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148 lines
4.7 KiB
Plaintext
148 lines
4.7 KiB
Plaintext
/obj/item/bio_chip/explosive
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name = "microbomb bio-chip"
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desc = "And boom goes the weasel."
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icon_state = "explosive"
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origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
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actions_types = list(/datum/action/item_action/hands_free/activate/always)
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trigger_causes = BIOCHIP_TRIGGER_DEATH_ONCE // Not surviving that
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implant_data = /datum/implant_fluff/explosive
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implant_state = "implant-syndicate"
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var/detonating = FALSE
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var/weak = 2
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var/medium = 0.8
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var/heavy = 0.4
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var/delay = 7
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/obj/item/bio_chip/explosive/death_trigger(mob/source, gibbed)
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activate("death")
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/obj/item/bio_chip/explosive/activate(cause)
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if(!cause || !imp_in)
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return FALSE
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if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your microbomb bio-chip? This will cause you to explode!", "Microbomb Bio-chip Confirmation", "Yes", "No") != "Yes")
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return FALSE
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if(detonating)
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return FALSE
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heavy = round(heavy)
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medium = round(medium)
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weak = round(weak)
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detonating = TRUE
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to_chat(imp_in, "<span class='danger'>You activate your microbomb bio-chip.</span>")
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//If the delay is short, just blow up already jeez
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if(delay <= 7)
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self_destruct()
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return
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timed_explosion()
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/// Gib the implantee and delete their destructible contents.
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/obj/item/bio_chip/explosive/proc/self_destruct()
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if(!imp_in)
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return
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explosion(src, heavy, medium, weak, weak, flame_range = weak, cause = name)
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// In case something happens to the implantee between now and the
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// self-destruct
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var/current_location = get_turf(imp_in)
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var/list/destructed_items = list()
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// Iterate over the implantee's contents and take out indestructible
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// things to avoid having to worry about containers and recursion
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for(var/obj/item/I in imp_in.get_contents())
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if(I == src) // Don't delete ourselves prematurely
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continue
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// Drop indestructible items on the ground first, to avoid them
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// getting deleted when destroying the rest of the items, which we
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// track in a list to qdel afterwards
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if(I.resistance_flags & INDESTRUCTIBLE)
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I.forceMove(current_location)
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else
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destructed_items += I
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QDEL_LIST_CONTENTS(destructed_items)
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imp_in.gib()
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qdel(src)
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/obj/item/bio_chip/explosive/implant(mob/source)
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var/obj/item/bio_chip/explosive/imp_e = locate(type) in source
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if(imp_e && imp_e != src)
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imp_e.heavy += heavy
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imp_e.medium += medium
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imp_e.weak += weak
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imp_e.delay += delay
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qdel(src)
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return TRUE
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return ..()
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/obj/item/bio_chip/explosive/proc/timed_explosion()
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imp_in.visible_message("<span class = 'warning'>[imp_in] starts beeping ominously!</span>")
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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var/wait_delay = delay / 4
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sleep(wait_delay)
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if(imp_in && imp_in.stat)
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imp_in.visible_message("<span class = 'warning'>[imp_in] doubles over in pain!</span>")
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imp_in.Weaken(14 SECONDS)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(wait_delay)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(wait_delay)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(wait_delay)
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self_destruct()
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/obj/item/bio_chip/explosive/macro
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name = "macrobomb bio-chip"
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desc = "And boom goes the weasel. And everything else nearby."
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origin_tech = "materials=3;combat=5;biotech=4;syndicate=5"
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weak = 16
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medium = 8
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heavy = 4
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delay = 3 SECONDS
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implant_data = new /datum/implant_fluff/explosive_macro
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/obj/item/bio_chip/explosive/macro/activate(cause)
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if(!cause || !imp_in)
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return FALSE
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if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your macrobomb bio-chip? This will cause you to explode and gib!", "Macrobomb Bio-chip Confirmation", "Yes", "No") != "Yes")
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return FALSE
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to_chat(imp_in, "<span class='notice'>You activate your macrobomb bio-chip.</span>")
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timed_explosion()
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/obj/item/bio_chip/explosive/macro/implant(mob/source)
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var/obj/item/bio_chip/explosive/imp_e = locate(type) in source
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if(imp_e && imp_e != src)
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return FALSE
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imp_e = locate(/obj/item/bio_chip/explosive) in source
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if(imp_e && imp_e != src)
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heavy += imp_e.heavy
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medium += imp_e.medium
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weak += imp_e.weak
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delay += imp_e.delay
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qdel(imp_e)
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return ..()
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/obj/item/bio_chip_implanter/explosive
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name = "bio-chip implanter (explosive)"
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implant_type = /obj/item/bio_chip/explosive
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/obj/item/bio_chip_case/explosive
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name = "bio-chip case - 'Micro Explosive'"
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desc = "A glass case containing a micro explosive bio-chip."
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implant_type = /obj/item/bio_chip/explosive
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/obj/item/bio_chip_implanter/explosive_macro
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name = "bio-chip implanter (macro-explosive)"
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implant_type = /obj/item/bio_chip/explosive/macro
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/obj/item/bio_chip_case/explosive_macro
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name = "bio-chip case - 'Macro Explosive'"
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desc = "A glass case containing a macro explosive bio-chip."
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implant_type = /obj/item/bio_chip/explosive/macro
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