#define EMPTY 1 #define WIRED 2 #define READY 3 /obj/item/grenade/chem_grenade name = "chemical grenade" desc = "A custom made grenade." icon_state = "chemg" item_state = "flashbang" w_class = WEIGHT_CLASS_SMALL force = 2 var/stage = EMPTY var/list/beakers = list() var/list/allowed_containers = list(/obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle) var/affected_area = 3 var/obj/item/device/assembly_holder/nadeassembly = null var/assemblyattacher var/ignition_temp = 10 // The amount of heat added to the reagents when this grenade goes off. var/threatscale = 1 // Used by advanced grenades to make them slightly more worthy. var/no_splash = FALSE //If the grenade deletes even if it has no reagents to splash with. Used for slime core reactions. /obj/item/grenade/chem_grenade/Initialize() . = ..() create_reagents(1000) stage_change() // If no argument is set, it will change the stage to the current stage, useful for stock grenades that start READY. /obj/item/grenade/chem_grenade/examine(mob/user) display_timer = (stage == READY && !nadeassembly) //show/hide the timer based on assembly state ..() /obj/item/grenade/chem_grenade/attack_self(mob/user) if(stage == READY && !active) if(nadeassembly) nadeassembly.attack_self(user) else if(clown_check(user)) var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) message_admins("[ADMIN_LOOKUPFLW(usr)] has primed a [name] for detonation at [A.name][ADMIN_JMP(bombturf)].") log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].") to_chat(user, "You prime the [name]! [det_time / 10] second\s!") playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1) active = 1 icon_state = initial(icon_state) + "_active" if(iscarbon(user)) var/mob/living/carbon/C = user C.throw_mode_on() addtimer(CALLBACK(src, .proc/prime), det_time) /obj/item/grenade/chem_grenade/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/screwdriver)) if(stage == WIRED) if(beakers.len) stage_change(READY) to_chat(user, "You lock the [initial(name)] assembly.") playsound(loc, I.usesound, 25, -3) else to_chat(user, "You need to add at least one beaker before locking the [initial(name)] assembly!") else if(stage == READY && !nadeassembly) det_time = det_time == 50 ? 30 : 50 //toggle between 30 and 50 to_chat(user, "You modify the time delay. It's set for [det_time / 10] second\s.") else if(stage == EMPTY) to_chat(user, "You need to add an activation mechanism!") else if(stage == WIRED && is_type_in_list(I, allowed_containers)) . = 1 //no afterattack if(beakers.len == 2) to_chat(user, "[src] can not hold more containers!") return else if(I.reagents.total_volume) if(!user.transferItemToLoc(I, src)) return to_chat(user, "You add [I] to the [initial(name)] assembly.") beakers += I else to_chat(user, "[I] is empty!") else if(stage == EMPTY && istype(I, /obj/item/device/assembly_holder)) . = 1 // no afterattack var/obj/item/device/assembly_holder/A = I if(isigniter(A.a_left) == isigniter(A.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it return if(!user.transferItemToLoc(I, src)) return nadeassembly = A A.master = src assemblyattacher = user.ckey stage_change(WIRED) to_chat(user, "You add [A] to the [initial(name)] assembly.") else if(stage == EMPTY && istype(I, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/C = I if (C.use(1)) det_time = 50 // In case the cable_coil was removed and readded. stage_change(WIRED) to_chat(user, "You rig the [initial(name)] assembly.") else to_chat(user, "You need one length of coil to wire the assembly!") return else if(stage == READY && istype(I, /obj/item/wirecutters) && !active) stage_change(WIRED) to_chat(user, "You unlock the [initial(name)] assembly.") else if(stage == WIRED && istype(I, /obj/item/wrench)) if(beakers.len) for(var/obj/O in beakers) O.forceMove(drop_location()) beakers = list() to_chat(user, "You open the [initial(name)] assembly and remove the payload.") return // First use of the wrench remove beakers, then use the wrench to remove the activation mechanism. if(nadeassembly) nadeassembly.forceMove(drop_location()) nadeassembly.master = null nadeassembly = null else // If "nadeassembly = null && stage == WIRED", then it most have been cable_coil that was used. new /obj/item/stack/cable_coil(get_turf(src),1) stage_change(EMPTY) to_chat(user, "You remove the activation mechanism from the [initial(name)] assembly.") else return ..() /obj/item/grenade/chem_grenade/proc/stage_change(N) if(N) stage = N if(stage == EMPTY) name = "[initial(name)] casing" desc = "A do it yourself [initial(name)]!" icon_state = initial(icon_state) else if(stage == WIRED) name = "unsecured [initial(name)]" desc = "An unsecured [initial(name)] assembly." icon_state = "[initial(icon_state)]_ass" else if(stage == READY) name = initial(name) desc = initial(desc) icon_state = "[initial(icon_state)]_locked" //assembly stuff /obj/item/grenade/chem_grenade/receive_signal() prime() /obj/item/grenade/chem_grenade/Crossed(atom/movable/AM) if(nadeassembly) nadeassembly.Crossed(AM) /obj/item/grenade/chem_grenade/on_found(mob/finder) if(nadeassembly) nadeassembly.on_found(finder) /obj/item/grenade/chem_grenade/prime() if(stage != READY) return var/list/datum/reagents/reactants = list() for(var/obj/item/reagent_containers/glass/G in beakers) reactants += G.reagents if(!chem_splash(get_turf(src), affected_area, reactants, ignition_temp, threatscale) && !no_splash) playsound(loc, 'sound/items/screwdriver2.ogg', 50, 1) if(beakers.len) for(var/obj/O in beakers) O.forceMove(drop_location()) beakers = list() stage_change(EMPTY) return if(nadeassembly) var/mob/M = get_mob_by_ckey(assemblyattacher) var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast) var/turf/T = get_turf(src) var/area/A = get_area(T) message_admins("grenade primed by an assembly, attached by [ADMIN_LOOKUPFLW(M)] and last touched by [ADMIN_LOOKUPFLW(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] [ADMIN_JMP(T)].") log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] [COORD(T)]") var/turf/DT = get_turf(src) var/area/DA = get_area(DT) log_game("A grenade detonated at [DA.name] [COORD(DT)]") update_mob() qdel(src) //Large chem grenades accept slime cores and use the appropriately. /obj/item/grenade/chem_grenade/large name = "large grenade" desc = "A custom made large grenade. It affects a larger area." icon_state = "large_grenade" allowed_containers = list(/obj/item/reagent_containers/glass, /obj/item/reagent_containers/food/condiment, /obj/item/reagent_containers/food/drinks) affected_area = 5 ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades. threatscale = 1.1 // 10% more effective. /obj/item/grenade/chem_grenade/large/prime() if(stage != READY) return for(var/obj/item/slime_extract/S in beakers) if(S.Uses) for(var/obj/item/reagent_containers/glass/G in beakers) G.reagents.trans_to(S, G.reagents.total_volume) //If there is still a core (sometimes it's used up) //and there are reagents left, behave normally, //otherwise drop it on the ground for timed reactions like gold. if(S) if(S.reagents && S.reagents.total_volume) for(var/obj/item/reagent_containers/glass/G in beakers) S.reagents.trans_to(G, S.reagents.total_volume) else S.forceMove(get_turf(src)) no_splash = TRUE ..() //I tried to just put it in the allowed_containers list but //if you do that it must have reagents. If you're going to //make a special case you might as well do it explicitly. -Sayu /obj/item/grenade/chem_grenade/large/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/slime_extract) && stage == WIRED) if(!user.transferItemToLoc(I, src)) return to_chat(user, "You add [I] to the [initial(name)] assembly.") beakers += I else return ..() /obj/item/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation. name = "cryo grenade" desc = "A custom made cryogenic grenade. It rapidly cools its contents upon detonation." icon_state = "cryog" affected_area = 2 ignition_temp = -100 /obj/item/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures. name = "pyro grenade" desc = "A custom made pyrotechnical grenade. It heats up and ignites its contents upon detonation." icon_state = "pyrog" affected_area = 3 ignition_temp = 500 // This is enough to expose a hotspot. /obj/item/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses. name = "advanced release grenade" desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool." icon_state = "timeg" var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool. /obj/item/grenade/chem_grenade/adv_release/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/device/multitool)) switch(unit_spread) if(0 to 24) unit_spread += 5 if(25 to 99) unit_spread += 25 else unit_spread = 5 to_chat(user, " You set the time release to [unit_spread] units per detonation.") return ..() /obj/item/grenade/chem_grenade/adv_release/prime() if(stage != READY) return var/total_volume = 0 for(var/obj/item/reagent_containers/RC in beakers) total_volume += RC.reagents.total_volume if(!total_volume) qdel(src) qdel(nadeassembly) return var/fraction = unit_spread/total_volume var/datum/reagents/reactants = new(unit_spread) reactants.my_atom = src for(var/obj/item/reagent_containers/RC in beakers) RC.reagents.trans_to(reactants, RC.reagents.total_volume*fraction, threatscale, 1, 1) chem_splash(get_turf(src), affected_area, list(reactants), ignition_temp, threatscale) if(nadeassembly) var/mob/M = get_mob_by_ckey(assemblyattacher) var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast) var/turf/T = get_turf(src) var/area/A = get_area(T) message_admins("grenade primed by an assembly, attached by [key_name_admin(M)](?) (FLW) and last touched by [key_name_admin(last)](?) (FLW) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] (JMP).") log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])") else addtimer(CALLBACK(src, .proc/prime), det_time) var/turf/DT = get_turf(src) var/area/DA = get_area(DT) log_game("A grenade detonated at [DA.name] ([DT.x], [DT.y], [DT.z])") ////////////////////////////// ////// PREMADE GRENADES ////// ////////////////////////////// /obj/item/grenade/chem_grenade/metalfoam name = "metal foam grenade" desc = "Used for emergency sealing of air breaches." stage = READY /obj/item/grenade/chem_grenade/metalfoam/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/B2 = new(src) B1.reagents.add_reagent("aluminium", 30) B2.reagents.add_reagent("foaming_agent", 10) B2.reagents.add_reagent("facid", 10) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/smart_metal_foam name = "smart metal foam grenade" desc = "Used for sealing and reconstruction of air breaches." stage = READY /obj/item/grenade/chem_grenade/smart_metal_foam/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/B2 = new(src) B1.reagents.add_reagent("aluminium", 75) B2.reagents.add_reagent("smart_foaming_agent", 25) B2.reagents.add_reagent("facid", 25) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/incendiary name = "incendiary grenade" desc = "Used for clearing rooms of living things." stage = READY /obj/item/grenade/chem_grenade/incendiary/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/B2 = new(src) B1.reagents.add_reagent("phosphorus", 25) B2.reagents.add_reagent("stable_plasma", 25) B2.reagents.add_reagent("sacid", 25) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/antiweed name = "weedkiller grenade" desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents." stage = READY /obj/item/grenade/chem_grenade/antiweed/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/B2 = new(src) B1.reagents.add_reagent("plantbgone", 25) B1.reagents.add_reagent("potassium", 25) B2.reagents.add_reagent("phosphorus", 25) B2.reagents.add_reagent("sugar", 25) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/cleaner name = "cleaner grenade" desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas." stage = READY /obj/item/grenade/chem_grenade/cleaner/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/B2 = new(src) B1.reagents.add_reagent("fluorosurfactant", 40) B2.reagents.add_reagent("water", 40) B2.reagents.add_reagent("cleaner", 10) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/ez_clean name = "cleaner grenade" desc = "Waffle Co.-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas." stage = READY /obj/item/grenade/chem_grenade/ez_clean/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src) B1.reagents.add_reagent("fluorosurfactant", 40) B2.reagents.add_reagent("water", 40) B2.reagents.add_reagent("ez_clean", 60) //ensures a t h i c c distribution beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/teargas name = "teargas grenade" desc = "Used for nonlethal riot control. Contents under pressure. Do not directly inhale contents." stage = READY /obj/item/grenade/chem_grenade/teargas/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/large/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/large/B2 = new(src) B1.reagents.add_reagent("condensedcapsaicin", 60) B1.reagents.add_reagent("potassium", 40) B2.reagents.add_reagent("phosphorus", 40) B2.reagents.add_reagent("sugar", 40) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/facid name = "acid grenade" desc = "Used for melting armoured opponents." stage = READY /obj/item/grenade/chem_grenade/facid/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src) B1.reagents.add_reagent("facid", 290) B1.reagents.add_reagent("potassium", 10) B2.reagents.add_reagent("phosphorus", 10) B2.reagents.add_reagent("sugar", 10) B2.reagents.add_reagent("facid", 280) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/colorful name = "colorful grenade" desc = "Used for wide scale painting projects." stage = READY /obj/item/grenade/chem_grenade/colorful/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/B2 = new(src) B1.reagents.add_reagent("colorful_reagent", 25) B1.reagents.add_reagent("potassium", 25) B2.reagents.add_reagent("phosphorus", 25) B2.reagents.add_reagent("sugar", 25) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/glitter name = "generic glitter grenade" desc = "You shouldn't see this description." stage = READY var/glitter_type = "glitter" /obj/item/grenade/chem_grenade/glitter/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/B2 = new(src) B1.reagents.add_reagent(glitter_type, 25) B1.reagents.add_reagent("potassium", 25) B2.reagents.add_reagent("phosphorus", 25) B2.reagents.add_reagent("sugar", 25) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/glitter/pink name = "pink glitter bomb" desc = "For that HOT glittery look." glitter_type = "pink_glitter" /obj/item/grenade/chem_grenade/glitter/blue name = "blue glitter bomb" desc = "For that COOL glittery look." glitter_type = "blue_glitter" /obj/item/grenade/chem_grenade/glitter/white name = "white glitter bomb" desc = "For that somnolent glittery look." glitter_type = "white_glitter" /obj/item/grenade/chem_grenade/clf3 name = "clf3 grenade" desc = "BURN!-brand foaming clf3. In a special applicator for rapid purging of wide areas." stage = READY /obj/item/grenade/chem_grenade/clf3/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src) B1.reagents.add_reagent("fluorosurfactant", 250) B1.reagents.add_reagent("clf3", 50) B2.reagents.add_reagent("water", 250) B2.reagents.add_reagent("clf3", 50) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/bioterrorfoam name = "Bio terror foam grenade" desc = "Tiger Cooperative chemical foam grenade. Causes temporary irration, blindness, confusion, mutism, and mutations to carbon based life forms. Contains additional spore toxin." stage = READY /obj/item/grenade/chem_grenade/bioterrorfoam/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src) B1.reagents.add_reagent("cryptobiolin", 75) B1.reagents.add_reagent("water", 50) B1.reagents.add_reagent("mutetoxin", 50) B1.reagents.add_reagent("spore", 75) B1.reagents.add_reagent("itching_powder", 50) B2.reagents.add_reagent("fluorosurfactant", 150) B2.reagents.add_reagent("mutagen", 150) beakers += B1 beakers += B2 /obj/item/grenade/chem_grenade/tuberculosis name = "Fungal tuberculosis grenade" desc = "WARNING: GRENADE WILL RELEASE DEADLY SPORES CONTAINING ACTIVE AGENTS. SEAL SUIT AND AIRFLOW BEFORE USE." stage = READY /obj/item/grenade/chem_grenade/tuberculosis/Initialize() . = ..() var/obj/item/reagent_containers/glass/beaker/bluespace/B1 = new(src) var/obj/item/reagent_containers/glass/beaker/bluespace/B2 = new(src) B1.reagents.add_reagent("potassium", 50) B1.reagents.add_reagent("phosphorus", 50) B1.reagents.add_reagent("fungalspores", 200) B2.reagents.add_reagent("blood", 250) B2.reagents.add_reagent("sugar", 50) beakers += B1 beakers += B2