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Paradise/code/game/objects/items/weapons/bee_briefcase.dm
2019-01-20 14:41:45 +00:00

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/obj/item/bee_briefcase
name = "briefcase"
desc = "This briefcase has easy-release clasps and smells vaguely of honey and blood..."
description_antag = "A briefcase filled with deadly bees, you should inject this with a syringe of your own blood before opening it."
icon = 'icons/obj/storage.dmi'
icon_state = "briefcase"
item_state = "briefcase"
flags = CONDUCT
hitsound = "swing_hit"
force = 10
throw_speed = 2
throw_range = 4
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
var/bees_left = 10
var/list/blood_list = list()
var/sound_file = 'sound/misc/briefcase_bees.ogg'
var/next_sound = 0
/obj/item/bee_briefcase/Destroy()
blood_list.Cut()
return ..()
/obj/item/bee_briefcase/examine(mob/user)
..()
if(loc == user)
if(bees_left)
to_chat(user, "<span class='warning'>There are [bees_left] bees still inside in briefcase!</span>")
else
to_chat(user, "<span class='danger'>The bees are gone... Colony collapse disorder?</span>")
/obj/item/bee_briefcase/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/syringe))
var/obj/item/reagent_containers/syringe/S = I
if(!bees_left)
to_chat(user, "<span class='warning'>The briefcase is empty, so there is no point in injecting something into it.</span>")
return
if(S.reagents && S.reagents.total_volume)
to_chat(user, "<span class='notice'>You inject [src] with [S].</span>")
for(var/datum/reagent/A in S.reagents.reagent_list)
if(A.id == "blood")
if(!(A.data["donor"] in blood_list))
blood_list += A.data["donor"]
if(A.id == "strange_reagent") //RELOAD THE BEES (1 bee per 1 unit, max 15 bees)
if(bees_left < 15)
bees_left = min(15, round((bees_left + A.volume), 1)) //No partial bees, max 15 bees in case at any given time
to_chat(user, "<span class='warning'>The buzzing inside the briefcase intensifies as new bees form inside.</span>")
else
to_chat(user, "<span class='warning'>The buzzing inside the briefcase swells momentarily, then returns to normal. Guess it was too cramped...</span>")
S.reagents.clear_reagents()
S.update_icon()
else if(istype(I, /obj/item/reagent_containers/spray/pestspray))
bees_left = max(0, (bees_left - 6))
to_chat(user, "You spray [I] into [src].")
playsound(loc, 'sound/effects/spray3.ogg', 50, 1, -6)
/obj/item/bee_briefcase/attack_self(mob/user as mob)
var/bees_released
if(!bees_left)
to_chat(user, "<span class='danger'>The lack of all and any bees at this event has been somewhat of a let-down...</span>")
return
else
if(world.time >= next_sound) //This cooldown doesn't prevent us from releasing bees, just stops the sound
next_sound = world.time + 90
playsound(loc, sound_file, 35)
//Release up to 5 bees per use. Without using strange reagent, that means two uses. WITH strange reagent, you can get more if you don't release the last bee
for(var/bee = min(5, bees_left), bee > 0, bee--)
var/mob/living/simple_animal/hostile/poison/bees/syndi/B = new /mob/living/simple_animal/hostile/poison/bees/syndi(null)
B.master_and_friends = blood_list.Copy() //Doesn't automatically add the person who opens the case, so the bees will attack the user unless they gave their blood
B.forceMove(get_turf(user)) //RELEASE THE BEES!
bees_released++
bees_left -= bees_released