Files
Paradise/code/WorkInProgress/Sayu/grenades.dm
2013-11-04 14:31:58 -05:00

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/obj/item/weapon/grenade/chem_grenade/dirt
payload_name = "dirt"
desc = "From the makers of BLAM! brand foaming space cleaner, this bomb guarantees steady work for any janitor."
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/list/muck = list("blood","carbon","flour","radium")
var/filth = pick(muck - "radium") // not usually radioactive
B1.reagents.add_reagent(filth,25)
if(prob(25))
B1.reagents.add_reagent(pick(muck - filth,25)) // but sometimes...
beakers += B1
/obj/item/weapon/grenade/chem_grenade/meat
payload_name = "meat"
desc = "Not always as messy as the name implies."
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("blood",60)
if(prob(5))
B1.reagents.add_reagent("blood",1) // Quality control problems, causes a mess
B2.reagents.add_reagent("clonexadone",30)
beakers += B1
beakers += B2
/obj/item/weapon/grenade/chem_grenade/holywater
payload_name = "holy water"
desc = "Then shalt thou count to three, no more, no less."
stage = 2
det_time = 30
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B = new(src)
B.reagents.add_reagent("holywater",100)
beakers += B
/obj/item/weapon/grenade/chem_grenade/soap
payload_name = "soap"
desc = "Not necessarily as clean as the name implies."
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("cornoil",60)
B2.reagents.add_reagent("enzyme",5)
B2.reagents.add_reagent("ammonia",30)
beakers += B1
beakers += B2
update_icon()
/obj/item/weapon/grenade/chem_grenade/drugs
payload_name = "miracle"
desc = "How does it work?"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("space_drugs", 25)
B1.reagents.add_reagent("mindbreaker", 25)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
beakers += B1
beakers += B2
update_icon()
/obj/item/weapon/grenade/chem_grenade/ethanol
payload_name = "ethanol"
desc = "Ach, that hits the spot."
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("ethanol", 75)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
B2.reagents.add_reagent("ethanol", 25)
beakers += B1
beakers += B2
update_icon()
// -------------------------------------
// Grenades using new grenade assemblies
// -------------------------------------
/obj/item/weapon/grenade/chem_grenade/lube
payload_name = "lubricant"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
B1.reagents.add_reagent("lube",50)
beakers += B1
/obj/item/weapon/grenade/chem_grenade/lube/remote
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/signaler)
/obj/item/weapon/grenade/chem_grenade/lube/prox
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
/obj/item/weapon/grenade/chem_grenade/lube/tripwire
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/infra)
// Basic explosion grenade
/obj/item/weapon/grenade/chem_grenade/explosion
payload_name = "conventional"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("glycerol",30) // todo: someone says NG is overpowered, test.
B1.reagents.add_reagent("sacid",15)
B2.reagents.add_reagent("sacid",15)
B2.reagents.add_reagent("pacid",30)
beakers += B1
beakers += B2
// Assembly Variants
/obj/item/weapon/grenade/chem_grenade/explosion/remote
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/signaler)
/obj/item/weapon/grenade/chem_grenade/explosion/prox
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
/obj/item/weapon/grenade/chem_grenade/explosion/mine
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
// Basic EMP grenade
/obj/item/weapon/grenade/chem_grenade/emp
payload_name = "EMP"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("uranium",50)
B2.reagents.add_reagent("iron",50)
beakers += B1
beakers += B2
// Assembly Variants
/obj/item/weapon/grenade/chem_grenade/emp/remote
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/signaler)
/obj/item/weapon/grenade/chem_grenade/emp/prox
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
/obj/item/weapon/grenade/chem_grenade/emp/mine
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
// --------------------------------------
// Dangerous slime core grenades
// --------------------------------------
/*
/obj/item/weapon/grenade/chem_grenade/large/bluespace
payload_name = "bluespace slime"
desc = "A standard grenade casing containing weaponized slime extract."
stage = 2
New()
..()
var/obj/item/slime_extract/bluespace/B1 = new(src)
B1.Uses = rand(1,3)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B2.reagents.add_reagent("plasma",5 * B1.Uses)
beakers += B1
beakers += B2
/obj/item/weapon/grenade/chem_grenade/large/bluespace/prox
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
/obj/item/weapon/grenade/chem_grenade/large/bluespace/mine
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
/obj/item/weapon/grenade/chem_grenade/large/bluespace/remote
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/signaler)
*/
/obj/item/weapon/grenade/chem_grenade/large/monster
payload_name = "gold slime"
desc = "A standard grenade containing weaponized slime extract."
stage = 2
New()
..()
var/obj/item/slime_extract/gold/B1 = new(src)
B1.Uses = rand(1,3)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B2.reagents.add_reagent("plasma",5 * B1.Uses)
beakers += B1
beakers += B2
/obj/item/weapon/grenade/chem_grenade/large/monster/prox
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/prox_sensor)
/obj/item/weapon/grenade/chem_grenade/large/monster/mine
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/mousetrap)
/obj/item/weapon/grenade/chem_grenade/large/monster/remote
New()
..()
CreateDefaultTrigger(/obj/item/device/assembly/signaler)
/obj/item/weapon/grenade/chem_grenade/large/feast
payload_name = "silver slime"
desc = "A standard grenade containing weaponized slime extract."
stage = 2
New()
..()
var/obj/item/slime_extract/silver/B1 = new(src)
B1.Uses = rand(1,3)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B2.reagents.add_reagent("plasma",5 * B1.Uses)
beakers += B1
beakers += B2
// Slime Clusterbusters
/*/obj/item/weapon/grenade/clusterbuster/bluespace
name = "Bluespace Megabomb"
desc = "Widely regarded as proof that while there is a God, He is Insane."
payload = /obj/item/weapon/grenade/chem_grenade/large/bluespace*/
/obj/item/weapon/grenade/clusterbuster/monster
name = "Monster Megabomb"
desc = "Widely regarded as proof that there is no God."
payload = /obj/item/weapon/grenade/chem_grenade/large/monster
// --------------------------------------
// Syndie Kits
// --------------------------------------
/obj/item/weapon/storage/box/syndie_kit/remotegrenade
name = "Remote Grenade Kit"
New()
..()
new /obj/item/weapon/grenade/chem_grenade/explosion/remote(src)
new /obj/item/device/multitool(src) // used to adjust the chemgrenade's signaller
new /obj/item/device/assembly/signaler(src)
return
/obj/item/weapon/storage/box/syndie_kit/remoteemp
name = "Remote EMP Kit"
New()
..()
new /obj/item/weapon/grenade/chem_grenade/emp/remote(src)
new /obj/item/device/multitool(src) // used to adjust the chemgrenade's signaller
new /obj/item/device/assembly/signaler(src)
return
/obj/item/weapon/storage/box/syndie_kit/remotelube
name = "Remote Lube Kit"
New()
..()
new /obj/item/weapon/grenade/chem_grenade/lube(src)
new /obj/item/device/multitool(src) // used to adjust the chemgrenade's signaller
new /obj/item/device/assembly/signaler(src)
return
// --------------------------------------
// Clusterbuster Variable Payload Grenade
// Adapted from flashbang/clusterbang
// --------------------------------------
/obj/item/weapon/grenade/clusterbuster
desc = "This highly intimidating bunch of hardware seems eager to be let loose."
name = "Clusterbang"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang"
var/payload = /obj/item/weapon/grenade/flashbang
// Subtypes
// Serious grenades
/obj/item/weapon/grenade/clusterbuster/explosion
name = "Cluster Grenade"
payload = /obj/item/weapon/grenade/chem_grenade/explosion
/obj/item/weapon/grenade/clusterbuster/emp
name = "Electromagnetic Storm"
payload = /obj/item/weapon/grenade/chem_grenade/emp
/obj/item/weapon/grenade/clusterbuster/smoke
name = "Ninja Vanish"
payload = /obj/item/weapon/grenade/smokebomb
// Not serious grenades
/obj/item/weapon/grenade/clusterbuster/meat
name = "Mega Meat Grenade"
payload = /obj/item/weapon/grenade/chem_grenade/meat
/obj/item/weapon/grenade/clusterbuster/booze
name = "Booze Grenade"
payload = /obj/item/weapon/reagent_containers/food/drinks/bottle/random_drink
/obj/item/weapon/grenade/clusterbuster/honk
name = "Mega Honk Grenade"
payload = /obj/item/weapon/bananapeel
/obj/item/weapon/grenade/clusterbuster/xmas
name = "Christmas Miracle"
payload = /obj/item/weapon/a_gift
/obj/item/weapon/grenade/clusterbuster/soap
name = "Megamaid's Passive-Aggressive Soap-creation Grenade"
payload = /obj/item/weapon/grenade/chem_grenade/soap
/obj/item/weapon/grenade/clusterbuster/dirt
name = "Megamaid's Job Security Grenade"
payload = /obj/effect/decal/cleanable/random
/obj/item/weapon/grenade/clusterbuster/megadirt
name = "Megamaid's Revenge Grenade"
payload = /obj/item/weapon/grenade/chem_grenade/dirt
/obj/item/weapon/grenade/clusterbuster/inferno
name = "Little Boy"
payload = /obj/item/weapon/grenade/chem_grenade/incendiary
/obj/item/weapon/grenade/clusterbuster/apocalypsefake
name = "Fun Bomb"
desc = "Not like the other bomb."
payload = /obj/item/toy/spinningtoy
// Grenades that should never see the light of day
/obj/item/weapon/grenade/clusterbuster/apocalypse
name = "Apocalypse Bomb"
desc = "No matter what, do not EVER use this."
payload = /obj/machinery/singularity
/obj/item/weapon/grenade/clusterbuster/ultima
name = "Earth Shattering Kaboom"
desc = "Contains one Aludium Q-36 explosive space modulator."
payload = /obj/item/weapon/grenade/chem_grenade/explosion
/obj/item/weapon/grenade/clusterbuster/lube
name = "Newton's First Law"
desc = "An object in motion remains in motion."
payload = /obj/item/weapon/grenade/chem_grenade/lube
/*/obj/item/weapon/grenade/clusterbuster/bluespace
name = "Maximum Warp"
desc = "Spacetime: Nice job breaking it, hero."
payload = /obj/item/weapon/grenade/chem_grenade/large/bluespace*/
/obj/item/weapon/grenade/clusterbuster/monster
name = "The Monster Mash"
desc = "It's a graveyeard smash."
payload = /obj/item/weapon/grenade/chem_grenade/large/monster
/obj/item/weapon/grenade/clusterbuster/banquet
name = "Bork Bork Bonanza"
desc = "Bork bork bork."
payload = /obj/item/weapon/grenade/clusterbuster/banquet/child
child
payload = /obj/item/weapon/grenade/chem_grenade/large/feast
// Mob spawning grenades
/obj/item/weapon/grenade/clusterbuster/aviary
name = "Poly-Poly Grenade"
desc = "That's an uncomfortable number of birds."
payload = /mob/living/simple_animal/parrot
/obj/item/weapon/grenade/clusterbuster/monkey
name = "Barrel of Monkeys"
desc = "Not really that much fun."
payload = /mob/living/carbon/monkey
/obj/item/weapon/grenade/clusterbuster/fluffy
name = "Fluffy Love Bomb"
desc = "Exactly as snuggly as it sounds."
payload = /mob/living/simple_animal/corgi/puppy
/obj/item/weapon/grenade/clusterbuster/prime()
var/numspawned = rand(4,8)
var/again = 0
for(var/more = numspawned,more > 0,more--)
if(prob(35))
again++
numspawned --
for(,numspawned > 0, numspawned--)
spawn(0)
new /obj/item/weapon/grenade/clusterbuster/node(src.loc,payload,name)//Launches payload
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
for(,again > 0, again--)
spawn(0)
new /obj/item/weapon/grenade/clusterbuster/segment(src.loc,payload,name)//Creates a 'segment' that launches more payloads
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
spawn(0)
del(src)
return
/obj/item/weapon/grenade/clusterbuster/segment
desc = "What's happening? Aaah!"
name = "clusterbuster segment"
icon = 'icons/obj/grenade.dmi'
icon_state = "clusterbang_segment"
/obj/item/weapon/grenade/clusterbuster/segment/New(var/turf/newloc,var/T,var/N)//Segments should never exist except part of the clusterbang, since these immediately 'do their thing' and asplode
icon_state = "clusterbang_segment_active"
active = 1
payload = T
name = N
var/stepdist = rand(1,5) //How far to step
var/temploc = src.loc //Saves the current location to know where to step away from
walk_away(src,temploc,stepdist) //I must go, my people need me
var/dettime = rand(15,60)
spawn(dettime)
prime()
/obj/item/weapon/grenade/clusterbuster/segment/prime()
var/numspawned = rand(4,8)
for(var/more = numspawned,more > 0,more--)
if(prob(35))
numspawned --
for(,numspawned > 0, numspawned--)
new /obj/item/weapon/grenade/clusterbuster/node(src.loc,payload)
spawn(0)
playsound(src.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
del(src)
return
/obj/item/weapon/grenade/clusterbuster/node/New(var/turf/newloc,var/T,var/N)
icon_state = "flashbang_active"
active = 1
payload = T
name = N
var/stepdist = rand(1,4)
var/temploc = src.loc
walk_away(src,temploc,stepdist)
var/dettime = rand(15,60)
spawn(dettime)
var/atom/A = new payload(loc)
if(istype(A,/obj/item/weapon/grenade))
A:prime()
if(istype(A,/obj/machinery/singularity)) // I can't emphasize enough how much you should never use this grenade
A:energy = 200
del src