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https://github.com/ParadiseSS13/Paradise.git
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Syndicate Bomb Port
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@@ -467,6 +467,21 @@ var/list/uplink_items = list()
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item = /obj/item/device/radio/beacon/syndicate
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cost = 7
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/datum/uplink_item/device_tools/syndicate_bomb
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name = "Syndicate Bomb"
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desc = "The Syndicate Bomb has an adjustable timer with a minimum setting of 60 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. \
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You can wrench the bomb down to prevent removal. The crew may attempt to defuse the bomb."
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item = /obj/item/device/radio/beacon/syndicate/bomb
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cost = 6
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/datum/uplink_item/device_tools/syndicate_detonator
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name = "Syndicate Detonator"
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desc = "The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. \
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Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator."
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item = /obj/item/device/syndicatedetonator
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cost = 1
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gamemodes = list("nuclear emergency")
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/datum/uplink_item/device_tools/pdapinpointer
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name = "PDA Pinpointer"
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desc = "A pinpointer that tracks any PDA on the station. Useful for locating assassination targets or other high-value targets that you can't find. WARNING: Can only set once."
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@@ -9,24 +9,29 @@ var/const/WIRE_DELAY = 4 // Raises the timer on pulse, does nothing on cut
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var/const/WIRE_PROCEED = 8 // Lowers the timer, explodes if cut while the bomb is active
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var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if pulsed while already active, will stop a timer a bomb on cut
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/datum/wires/syndicatebomb/CanUse(var/mob/living/L)
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var/obj/machinery/syndicatebomb/P = holder
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if(P.open_panel)
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return 1
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return 0
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/datum/wires/syndicatebomb/UpdatePulsed(var/index)
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var/obj/machinery/syndicatebomb/P = holder
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if(P.degutted)
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return
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switch(index)
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if(WIRE_BOOM)
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if (P.active)
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P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
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P.loc.visible_message("<span class='danger'>\icon[holder] An alarm sounds! It's go-</span>")
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P.timer = 0
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if(WIRE_UNBOLT)
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P.loc.visible_message("\blue \icon[holder] The bolts spin in place for a moment.")
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P.loc.visible_message("<span class='notice'>\icon[holder] The bolts spin in place for a moment.</span>")
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if(WIRE_DELAY)
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playsound(P.loc, 'sound/machines/chime.ogg', 30, 1)
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P.loc.visible_message("\blue \icon[holder] The bomb chirps.")
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P.loc.visible_message("<span class='notice'>\icon[holder] The bomb chirps.</span>")
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P.timer += 10
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if(WIRE_PROCEED)
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playsound(P.loc, 'sound/machines/buzz-sigh.ogg', 30, 1)
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P.loc.visible_message("\red \icon[holder] The bomb buzzes ominously!")
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P.loc.visible_message("<span class='danger'>\icon[holder] The bomb buzzes ominously!</span>")
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if (P.timer >= 61) //Long fuse bombs can suddenly become more dangerous if you tinker with them
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P.timer = 60
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if (P.timer >= 21)
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@@ -36,26 +41,20 @@ var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if
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if(WIRE_ACTIVATE)
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if(!P.active && !P.defused)
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playsound(P.loc, 'sound/machines/click.ogg', 30, 1)
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P.loc.visible_message("\red \icon[holder] You hear the bomb start ticking!")
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P.loc.visible_message("<span class='danger'>\icon[holder] You hear the bomb start ticking!</span>")
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P.active = 1
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if(!P.open_panel) //Needs to exist in case the wire is pulsed with a signaler while the panel is closed
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P.icon_state = "syndicate-bomb-active"
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else
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P.icon_state = "syndicate-bomb-active-wires"
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processing_objects.Add(P)
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P.icon_state = "[initial(P.icon_state)]-active[P.open_panel ? "-wires" : ""]"
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else
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P.loc.visible_message("\blue \icon[holder] The bomb seems to hesitate for a moment.")
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P.loc.visible_message("<span class='notice'>\icon[holder] The bomb seems to hesitate for a moment.</span>")
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P.timer += 5
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/datum/wires/syndicatebomb/UpdateCut(var/index, var/mended)
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var/obj/machinery/syndicatebomb/P = holder
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if(P.degutted)
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return
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switch(index)
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if(WIRE_EXPLODE)
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if(!mended)
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if(P.active)
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P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
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P.loc.visible_message("<span class='danger'>\icon[holder] An alarm sounds! It's go-</span>")
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P.timer = 0
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else
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P.defused = 1
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@@ -64,15 +63,15 @@ var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if
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if(WIRE_UNBOLT)
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if (!mended && P.anchored)
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playsound(P.loc, 'sound/effects/stealthoff.ogg', 30, 1)
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P.loc.visible_message("\blue \icon[holder] The bolts lift out of the ground!")
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P.loc.visible_message("<span class='notice'>\icon[holder] The bolts lift out of the ground!</span>")
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P.anchored = 0
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if(WIRE_PROCEED)
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if(!mended && P.active)
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P.loc.visible_message("\red \icon[holder] An alarm sounds! It's go-")
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P.loc.visible_message("<span class='danger'>\icon[holder] An alarm sounds! It's go-</span>")
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P.timer = 0
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if(WIRE_ACTIVATE)
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if (!mended && P.active)
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P.loc.visible_message("\blue \icon[holder] The timer stops! The bomb has been defused!")
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P.icon_state = "syndicate-bomb-inactive-wires" //no cutting possible with the panel closed
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P.loc.visible_message("<span class='notice'>\icon[holder] The timer stops! The bomb has been defused!</span>")
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P.icon_state = "[initial(P.icon_state)]-inactive[P.open_panel ? "-wires" : ""]"
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P.active = 0
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P.defused = 1
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@@ -278,4 +278,12 @@ var/const/POWER = 8
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/datum/wires/proc/IsAllCut()
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if(wires_status == (1 << wire_count) - 1)
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return 1
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return 0
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return 0
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//
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//Shuffle and Mend
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//
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/datum/wires/proc/Shuffle()
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wires_status = 0
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GenerateWires()
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