Files
Paradise/code/game/objects/items/weapons/implants/implant_explosive.dm
Luc 747d8111ca Datumized Emotes (#17544)
* Add raw tg emote datums

* Some more initial implementation

* First (big) commit

* More reworks, most emotes seem to work but cooldowns are weird

* Add the remaining emote species

* Add simple mobs

* Update defines, add more comments

* Remove unnecessary intentional calls

* Fix some bugs, add more functionality
- Silicon mobs/bots can't use all the living emotes
- Sound volume can now be specified for emotes
- Added a define for emotes to not go thru runechat
- Reorganized some emotes
- Some human emotes that need breath will gasp
- IPCs can beep boop
- Restore power warn for robits
- Sneezing and coughing have sound effects

* Fixes emote species separation not working in *help

* Reorganize emotes based on what's available on paradise

* mouthful mode

* Update implants to use emote signals

* Update species whitelist to use a typecache

* Cleanups

* More small changes
- Remove old extraneous typecache
- Reconfigure drask emotes
- Make all mime emotes visible (since they're silent)

* Remove old emote functions

* Update emote sounds, volume

* Rework more emotes into EMOTE_VISIBLE

* *rumble*

* More slight testing and cleanup
- Drop audio emote cooldown from 10 to 5 seconds
- Change clapping behaivor slightly, putting it into run_emote
- Update some emote flags here and there
- Fix up johnny, though remind me why this one exists?

* Fix indentation, missing typecast

* fix some returns

* More review

* Rename emote files

* Add'l review

* Even more emote fixes!

- Move defines out into an emote define file
- Integrate audio and general emote cooldowns
- change some 1 and 2 into visible/audible
- Try to fix monkey screech

* Add ability for admins to mute users' emotes.

* Rename cooldowns, add general mob emote cooldown.

* Fix flip not always geting the right message

* Add some emote target handling, docs

* Fix admin rights, indentation

* Update emote.dm

set default mode to ANY

* General implant fixes

- The way implant triggers are handled is now improved, with separate checks for death and emotes instead of just checking deathgasp.
- Implants can choose to be triggered for the first death or for every death.
- Voice of God play dead now activates sad trombone

read: voice of god can now no longer lowtiergod nukies

* Bunch of other changes and bugfixes

- Adds number flag for behavior
- Reworks how muzzling/vocalizing emotes works
- Breaks out sound effects
- Drops cooldown to 1.5s

* Fix people being able to snore/nightmare while awake.

* Bump paralysis on living emotes

* First review pass

* Clean up implants (while we're here) and fix compile errors

* in living error

* More outstanding review fixes

* use more isx() checks

* Add pre-emote signal, try_run_emote()

* Prevent silicons from playing their deathgasp multiple times

* Add emote postfix behavior for adding parameters to non-message params.

Also adds a signal to intercept emote actions.

* Fix linter complaints

* Remove new player checks on GLOB.dead_mob_list

* Fix species emotes not being distinguished, remove weird legacy code

* monkey ball

* better docs == better code

* Fix audio cooldown, silicon emotes

* Fix ghost emotes (don't worry they're staying)

* Restore spin to 2 seconds

* oh johnny boy

* Make fainting last two seconds instead of .2 seconds

* Remove extra highfive message

* Tick friendly emotes

* Fix up friendly emotes, ghost emotes

* Add some emote message safeguards, prevent flip from showing twice

* Fix ghost vision message format

* Fix hands_use_check on non-carbon mobs

* Bring emotes in line with say re. oxyloss

* Add option for death implants to not trigger on gib

* Try adding some unit testing

* Include emote unit tests

* More attempts at unit testing

* More attempts at unit testing?

* forget it this is fine

* Housekeeping

* Little bit more

* Remove extra bolding from ghostsight emotes

* More sanity checks, fix snore

* Remove stack trace when unintentional emote fails

* Update code/modules/mob/living/silicon/silicon_emote.dm

oops

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

* More implant cleanups

* Oh I missed this

* Silence wagging, more review fixes

* Oops 2

* ensure everything can swear

* High-five fixes and status effect stuff
- Adds new on_timeout() function that gets triggered when a status effect expires
- Fixes up passing arguments to status effects
- Ensures high-five explosions don't kill the wizards

* More review stuff
- Add a stat to text to make things easier
- Make it harder to delete emotes
- BIG DANGER
- pose can no longer be set while unconscious

* Remove extra high five logic, godmode changes

* forgor

* Fix gasp not working

* Update docs for good measure

* Some review and custom emote fixes

* Fixes death alarms being broken

* Better handle stat_allowed, more review comments.

* ..() conventions

* This is why unit tests are nice

* Remove drone snowflake emote stuff

* Linting

* No more flipping on the ground

* Snap doesn't require hands free

* Does it make complete sense? no, but it's Fun

* Apply suggestions from code review

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

* Fix revenant messages, power warning

* epic webedit fail, laugh at this user

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
2022-06-14 23:06:24 +01:00

185 lines
5.8 KiB
Plaintext

/obj/item/implant/explosive
name = "microbomb implant"
desc = "And boom goes the weasel."
icon_state = "explosive"
origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
actions_types = list(/datum/action/item_action/hands_free/activate/always)
var/detonating = FALSE
var/weak = 2
var/medium = 0.8
var/heavy = 0.4
var/delay = 7
trigger_causes = IMPLANT_TRIGGER_DEATH_ONCE // Not surviving that
/obj/item/implant/explosive/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Explodes<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
<b>Special Features:</b> Explodes<BR>
"}
return dat
/obj/item/implant/explosive/death_trigger(mob/source, gibbed)
activate("death")
/obj/item/implant/explosive/activate(cause)
if(!cause || !imp_in)
return FALSE
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your microbomb implant? This will cause you to explode!", "Microbomb Implant Confirmation", "Yes", "No") != "Yes")
return FALSE
if(detonating)
return FALSE
heavy = round(heavy)
medium = round(medium)
weak = round(weak)
detonating = TRUE
to_chat(imp_in, "<span class='danger'>You activate your microbomb implant.</span>")
//If the delay is short, just blow up already jeez
if(delay <= 7)
explosion(src, heavy, medium, weak, weak, flame_range = weak)
if(imp_in)
imp_in.gib()
qdel(src)
return
timed_explosion()
/obj/item/implant/explosive/implant(mob/source)
var/obj/item/implant/explosive/imp_e = locate(src.type) in source
if(imp_e && imp_e != src)
imp_e.heavy += heavy
imp_e.medium += medium
imp_e.weak += weak
imp_e.delay += delay
qdel(src)
return 1
return ..()
/obj/item/implant/explosive/proc/timed_explosion()
imp_in.visible_message("<span class = 'warning'>[imp_in] starts beeping ominously!</span>")
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
if(imp_in && imp_in.stat)
imp_in.visible_message("<span class = 'warning'>[imp_in] doubles over in pain!</span>")
imp_in.Weaken(14 SECONDS)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
explosion(src,heavy,medium,weak,weak, flame_range = weak)
if(imp_in)
imp_in.gib()
qdel(src)
/obj/item/implant/explosive/macro
name = "macrobomb implant"
desc = "And boom goes the weasel. And everything else nearby."
icon_state = "explosive"
origin_tech = "materials=3;combat=5;biotech=4;syndicate=5"
weak = 16
medium = 8
heavy = 4
delay = 70
/obj/item/implant/explosive/macro/activate(cause)
if(!cause || !imp_in) return 0
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your macrobomb implant? This will cause you to explode and gib!", "Macrobomb Implant Confirmation", "Yes", "No") != "Yes")
return 0
to_chat(imp_in, "<span class='notice'>You activate your macrobomb implant.</span>")
timed_explosion()
/obj/item/implant/explosive/macro/implant(mob/source)
var/obj/item/implant/explosive/imp_e = locate(src.type) in source
if(imp_e && imp_e != src)
return 0
imp_e = locate(/obj/item/implant/explosive) in source
if(imp_e && imp_e != src)
heavy += imp_e.heavy
medium += imp_e.medium
weak += imp_e.weak
delay += imp_e.delay
qdel(imp_e)
return ..()
/obj/item/implanter/explosive
name = "implanter (explosive)"
/obj/item/implanter/explosive/New()
imp = new /obj/item/implant/explosive(src)
..()
/obj/item/implantcase/explosive
name = "implant case - 'Explosive'"
desc = "A glass case containing an explosive implant."
/obj/item/implantcase/explosive/New()
imp = new /obj/item/implant/explosive(src)
..()
/obj/item/implanter/explosive_macro
name = "implanter (macro-explosive)"
/obj/item/implanter/explosive_macro/New()
imp = new /obj/item/implant/explosive/macro(src)
..()
// Dust implant, for CC officers. Prevents gear theft if they die.
/obj/item/implant/dust
name = "duster implant"
desc = "An alarm which monitors host vital signs, transmitting a radio message and dusting the corpse on death."
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
actions_types = list(/datum/action/item_action/hands_free/activate/always)
trigger_causes = IMPLANT_TRIGGER_DEATH_ONCE | IMPLANT_TRIGGER_NOT_WHEN_GIBBED
/obj/item/implant/dust/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Ultraviolet Corp XX-13 Security Implant<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Vaporizes organic matter<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically activated heat source that turns its host to ash upon activation, or their death. <BR>
<b>Special Features:</b> Vaporizes<BR>
"}
return dat
/obj/item/implant/dust/death_trigger(emote, mob/source, force)
activate("death")
/obj/item/implant/dust/activate(cause)
if(!cause || !imp_in || cause == "emp")
return 0
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your dusting implant? This will turn you to ash!", "Dusting Confirmation", "Yes", "No") != "Yes")
return 0
to_chat(imp_in, "<span class='notice'>Your dusting implant activates!</span>")
imp_in.visible_message("<span class = 'warning'>[imp_in] burns up in a flash!</span>")
for(var/obj/item/I in imp_in.contents)
if(I == src)
continue
if(I.flags & NODROP)
qdel(I)
imp_in.dust()
/obj/item/implant/dust/emp_act(severity)
return
/obj/item/implanter/dust
name = "implanter (Dust-on-death)"
/obj/item/implanter/dust/New()
imp = new /obj/item/implant/dust(src)
..()