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Yogstation/code/game/gamemodes/nuclear/nuclearbomb.dm
Cyberboss ee404b2170 World.dm Refactor (#27268)
* Cleanup world/New

* Moves some things from OnReboot SS Shutdowns

* Move mode handling procs to ticker

* Moves delayed reboot to ticker
Cleans up round end sound setting
Splits round end animation between SStitle and SSticker

* Moves PR announcement to where it can use the define

* Clean this bit up

* Move out datacore Initialization

* Fix some stuff

* Fix this for

* Different PR

* Gives admins reboot options

* Make it smaller
2017-05-18 21:53:46 +10:00

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16 KiB
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#define NUKESTATE_INTACT 5
#define NUKESTATE_UNSCREWED 4
#define NUKESTATE_PANEL_REMOVED 3
#define NUKESTATE_WELDED 2
#define NUKESTATE_CORE_EXPOSED 1
#define NUKESTATE_CORE_REMOVED 0
#define NUKE_OFF_LOCKED 0
#define NUKE_OFF_UNLOCKED 1
#define NUKE_ON_TIMING 2
#define NUKE_ON_EXPLODING 3
/obj/machinery/nuclearbomb
name = "nuclear fission explosive"
desc = "You probably shouldn't stick around to see if this is armed."
icon = 'icons/obj/machines/nuke.dmi'
icon_state = "nuclearbomb_base"
density = 1
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/timer_set = 90
var/default_timer_set = 90
var/minimum_timer_set = 90
var/maximum_timer_set = 3600
var/ui_style = "nanotrasen"
var/numeric_input = ""
var/timing = FALSE
var/exploding = FALSE
var/detonation_timer = null
var/r_code = "ADMIN"
var/yes_code = FALSE
var/safety = TRUE
var/obj/item/weapon/disk/nuclear/auth = null
use_power = 0
var/previous_level = ""
var/obj/item/nuke_core/core = null
var/deconstruction_state = NUKESTATE_INTACT
var/lights = ""
var/interior = ""
var/obj/effect/countdown/nuclearbomb/countdown
var/static/bomb_set
/obj/machinery/nuclearbomb/New()
..()
countdown = new(src)
GLOB.nuke_list += src
core = new /obj/item/nuke_core(src)
STOP_PROCESSING(SSobj, core)
update_icon()
GLOB.poi_list |= src
previous_level = get_security_level()
/obj/machinery/nuclearbomb/Destroy()
safety = FALSE
if(!exploding)
// If we're not exploding, set the alert level back to normal
set_safety()
GLOB.poi_list -= src
GLOB.nuke_list -= src
if(countdown)
qdel(countdown)
countdown = null
. = ..()
/obj/machinery/nuclearbomb/examine(mob/user)
. = ..()
if(exploding)
to_chat(user, "It is in the process of exploding. Perhaps reviewing your affairs is in order.")
if(timing)
to_chat(user, "There are [get_time_left()] seconds until detonation.")
/obj/machinery/nuclearbomb/selfdestruct
name = "station self-destruct terminal"
desc = "For when it all gets too much to bear. Do not taunt."
icon = 'icons/obj/machines/nuke_terminal.dmi'
icon_state = "nuclearbomb_base"
anchored = TRUE //stops it being moved
/obj/machinery/nuclearbomb/syndicate
//ui_style = "syndicate" // actually the nuke op bomb is a stole nt bomb
/obj/machinery/nuclearbomb/syndicate/New()
var/obj/machinery/nuclearbomb/existing = locate("syndienuke")
if(existing)
qdel(src)
throw EXCEPTION("Attempted to spawn a syndicate nuke while one already exists at [existing.loc.x],[existing.loc.y],[existing.loc.z]")
return 0
tag = "syndienuke"
return ..()
/obj/machinery/nuclearbomb/attackby(obj/item/I, mob/user, params)
if (istype(I, /obj/item/weapon/disk/nuclear))
if(!user.drop_item())
return
I.forceMove(src)
auth = I
add_fingerprint(user)
return
switch(deconstruction_state)
if(NUKESTATE_INTACT)
if(istype(I, /obj/item/weapon/screwdriver/nuke))
playsound(loc, I.usesound, 100, 1)
to_chat(user, "<span class='notice'>You start removing [src]'s front panel's screws...</span>")
if(do_after(user, 60*I.toolspeed,target=src))
deconstruction_state = NUKESTATE_UNSCREWED
to_chat(user, "<span class='notice'>You remove the screws from [src]'s front panel.</span>")
update_icon()
return
if(NUKESTATE_UNSCREWED)
if(istype(I, /obj/item/weapon/crowbar))
to_chat(user, "<span class='notice'>You start removing [src]'s front panel...</span>")
playsound(loc, I.usesound, 100, 1)
if(do_after(user,30*I.toolspeed,target=src))
to_chat(user, "<span class='notice'>You remove [src]'s front panel.</span>")
deconstruction_state = NUKESTATE_PANEL_REMOVED
update_icon()
return
if(NUKESTATE_PANEL_REMOVED)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/welder = I
playsound(loc, I.usesound, 100, 1)
to_chat(user, "<span class='notice'>You start cutting [src]'s inner plate...</span>")
if(welder.remove_fuel(1,user))
if(do_after(user,80*I.toolspeed,target=src))
to_chat(user, "<span class='notice'>You cut [src]'s inner plate.</span>")
deconstruction_state = NUKESTATE_WELDED
update_icon()
return
if(NUKESTATE_WELDED)
if(istype(I, /obj/item/weapon/crowbar))
to_chat(user, "<span class='notice'>You start prying off [src]'s inner plate...</span>")
playsound(loc, I.usesound, 100, 1)
if(do_after(user,50*I.toolspeed,target=src))
to_chat(user, "<span class='notice'>You pry off [src]'s inner plate. You can see the core's green glow!</span>")
deconstruction_state = NUKESTATE_CORE_EXPOSED
update_icon()
START_PROCESSING(SSobj, core)
return
if(NUKESTATE_CORE_EXPOSED)
if(istype(I, /obj/item/nuke_core_container))
var/obj/item/nuke_core_container/core_box = I
to_chat(user, "<span class='notice'>You start loading the plutonium core into [core_box]...</span>")
if(do_after(user,50,target=src))
if(core_box.load(core, user))
to_chat(user, "<span class='notice'>You load the plutonium core into [core_box].</span>")
deconstruction_state = NUKESTATE_CORE_REMOVED
update_icon()
core = null
else
to_chat(user, "<span class='warning'>You fail to load the plutonium core into [core_box]. [core_box] has already been used!</span>")
return
if(istype(I, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = I
if(M.amount >= 20)
to_chat(user, "<span class='notice'>You begin repairing [src]'s inner metal plate...</span>")
if(do_after(user, 100, target=src))
if(M.use(20))
to_chat(user, "<span class='notice'>You repair [src]'s inner metal plate. The radiation is contained.</span>")
deconstruction_state = NUKESTATE_PANEL_REMOVED
STOP_PROCESSING(SSobj, core)
update_icon()
else
to_chat(user, "<span class='warning'>You need more metal to do that!</span>")
else
to_chat(user, "<span class='warning'>You need more metal to do that!</span>")
return
. = ..()
/obj/machinery/nuclearbomb/proc/get_nuke_state()
if(exploding)
return NUKE_ON_EXPLODING
if(timing)
return NUKE_ON_TIMING
if(safety)
return NUKE_OFF_LOCKED
else
return NUKE_OFF_UNLOCKED
/obj/machinery/nuclearbomb/update_icon()
if(deconstruction_state == NUKESTATE_INTACT)
switch(get_nuke_state())
if(NUKE_OFF_LOCKED, NUKE_OFF_UNLOCKED)
icon_state = "nuclearbomb_base"
update_icon_interior()
update_icon_lights()
if(NUKE_ON_TIMING)
cut_overlays()
icon_state = "nuclearbomb_timing"
if(NUKE_ON_EXPLODING)
cut_overlays()
icon_state = "nuclearbomb_exploding"
else
icon_state = "nuclearbomb_base"
update_icon_interior()
update_icon_lights()
/obj/machinery/nuclearbomb/proc/update_icon_interior()
cut_overlay(interior)
switch(deconstruction_state)
if(NUKESTATE_UNSCREWED)
interior = "panel-unscrewed"
if(NUKESTATE_PANEL_REMOVED)
interior = "panel-removed"
if(NUKESTATE_WELDED)
interior = "plate-welded"
if(NUKESTATE_CORE_EXPOSED)
interior = "plate-removed"
if(NUKESTATE_CORE_REMOVED)
interior = "core-removed"
if(NUKESTATE_INTACT)
return
add_overlay(interior)
/obj/machinery/nuclearbomb/proc/update_icon_lights()
if(lights)
cut_overlay(lights)
switch(get_nuke_state())
if(NUKE_OFF_LOCKED)
lights = ""
return
if(NUKE_OFF_UNLOCKED)
lights = "lights-safety"
if(NUKE_ON_TIMING)
lights = "lights-timing"
if(NUKE_ON_EXPLODING)
lights = "lights-exploding"
add_overlay(lights)
/obj/machinery/nuclearbomb/process()
if(timing && !exploding)
bomb_set = TRUE
if(detonation_timer < world.time)
explode()
else
var/volume = (get_time_left() <= 20 ? 30 : 5)
playsound(loc, 'sound/items/timer.ogg', volume, 0)
/obj/machinery/nuclearbomb/attack_paw(mob/user)
return attack_hand(user)
/obj/machinery/nuclearbomb/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state=GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "nuclear_bomb", name, 500, 600, master_ui, state)
ui.set_style(ui_style)
ui.open()
/obj/machinery/nuclearbomb/ui_data(mob/user)
var/list/data = list()
data["disk_present"] = auth
data["code_approved"] = yes_code
var/first_status
if(auth)
if(yes_code)
first_status = timing ? "Func/Set" : "Functional"
else
first_status = "Auth S2."
else
if(timing)
first_status = "Set"
else
first_status = "Auth S1."
var/second_status = safety ? "Safe" : "Engaged"
data["status1"] = first_status
data["status2"] = second_status
data["anchored"] = anchored
data["safety"] = safety
data["timing"] = timing
data["time_left"] = get_time_left()
data["timer_set"] = timer_set
data["timer_is_not_default"] = timer_set != default_timer_set
data["timer_is_not_min"] = timer_set != minimum_timer_set
data["timer_is_not_max"] = timer_set != maximum_timer_set
var/message = "AUTH"
if(auth)
message = "[numeric_input]"
if(yes_code)
message = "*****"
data["message"] = message
return data
/obj/machinery/nuclearbomb/ui_act(action, params)
if(..())
return
switch(action)
if("eject_disk")
if(auth && auth.loc == src)
auth.forceMove(get_turf(src))
auth = null
. = TRUE
if("insert_disk")
if(!auth)
var/obj/item/I = usr.get_active_held_item()
if(istype(I, /obj/item/weapon/disk/nuclear))
usr.drop_item()
I.forceMove(src)
auth = I
. = TRUE
if("keypad")
if(auth)
var/digit = params["digit"]
switch(digit)
if("R")
numeric_input = ""
yes_code = FALSE
. = TRUE
if("E")
if(numeric_input == r_code)
numeric_input = ""
yes_code = TRUE
. = TRUE
else
numeric_input = "ERROR"
if("0","1","2","3","4","5","6","7","8","9")
if(numeric_input != "ERROR")
numeric_input += digit
if(length(numeric_input) > 5)
numeric_input = "ERROR"
. = TRUE
if("timer")
if(auth && yes_code)
var/change = params["change"]
if(change == "reset")
timer_set = default_timer_set
else if(change == "decrease")
timer_set = max(minimum_timer_set, timer_set - 10)
else if(change == "increase")
timer_set = min(maximum_timer_set, timer_set + 10)
else if(change == "input")
var/user_input = input(usr, "Set time to detonation.", name) as null|num
if(!user_input)
return
var/N = text2num(user_input)
if(!N)
return
timer_set = Clamp(N,minimum_timer_set,maximum_timer_set)
. = TRUE
if("safety")
if(auth && yes_code)
set_safety()
if("anchor")
if(auth && yes_code)
set_anchor()
if("toggle_timer")
if(auth && yes_code && !safety)
set_active()
/obj/machinery/nuclearbomb/proc/set_anchor()
if(!isinspace())
anchored = !anchored
else
to_chat(usr, "<span class='warning'>There is nothing to anchor to!</span>")
/obj/machinery/nuclearbomb/proc/set_safety()
safety = !safety
if(safety)
if(timing)
set_security_level(previous_level)
for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
S.switch_mode_to(initial(S.mode))
S.nuke_warning = FALSE
timing = FALSE
bomb_set = TRUE
detonation_timer = null
countdown.stop()
update_icon()
/obj/machinery/nuclearbomb/proc/set_active()
if(safety && !bomb_set)
to_chat(usr, "<span class='danger'>The safety is still on.</span>")
return
timing = !timing
if(timing)
previous_level = get_security_level()
bomb_set = TRUE
set_security_level("delta")
detonation_timer = world.time + (timer_set * 10)
for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
S.switch_mode_to(TRACK_INFILTRATOR)
countdown.start()
else
bomb_set = FALSE
detonation_timer = null
set_security_level(previous_level)
for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
S.switch_mode_to(initial(S.mode))
S.nuke_warning = FALSE
countdown.stop()
update_icon()
/obj/machinery/nuclearbomb/proc/get_time_left()
if(timing)
. = round(max(0, detonation_timer - world.time) / 10, 1)
else
. = timer_set
/obj/machinery/nuclearbomb/blob_act(obj/structure/blob/B)
if(exploding)
return
qdel(src)
/obj/machinery/nuclearbomb/tesla_act(power, explosive)
..()
if(explosive)
qdel(src)//like the singulo, tesla deletes it. stops it from exploding over and over
#define NUKERANGE 127
/obj/machinery/nuclearbomb/proc/explode()
if(safety)
timing = FALSE
return
exploding = TRUE
yes_code = FALSE
safety = TRUE
update_icon()
for(var/mob/M in GLOB.player_list)
M << 'sound/machines/Alarm.ogg'
if(SSticker && SSticker.mode)
SSticker.mode.explosion_in_progress = 1
sleep(100)
if(!core)
SSticker.station_explosion_cinematic(3,"no_core",src)
SSticker.mode.explosion_in_progress = 0
return
GLOB.enter_allowed = 0
var/off_station = 0
var/turf/bomb_location = get_turf(src)
var/area/A = get_area(bomb_location)
if(bomb_location && (bomb_location.z == ZLEVEL_STATION))
if(istype(A, /area/space))
off_station = NUKE_MISS_STATION
if((bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)))
off_station = NUKE_MISS_STATION
else if(istype(A, /area/syndicate_mothership) || (istype(A,/area/shuttle/syndicate) && bomb_location.z == ZLEVEL_CENTCOM))
off_station = NUKE_SYNDICATE_BASE
else
off_station = NUKE_NEAR_MISS
if(istype(SSticker.mode, /datum/game_mode/nuclear))
var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
var/datum/game_mode/nuclear/NM = SSticker.mode
NM.syndies_didnt_escape = (Shuttle && Shuttle.z == ZLEVEL_CENTCOM) ? 0 : 1
NM.nuke_off_station = off_station
SSticker.station_explosion_cinematic(off_station,null,src)
if(SSticker.mode)
if(istype(SSticker.mode, /datum/game_mode/nuclear))
var/datum/game_mode/nuclear/NM = SSticker.mode
NM.nukes_left --
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("Station destroyed by Nuclear Device.", "end_error", "nuke - unhandled ending")
/*
This is here to make the tiles around the station mininuke change when it's armed.
*/
/obj/machinery/nuclearbomb/selfdestruct/set_anchor()
return
/obj/machinery/nuclearbomb/selfdestruct/set_active()
..()
if(timing)
SSmapping.add_nuke_threat(src)
else
SSmapping.remove_nuke_threat(src)
/obj/machinery/nuclearbomb/selfdestruct/set_safety()
..()
if(timing)
SSmapping.add_nuke_threat(src)
else
SSmapping.remove_nuke_threat(src)
//==========DAT FUKKEN DISK===============
/obj/item/weapon/disk
icon = 'icons/obj/module.dmi'
w_class = WEIGHT_CLASS_TINY
item_state = "card-id"
icon_state = "datadisk0"
/obj/item/weapon/disk/nuclear
name = "nuclear authentication disk"
desc = "Better keep this safe."
icon_state = "nucleardisk"
persistence_replacement = /obj/item/weapon/disk/fakenucleardisk
obj_integrity = 250
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/weapon/disk/nuclear/New()
..()
GLOB.poi_list |= src
set_stationloving(TRUE, inform_admins=TRUE)
/obj/item/weapon/disk/nuclear/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/weapon/claymore/highlander))
var/obj/item/weapon/claymore/highlander/H = I
if(H.nuke_disk)
to_chat(user, "<span class='notice'>Wait... what?</span>")
qdel(H.nuke_disk)
H.nuke_disk = null
return
user.visible_message("<span class='warning'>[user] captures [src]!</span>", "<span class='userdanger'>You've got the disk! Defend it with your life!</span>")
loc = H
H.nuke_disk = src
return 1
return ..()
/obj/item/weapon/disk/nuclear/Destroy(force=FALSE)
// respawning is handled in /obj/Destroy()
if(force)
GLOB.poi_list -= src
. = ..()
/obj/item/weapon/disk/nuclear/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is going delta! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(user.loc, 'sound/machines/Alarm.ogg', 50, -1, 1)
var/end_time = world.time + 100
var/newcolor = "#00FF00"
while(world.time < end_time)
if(!user)
return
if(newcolor == "#FF0000")
newcolor = "#00FF00"
else
newcolor = "#FF0000"
user.add_atom_colour(newcolor, ADMIN_COLOUR_PRIORITY)
sleep(1)
user.remove_atom_colour(ADMIN_COLOUR_PRIORITY)
user.visible_message("<span class='suicide'>[user] was destroyed by the nuclear blast!</span>")
return OXYLOSS
/obj/item/weapon/disk/fakenucleardisk
name = "cheap plastic imitation of the nuclear authentication disk"
desc = "Broken dreams and a faint odor of cheese."
icon_state = "nucleardisk"