Files
Paradise/code/game/gamemodes/nuclear/nuclearbomb.dm
ToasticalandGitHub 4c74b78a18 migrate all /obj/item from /New() to /Initialize() (#31232)
* migrate all /obj/item from /New() to /Initialize()

* move GLOB.chemical_reagents_list creation to /world/New()

* review

* oops

* autodoc a smart var
2026-01-28 19:44:32 +00:00

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#define NUKE_INTACT 0
#define NUKE_COVER_OFF 1
#define NUKE_COVER_OPEN 2
#define NUKE_SEALANT_OPEN 3
#define NUKE_UNWRENCHED 4
#define NUKE_MOBILE 5
#define NUKE_CORE_EVERYTHING_FINE 6
#define NUKE_CORE_PANEL_EXPOSED 7
#define NUKE_CORE_PANEL_UNWELDED 8
#define NUKE_CORE_FULLY_EXPOSED 9
GLOBAL_VAR(bomb_set)
/obj/machinery/nuclearbomb
name = "\improper Nuclear Fission Explosive"
desc = "Uh oh. RUN!!!!"
icon = 'icons/obj/nuclearbomb.dmi'
icon_state = "nuclearbomb1"
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
flags_2 = NO_MALF_EFFECT_2 | CRITICAL_ATOM_2 | RAD_NO_CONTAMINATE_2 | RAD_PROTECT_CONTENTS_2
anchored = TRUE
power_state = NO_POWER_USE
interact_offline = TRUE
rad_insulation_alpha = RAD_FULL_INSULATION
rad_insulation_beta = RAD_FULL_INSULATION
rad_insulation_gamma = RAD_FULL_INSULATION
/// Are our bolts *supposed* to be in the floor, may not actually cause anchoring if the bolts are cut
var/extended = TRUE
/// Countdown to boom
var/timeleft = 120
/// Are we counting down?
var/timing = FALSE
/// Have we gone boom yet?
var/exploded = FALSE
/// Random code between 10000 and 99999
var/r_code = "ADMIN"
/// Code entered by user
var/code
/// Is the most recently inputted code correct?
var/yes_code = FALSE
var/safety = TRUE
/// The Nuclear Authentication Disk.
var/obj/item/disk/nuclear/auth = null
/// The plutonium core.
var/obj/item/nuke_core/plutonium/core = null
var/lastentered
/// Is this a nuke-ops bomb?
var/is_syndicate = FALSE
/// If this is true you cannot unbolt the NAD with tools, only the NAD
var/requires_NAD_to_unbolt = FALSE
var/previous_level = ""
var/datum/wires/nuclearbomb/wires = null
var/removal_stage = NUKE_INTACT
///The same state removal stage is, until someone opens the panel of the nuke. This way we can have someone open the front of the nuke, while keeping track of where in the world we are on the anchoring bolts.
var/anchor_stage = NUKE_INTACT
///This is so that we can check if the internal components are sealed up properly when the outer hatch is closed.
var/core_stage = NUKE_CORE_EVERYTHING_FINE
///How many sheets of various metals we need to fix it
var/sheets_to_fix = 5
/// Is this a training bomb?
var/training = FALSE
/// Prefix to add, if any, on icon states for this bomb
var/sprite_prefix = ""
///Bombs Internal Radio
var/obj/item/radio/radio
/obj/machinery/nuclearbomb/syndicate
is_syndicate = TRUE
requires_NAD_to_unbolt = TRUE
/obj/machinery/nuclearbomb/undeployed
extended = FALSE
anchored = FALSE
/obj/machinery/nuclearbomb/Initialize(mapload)
. = ..()
r_code = rand(10000, 99999) // Creates a random code upon object spawn.
wires = new/datum/wires/nuclearbomb(src)
previous_level = SSsecurity_level.get_current_level_as_text()
if(!training)
GLOB.poi_list |= src
GLOB.nuke_list |= src
core = new /obj/item/nuke_core/plutonium(src)
var/datum/component/inherent_radioactivity/radioactivity = core.GetComponent(/datum/component/inherent_radioactivity)
STOP_PROCESSING(SSradiation, radioactivity)//Let us not irradiate the vault by default.
update_icon(UPDATE_OVERLAYS)
radio = new(src)
radio.listening = FALSE
radio.follow_target = src
radio.config(list("Special Ops" = 0))
/obj/machinery/nuclearbomb/syndicate/Initialize(mapload)
. = ..()
wires.labelled = FALSE
ADD_TRAIT(src, TRAIT_OBSCURED_WIRES, ROUNDSTART_TRAIT)
GLOB.syndi_nuke_list |= src
/obj/machinery/nuclearbomb/Destroy()
SStgui.close_uis(wires)
QDEL_NULL(wires)
QDEL_NULL(core)
QDEL_NULL(radio)
if(!training)
GLOB.poi_list.Remove(src)
GLOB.nuke_list.Remove(src)
return ..()
/obj/machinery/nuclearbomb/syndicate/Destroy()
GLOB.syndi_nuke_list.Remove(src)
. = ..()
/obj/machinery/nuclearbomb/process()
if(timing)
GLOB.bomb_set = TRUE // So long as there is one nuke timing, it means one nuke is armed.
timeleft = max(timeleft - 2, 0) // 2 seconds per process()
if(timeleft <= 0)
INVOKE_ASYNC(src, PROC_REF(explode))
return
/obj/machinery/nuclearbomb/examine(mob/user)
. = ..()
if(training)
. += SPAN_NOTICE("<b>Alt-Click</b> to reset the bomb.")
if(!panel_open)
. += SPAN_NOTICE("The outer panel is <b>screwed shut</b>.")
switch(removal_stage)
if(NUKE_INTACT)
. += SPAN_NOTICE("The anchoring bolt covers are <b>welded shut</b>.")
if(NUKE_COVER_OFF)
. += SPAN_NOTICE("The cover plate is <b>pried into</b> place.")
if(NUKE_COVER_OPEN)
. += SPAN_NOTICE("The anchoring system sealant is <b>welded shut</b>.")
if(NUKE_SEALANT_OPEN)
. += SPAN_NOTICE("The bolts are <b>wrenched</b> in place.")
if(NUKE_UNWRENCHED)
. += SPAN_NOTICE("The device can be <b>pried off</b> its anchors.")
if(NUKE_CORE_EVERYTHING_FINE)
. += SPAN_NOTICE("The outer panel can be <b>pried open</b> or it can be <i>screwed</i> back on.")
if(NUKE_CORE_PANEL_EXPOSED)
. += SPAN_NOTICE("The outer plate can be fixed by <b>[sheets_to_fix] metal sheets</b>, while the inner core plate is <i>welded shut</i>.")
if(NUKE_CORE_PANEL_UNWELDED)
. += SPAN_NOTICE("The inner core plate can be <b>welded shut</b> or it can be <i>pried open</i>.")
if(NUKE_CORE_FULLY_EXPOSED)
. += SPAN_NOTICE("The inner core plate can be fixed by <b>[sheets_to_fix] titanium sheets</b>, [core ? "or the plutonium core can be <i>removed</i>" : "though the plutonium core is <i>missing</i>"].")
/obj/machinery/nuclearbomb/update_overlays()
. = ..()
underlays.Cut()
set_light(0)
if(!wires.is_cut(WIRE_NUKE_LIGHT))
underlays += emissive_appearance(icon, sprite_prefix + "nukelights_lightmask")
set_light(1, LIGHTING_MINIMUM_POWER)
if(panel_open)
. += sprite_prefix + "hackpanel_open"
if(anchored) // Using anchored due to removal_stage deanchoring having multiple steps
. += sprite_prefix + "nukebolts"
// Selected stage lets us show the open core, even if the front panel is closed
var/selected_stage = removal_stage
if(removal_stage < NUKE_CORE_EVERYTHING_FINE) // Because we need to show the core
selected_stage = core_stage
switch(selected_stage)
if(NUKE_CORE_PANEL_EXPOSED)
. += "nukecore1"
if(NUKE_CORE_PANEL_UNWELDED)
. += "nukecore2"
if(NUKE_CORE_FULLY_EXPOSED)
. += core ? "nukecore3" : "nukecore4"
/obj/machinery/nuclearbomb/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/disk/nuclear))
if(extended)
if(auth)
to_chat(user, SPAN_WARNING("There's already a disk in the slot!"))
return ITEM_INTERACT_COMPLETE
if((istype(used, /obj/item/disk/nuclear/training) && !training) || (training && !istype(used, /obj/item/disk/nuclear/training)))
to_chat(user, SPAN_WARNING("[used] doesn't fit into [src]!"))
return ITEM_INTERACT_COMPLETE
if(!user.drop_item())
to_chat(user, SPAN_NOTICE("[used] is stuck to your hand!"))
return ITEM_INTERACT_COMPLETE
used.forceMove(src)
auth = used
add_fingerprint(user)
attack_hand(user)
return ITEM_INTERACT_COMPLETE
else
to_chat(user, SPAN_NOTICE("You need to deploy [src] first."))
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/stack/sheet/mineral/titanium) && removal_stage == NUKE_CORE_FULLY_EXPOSED)
var/obj/item/stack/S = used
if(S.get_amount() < sheets_to_fix)
to_chat(user, SPAN_WARNING("You need at least [sheets_to_fix] sheets of titanium to repair [src]'s inner core plate!"))
return ITEM_INTERACT_COMPLETE
if(do_after(user, 2 SECONDS, target = src))
if(!loc || !S || S.get_amount() < sheets_to_fix)
return ITEM_INTERACT_COMPLETE
S.use(sheets_to_fix)
user.visible_message(SPAN_NOTICE("[user] repairs [src]'s inner core plate."), \
SPAN_NOTICE("You repair [src]'s inner core plate. The radiation is contained."))
removal_stage = NUKE_CORE_PANEL_UNWELDED
if(core)
var/datum/component/inherent_radioactivity/radioactivity = core.GetComponent(/datum/component/inherent_radioactivity)
STOP_PROCESSING(SSradiation, radioactivity)
update_icon(UPDATE_OVERLAYS)
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/stack/sheet/metal) && removal_stage == NUKE_CORE_PANEL_EXPOSED)
var/obj/item/stack/S = used
if(S.get_amount() < sheets_to_fix)
to_chat(user, SPAN_WARNING("You need at least [sheets_to_fix] sheets of metal to repair [src]'s outer core plate!"))
else if(do_after(user, 2 SECONDS, target = src))
if(!loc || !S || S.get_amount() < sheets_to_fix)
return ITEM_INTERACT_COMPLETE
S.use(sheets_to_fix)
user.visible_message(SPAN_NOTICE("[user] repairs [src]'s outer core plate."), \
SPAN_NOTICE("You repair [src]'s outer core plate."))
removal_stage = NUKE_CORE_EVERYTHING_FINE
update_icon(UPDATE_OVERLAYS)
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/nuke_core/plutonium) && removal_stage == NUKE_CORE_FULLY_EXPOSED)
if(do_after(user, 2 SECONDS, target = src))
if(!user.transfer_item_to(used, src))
to_chat(user, SPAN_NOTICE("The [used] is stuck to your hand!"))
return
user.visible_message(SPAN_NOTICE("[user] puts [used] back in [src]."), SPAN_NOTICE("You put [used] back in [src]."))
core = used
update_icon(UPDATE_OVERLAYS)
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/disk/plantgene))
to_chat(user, SPAN_WARNING("You try to plant the disk, but despite rooting around, it won't fit! After you branch out to read the instructions, you find out where the problem stems from. You've been bamboo-zled, this isn't a nuclear disk at all!"))
return ITEM_INTERACT_COMPLETE
else if(istype(used, /obj/item/disk))
if(used.icon_state == "datadisk4") //A similar green disk icon
to_chat(user, SPAN_WARNING("You try to slot in the disk, but it won't fit! This isn't the NAD! If only you'd read the label..."))
return ITEM_INTERACT_COMPLETE
else
to_chat(user, SPAN_WARNING("You try to slot in the disk, but it won't fit. This isn't the NAD! It's not even the right colour..."))
return ITEM_INTERACT_COMPLETE
return ..()
/obj/machinery/nuclearbomb/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(removal_stage == NUKE_COVER_OFF)
user.visible_message(SPAN_NOTICE("[user] starts forcing open the bolt covers on [src]."), SPAN_NOTICE("You start forcing open the anchoring bolt covers with [I]..."))
if(!I.use_tool(src, user, 15, volume = I.tool_volume) || removal_stage != NUKE_COVER_OFF)
return
user.visible_message(SPAN_NOTICE("[user] forces open the bolt covers on [src]."), SPAN_NOTICE("You force open the bolt covers."))
removal_stage = NUKE_COVER_OPEN
if(removal_stage == NUKE_CORE_EVERYTHING_FINE)
if(training)
to_chat(user, SPAN_NOTICE("This is where you'd take off the plate to access the internal core, but this training bomb doesn't have one."))
return
user.visible_message(SPAN_NOTICE("[user] starts removing [src]'s outer core plate..."), SPAN_NOTICE("You start removing [src]'s outer core plate..."))
if(!I.use_tool(src, user, 4 SECONDS, volume = I.tool_volume) || removal_stage != NUKE_CORE_EVERYTHING_FINE)
return
user.visible_message(SPAN_NOTICE("[user] finishes removing [src]'s outer core plate."), SPAN_NOTICE("You finish removing [src]'s outer core plate."))
new /obj/item/stack/sheet/metal(loc, 5)
removal_stage = NUKE_CORE_PANEL_EXPOSED
if(removal_stage == NUKE_CORE_PANEL_UNWELDED)
user.visible_message(SPAN_NOTICE("[user] starts removing [src]'s inner core plate..."), SPAN_NOTICE("You start removing [src]'s inner core plate..."))
if(!I.use_tool(src, user, 8 SECONDS, volume = I.tool_volume) || removal_stage != NUKE_CORE_PANEL_UNWELDED)
return
user.visible_message(SPAN_NOTICE("[user] finishes removing [src]'s inner core plate."), SPAN_NOTICE("You remove [src]'s inner core plate. You can see the core's green glow!"))
removal_stage = NUKE_CORE_FULLY_EXPOSED
new /obj/item/stack/sheet/mineral/titanium(loc, 5)
if(core)
var/datum/component/inherent_radioactivity/radioactivity = core.GetComponent(/datum/component/inherent_radioactivity)
START_PROCESSING(SSradiation, radioactivity)
if(removal_stage == NUKE_UNWRENCHED)
user.visible_message(SPAN_NOTICE("[user] begins lifting [src] off of the anchors."), SPAN_NOTICE("You begin lifting the device off the anchors..."))
if(!I.use_tool(src, user, 8 SECONDS, volume = I.tool_volume) || removal_stage != NUKE_UNWRENCHED)
return
user.visible_message(SPAN_NOTICE("[user] crowbars [src] off of the anchors. It can now be moved."), SPAN_NOTICE("You jam the crowbar under the nuclear device and lift it off its anchors. You can now move it!"))
anchored = FALSE
removal_stage = NUKE_MOBILE
update_icon(UPDATE_OVERLAYS)
/obj/machinery/nuclearbomb/wrench_act(mob/user, obj/item/I)
if(!anchored)
return
if(removal_stage != NUKE_SEALANT_OPEN)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
user.visible_message(SPAN_NOTICE("[user] begins unwrenching the anchoring bolts on [src]."), SPAN_NOTICE("You begin unwrenching the anchoring bolts..."))
if(!I.use_tool(src, user, 50, volume = I.tool_volume) || removal_stage != NUKE_SEALANT_OPEN)
return
user.visible_message(SPAN_NOTICE("[user] unwrenches the anchoring bolts on [src]."), SPAN_NOTICE("You unwrench the anchoring bolts."))
removal_stage = NUKE_UNWRENCHED
update_icon(UPDATE_OVERLAYS)
/obj/machinery/nuclearbomb/multitool_act(mob/user, obj/item/I)
if(!panel_open)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
attack_hand(user)
/obj/machinery/nuclearbomb/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(auth || (istype(I, /obj/item/screwdriver/nuke) && !is_syndicate))
if(!panel_open)
panel_open = TRUE
to_chat(user, SPAN_NOTICE("You unscrew the control panel of [src]."))
anchor_stage = removal_stage
removal_stage = core_stage
else
panel_open = FALSE
to_chat(user, SPAN_NOTICE("You screw the control panel of [src] back on."))
core_stage = removal_stage
removal_stage = anchor_stage
else
if(!panel_open)
to_chat(user, SPAN_WARNING("[src] emits a buzzing noise, the panel staying locked in."))
if(panel_open)
panel_open = FALSE
to_chat(user, SPAN_NOTICE("You screw the control panel of [src] back on."))
core_stage = removal_stage
removal_stage = anchor_stage
flick(sprite_prefix + "nuclearbombc", src)
update_icon(UPDATE_OVERLAYS)
/obj/machinery/nuclearbomb/wirecutter_act(mob/user, obj/item/I)
if(!panel_open)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
attack_hand(user)
/obj/machinery/nuclearbomb/welder_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(requires_NAD_to_unbolt)
to_chat(user, SPAN_WARNING("This device seems to have additional safeguards, and cannot be forcibly moved without using the NAD!"))
return
if(removal_stage == NUKE_INTACT)
visible_message(SPAN_NOTICE("[user] starts cutting loose the anchoring bolt covers on [src]."),\
SPAN_NOTICE("You start cutting loose the anchoring bolt covers with [I]..."),\
SPAN_WARNING("You hear welding."))
if(!I.use_tool(src, user, 40, 5, volume = I.tool_volume) || removal_stage != NUKE_INTACT)
return
visible_message(SPAN_NOTICE("[user] cuts through the bolt covers on [src]."),\
SPAN_NOTICE("You cut through the bolt cover."))
removal_stage = NUKE_COVER_OFF
if(removal_stage == NUKE_CORE_PANEL_UNWELDED)
user.visible_message(SPAN_NOTICE("[user] starts welding [src]'s inner core plate..."), SPAN_NOTICE("You start welding [src]'s inner core plate..."))
if(!I.use_tool(src, user, 4 SECONDS, 5, volume = I.tool_volume) || removal_stage != NUKE_CORE_PANEL_UNWELDED)
return
user.visible_message(SPAN_NOTICE("[user] finishes welding [src]'s inner core plate..."), SPAN_NOTICE("You finish welding [src]'s inner core plate..."))
removal_stage = NUKE_CORE_PANEL_EXPOSED
else if(removal_stage == NUKE_CORE_PANEL_EXPOSED)
user.visible_message(SPAN_NOTICE("[user] starts unwelding [src]'s inner core plate..."), SPAN_NOTICE("You start unwelding [src]'s inner core plate..."))
if(!I.use_tool(src, user, 4 SECONDS, 5, volume = I.tool_volume) || removal_stage != NUKE_CORE_PANEL_EXPOSED)
return
user.visible_message(SPAN_NOTICE("[user] finishes unwelding [src]'s inner core plate..."), SPAN_NOTICE("You finish unwelding [src]'s inner core plate..."))
removal_stage = NUKE_CORE_PANEL_UNWELDED
if(removal_stage == NUKE_COVER_OPEN)
visible_message(SPAN_NOTICE("[user] starts cutting apart the anchoring system sealant on [src]."),\
SPAN_NOTICE("You start cutting apart the anchoring system's sealant with [I]..."),\
SPAN_WARNING("You hear welding."))
if(!I.use_tool(src, user, 40, 5, volume = I.tool_volume) || removal_stage != NUKE_COVER_OPEN)
return
visible_message(SPAN_NOTICE("[user] cuts apart the anchoring system sealant on [src]."),\
SPAN_NOTICE("You cut apart the anchoring system's sealant."))
removal_stage = NUKE_SEALANT_OPEN
update_icon(UPDATE_OVERLAYS)
/obj/machinery/nuclearbomb/attack_ghost(mob/user as mob)
if(!panel_open)
return ui_interact(user)
if(removal_stage != NUKE_CORE_FULLY_EXPOSED || !core)
return wires.Interact(user)
/obj/machinery/nuclearbomb/attack_hand(mob/user as mob)
if(!panel_open)
ui_interact(user)
return FINISH_ATTACK
if(!Adjacent(user))
return
if(removal_stage != NUKE_CORE_FULLY_EXPOSED || !core)
wires.Interact(user)
return FINISH_ATTACK
if(timing) //removing the core is less risk then cutting wires, and doesnt take long, so we should not let crew do it while the nuke is armed. You can however get to it, without the special screwdriver, if you put the NAD in.
to_chat(user, SPAN_WARNING("[core] won't budge, metal clamps keep it in!"))
return FINISH_ATTACK
user.visible_message(SPAN_NOTICE("[user] starts to pull [core] out of [src]!"), SPAN_NOTICE("You start to pull [core] out of [src]!"))
if(do_after(user, 5 SECONDS, target = src))
user.visible_message(SPAN_NOTICE("[user] pulls [core] out of [src]!"), SPAN_NOTICE("You pull [core] out of [src]! Might want to put it somewhere safe."))
core.forceMove(loc)
core = null
update_icon(UPDATE_OVERLAYS)
return FINISH_ATTACK
/obj/machinery/nuclearbomb/ui_state(mob/user)
return GLOB.physical_state
/obj/machinery/nuclearbomb/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "NuclearBomb", name)
ui.open()
/obj/machinery/nuclearbomb/ui_data(mob/user)
var/list/data = list()
data["extended"] = extended
data["authdisk"] = is_auth(user)
data["diskname"] = auth ? auth.name : FALSE
data["authcode"] = yes_code
data["authfull"] = data["authdisk"] && data["authcode"]
data["safe"] = safety ? "Safe" : "Engaged"
data["time"] = timeleft
data["timer"] = timing
data["safety"] = safety
data["anchored"] = anchored
if(is_auth(user))
if(yes_code)
data["codemsg"] = "CLEAR CODE"
else if(code)
data["codemsg"] = "RE-ENTER CODE"
else
data["codemsg"] = "ENTER CODE"
else
data["codemsg"] = "-----"
return data
/obj/machinery/nuclearbomb/proc/is_auth(mob/user)
if(auth)
if(istype(auth, /obj/item/disk/nuclear/training) && !training)
return FALSE
return TRUE
else if(user.can_admin_interact())
return TRUE
else
return FALSE
/obj/machinery/nuclearbomb/ui_act(action, params)
if(..())
return
. = TRUE
if(exploded)
return
if(wires.is_cut(WIRE_NUKE_CONTROL))
to_chat(usr, SPAN_WARNING("The control panel isn't responding! Something must be wrong with its wiring!"))
return FALSE
switch(action)
if("deploy")
if(removal_stage != NUKE_MOBILE)
anchored = TRUE
visible_message(SPAN_WARNING("With a steely snap, bolts slide out of [src] and anchor it to the flooring!"))
else
visible_message(SPAN_WARNING("[src] makes a highly unpleasant crunching noise. It looks like the anchoring bolts have been cut."))
if(!wires.is_cut(WIRE_NUKE_LIGHT))
flick(sprite_prefix + "nuclearbombc", src)
icon_state = sprite_prefix + "nuclearbomb1"
update_icon(UPDATE_OVERLAYS)
extended = TRUE
return
if("auth")
if(auth)
if(!usr.get_active_hand() && Adjacent(usr))
usr.put_in_hands(auth)
else
auth.forceMove(get_turf(src))
yes_code = FALSE
auth = null
else
var/obj/item/I = usr.get_active_hand()
if(istype(I, /obj/item/disk/nuclear))
if((istype(I, /obj/item/disk/nuclear/training) && !training) || (training && !istype(I, /obj/item/disk/nuclear/training)))
return
usr.drop_item()
I.forceMove(src)
auth = I
return
if(!is_auth(usr)) // All requests below here require NAD inserted.
return FALSE
switch(action)
if("code")
if(yes_code) // Clear code
code = null
yes_code = FALSE
return
// If no code set, enter new one
var/tempcode = tgui_input_number(usr, "Code", "Input Code", max_value = 999999)
if(isnull(tempcode))
return
code = tempcode
if(code == r_code)
yes_code = TRUE
code = null
else
code = "ERROR"
return
if("toggle_anchor")
if(removal_stage == NUKE_MOBILE)
anchored = FALSE
update_icon(UPDATE_OVERLAYS)
visible_message(SPAN_WARNING("[src] makes a highly unpleasant crunching noise. It looks like the anchoring bolts have been cut."))
return
if(!anchored && isinspace())
to_chat(usr, SPAN_WARNING("There is nothing to anchor to!"))
return FALSE
if(!yes_code && anchored && timing)
to_chat(usr, SPAN_WARNING("The code is required to unanchor [src] when armed!"))
return
anchored = !(anchored)
update_icon(UPDATE_OVERLAYS)
if(anchored)
visible_message(SPAN_WARNING("With a steely snap, bolts slide out of [src] and anchor it to the flooring."))
return
requires_NAD_to_unbolt = FALSE
visible_message(SPAN_WARNING("The anchoring bolts slide back into the depths of [src]."))
return
if(!yes_code) // All requests below here require both NAD inserted AND code correct
return
switch(action)
if("set_time")
var/time = tgui_input_number(usr, "Detonation time (seconds, min 120, max 600)", "Input Time", 120, 600, 120)
if(isnull(time))
return
timeleft = time
if("toggle_safety")
if(wires.is_cut(WIRE_NUKE_SAFETY))
to_chat(usr, SPAN_WARNING("The safety isn't responding! Something must be wrong with its wiring!"))
return FALSE
safety = !(safety)
if(safety)
if(!is_syndicate && !training)
SSsecurity_level.set_level(previous_level)
timing = FALSE
if(!training)
GLOB.bomb_set = FALSE
if("toggle_armed")
if(safety)
to_chat(usr, SPAN_NOTICE("The safety is still on."))
return
if(!core && !training)
to_chat(usr, SPAN_DANGER("[src]'s screen blinks red! There is no plutonium core in [src]!"))
return
if(!timing)
if(wires.is_cut(WIRE_NUKE_DETONATOR))
to_chat(usr, SPAN_WARNING("[src] isn't arming! Something must be wrong with its wiring!"))
return FALSE
timing = TRUE
if(!wires.is_cut(WIRE_NUKE_LIGHT))
icon_state = sprite_prefix + "nuclearbomb2"
update_icon(UPDATE_OVERLAYS)
if(!safety && !training)
message_admins("[key_name_admin(usr)] engaged a nuclear bomb [ADMIN_JMP(src)]")
if(!is_syndicate && SSsecurity_level.get_current_level_as_number() != SEC_LEVEL_EPSILON)
SSsecurity_level.set_level(SEC_LEVEL_DELTA)
GLOB.bomb_set = TRUE // There can still be issues with this resetting when there are multiple bombs. Not a big deal though for Nuke
if(SSsecurity_level.get_current_level_as_number() == SEC_LEVEL_EPSILON)
radio.autosay(SPAN_REALLYBIG("The Nuclear Bomb has been armed, retreat from the station immediately!"), name, "Special Ops")
else if(!training)
GLOB.bomb_set = TRUE
else
if(wires.is_cut(WIRE_NUKE_DISARM))
to_chat(usr, SPAN_WARNING("[src] isn't disarming! Something must be wrong with its wiring!"))
return FALSE
timing = FALSE
if(!is_syndicate && !training)
SSsecurity_level.set_level(previous_level)
if(!training)
GLOB.bomb_set = FALSE
if(!wires.is_cut(WIRE_NUKE_LIGHT))
icon_state = sprite_prefix + "nuclearbomb1"
update_icon(UPDATE_OVERLAYS)
/obj/machinery/nuclearbomb/blob_act(obj/structure/blob/B)
if(training)
qdel(src)
return
if(exploded)
return
if(timing) //boom
INVOKE_ASYNC(src, PROC_REF(explode))
return
//if no boom then we need to let the blob capture our nuke
var/turf/T = get_turf(src)
if(!T)
return
if(locate(/obj/structure/blob) in T)
return
var/obj/structure/blob/captured_nuke/N = new(T, src)
N.overmind = B.overmind
N.adjustcolors(B.color)
/obj/machinery/nuclearbomb/zap_act(power, zap_flags)
. = ..()
if(zap_flags & ZAP_MACHINE_EXPLOSIVE)
qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
/// Determine the location of the nuke with respect to the station. Used for,
/// among other things, calculating win conditions for nukies and choosing which
/// round-end cinematic to play.
/obj/machinery/nuclearbomb/proc/get_nuke_site()
var/turf/bomb_turf = get_turf(src)
if(!bomb_turf)
return NUKE_SITE_INVALID
if(!is_station_level(bomb_turf.z))
return NUKE_SITE_OFF_STATION_ZLEVEL
if(get_area(src) in SSmapping.existing_station_areas)
return NUKE_SITE_ON_STATION
return NUKE_SITE_ON_STATION_ZLEVEL
/obj/machinery/nuclearbomb/proc/explode()
if(training)
atom_say("You've triggered the detonate wire. You are dead.")
return
if(safety)
timing = FALSE
return
exploded = TRUE
yes_code = FALSE
safety = TRUE
if(!wires.is_cut(WIRE_NUKE_LIGHT))
icon_state = sprite_prefix + "nuclearbomb3"
update_icon(UPDATE_OVERLAYS)
playsound(src, 'sound/machines/alarm.ogg', 100, FALSE, 5)
if(SSticker && SSticker.mode)
SSticker.mode.explosion_in_progress = TRUE
SSticker.record_biohazard_results()
sleep(100)
GLOB.enter_allowed = 0
var/nuke_site = get_nuke_site()
if(SSticker)
if(SSticker.mode && SSticker.mode.name == "nuclear emergency")
var/obj/docking_port/mobile/syndie_shuttle = SSshuttle.getShuttle("syndicate")
if(syndie_shuttle)
SSticker.mode:syndies_didnt_escape = is_station_level(syndie_shuttle.z)
SSticker.mode:nuke_off_station = nuke_site
SSticker.station_explosion_cinematic(nuke_site, null)
if(SSticker.mode)
SSticker.mode.explosion_in_progress = FALSE
if(SSticker.mode.name == "nuclear emergency")
SSticker.mode:nukes_left --
else if(nuke_site == NUKE_SITE_ON_STATION_ZLEVEL)
to_chat(world, "<b>A nuclear device was set off, but the explosion was out of reach of the station!</b>")
else if(nuke_site == NUKE_SITE_OFF_STATION_ZLEVEL)
to_chat(world, "<b>A nuclear device was set off, but the device nowhere near the station!</b>")
else if(nuke_site == NUKE_SITE_INVALID)
to_chat(world, "<b>A nuclear device was set off in an unknown location!</b>")
log_admin("The nuclear device [src] detonated but was not located on a valid turf.")
else
to_chat(world, "<b>The station was destroyed by the nuclear blast!</b>")
// NUKE_SITE_ON_STATION_ZLEVEL still counts as nuked for the
// purposes of /datum/game_mode/nuclear/declare_completion() and its
// weird logic of specifying whether the nuke blew up "something
// that wasn't" the station.
SSticker.mode.station_was_nuked = nuke_site == NUKE_SITE_ON_STATION || nuke_site == NUKE_SITE_ON_STATION_ZLEVEL
if(!SSticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
SSticker.reboot_helper("Station destroyed by Nuclear Device.", "nuke - unhandled ending")
return
return
/obj/machinery/nuclearbomb/Move(NewLoc, direct)
. = ..()
if(!.)
return
playsound(loc, pick('sound/items/cartwheel1.ogg', 'sound/items/cartwheel2.ogg'), 100, TRUE, ignore_walls = FALSE)
// MARK: Nuclear Disk
/obj/item/disk/nuclear
name = "nuclear authentication disk"
desc = "A floppy disk containing unique cryptographic identification data. Used along with a valid code to detonate the on-site nuclear fission explosive."
icon_state = "nucleardisk"
max_integrity = 250
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/// Is the disk restricted to the station? If true, also respawns the disk when deleted
var/restricted_to_station = TRUE
/// Is this a training disk?
var/training = FALSE
/obj/item/disk/nuclear/examine(mob/user)
. = ..()
. += SPAN_WARNING("You should keep this safe...")
/obj/item/disk/nuclear/examine_more(mob/user)
. = ..()
. += "Nuclear fission explosives are stored on all Nanotrasen stations in the system so that they may be rapidly destroyed, should the need arise."
. += ""
. += "Naturally, such a destructive capability requires robust safeguards to prevent accidental or malicious misuse. NT employs two mechanisms: an authorisation code from Central Command, \
and the nuclear authentication disk. Whilst the code is normally sufficient, enemies of Nanotrasen with sufficient resources may be able to spoof, steal, or otherwise crack the authorisation code. \
The NAD serves to protect against this. It is essentially a one-time pad that functions in tandem with the authorisation code to unlock the detonator of the fission explosive."
/obj/item/disk/nuclear/unrestricted
name = "unrestricted nuclear authentication disk"
restricted_to_station = FALSE
/obj/item/disk/nuclear/unrestricted/examine(mob/user)
. = ..()
. += SPAN_WARNING("This disk has had its safeties removed. It will not teleport back to the station if taken too far away.")
/obj/item/disk/nuclear/Initialize(mapload)
. = ..()
if(restricted_to_station)
START_PROCESSING(SSobj, src)
if(!training)
GLOB.poi_list |= src
GLOB.nad_list |= src
AddElement(/datum/element/high_value_item)
/obj/item/disk/nuclear/process()
if(!restricted_to_station)
stack_trace("An unrestricted NAD ([src]) was processing.")
return PROCESS_KILL
if(!check_disk_loc())
var/holder = get(src, /mob)
if(holder)
to_chat(holder, SPAN_DANGER("You can't help but feel that you just lost something back there..."))
qdel(src)
//station disk is allowed on the station level, escape shuttle/pods, CC, and syndicate shuttles/base, reset otherwise
/obj/item/disk/nuclear/proc/check_disk_loc()
if(!restricted_to_station)
return TRUE
var/turf/T = get_turf(src)
var/area/A = get_area(src)
if(is_station_level(T.z))
return TRUE
if(A.nad_allowed)
return TRUE
return FALSE
/obj/item/disk/nuclear/Destroy(force)
var/turf/diskturf = get_turf(src)
if(training)
return ..()
if(force)
message_admins("[src] has been !!force deleted!! in ([diskturf ? "[diskturf.x], [diskturf.y] ,[diskturf.z] - <a href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[diskturf.x];Y=[diskturf.y];Z=[diskturf.z]'>JMP</a>":"nonexistent location"]).")
log_game("[src] has been !!force deleted!! in ([diskturf ? "[diskturf.x], [diskturf.y] ,[diskturf.z]":"nonexistent location"]).")
GLOB.poi_list.Remove(src)
GLOB.nad_list.Remove(src)
STOP_PROCESSING(SSobj, src)
return ..()
if(!restricted_to_station) // Non-restricted NADs should be allowed to be deleted, otherwise it becomes a restricted NAD when teleported
message_admins("[src] (unrestricted) has been deleted in ([diskturf ? "[diskturf.x], [diskturf.y] ,[diskturf.z] - <a href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[diskturf.x];Y=[diskturf.y];Z=[diskturf.z]'>JMP</a>":"nonexistent location"]). It will not respawn.")
log_game("[src] (unrestricted) has been deleted in ([diskturf ? "[diskturf.x], [diskturf.y] ,[diskturf.z]":"nonexistent location"]). It will not respawn.")
GLOB.poi_list.Remove(src)
GLOB.nad_list.Remove(src)
STOP_PROCESSING(SSobj, src)
return ..()
var/turf/new_spawn = find_respawn()
if(new_spawn)
GLOB.poi_list.Remove(src)
GLOB.nad_list.Remove(src)
var/obj/item/disk/nuclear/NEWDISK = new(new_spawn)
transfer_fingerprints_to(NEWDISK)
message_admins("[src] has been destroyed at ([diskturf.x], [diskturf.y], [diskturf.z] - <a href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[diskturf.x];Y=[diskturf.y];Z=[diskturf.z]'>JMP</a>). Moving it to ([NEWDISK.x], [NEWDISK.y], [NEWDISK.z] - <a href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[NEWDISK.x];Y=[NEWDISK.y];Z=[NEWDISK.z]'>JMP</a>).")
log_game("[src] has been destroyed in ([diskturf.x], [diskturf.y], [diskturf.z]). Moving it to ([NEWDISK.x], [NEWDISK.y], [NEWDISK.z]).")
..()
return QDEL_HINT_HARDDEL_NOW // We want this to be deleted ASAP, but we want refs properly cleared too
else
error("[src] was supposed to be destroyed, but we were unable to locate a nukedisc_respawn landmark or open surroundings to spawn a new one.")
return QDEL_HINT_LETMELIVE // Cancel destruction unless forced.
/obj/item/disk/nuclear/proc/find_respawn()
var/list/possible_spawns = GLOB.nukedisc_respawn
while(length(possible_spawns))
var/turf/current_spawn = pick_n_take(possible_spawns)
if(!current_spawn.density)
return current_spawn
// Someone built a wall over it, check the surroundings
var/list/open_turfs = current_spawn.AdjacentTurfs(open_only = TRUE)
if(length(open_turfs))
return pick(open_turfs)
// MARK: NAD Scanner
/obj/item/nad_scanner
name = "authentication disk decryptor"
desc = "A tiny tablet computer that can scan a nuclear authentication disk. The syndicate will relay the activation codes to you but it is likely the transmission will be intercepted by NT. Be prepared for a fight."
icon = 'icons/obj/device.dmi'
icon_state = "nadscanner"
worn_icon_state = "electronic"
inhand_icon_state = "electronic"
w_class = WEIGHT_CLASS_TINY
/// The currently stored NAD
var/obj/item/disk/nuclear/disky
/// Is the device currently scanning?
var/scanning = FALSE
/// Is the device done decryption?
var/decrypted = FALSE
new_attack_chain = TRUE
/obj/item/nad_scanner/examine(mob/user)
. = ..()
if(decrypted)
. += SPAN_WARNING("It's burnt out!")
/obj/item/nad_scanner/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(!istype(used, /obj/item/disk/nuclear))
return ..()
if(disky)
to_chat(user, SPAN_WARNING("There is already something in [src]!"))
return ITEM_INTERACT_COMPLETE
if(used.flags & NODROP || !user.transfer_item_to(used, src))
to_chat(user, SPAN_WARNING("[used] is stuck to your hand!"))
return ITEM_INTERACT_COMPLETE
to_chat(user, SPAN_NOTICE("You insert [used] into [src]."))
disky = used
playsound(src, 'sound/machines/pda_button1.ogg', 50, TRUE)
update_icon(UPDATE_ICON_STATE)
/obj/item/nad_scanner/update_icon_state(updates)
icon_state = "nadscanner"
if(!disky)
return
if(decrypted)
icon_state += "_decrypted"
else if(scanning)
icon_state += "_decrypting"
else if(disky)
icon_state += "_insert"
/obj/item/nad_scanner/activate_self(mob/user)
if(world.time < 45 MINUTES) // 45 minutes of no nuke
to_chat(user, SPAN_WARNING("[src] is still calibrating. Please wait another [round((27000 - world.time) / 600)] minutes before trying again."))
return ..()
scan_nad(user)
return ..()
/obj/item/nad_scanner/AltClick(mob/user, modifiers)
if(scanning)
to_chat(user, SPAN_WARNING("The disk is currently being scanned!"))
return ..()
eject_nad(user)
return ..()
/obj/item/nad_scanner/proc/eject_nad(mob/living/carbon/user)
if(!disky)
return
var/mob/M = user
M.put_in_hands(disky)
to_chat(user, SPAN_NOTICE("You remove [disky] from [src]."))
disky = null
update_icon(UPDATE_ICON_STATE)
playsound(src, 'sound/machines/terminal_eject.ogg', 50, TRUE)
/obj/item/nad_scanner/proc/scan_nad(mob/user)
if(!disky)
to_chat(user, SPAN_WARNING("There is no disk inserted!"))
return
if(decrypted)
to_chat(user, SPAN_WARNING("This device is burnt out!"))
return
if(scanning)
to_chat(user, SPAN_WARNING("You are already scanning a disk!"))
return
scanning = TRUE
to_chat(user, SPAN_WARNING("You start the decryption process."))
update_icon(UPDATE_ICON_STATE)
if(!do_after(user, 10 SECONDS, needhand = FALSE, target = src, allow_moving = TRUE, hidden = TRUE))
to_chat(user, SPAN_WARNING("You stop the decryption process."))
return
if(istype(disky, /obj/item/disk/nuclear/training))
atom_say("Incompatible disk detected!")
scanning = FALSE
update_icon(UPDATE_ICON_STATE)
return
var/complete_message = "We have intercepted a syndicate communication inbound to your station. The message reads: \n\"We have decrypted the codes from the nuclear authentication disk."
var/code
for(var/obj/machinery/nuclearbomb/bombue in SSmachines.get_by_type(/obj/machinery/nuclearbomb))
if(length(bombue.r_code) <= 5 && bombue.r_code != "LOLNO" && bombue.r_code != "ADMIN")
code = bombue.r_code
break
if(!code)
atom_say("No nuclear device detected!")
return
complete_message += " The code is [code]. Take those scum down.\" \n"
complete_message += "We suspect the syndicate is trying to detonate your nuclear device. All crew are to ensure this does not happen."
GLOB.major_announcement.Announce(
complete_message,
new_title = "Enemy Communication Intercepted",
new_subtitle = "Intercepted Syndicate Communique",
new_sound = 'sound/AI/intercept.ogg'
)
print_command_report(complete_message, "Intercepted Syndicate Communique")
decrypted = TRUE
scanning = FALSE
update_icon(UPDATE_ICON_STATE)
// MARK: Training Nuke
/obj/machinery/nuclearbomb/training
name = "training nuclear bomb"
desc = "A fake nuke used to practice nuclear device operations. \
The '1' key on the keypad appears to be significantly more worn than the other keys."
icon_state = "t_nuclearbomb1"
resistance_flags = null
training = TRUE
sprite_prefix = "t_"
/obj/machinery/nuclearbomb/training/Initialize(mapload)
. = ..()
r_code = 11111 //Uuh.. one!
/obj/machinery/nuclearbomb/training/process()
if(timing)
timeleft = max(timeleft - 2, 0) // 2 seconds per process()
if(timeleft <= 0)
INVOKE_ASYNC(src, PROC_REF(training_detonation))
/obj/machinery/nuclearbomb/training/blob_act(obj/structure/blob/B)
qdel(src)
/obj/machinery/nuclearbomb/training/AltClick(mob/user)
. = ..()
to_chat(user, SPAN_NOTICE("You hit the reset button on [src]."))
training_reset()
/obj/machinery/nuclearbomb/training/proc/training_detonation()
atom_say("Nuclear device detonated. Resetting...")
training_reset()
/obj/machinery/nuclearbomb/training/proc/training_reset()
if(auth)
auth.forceMove(get_turf(src))
new /obj/machinery/nuclearbomb/training(get_turf(src))
qdel(src)
/obj/item/disk/nuclear/training
name = "training nuclear authentication disk"
desc = "The code is 11111."
icon_state = "trainingdisk"
resistance_flags = null
restricted_to_station = FALSE
training = TRUE
/obj/item/disk/nuclear/training/examine(mob/user)
. = ..()
. += SPAN_WARNING("For training purposes, of course.")
#undef NUKE_INTACT
#undef NUKE_COVER_OFF
#undef NUKE_COVER_OPEN
#undef NUKE_SEALANT_OPEN
#undef NUKE_UNWRENCHED
#undef NUKE_MOBILE
#undef NUKE_CORE_EVERYTHING_FINE
#undef NUKE_CORE_PANEL_EXPOSED
#undef NUKE_CORE_PANEL_UNWELDED
#undef NUKE_CORE_FULLY_EXPOSED