembly)
nadeassembly.process_movement()
/obj/item/weapon/grenade/chem_grenade/prime()
if(stage != READY)
return
var/has_reagents = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume)
has_reagents = 1
if(!has_reagents)
playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
return
playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
update_mob()
invisibility = INVISIBILITY_MAXIMUM //kaboom
del nadeassembly // do this now to stop infrared beams
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
if(reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(affected_area, loc))
if(A == src)
continue
reagents.reaction(A, 1, 10)
spawn(15) //Making sure all reagents can work
del(src) //correctly before deleting the grenade.
/obj/item/weapon/grenade/chem_grenade/proc/CreateDefaultTrigger(var/typekey)
if(ispath(typekey,/obj/item/device/assembly))
nadeassembly = new(src)
nadeassembly.a_left = new /obj/item/device/assembly/igniter(nadeassembly)
nadeassembly.a_left.holder = nadeassembly
nadeassembly.a_left.secured = 1
nadeassembly.a_right = new typekey(nadeassembly)
if(!nadeassembly.a_right.secured)
nadeassembly.a_right.toggle_secure() // necessary because fuxing prock_sensors
nadeassembly.a_right.holder = nadeassembly
nadeassembly.secured = 1
nadeassembly.master = src
nadeassembly.update_icon()
stage = READY
update_icon()
//Large chem grenades accept slime cores and use the appropriately.
/obj/item/weapon/grenade/chem_grenade/large
name = "Large Chem Grenade"
desc = "An oversized grenade that affects a larger area."
name = "large grenade casing"
desc = "For oversized grenades; fits additional contents and affects a greater area."
icon_state = "large_grenade"
allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker/bluespace)
bomb_state = "largebomb"
allowed_containers = list(/obj/item/weapon/reagent_containers/glass,/obj/item/weapon/reagent_containers/food/condiment,
/obj/item/weapon/reagent_containers/food/drinks)
origin_tech = "combat=3;materials=3"
affected_area = 4
/obj/item/weapon/grenade/chem_grenade/large/prime()
if(stage != READY)
return
var/has_reagents = 0
var/obj/item/slime_extract/valid_core = null
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(!istype(G)) continue
if(G.reagents.total_volume) has_reagents = 1
for(var/obj/item/slime_extract/E in beakers)
if(!istype(E)) continue
if(E.Uses) valid_core = E
if(E.reagents.total_volume) has_reagents = 1
if(!has_reagents)
playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
return
playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
update_mob()
if(valid_core)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(valid_core, G.reagents.total_volume)
//If there is still a core (sometimes it's used up)
//and there are reagents left, behave normally
if(valid_core && valid_core.reagents && valid_core.reagents.total_volume)
valid_core.reagents.trans_to(src,valid_core.reagents.total_volume)
else
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
if(reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(affected_area, loc))
if( A == src ) continue
reagents.reaction(A, 1, 10)
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
spawn(50) //To make sure all reagents can work
del(src) //correctly before deleting the grenade.
//I tried to just put it in the allowed_containers list but
//if you do that it must have reagents. If you're going to
//make a special case you might as well do it explicitly. -Sayu
/obj/item/weapon/grenade/chem_grenade/large/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/slime_extract) && stage == WIRED)
user << "<span class='notice'>You add [I] to the assembly.</span>"
user.drop_item()
I.loc = src
beakers += I
else
return ..()
/obj/item/weapon/grenade/chem_grenade/metalfoam
name = "Metal-Foam Grenade"
payload_name = "metal foam"
desc = "Used for emergency sealing of air breaches."
path = 1
stage = 2
stage = READY
New()
..()
@@ -195,72 +397,89 @@
B2.reagents.add_reagent("foaming_agent", 10)
B2.reagents.add_reagent("pacid", 10)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
update_icon()
/obj/item/weapon/grenade/chem_grenade/incendiary
name = "Incendiary Grenade"
payload_name = "incendiary"
desc = "Used for clearing rooms of living things."
path = 1
stage = 2
stage = READY
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 15)
B1.reagents.add_reagent("fuel",20)
B2.reagents.add_reagent("plasma", 15)
B2.reagents.add_reagent("sacid", 15)
B1.reagents.add_reagent("fuel",20)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
B1.reagents.add_reagent("aluminum", 25)
B2.reagents.add_reagent("plasma", 25)
B2.reagents.add_reagent("sacid", 25)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
update_icon()
/obj/item/weapon/grenade/chem_grenade/antiweed
name = "weedkiller grenade"
payload_name = "weed killer"
desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
path = 1
stage = 2
stage = READY
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("plantbgone", 25)
B1.reagents.add_reagent("plantbgone", 30)
B1.reagents.add_reagent("potassium", 20)
B2.reagents.add_reagent("phosphorus", 20)
B2.reagents.add_reagent("sugar", 20)
B2.reagents.add_reagent("plantbgone", 10)
beakers += B1
beakers += B2
update_icon()
/obj/item/weapon/grenade/chem_grenade/cleaner
payload_name = "cleaner"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = READY
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("fluorosurfactant", 40)
B2.reagents.add_reagent("water", 40)
B2.reagents.add_reagent("cleaner", 60)
beakers += B1
beakers += B2
update_icon()
/obj/item/weapon/grenade/chem_grenade/teargas
payload_name = "teargas"
desc = "Used for nonlethal riot control. Contents under pressure. Do not directly inhale contents."
stage = READY
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("condensedcapsaicin", 25)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
beakers += B1
beakers += B2
icon_state = "grenade"
update_icon()
/obj/item/weapon/grenade/chem_grenade/cleaner
name = "Cleaner Grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = 2
path = 1
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("fluorosurfactant", 40)
B2.reagents.add_reagent("water", 40)
B2.reagents.add_reagent("cleaner", 10)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
#undef EMPTY
#undef WIRED
#undef READY
@@ -7,7 +7,7 @@
item_state = "flashbang"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
flags = FPRINT | CONDUCT
slot_flags = SLOT_BELT
var/active = 0
var/det_time = 50
@@ -15,10 +15,12 @@
/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
if((CLUMSY in user.mutations) && prob(50))
user << "<span class='warning'>Huh? How does this thing work?</span>"
activate(user)
add_fingerprint(user)
active = 1
icon_state = initial(icon_state) + "_active"
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(5)
if(user)
user.drop_item()
prime()
return 0
return 1
@@ -54,41 +56,32 @@
/obj/item/weapon/grenade/attack_self(mob/user as mob)
if(!active)
if(clown_check(user))
user << "<span class='warning'>You prime \the [name]! [det_time/10] seconds!</span>"
activate(user)
user << "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>"
active = 1
icon_state = initial(icon_state) + "_active"
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/log_str = "[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has primed a [name] for detonation at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
message_admins(log_str)
log_game(log_str)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
return
/obj/item/weapon/grenade/proc/activate(mob/user as mob)
if(active)
return
if(user)
msg_admin_attack("[user.name] ([user.ckey]) primed \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
icon_state = initial(icon_state) + "_active"
active = 1
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(det_time)
prime()
return
spawn(det_time)
prime()
/obj/item/weapon/grenade/proc/prime()
// playsound(loc, 'sound/items/Welder2.ogg', 25, 1)
var/turf/T = get_turf(src)
if(T)
T.hotspot_expose(700,125)
/obj/item/weapon/grenade/proc/update_mob()
if(ismob(loc))
var/mob/M = loc
M.drop_from_inventory(src)
/obj/item/weapon/grenade/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(isscrewdriver(W))
if(istype(W, /obj/item/weapon/screwdriver))
switch(det_time)
if ("1")
det_time = 10
@@ -104,12 +97,10 @@
user << "<span class='notice'>You set the [name] for instant detonation.</span>"
add_fingerprint(user)
..()
return
/obj/item/weapon/grenade/attack_hand()
walk(src, null, null)
..()
return
/obj/item/weapon/grenade/attack_paw(mob/user as mob)
return attack_hand(user)
+9 -3
View File
@@ -3,21 +3,23 @@
desc = "A small electronic device that should never exist."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
flags = FPRINT | TABLEPASS| CONDUCT
flags = FPRINT | CONDUCT
w_class = 2.0
m_amt = 100
g_amt = 0
w_amt = 0
throwforce = 2
throw_speed = 3
throw_range = 10
origin_tech = "magnets=1"
var/bomb_name = "bomb" // used for naming bombs / mines
var/secured = 1
var/list/attached_overlays = null
var/obj/item/device/assembly_holder/holder = null
var/cooldown = 0//To prevent spam
var/wires = WIRE_RECEIVE | WIRE_PULSE
var/datum/wires/connected = null // currently only used by timer/signaler
var/const/WIRE_RECEIVE = 1 //Allows Pulsed(0) to call Activate()
var/const/WIRE_PULSE = 2 //Allows Pulse(0) to act on the holder
@@ -49,6 +51,8 @@
interact(mob/user as mob) //Called when attack_self is called
return
proc/describe() // Called by grenades to describe the state of the trigger (time left, etc)
return "The trigger assembly looks broken!"
process_cooldown()
cooldown--
@@ -71,6 +75,8 @@
holder.process_activation(src, 1, 0)
if(holder && (wires & WIRE_PULSE_SPECIAL))
holder.process_activation(src, 0, 1)
// if(connected && (wires & WIRE_PULSE))
// connected.Pulse(src)
// if(radio && (wires & WIRE_RADIO_PULSE))
//Not sure what goes here quite yet send signal?
return 1
@@ -104,7 +110,7 @@
if((!A.secured) && (!secured))
attach_assembly(A,user)
return
if(isscrewdriver(W))
if(istype(W, /obj/item/weapon/screwdriver))
if(toggle_secure())
user << "\blue \The [src] is ready!"
else
+14 -1
View File
@@ -6,7 +6,7 @@
w_class = 3.0
throw_speed = 2
throw_range = 4
flags = FPRINT | TABLEPASS| CONDUCT //Copied this from old code, so this may or may not be necessary
flags = FPRINT | CONDUCT //Copied this from old code, so this may or may not be necessary
var/status = 0 //0 - not readied //1 - bomb finished with welder
var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a plasma tank
@@ -73,6 +73,19 @@
if(bombassembly)
bombassembly.HasProximity(AM)
/obj/item/device/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps
if(bombassembly)
bombassembly.Crossed(AM)
/obj/item/device/onetankbomb/on_found(mob/finder as mob) //for mousetraps
if(bombassembly)
bombassembly.on_found(finder)
/obj/item/device/onetankbomb/hear_talk(mob/living/M as mob, msg)
if(bombassembly)
bombassembly.hear_talk(M, msg)
// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
/obj/item/weapon/tank/proc/bomb_assemble(W,user) //Bomb assembly proc. This turns assembly+tank into a bomb
+26 -107
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
item_state = "assembly"
flags = FPRINT | TABLEPASS| CONDUCT
flags = FPRINT | CONDUCT
throwforce = 5
w_class = 2.0
throw_speed = 3
@@ -12,19 +12,13 @@
var/secured = 0
var/obj/item/device/assembly/a_left = null
var/obj/item/device/assembly/a_right = null
var/obj/special_assembly = null
proc/attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
return
proc/attach_special(var/obj/O, var/mob/user)
return
proc/process_activation(var/obj/item/device/D)
return
proc/detached()
return
IsAssemblyHolder()
@@ -46,23 +40,9 @@
a_right = D2
name = "[D.name]-[D2.name] assembly"
update_icon()
usr.put_in_hands(src)
return 1
attach_special(var/obj/O, var/mob/user)
if(!O) return
if(!O.IsSpecialAssembly()) return 0
/* if(O:Attach_Holder())
special_assembly = O
update_icon()
src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly"
*/
return
update_icon()
overlays.Cut()
if(a_left)
@@ -76,13 +56,6 @@
if(master)
master.update_icon()
/* if(special_assembly)
special_assembly.update_icon()
if(special_assembly:small_icon_state)
src.overlays += special_assembly:small_icon_state
for(var/O in special_assembly:small_icon_state_overlays)
src.overlays += O
*/
examine()
set src in view()
@@ -100,8 +73,6 @@
a_left.HasProximity(AM)
if(a_right)
a_right.HasProximity(AM)
if(special_assembly)
special_assembly.HasProximity(AM)
Crossed(atom/movable/AM as mob|obj)
@@ -109,43 +80,52 @@
a_left.Crossed(AM)
if(a_right)
a_right.Crossed(AM)
if(special_assembly)
special_assembly.Crossed(AM)
on_found(mob/finder as mob)
if(a_left)
a_left.on_found(finder)
if(a_right)
a_right.on_found(finder)
if(special_assembly)
if(istype(special_assembly, /obj/item))
var/obj/item/S = special_assembly
S.on_found(finder)
Move()
..()
hear_talk(mob/living/M as mob, msg)
if(a_left)
a_left.hear_talk(M, msg)
if(a_right)
a_right.hear_talk(M, msg)
proc/process_movement() // infrared beams and prox sensors
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
// if(special_assembly)
// special_assembly:holder_movement()
Move()
..()
process_movement()
return
pickup()
..()
process_movement()
Bump()
..()
process_movement()
throw_impact() // called when a throw stops
..()
process_movement()
attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
// if(special_assembly)
// special_assembly:Holder_Movement()
..()
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(isscrewdriver(W))
if(istype(W, /obj/item/weapon/screwdriver))
if(!a_left || !a_right)
user << "\red BUG:Assembly part missing, please report this!"
return
@@ -158,8 +138,6 @@
user << "\blue \The [src] can now be taken apart!"
update_icon()
return
else if(W.IsSpecialAssembly())
attach_special(W, user)
else
..()
return
@@ -177,10 +155,8 @@
if("Right") a_right.attack_self(user)
return
else
if(!istype(a_left,/obj/item/device/assembly/igniter))
a_left.attack_self(user)
if(!istype(a_right,/obj/item/device/assembly/igniter))
a_right.attack_self(user)
a_left.attack_self(user)
a_right.attack_self(user)
else
var/turf/T = get_turf(src)
if(!T) return 0
@@ -197,8 +173,6 @@
process_activation(var/obj/D, var/normal = 1, var/special = 1)
if(!D) return 0
if(!secured)
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
if((normal) && (a_right) && (a_left))
if(a_right != D)
a_right.pulsed(0)
@@ -206,9 +180,6 @@
a_left.pulsed(0)
if(master)
master.receive_signal()
// if(special && special_assembly)
// if(!special_assembly == D)
// special_assembly.dothings()
return 1
@@ -217,58 +188,6 @@
/obj/item/device/assembly_holder/timer_igniter
name = "timer-igniter assembly"
New()
..()
var/obj/item/device/assembly/igniter/ign = new(src)
ign.secured = 1
ign.holder = src
var/obj/item/device/assembly/timer/tmr = new(src)
tmr.time=5
tmr.secured = 1
tmr.holder = src
processing_objects.Add(tmr)
a_left = tmr
a_right = ign
secured = 1
update_icon()
name = initial(name) + " ([tmr.time] secs)"
loc.verbs += /obj/item/device/assembly_holder/timer_igniter/verb/configure
detached()
loc.verbs -= /obj/item/device/assembly_holder/timer_igniter/verb/configure
..()
verb/configure()
set name = "Set Timer"
set category = "Object"
set src in usr
if ( !(usr.stat || usr.restrained()) )
var/obj/item/device/assembly_holder/holder
if(istype(src,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/gren = src
holder=gren.detonator
var/obj/item/device/assembly/timer/tmr = holder.a_left
if(!istype(tmr,/obj/item/device/assembly/timer))
tmr = holder.a_right
if(!istype(tmr,/obj/item/device/assembly/timer))
usr << "<span class='notice'>This detonator has no timer.</span>"
return
if(tmr.timing)
usr << "<span class='notice'>Clock is ticking already.</span>"
else
var/ntime = input("Enter desired time in seconds", "Time", "5") as num
if (ntime>0 && ntime<1000)
tmr.time = ntime
name = initial(name) + "([tmr.time] secs)"
usr << "<span class='notice'>Timer set to [tmr.time] seconds.</span>"
else
usr << "<span class='notice'>Timer can't be [ntime<=0?"negative":"more than 1000 seconds"].</span>"
else
usr << "<span class='notice'>You cannot do this while [usr.stat?"unconscious/dead":"restrained"].</span>"
+4 -21
View File
@@ -4,32 +4,15 @@
icon_state = "igniter"
m_amt = 500
g_amt = 50
w_amt = 10
origin_tech = "magnets=1"
secured = 1
wires = WIRE_RECEIVE
describe()
return "The igniter is [secured?"secured.":"unsecured."]"
activate()
if(!..()) return 0//Cooldown check
if(holder && istype(holder.loc,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/grenade = holder.loc
grenade.prime()
else
var/turf/location = get_turf(loc)
if(location)
location.hotspot_expose(1000,1000)
if (istype(src.loc,/obj/item/device/assembly_holder))
if (istype(src.loc.loc, /obj/structure/reagent_dispensers/fueltank/))
var/obj/structure/reagent_dispensers/fueltank/tank = src.loc.loc
if (tank && tank.modded)
tank.explode()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
var/turf/location = get_turf(loc)
if(location) location.hotspot_expose(1000,1000)
return 1
+31 -9
View File
@@ -6,10 +6,9 @@
icon_state = "infrared"
m_amt = 1000
g_amt = 500
w_amt = 100
origin_tech = "magnets=2"
wires = WIRE_PULSE
bomb_name = "tripwire mine"
secured = 0
@@ -20,6 +19,8 @@
proc
trigger_beam()
describe()
return "The infrared trigger is [on?"on":"off"]."
activate()
if(!..()) return 0//Cooldown check
@@ -57,9 +58,19 @@
if(first)
del(first)
return
if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
if(first || !secured) return
var/turf/T = null
if(istype(loc,/turf))
T = loc
else if (holder)
if (istype(holder.loc,/turf))
T = holder.loc
else if (holder.master && istype(holder.master.loc,/turf)) //for onetankbombs and other tertiary builds with assemblies
T = holder.loc.loc
else if(istype(loc,/obj/item/weapon/grenade) && istype(loc.loc,/turf))
T = loc.loc
if(T)
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
I.master = src
I.density = 1
I.dir = dir
@@ -94,7 +105,6 @@
holder_movement()
if(!holder) return 0
// dir = holder.dir
del(first)
return 1
@@ -102,8 +112,7 @@
trigger_beam()
if((!secured)||(!on)||(cooldown > 0)) return 0
pulse(0)
if(!holder)
visible_message("\icon[src] *beep* *beep*")
visible_message("\icon[src] *beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
@@ -114,6 +123,8 @@
if(!secured) return
user.set_machine(src)
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
if(holder)
dat += "<BR>Beam direction: [dir2text(dir)] <A href='?src=\ref[src];rotate=-1'>Counter-clockwise</A> | <A href='?src=\ref[src];rotate=1'>Clockwise</A>"
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=infra")
@@ -128,6 +139,17 @@
onclose(usr, "infra")
return
if(href_list["rotate"])
switch(href_list["rotate"])
if("-1")
dir = turn(dir,90)
update_icon()
del(first)
if("1")
dir = turn(dir,-90)
update_icon()
del(first)
if(href_list["state"])
on = !(on)
update_icon()
@@ -170,7 +192,7 @@
var/visible = 0.0
var/left = null
anchored = 1.0
flags = TABLEPASS
flags = 0
/obj/effect/beam/i_beam/proc/hit()
+23 -7
View File
@@ -3,16 +3,32 @@
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
m_amt = 100
w_amt = 10
origin_tech = "combat=1"
var/armed = 0
bomb_name = "contact mine"
examine()
..()
if(armed)
usr << "It looks like it's armed."
activate()
if(..())
armed = !armed
if(!armed)
if(ishuman(usr))
var/mob/living/carbon/human/user = usr
if(((user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50)))
user << "Your hand slips, setting off the trigger."
pulse(0)
update_icon()
if(usr)
playsound(usr.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
describe()
return "The pressure switch is [armed?"primed":"safe"]."
update_icon()
if(armed)
icon_state = "mousetraparmed"
@@ -37,14 +53,12 @@
affecting = H.get_organ(type)
H.Stun(3)
if(affecting)
if(affecting.take_damage(1, 0))
H.UpdateDamageIcon()
H.updatehealth()
else if(ismouse(target))
var/mob/living/simple_animal/mouse/M = target
visible_message("\red <b>SPLAT!</b>")
M.splat()
playsound(target.loc, 'sound/effects/snap.ogg', 50, 1)
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
armed = 0
update_icon()
pulse(0)
@@ -81,7 +95,7 @@
..()
Crossed(AM as mob|obj)
Crossed(var/atom/movable/AM as mob|obj)
if(armed)
if(ishuman(AM))
var/mob/living/carbon/H = AM
@@ -89,7 +103,9 @@
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
if(ismouse(AM))
else if(ismouse(AM))
triggered(AM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
triggered(AM)
..()
@@ -112,4 +128,4 @@
/obj/item/device/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = 1
armed = 1
+11 -26
View File
@@ -4,23 +4,24 @@
icon_state = "prox"
m_amt = 800
g_amt = 200
w_amt = 50
origin_tech = "magnets=1"
wires = WIRE_PULSE
secured = 0
bomb_name = "proximity mine"
var/scanning = 0
var/timing = 0
var/time = 10
var/range = 2
proc
toggle_scan()
sense()
describe()
if(timing)
return "\blue The proximity sensor is arming."
return "The proximity sensor is [scanning?"armed":"disarmed"]."
activate()
if(!..()) return 0//Cooldown check
@@ -48,13 +49,9 @@
sense()
var/turf/mainloc = get_turf(src)
// if(scanning && cooldown <= 0)
// mainloc.visible_message("\icon[src] *boop* *boop*", "*boop* *boop*")
if((!holder && !secured)||(!scanning)||(cooldown > 0)) return 0
if((!secured)||(!scanning)||(cooldown > 0)) return 0
pulse(0)
if(!holder)
mainloc.visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
@@ -62,12 +59,6 @@
process()
if(scanning)
var/turf/mainloc = get_turf(src)
for(var/mob/living/A in range(range,mainloc))
if (A.move_speed < 12)
sense()
if(timing && (time >= 0))
time--
if(timing && time <= 0)
@@ -102,9 +93,6 @@
attached_overlays += "prox_scanning"
if(holder)
holder.update_icon()
if(holder && istype(holder.loc,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/grenade = holder.loc
grenade.primed(scanning)
return
@@ -113,6 +101,9 @@
sense()
return
holder_movement()
sense()
interact(mob/user as mob)//TODO: Change this to the wires thingy
if(!secured)
@@ -121,7 +112,6 @@
var/second = time % 60
var/minute = (time - second) / 60
var/dat = text("<TT><B>Proximity Sensor</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (timing ? text("<A href='?src=\ref[];time=0'>Arming</A>", src) : text("<A href='?src=\ref[];time=1'>Not Arming</A>", src)), minute, second, src, src, src, src)
dat += text("<BR>Range: <A href='?src=\ref[];range=-1'>-</A> [] <A href='?src=\ref[];range=1'>+</A>", src, range, src)
dat += "<BR><A href='?src=\ref[src];scanning=1'>[scanning?"Armed":"Unarmed"]</A> (Movement sensor active when armed!)"
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
@@ -149,11 +139,6 @@
time += tp
time = min(max(round(time), 0), 600)
if(href_list["range"])
var/r = text2num(href_list["range"])
range += r
range = min(max(range, 1), 5)
if(href_list["close"])
usr << browse(null, "window=prox")
return
+2 -1
View File
@@ -1,12 +1,13 @@
/obj/item/assembly/shock_kit
name = "electrohelmet assembly"
desc = "This appears to be made from both an electropack and a helmet."
icon = 'icons/obj/assemblies.dmi'
icon_state = "shock_kit"
var/obj/item/clothing/head/helmet/part1 = null
var/obj/item/device/radio/electropack/part2 = null
var/status = 0
w_class = 5.0
flags = FPRINT | TABLEPASS| CONDUCT
flags = FPRINT | CONDUCT
/obj/item/assembly/shock_kit/Del()
del(part1)
+24 -43
View File
@@ -5,25 +5,27 @@
item_state = "signaler"
m_amt = 1000
g_amt = 200
w_amt = 100
origin_tech = "magnets=1"
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = 1
var/receiving = 0
bomb_name = "remote-control bomb"
var/code = 30
var/frequency = 1457
var/delay = 0
var/airlock_wire = null
var/datum/radio_frequency/radio_connection
var/deadman = 0
var/airlock_wire = null
New()
..()
spawn(40)
set_frequency(frequency)
return
describe()
return "\The [src]'s power light is [receiving?"on":"off"]"
activate()
if(cooldown > 0) return 0
@@ -49,6 +51,7 @@
<TT>
<A href='byond://?src=\ref[src];send=1'>Send Signal</A><BR>
Reciever is <A href='byond://?src=\ref[src];receive=1'>[receiving?"on":"off"]</A><BR>
<B>Frequency/Code</B> for signaler:<BR>
Frequency:
<A href='byond://?src=\ref[src];freq=-10'>-</A>
@@ -89,6 +92,8 @@
src.code = round(src.code)
src.code = min(100, src.code)
src.code = max(1, src.code)
if(href_list["receive"])
receiving = !receiving
if(href_list["send"])
spawn( 0 )
@@ -108,16 +113,13 @@
signal.encryption = code
signal.data["message"] = "ACTIVATE"
radio_connection.post_signal(src, signal)
return
/*
for(var/obj/item/device/assembly/signaler/S in world)
if(!S) continue
if(S == src) continue
if((S.frequency == src.frequency) && (S.code == src.code))
spawn(0)
if(S) S.pulse(0)
return 0*/
var/time = time2text(world.realtime,"hh:mm:ss")
var/turf/T = get_turf(src)
if(usr)
lastsignalers.Add("[time] <B>:</B> [usr.key] used [src] @ location ([T.x],[T.y],[T.z]) <B>:</B> [format_frequency(frequency)]/[code]")
return
pulse(var/radio = 0)
if(istype(src.loc, /obj/machinery/door/airlock) && src.airlock_wire && src.wires)
@@ -129,16 +131,17 @@
..(radio)
return 1
receive_signal(datum/signal/signal)
if(!signal) return 0
if(signal.encryption != code) return 0
if(!(src.wires & WIRE_RADIO_RECEIVE)) return 0
pulse(1)
if( !receiving || !signal )
return 0
if(!holder)
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
if(signal.encryption != code)
return 0
if(!(src.wires & WIRE_RADIO_RECEIVE)) return 0
pulse(1)
for(var/mob/O in hearers(1, src.loc))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
return
@@ -152,28 +155,6 @@
radio_connection = radio_controller.add_object(src, frequency, RADIO_CHAT)
return
process()
if(!deadman)
processing_objects.Remove(src)
var/mob/M = src.loc
if(!M || !ismob(M))
if(prob(5))
signal()
deadman = 0
processing_objects.Remove(src)
else if(prob(5))
M.visible_message("[M]'s finger twitches a bit over [src]'s signal button!")
return
verb/deadman_it()
set src in usr
set name = "Threaten to push the button!"
set desc = "BOOOOM!"
deadman = 1
processing_objects.Add(src)
usr.visible_message("\red [usr] moves their finger over [src]'s signal button...")
// Embedded signaller used in anomalies.
/obj/item/device/assembly/signaler/anomaly
name = "anomaly core"
+40 -16
View File
@@ -4,25 +4,28 @@
icon_state = "timer"
m_amt = 500
g_amt = 50
w_amt = 10
origin_tech = "magnets=1"
wires = WIRE_PULSE
secured = 0
bomb_name = "time bomb"
var/timing = 0
var/time = 10
var/repeat = 0
var/set_time = 10
proc
timer_end()
describe()
if(timing)
return "The timer is counting down from [time]!"
return "The timer is set for [time] seconds."
activate()
if(!..()) return 0//Cooldown check
timing = !timing
update_icon()
return 0
@@ -39,10 +42,9 @@
timer_end()
if(!secured) return 0
if((!secured)||(cooldown > 0)) return 0
pulse(0)
if(!holder)
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
loc.visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
@@ -53,9 +55,9 @@
if(timing && (time > 0))
time--
if(timing && time <= 0)
timing = 0
timing = repeat
timer_end()
time = 10
time = set_time
return
@@ -76,9 +78,24 @@
return 0
var/second = time % 60
var/minute = (time - second) / 60
var/dat = text("<TT><B>Timing Unit</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (timing ? text("<A href='?src=\ref[];time=0'>Timing</A>", src) : text("<A href='?src=\ref[];time=1'>Not Timing</A>", src)), minute, second, src, src, src, src)
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
var/set_second = set_time % 60
var/set_minute = (set_time - set_second) / 60
if(second < 10) second = "0[second]"
if(set_second < 10) set_second = "0[set_second]"
var/dat = {"
<TT>
<center><h2>Timing Unit</h2>
[minute]:[second] <a href='?src=\ref[src];time=1'>[timing?"Stop":"Start"]</a> <a href='?src=\ref[src];reset=1'>Reset</a><br>
Repeat: <a href='?src=\ref[src];repeat=1'>[repeat?"On":"Off"]</a><br>
Timer set for
<A href='?src=\ref[src];tp=-30'>-</A> <A href='?src=\ref[src];tp=-1'>-</A> [set_minute]:[set_second] <A href='?src=\ref[src];tp=1'>+</A> <A href='?src=\ref[src];tp=30'>+</A>
</center>
</TT>
<BR><BR>
<A href='?src=\ref[src];refresh=1'>Refresh</A>
<BR><BR>
<A href='?src=\ref[src];close=1'>Close</A>"}
user << browse(dat, "window=timer")
onclose(user, "timer")
return
@@ -92,13 +109,20 @@
return
if(href_list["time"])
timing = text2num(href_list["time"])
timing = !timing
update_icon()
if(href_list["reset"])
time = set_time
if(href_list["repeat"])
repeat = !repeat
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 0), 600)
set_time += tp
set_time = min(max(round(set_time), 5), 600)
if(!timing)
time = set_time
if(href_list["close"])
usr << browse(null, "window=timer")
+44
View File
@@ -0,0 +1,44 @@
/obj/item/device/assembly/voice
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
m_amt = 500
g_amt = 50
origin_tech = "magnets=1"
var/listening = 0
var/recorded = null //the activation message
bomb_name = "voice-activated bomb"
describe()
if(recorded || listening)
return "A meter on [src] flickers with every nearby sound."
else
return "[src] is deactivated."
hear_talk(mob/living/M as mob, msg)
if(listening)
recorded = msg
listening = 0
var/turf/T = get_turf(src) //otherwise it won't work in hand
T.visible_message("\icon[src] beeps, \"Activation message is '[recorded]'.\"")
else
if(findtext(msg, recorded))
pulse(0)
activate()
return // previously this toggled listning when not in a holder, that's a little silly. It was only called in attack_self that way.
attack_self(mob/user)
if(!user || !secured) return 0
listening = !listening
var/turf/T = get_turf(src)
T.visible_message("\icon[src] beeps, \"[listening ? "Now" : "No longer"] recording input.\"")
return 1
toggle_secure()
. = ..()
listening = 0
@@ -78,13 +78,13 @@ emp_act
update_icons()
src << "\blue Your [C.name] was disrupted!"
Stun(2)
/*
if(istype(equipped(),/obj/item/device/assembly/signaler))
var/obj/item/device/assembly/signaler/signaler = equipped()
if(signaler.deadman && prob(80))
src.visible_message("\red [src] triggers their deadman's switch!")
signaler.signal()
*/
return
//END TASER NERF
+2 -2
View File
@@ -45,13 +45,13 @@
Stun(2)
flash_weak_pain()
/*
if(istype(equipped(),/obj/item/device/assembly/signaler))
var/obj/item/device/assembly/signaler/signaler = equipped()
if(signaler.deadman && prob(80))
src.visible_message("\red [src] triggers their deadman's switch!")
signaler.signal()
*/
var/absorb = run_armor_check(def_zone, P.flag)
if(absorb >= 2)
P.on_hit(src,2)