Refactors Syndicate Bombs

This commit is contained in:
Fox-McCloud
2017-06-29 18:10:58 -04:00
parent 52af2d8c0e
commit bcda610cc0
4 changed files with 261 additions and 131 deletions
+59 -52
View File
@@ -1,5 +1,5 @@
/datum/wires/syndicatebomb
random = 1
random = TRUE
holder_type = /obj/machinery/syndicatebomb
wire_count = 5
@@ -13,83 +13,90 @@ var/const/WIRE_ACTIVATE = 16 // Will start a bombs timer if pulsed, will hint if
switch(index)
if(WIRE_BOOM)
return "Explode"
if(WIRE_UNBOLT)
return "Unbolt"
if(WIRE_DELAY)
return "Delay"
if(WIRE_PROCEED)
return "Proceed"
if(WIRE_ACTIVATE)
return "Activate"
/datum/wires/syndicatebomb/CanUse(mob/living/L)
var/obj/machinery/syndicatebomb/P = holder
if(P.open_panel)
return 1
return 0
return TRUE
return FALSE
/datum/wires/syndicatebomb/UpdatePulsed(index)
var/obj/machinery/syndicatebomb/P = holder
var/obj/machinery/syndicatebomb/B = holder
switch(index)
if(WIRE_BOOM)
if(P.active)
P.loc.visible_message("<span class='danger'>[bicon(holder)] An alarm sounds! It's go-</span>")
P.timer = 0
if(B.active)
holder.visible_message("<span class='danger'>[bicon(B)] An alarm sounds! It's go-</span>")
B.explode_now = TRUE
if(WIRE_UNBOLT)
P.loc.visible_message("<span class='notice'>[bicon(holder)] The bolts spin in place for a moment.</span>")
holder.visible_message("<span class='notice'>[bicon(holder)] The bolts spin in place for a moment.</span>")
if(WIRE_DELAY)
playsound(P.loc, 'sound/machines/chime.ogg', 30, 1)
P.loc.visible_message("<span class='notice'>[bicon(holder)] The bomb chirps.</span>")
P.timer += 10
if(WIRE_PROCEED)
playsound(P.loc, 'sound/machines/buzz-sigh.ogg', 30, 1)
P.loc.visible_message("<span class='danger'>[bicon(holder)] The bomb buzzes ominously!</span>")
if(P.timer >= 61) //Long fuse bombs can suddenly become more dangerous if you tinker with them
P.timer = 60
if(P.timer >= 21)
P.timer -= 10
else if(P.timer >= 11) //both to prevent negative timers and to have a little mercy
P.timer = 10
if(WIRE_ACTIVATE)
if(!P.active && !P.defused)
playsound(P.loc, 'sound/machines/click.ogg', 30, 1)
P.loc.visible_message("<span class='danger'>[bicon(holder)] You hear the bomb start ticking!</span>")
P.active = 1
P.icon_state = "[initial(P.icon_state)]-active[P.open_panel ? "-wires" : ""]"
if(B.delayedbig)
holder.visible_message("<span class='notice'>[bicon(B)] The bomb has already been delayed.</span>")
else
P.loc.visible_message("<span class='notice'>[bicon(holder)] The bomb seems to hesitate for a moment.</span>")
P.timer += 5
holder.visible_message("<span class='notice'>[bicon(B)] The bomb chirps.</span>")
playsound(B, 'sound/machines/chime.ogg', 30, 1)
B.detonation_timer += 300
B.delayedbig = TRUE
if(WIRE_PROCEED)
holder.visible_message("<span class='danger'>[bicon(B)] The bomb buzzes ominously!</span>")
playsound(B, 'sound/machines/buzz-sigh.ogg', 30, 1)
var/seconds = B.seconds_remaining()
if(seconds >= 61) // Long fuse bombs can suddenly become more dangerous if you tinker with them.
B.detonation_timer = world.time + 600
else if(seconds >= 21)
B.detonation_timer -= 100
else if(seconds >= 11) // Both to prevent negative timers and to have a little mercy.
B.detonation_timer = world.time + 100
if(WIRE_ACTIVATE)
if(!B.active && !B.defused)
holder.visible_message("<span class='danger'>[bicon(B)] You hear the bomb start ticking!</span>")
B.activate()
B.update_icon()
else if(B.delayedlittle)
holder.visible_message("<span class='notice'>[bicon(B)] Nothing happens.</span>")
else
holder.visible_message("<span class='notice'>[bicon(B)] The bomb seems to hesitate for a moment.</span>")
B.detonation_timer += 100
B.delayedlittle = TRUE
..()
/datum/wires/syndicatebomb/UpdateCut(index, mended)
var/obj/machinery/syndicatebomb/P = holder
var/obj/machinery/syndicatebomb/B = holder
switch(index)
if(WIRE_EXPLODE)
if(!mended)
if(P.active)
P.loc.visible_message("<span class='danger'>[bicon(holder)] An alarm sounds! It's go-</span>")
P.timer = 0
else
P.defused = 1
if(mended)
B.defused = FALSE // Cutting and mending all the wires of an inactive bomb will thus cure any sabotage.
else
P.defused = 0 //cutting and mending all the wires of an inactive bomb will thus cure any sabotage
if(B.active)
holder.visible_message("<span class='danger'>[bicon(B)] An alarm sounds! It's go-</span>")
B.explode_now = TRUE
else
B.defused = TRUE
if(WIRE_UNBOLT)
if(!mended && P.anchored)
playsound(P.loc, 'sound/effects/stealthoff.ogg', 30, 1)
P.loc.visible_message("<span class='notice'>[bicon(holder)] The bolts lift out of the ground!</span>")
P.anchored = 0
if(!mended && B.anchored)
holder.visible_message("<span class='notice'>[bicon(B)] The bolts lift out of the ground!</span>")
playsound(B, 'sound/effects/stealthoff.ogg', 30, 1)
B.anchored = FALSE
if(WIRE_PROCEED)
if(!mended && P.active)
P.loc.visible_message("<span class='danger'>[bicon(holder)] An alarm sounds! It's go-</span>")
P.timer = 0
if(!mended && B.active)
holder.visible_message("<span class='danger'>[bicon(B)] An alarm sounds! It's go-</span>")
B.explode_now = TRUE
if(WIRE_ACTIVATE)
if(!mended && P.active)
P.loc.visible_message("<span class='notice'>[bicon(holder)] The timer stops! The bomb has been defused!</span>")
P.icon_state = "[initial(P.icon_state)]-inactive[P.open_panel ? "-wires" : ""]"
P.active = 0
P.defused = 1
if(!mended && B.active)
holder.visible_message("<span class='notice'>[bicon(B)] The timer stops! The bomb has been defused!</span>")
B.active = FALSE
B.defused = TRUE
B.update_icon()
..()
+180 -74
View File
@@ -1,3 +1,6 @@
#define BUTTON_COOLDOWN 60 // cant delay the bomb forever
#define BUTTON_DELAY 50 //five seconds
/obj/machinery/syndicatebomb
icon = 'icons/obj/assemblies.dmi'
name = "syndicate bomb"
@@ -6,71 +9,119 @@
anchored = 0
density = 0
layer = MOB_LAYER - 0.1 //so people can't hide it and it's REALLY OBVIOUS
layer = BELOW_MOB_LAYER //so people can't hide it and it's REALLY OBVIOUS
unacidable = 1
var/datum/wires/syndicatebomb/wires = null
var/timer = 120
var/open_panel = 0 //are the wires exposed?
var/active = 0 //is the bomb counting down?
var/defused = 0 //is the bomb capable of exploding?
var/obj/item/weapon/bombcore/payload = /obj/item/weapon/bombcore/
var/minimum_timer = 90
var/timer_set = 90
var/maximum_timer = 60000
var/can_unanchor = TRUE
var/open_panel = FALSE //are the wires exposed?
var/active = FALSE //is the bomb counting down?
var/defused = FALSE //is the bomb capable of exploding?
var/obj/item/weapon/bombcore/payload = /obj/item/weapon/bombcore
var/beepsound = 'sound/items/timer.ogg'
var/delayedbig = FALSE //delay wire pulsed?
var/delayedlittle = FALSE //activation wire pulsed?
var/obj/effect/countdown/syndicatebomb/countdown
var/next_beep
var/detonation_timer
var/explode_now = FALSE
/obj/machinery/syndicatebomb/proc/try_detonate(ignore_active = FALSE)
. = (payload in src) && (active || ignore_active) && !defused
if(.)
payload.detonate()
/obj/machinery/syndicatebomb/process()
if(active && !defused && (timer > 0)) //Tick Tock
var/volume = (timer <= 20 ? 40 : 10) // Tick louder when the bomb is closer to being detonated.
playsound(loc, beepsound, volume, 0)
timer = max(timer - 2,0) // 2 seconds per process()
if(active && !defused && (timer <= 0)) //Boom
active = 0
timer = 120
update_icon()
if(payload in src)
payload.detonate()
if(!active)
fast_processing -= src
detonation_timer = null
next_beep = null
countdown.stop()
return
if(!active || defused) //Counter terrorists win
if(!isnull(next_beep) && (next_beep <= world.time))
var/volume
switch(seconds_remaining())
if(0 to 5)
volume = 50
if(5 to 10)
volume = 40
if(10 to 15)
volume = 30
if(15 to 20)
volume = 20
if(20 to 25)
volume = 10
else
volume = 5
playsound(loc, beepsound, volume, 0)
next_beep = world.time + 10
if(active && !defused && ((detonation_timer <= world.time) || explode_now))
active = FALSE
timer_set = initial(timer_set)
update_icon()
try_detonate(TRUE)
//Counter terrorists win
else if(!active || defused)
if(defused && payload in src)
payload.defuse()
return
countdown.stop()
fast_processing -= src
/obj/machinery/syndicatebomb/New()
wires = new(src)
payload = new payload(src)
if(payload)
payload = new payload(src)
update_icon()
countdown = new(src)
..()
/obj/machinery/syndicatebomb/Destroy()
QDEL_NULL(wires)
QDEL_NULL(countdown)
fast_processing -= src
return ..()
/obj/machinery/syndicatebomb/examine(mob/user)
..(user)
to_chat(user, "A digital display on it reads \"[timer]\".")
to_chat(user, "A digital display on it reads \"[seconds_remaining()]\".")
/obj/machinery/syndicatebomb/update_icon()
icon_state = "[initial(icon_state)][active ? "-active" : "-inactive"][open_panel ? "-wires" : ""]"
/obj/machinery/syndicatebomb/attackby(var/obj/item/I, var/mob/user, params)
if(istype(I, /obj/item/weapon/wrench))
/obj/machinery/syndicatebomb/proc/seconds_remaining()
if(active)
. = max(0, round((detonation_timer - world.time) / 10))
else
. = timer_set
/obj/machinery/syndicatebomb/attackby(obj/item/I, mob/user, params)
if(iswrench(I) && can_unanchor)
if(!anchored)
if(!isturf(src.loc) || istype(src.loc, /turf/space))
to_chat(user, "<span class='notice'>The bomb must be placed on solid ground to attach it</span>")
if(!isturf(loc) || isspaceturf(loc))
to_chat(user, "<span class='notice'>The bomb must be placed on solid ground to attach it.</span>")
else
to_chat(user, "<span class='notice'>You firmly wrench the bomb to the floor</span>")
to_chat(user, "<span class='notice'>You firmly wrench the bomb to the floor.</span>")
playsound(loc, I.usesound, 50, 1)
anchored = 1
if(active)
to_chat(user, "<span class='notice'>The bolts lock in place</span>")
to_chat(user, "<span class='notice'>The bolts lock in place.</span>")
else
if(!active)
to_chat(user, "<span class='notice'>You wrench the bomb from the floor</span>")
to_chat(user, "<span class='notice'>You wrench the bomb from the floor.</span>")
playsound(loc, I.usesound, 50, 1)
anchored = 0
else
to_chat(user, "<span class='warning'>The bolts are locked down!</span>")
else if(istype(I, /obj/item/weapon/screwdriver))
else if(isscrewdriver(I))
open_panel = !open_panel
update_icon()
to_chat(user, "<span class='notice'>You [open_panel ? "open" : "close"] the wire panel.</span>")
@@ -79,28 +130,47 @@
if(open_panel)
wires.Interact(user)
else if(istype(I, /obj/item/weapon/crowbar))
if(open_panel && isWireCut(WIRE_BOOM) && isWireCut(WIRE_UNBOLT) && isWireCut(WIRE_DELAY) && isWireCut(WIRE_PROCEED) && isWireCut(WIRE_ACTIVATE))
else if(iscrowbar(I))
if(open_panel && wires.IsAllCut())
if(payload)
to_chat(user, "<span class='notice'>You carefully pry out [payload].</span>")
payload.loc = user.loc
payload = null
else
to_chat(user, "<span class='notice'>There isn't anything in here to remove!</span>")
to_chat(user, "<span class='warning'>There isn't anything in here to remove!</span>")
else if(open_panel)
to_chat(user, "<span class='notice'>The wires connecting the shell to the explosives are holding it down!</span>")
to_chat(user, "<span class='warning'>The wires connecting the shell to the explosives are holding it down!</span>")
else
to_chat(user, "<span class='notice'>The cover is screwed on, it won't pry off!</span>")
to_chat(user, "<span class='warning'>The cover is screwed on, it won't pry off!</span>")
else if(istype(I, /obj/item/weapon/bombcore))
if(!payload)
if(!user.drop_item())
return
payload = I
to_chat(user, "<span class='notice'>You place [payload] into [src].</span>")
user.drop_item()
payload.loc = src
payload.forceMove(src)
else
to_chat(user, "<span class='notice'>[payload] is already loaded into [src], you'll have to remove it first.</span>")
else if(iswelder(I))
if(payload || !wires.IsAllCut() || !open_panel)
return
var/obj/item/weapon/weldingtool/WT = I
if(!WT.isOn())
return
if(WT.get_fuel() < 5) //uses up 5 fuel.
to_chat(user, "<span class='warning'>You need more fuel to complete this task!</span>")
return
playsound(loc, WT.usesound, 50, 1)
to_chat(user, "<span class='notice'>You start to cut the [src] apart...</span>")
if(do_after(user, 20*I.toolspeed, target = src))
if(!WT.isOn() || !WT.remove_fuel(5, user))
return
to_chat(user, "<span class='notice'>You cut the [src] apart.</span>")
new /obj/item/stack/sheet/plasteel(loc, 5)
qdel(src)
else
..()
return ..()
/obj/machinery/syndicatebomb/attack_ghost(mob/user)
interact(user)
@@ -133,21 +203,27 @@
return FALSE
return TRUE
/obj/machinery/syndicatebomb/proc/activate()
active = TRUE
fast_processing += src
countdown.start()
next_beep = world.time + 10
detonation_timer = world.time + (timer_set * 10)
playsound(loc, 'sound/machines/click.ogg', 30, 1)
/obj/machinery/syndicatebomb/proc/settings(mob/user)
var/newtime = input(user, "Please set the timer.", "Timer", "[timer]") as num
newtime = Clamp(newtime, 120, 60000)
var/new_timer = input(user, "Please set the timer.", "Timer", "[timer_set]") as num
if(can_interact(user)) //No running off and setting bombs from across the station
timer = newtime
loc.visible_message("<span class='notice'>[bicon(src)] timer set for [timer] seconds.</span>")
timer_set = Clamp(new_timer, minimum_timer, maximum_timer)
loc.visible_message("<span class='notice'>[bicon(src)] timer set for [timer_set] seconds.</span>")
if(alert(user,"Would you like to start the countdown now?",,"Yes","No") == "Yes" && can_interact(user))
if(defused || active)
if(defused)
loc.visible_message("<span class='notice'>[bicon(src)] Device error: User intervention required.</span>")
return
else
loc.visible_message("<span class='danger'>[bicon(src)] [timer] seconds until detonation, please clear the area.</span>")
playsound(loc, 'sound/machines/click.ogg', 30, 1)
active = 1
loc.visible_message("<span class='danger'>[bicon(src)] [timer_set] seconds until detonation, please clear the area.</span>")
activate()
update_icon()
add_fingerprint(user)
@@ -167,12 +243,12 @@
name = "training bomb"
icon_state = "training-bomb"
desc = "A salvaged syndicate device gutted of its explosives to be used as a training aid for aspiring bomb defusers."
payload = /obj/item/weapon/bombcore/training/
payload = /obj/item/weapon/bombcore/training
/obj/machinery/syndicatebomb/badmin
name = "generic summoning badmin bomb"
desc = "Oh god what is in this thing?"
payload = /obj/item/weapon/bombcore/badmin/summon/
payload = /obj/item/weapon/bombcore/badmin/summon
/obj/machinery/syndicatebomb/badmin/clown
name = "clown bomb"
@@ -181,8 +257,23 @@
payload = /obj/item/weapon/bombcore/badmin/summon/clown
beepsound = 'sound/items/bikehorn.ogg'
/obj/machinery/syndicatebomb/badmin/varplosion
payload = /obj/item/weapon/bombcore/badmin/explosion/
/obj/machinery/syndicatebomb/empty
name = "bomb"
icon_state = "base-bomb"
desc = "An ominous looking device designed to detonate an explosive payload. Can be bolted down using a wrench."
payload = null
open_panel = TRUE
timer_set = 120
/obj/machinery/syndicatebomb/empty/New()
..()
wires.CutAll()
/obj/machinery/syndicatebomb/self_destruct
name = "self destruct device"
desc = "Do not taunt. Warranty invalid if exposed to high temperature. Not suitable for agents under 3 years of age."
payload = /obj/item/weapon/bombcore/large
can_unanchor = FALSE
///Bomb Cores///
@@ -196,17 +287,26 @@
origin_tech = "syndicate=5;combat=6"
burn_state = FLAMMABLE //Burnable (but the casing isn't)
var/adminlog = null
var/range_heavy = 3
var/range_medium = 9
var/range_light = 17
var/range_flame = 17
/obj/item/weapon/bombcore/ex_act(severity) //Little boom can chain a big boom
src.detonate()
detonate()
/obj/item/weapon/bombcore/burn()
detonate()
..()
/obj/item/weapon/bombcore/proc/detonate()
if(adminlog)
message_admins(adminlog)
log_game(adminlog)
explosion(get_turf(src),3,9,17, flame_range = 17)
if(src.loc && istype(src.loc,/obj/machinery/syndicatebomb/))
qdel(src.loc)
explosion(get_turf(src), range_heavy, range_medium, range_light, flame_range = range_flame)
if(loc && istype(loc,/obj/machinery/syndicatebomb/))
qdel(loc)
qdel(src)
/obj/item/weapon/bombcore/proc/defuse()
@@ -223,17 +323,20 @@
var/attempts = 0
/obj/item/weapon/bombcore/training/proc/reset()
var/obj/machinery/syndicatebomb/holder = src.loc
var/obj/machinery/syndicatebomb/holder = loc
if(istype(holder))
if(holder.wires)
holder.wires.Shuffle()
holder.defused = 0
holder.open_panel = 0
holder.delayedbig = FALSE
holder.delayedlittle = FALSE
holder.explode_now = FALSE
holder.update_icon()
holder.updateDialog()
/obj/item/weapon/bombcore/training/detonate()
var/obj/machinery/syndicatebomb/holder = src.loc
var/obj/machinery/syndicatebomb/holder = loc
if(istype(holder))
attempts++
holder.loc.visible_message("<span class='danger'>[bicon(holder)] Alert: Bomb has detonated. Your score is now [defusals] for [attempts]. Resetting wires...</span>")
@@ -242,7 +345,7 @@
qdel(src)
/obj/item/weapon/bombcore/training/defuse()
var/obj/machinery/syndicatebomb/holder = src.loc
var/obj/machinery/syndicatebomb/holder = loc
if(istype(holder))
attempts++
defusals++
@@ -257,11 +360,11 @@
origin_tech = null
/obj/item/weapon/bombcore/badmin/defuse() //because we wouldn't want them being harvested by players
var/obj/machinery/syndicatebomb/B = src.loc
var/obj/machinery/syndicatebomb/B = loc
qdel(B)
qdel(src)
/obj/item/weapon/bombcore/badmin/summon/
/obj/item/weapon/bombcore/badmin/summon
var/summon_path = /obj/item/weapon/reagent_containers/food/snacks/cookie
var/amt_summon = 1
@@ -285,42 +388,43 @@
playsound(src.loc, 'sound/misc/sadtrombone.ogg', 50)
..()
/obj/item/weapon/bombcore/badmin/explosion/
var/HeavyExplosion = 2
var/MediumExplosion = 5
var/LightExplosion = 11
var/Flames = 11
/obj/item/weapon/bombcore/large
name = "large bomb payload"
range_heavy = 5
range_medium = 10
range_light = 20
range_flame = 20
/obj/item/weapon/bombcore/badmin/explosion/detonate()
explosion(get_turf(src),HeavyExplosion,MediumExplosion,LightExplosion, flame_range = Flames)
/obj/item/weapon/bombcore/large/underwall
layer = ABOVE_OPEN_TURF_LAYER
/obj/item/weapon/bombcore/miniature
name = "small bomb core"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weapon/bombcore/miniature/detonate()
explosion(src.loc,1,2,4,flame_range = 2) //Identical to a minibomb
qdel(src)
range_heavy = 1
range_medium = 2
range_light = 4
range_flame = 2
///Syndicate Detonator (aka the big red button)///
/obj/item/device/syndicatedetonator
name = "big red button"
desc = "Nothing good can come of pressing a button this garish..."
desc = "Your standard issue bomb synchronizing button. Five second safety delay to prevent 'accidents'"
icon = 'icons/obj/assemblies.dmi'
icon_state = "bigred"
item_state = "electronic"
w_class = WEIGHT_CLASS_TINY
origin_tech = "syndicate=3"
var/cooldown = 0
var/timer = 0
var/detonated = 0
var/existant = 0
/obj/item/device/syndicatedetonator/attack_self(mob/user as mob)
if(!cooldown)
/obj/item/device/syndicatedetonator/attack_self(mob/user)
if(timer < world.time)
for(var/obj/machinery/syndicatebomb/B in machines)
if(B.active)
B.timer = 0
B.detonation_timer = world.time + BUTTON_DELAY
detonated++
existant++
playsound(user, 'sound/machines/click.ogg', 20, 1)
@@ -334,5 +438,7 @@
log_game("[key_name(user)] has remotely detonated [detonated ? "syndicate bombs" : "a syndicate bomb"] using a [name] at [A.name] ([T.x],[T.y],[T.z])")
detonated = 0
existant = 0
cooldown = 1
spawn(30) cooldown = 0
timer = world.time + BUTTON_COOLDOWN
#undef BUTTON_COOLDOWN
#undef BUTTON_DELAY
+22 -5
View File
@@ -9,15 +9,19 @@
var/atom/attached_to
color = "#ff0000"
var/text_size = 4
var/started = 0
var/started = FALSE
invisibility = INVISIBILITY_OBSERVER
anchored = 1
layer = 5
anchored = TRUE
layer = GHOST_LAYER
/obj/effect/countdown/New(atom/A)
. = ..()
attach(A)
/obj/effect/countdown/examine(mob/user)
. = ..()
to_chat(user, "This countdown is displaying: [displayed_text]")
/obj/effect/countdown/proc/attach(atom/A)
attached_to = A
loc = get_turf(A)
@@ -25,13 +29,13 @@
/obj/effect/countdown/proc/start()
if(!started)
fast_processing += src
started = 1
started = TRUE
/obj/effect/countdown/proc/stop()
if(started)
maptext = null
fast_processing -= src
started = 0
started = FALSE
/obj/effect/countdown/proc/get_value()
// Get the value from our atom
@@ -56,6 +60,19 @@
fast_processing -= src
return ..()
/obj/effect/countdown/ex_act(severity) //immune to explosions
return
/obj/effect/countdown/syndicatebomb
name = "syndicate bomb countdown"
/obj/effect/countdown/syndicatebomb/get_value()
var/obj/machinery/syndicatebomb/S = attached_to
if(!istype(S))
return
else if(S.active)
return S.seconds_remaining()
/obj/effect/countdown/clonepod
name = "cloning pod countdown"
text_size = 1
Binary file not shown.

Before

Width:  |  Height:  |  Size: 27 KiB

After

Width:  |  Height:  |  Size: 29 KiB