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syndicatebomb.dm
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syndicatebomb.dm
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#define BUTTON_COOLDOWN 60 // cant delay the bomb forever
#define BUTTON_DELAY 50 //five seconds
/obj/machinery/syndicatebomb
icon = 'icons/obj/assemblies.dmi'
name = "syndicate bomb"
icon_state = "syndicate-bomb"
desc = "A large and menacing device. Can be bolted down with a wrench."
anchored = 0
density = 0
layer = BELOW_MOB_LAYER //so people can't hide it and it's REALLY OBVIOUS
resistance_flags = FIRE_PROOF | ACID_PROOF
var/datum/wires/syndicatebomb/wires = null
var/minimum_timer = 90
var/timer_set = 90
var/maximum_timer = 60000
var/can_unanchor = TRUE
var/open_panel = FALSE //are the wires exposed?
var/active = FALSE //is the bomb counting down?
var/defused = FALSE //is the bomb capable of exploding?
var/obj/item/bombcore/payload = /obj/item/bombcore
var/beepsound = 'sound/items/timer.ogg'
var/delayedbig = FALSE //delay wire pulsed?
var/delayedlittle = FALSE //activation wire pulsed?
var/obj/effect/countdown/syndicatebomb/countdown
var/next_beep
var/detonation_timer
var/explode_now = FALSE
/obj/machinery/syndicatebomb/proc/try_detonate(ignore_active = FALSE)
. = (payload in src) && (active || ignore_active) && !defused
if(.)
payload.detonate()
/obj/machinery/syndicatebomb/obj_break()
if(!try_detonate())
..()
/obj/machinery/syndicatebomb/obj_destruction()
if(!try_detonate())
..()
/obj/machinery/syndicatebomb/process()
if(!active)
STOP_PROCESSING(SSfastprocess, src)
detonation_timer = null
next_beep = null
countdown.stop()
return
if(!isnull(next_beep) && (next_beep <= world.time))
var/volume
switch(seconds_remaining())
if(0 to 5)
volume = 50
if(5 to 10)
volume = 40
if(10 to 15)
volume = 30
if(15 to 20)
volume = 20
if(20 to 25)
volume = 10
else
volume = 5
playsound(loc, beepsound, volume, 0)
next_beep = world.time + 10
if(active && !defused && ((detonation_timer <= world.time) || explode_now))
active = FALSE
timer_set = initial(timer_set)
update_icon()
try_detonate(TRUE)
//Counter terrorists win
else if(defused)
active = FALSE
if(payload in src)
payload.defuse()
/obj/machinery/syndicatebomb/Initialize(mapload)
. = ..()
wires = new(src)
if(payload)
payload = new payload(src)
update_icon()
countdown = new(src)
/obj/machinery/syndicatebomb/Destroy()
SStgui.close_uis(wires)
QDEL_NULL(wires)
QDEL_NULL(countdown)
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/machinery/syndicatebomb/examine(mob/user)
. = ..()
. += "A digital display on it reads \"[seconds_remaining()]\"."
/obj/machinery/syndicatebomb/update_icon()
icon_state = "[initial(icon_state)][active ? "-active" : "-inactive"][open_panel ? "-wires" : ""]"
/obj/machinery/syndicatebomb/proc/seconds_remaining()
if(active)
. = max(0, round((detonation_timer - world.time) / 10))
else
. = timer_set
/obj/machinery/syndicatebomb/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/assembly/signaler))
if(open_panel)
wires.Interact(user)
else if(istype(I, /obj/item/bombcore))
if(!payload)
if(!user.drop_item())
return
payload = I
to_chat(user, "<span class='notice'>You place [payload] into [src].</span>")
payload.forceMove(src)
else
to_chat(user, "<span class='notice'>[payload] is already loaded into [src], you'll have to remove it first.</span>")
else
return ..()
/obj/machinery/syndicatebomb/wrench_act(mob/user, obj/item/I)
if(!can_unanchor)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(!anchored)
if(!isturf(loc) || isspaceturf(loc))
to_chat(user, "<span class='notice'>The bomb must be placed on solid ground to attach it.</span>")
else
WRENCH_ANCHOR_MESSAGE
anchored = TRUE
if(active)
to_chat(user, "<span class='notice'>The bolts lock in place.</span>")
else
if(!active)
WRENCH_UNANCHOR_MESSAGE
anchored = FALSE
else
to_chat(user, "<span class='warning'>The bolts are locked down!</span>")
/obj/machinery/syndicatebomb/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
open_panel = !open_panel
update_icon()
to_chat(user, "<span class='notice'>You [open_panel ? "open" : "close"] the wire panel.</span>")
/obj/machinery/syndicatebomb/wirecutter_act(mob/user, obj/item/I)
if(!open_panel)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
wires.Interact(user)
/obj/machinery/syndicatebomb/multitool_act(mob/user, obj/item/I)
if(!open_panel)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
wires.Interact(user)
/obj/machinery/syndicatebomb/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(open_panel && wires.is_all_cut())
if(payload)
to_chat(user, "<span class='notice'>You carefully pry out [payload].</span>")
payload.loc = user.loc
payload = null
else
to_chat(user, "<span class='warning'>There isn't anything in here to remove!</span>")
else if(open_panel)
to_chat(user, "<span class='warning'>The wires connecting the shell to the explosives are holding it down!</span>")
else
to_chat(user, "<span class='warning'>The cover is screwed on, it won't pry off!</span>")
/obj/machinery/syndicatebomb/welder_act(mob/user, obj/item/I)
. = TRUE
if(payload || !wires.is_all_cut() || !open_panel)
return
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_SLICING_MESSAGE
if(I.use_tool(src, user, 50, volume = I.tool_volume))
WELDER_SLICING_SUCCESS_MESSAGE
new /obj/item/stack/sheet/plasteel(drop_location(), 3)
qdel(src)
/obj/machinery/syndicatebomb/attack_ghost(mob/user)
interact(user)
/obj/machinery/syndicatebomb/attack_hand(mob/user)
interact(user)
/obj/machinery/syndicatebomb/attack_ai()
return
/obj/machinery/syndicatebomb/interact(mob/user)
if(wires && open_panel)
wires.Interact(user)
if(!open_panel && can_interact(user))
if(!active)
spawn()
settings(user)
return
else if(anchored)
to_chat(user, "<span class='notice'>The bomb is bolted to the floor!</span>")
/obj/machinery/syndicatebomb/proc/can_interact(mob/user)
if(user.can_advanced_admin_interact())
return TRUE
if(!isliving(user))
return FALSE
if(user.incapacitated())
return FALSE
if(!Adjacent(user))
return FALSE
if(!allowed(user))
to_chat(user, "<span class='warning'>Access denied!</span>")
return FALSE
return TRUE
/obj/machinery/syndicatebomb/proc/activate()
active = TRUE
START_PROCESSING(SSfastprocess, src)
countdown.start()
next_beep = world.time + 10
detonation_timer = world.time + (timer_set * 10)
playsound(loc, 'sound/machines/click.ogg', 30, 1)
/obj/machinery/syndicatebomb/proc/settings(mob/user)
var/new_timer = input(user, "Please set the timer.", "Timer", "[timer_set]") as num
if(can_interact(user)) //No running off and setting bombs from across the station
timer_set = clamp(new_timer, minimum_timer, maximum_timer)
loc.visible_message("<span class='notice'>[bicon(src)] timer set for [timer_set] seconds.</span>")
if(alert(user,"Would you like to start the countdown now?",,"Yes","No") == "Yes" && can_interact(user))
if(defused || active)
if(defused)
loc.visible_message("<span class='notice'>[bicon(src)] Device error: User intervention required.</span>")
return
else
loc.visible_message("<span class='danger'>[bicon(src)] [timer_set] seconds until detonation, please clear the area.</span>")
activate()
update_icon()
add_fingerprint(user)
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
if(payload && !istype(payload, /obj/item/bombcore/training))
log_game("[key_name(user)] has primed a [name] ([payload]) for detonation at [A.name] [COORD(bombturf)]")
investigate_log("[key_name(user)] has has primed a [name] ([payload]) for detonation at [A.name] [COORD(bombturf)]", INVESTIGATE_BOMB)
add_attack_logs(user, src, "has primed a [name] ([payload]) for detonation", ATKLOG_FEW)
payload.adminlog = "\The [src] that [key_name(user)] had primed detonated!"
///Bomb Subtypes///
/obj/machinery/syndicatebomb/training
name = "training bomb"
icon_state = "training-bomb"
desc = "A salvaged syndicate device gutted of its explosives to be used as a training aid for aspiring bomb defusers."
payload = /obj/item/bombcore/training
/obj/machinery/syndicatebomb/emp
name = "emp bomb"
icon_state = "emp-bomb"
desc = "A large bomb, seemingly made to make a large electromagnetic pulse."
payload = /obj/item/bombcore/emp
/obj/machinery/syndicatebomb/badmin
name = "generic summoning badmin bomb"
desc = "Oh god what is in this thing?"
payload = /obj/item/bombcore/badmin/summon
/obj/machinery/syndicatebomb/badmin/clown
name = "clown bomb"
icon_state = "clown-bomb"
desc = "HONK."
payload = /obj/item/bombcore/badmin/summon/clown
beepsound = 'sound/items/bikehorn.ogg'
/obj/machinery/syndicatebomb/empty
name = "bomb"
icon_state = "base-bomb"
desc = "An ominous looking device designed to detonate an explosive payload. Can be bolted down using a wrench."
payload = null
open_panel = TRUE
timer_set = 120
/obj/machinery/syndicatebomb/empty/Initialize(mapload)
. = ..()
wires.cut_all()
///Bomb Cores///
/obj/item/bombcore
name = "bomb payload"
desc = "A powerful secondary explosive of syndicate design and unknown composition, it should be stable under normal conditions..."
icon = 'icons/obj/assemblies.dmi'
icon_state = "bombcore"
item_state = "eshield0"
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "syndicate=5;combat=6"
resistance_flags = FLAMMABLE //Burnable (but the casing isn't)
var/adminlog = null
var/range_heavy = 3
var/range_medium = 9
var/range_light = 17
var/range_flame = 17
var/admin_log = TRUE
/obj/item/bombcore/ex_act(severity) //Little boom can chain a big boom
detonate()
/obj/item/bombcore/burn()
detonate()
..()
/obj/item/bombcore/proc/detonate()
if(adminlog)
message_admins(adminlog)
log_game(adminlog)
explosion(get_turf(src), range_heavy, range_medium, range_light, flame_range = range_flame, adminlog = admin_log)
if(loc && istype(loc, /obj/machinery/syndicatebomb))
qdel(loc)
qdel(src)
/obj/item/bombcore/proc/defuse()
//Note: Because of how var/defused is used you shouldn't override this UNLESS you intend to set the var to 0 or
// otherwise remove the core/reset the wires before the end of defuse(). It will repeatedly be called otherwise.
///Bomb Core Subtypes///
/obj/item/bombcore/training
name = "dummy payload"
desc = "A nanotrasen replica of a syndicate payload. Its not intended to explode but to announce that it WOULD have exploded, then rewire itself to allow for more training."
origin_tech = null
var/defusals = 0
var/attempts = 0
/obj/item/bombcore/training/proc/reset()
var/obj/machinery/syndicatebomb/holder = loc
if(istype(holder))
if(holder.wires)
holder.wires.shuffle_wires()
holder.defused = 0
holder.open_panel = 0
holder.delayedbig = FALSE
holder.delayedlittle = FALSE
holder.explode_now = FALSE
holder.update_icon()
holder.updateDialog()
/obj/item/bombcore/training/detonate()
var/obj/machinery/syndicatebomb/holder = loc
if(istype(holder))
attempts++
holder.loc.visible_message("<span class='danger'>[bicon(holder)] Alert: Bomb has detonated. Your score is now [defusals] for [attempts]. Resetting wires...</span>")
reset()
else
qdel(src)
/obj/item/bombcore/training/defuse()
var/obj/machinery/syndicatebomb/holder = loc
if(istype(holder))
attempts++
defusals++
holder.loc.visible_message("<span class='notice'>[bicon(holder)] Alert: Bomb has been defused. Your score is now [defusals] for [attempts]! Resetting wires in 5 seconds...</span>")
sleep(50) //Just in case someone is trying to remove the bomb core this gives them a little window to crowbar it out
if(istype(holder))
reset()
/obj/item/bombcore/badmin
name = "badmin payload"
desc = "If you're seeing this someone has either made a mistake or gotten dangerously savvy with var editing!"
origin_tech = null
/obj/item/bombcore/badmin/defuse() //because we wouldn't want them being harvested by players
var/obj/machinery/syndicatebomb/B = loc
qdel(B)
qdel(src)
/obj/item/bombcore/badmin/summon
var/summon_path = /obj/item/reagent_containers/food/snacks/cookie
var/amt_summon = 1
/obj/item/bombcore/badmin/summon/detonate()
var/obj/machinery/syndicatebomb/B = src.loc
for(var/i = 0; i < amt_summon; i++)
var/atom/movable/X = new summon_path
X.admin_spawned = TRUE
X.loc = get_turf(src)
if(prob(50))
for(var/j = 1, j <= rand(1, 3), j++)
step(X, pick(NORTH,SOUTH,EAST,WEST))
qdel(B)
qdel(src)
/obj/item/bombcore/badmin/summon/clown
summon_path = /mob/living/simple_animal/hostile/retaliate/clown
amt_summon = 100
/obj/item/bombcore/badmin/summon/clown/defuse()
playsound(src.loc, 'sound/misc/sadtrombone.ogg', 50)
..()
/obj/item/bombcore/large
name = "large bomb payload"
range_heavy = 5
range_medium = 10
range_light = 20
range_flame = 20
/obj/item/bombcore/large/explosive_wall
admin_log = FALSE
/obj/item/bombcore/large/underwall
layer = ABOVE_OPEN_TURF_LAYER
/obj/item/bombcore/miniature
name = "small bomb core"
w_class = WEIGHT_CLASS_SMALL
range_heavy = 1
range_medium = 2
range_light = 4
range_flame = 2
/obj/item/bombcore/emp
name = "\improper EMP bomb core"
var/light_emp = 36
var/heavy_emp = 18
var/pulse_number = 1 //Since one EMP wont destroy anything other then consoles and IPCS, here is an option to have multiple pulses when dentonating. DO NOT USE THIS WITH REALLY LARGE AREAS
var/adminlogged = FALSE //If it exploded once, don't do it again.
/obj/item/bombcore/emp/ex_act(severity) //It's an EMP bomb, not a chemical explosive
return
/obj/item/bombcore/emp/burn()
return
/obj/item/bombcore/emp/detonate()
if(adminlog && !adminlogged)
message_admins(adminlog)
log_game(adminlog)
adminlogged = TRUE
empulse(src, heavy_emp, light_emp, 1)
if(pulse_number <= 1)
src.visible_message("<span class='warning'>The bomb's core burns out, and the bomb disintegrates into ash.</span>")
new /obj/effect/decal/cleanable/ash(get_turf(src))
if(loc && istype(loc, /obj/machinery/syndicatebomb))
qdel(loc)
qdel(src)
else
pulse_number -= 1
addtimer(CALLBACK(src, .proc/detonate), 20) // every 2 seconds go off again till pulses run out
/obj/item/bombcore/chemical
name = "chemical payload"
desc = "An explosive payload designed to spread chemicals, dangerous or otherwise, across a large area. It is able to hold up to four chemical containers, and must be loaded before use."
origin_tech = "combat=4;materials=3"
icon_state = "chemcore"
var/list/beakers = list()
var/max_beakers = 1
var/spread_range = 5
var/temp_boost = 50
var/time_release = 0
/obj/item/bombcore/chemical/detonate()
if(time_release > 0)
var/total_volume = 0
for(var/obj/item/reagent_containers/RC in beakers)
total_volume += RC.reagents.total_volume
if(total_volume < time_release) // If it's empty, the detonation is complete.
if(loc && istype(loc, /obj/machinery/syndicatebomb))
qdel(loc)
qdel(src)
return
var/fraction = time_release/total_volume
var/datum/reagents/reactants = new(time_release)
reactants.my_atom = src
for(var/obj/item/reagent_containers/RC in beakers)
RC.reagents.trans_to(reactants, RC.reagents.total_volume*fraction, 1, 1, 1)
chem_splash(get_turf(src), spread_range, list(reactants), temp_boost)
// Detonate it again in one second, until it's out of juice.
addtimer(CALLBACK(src, .proc/detonate), 10)
// If it's not a time release bomb, do normal explosion
var/list/reactants = list()
for(var/obj/item/reagent_containers/glass/G in beakers)
reactants += G.reagents
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(S && S.reagents && S.reagents.total_volume)
reactants += S.reagents
if(!chem_splash(get_turf(src), spread_range, reactants, temp_boost))
playsound(loc, 'sound/items/screwdriver2.ogg', 50, 1)
return // The Explosion didn't do anything. No need to log, or disappear.
if(adminlog)
message_admins(adminlog)
log_game(adminlog)
playsound(loc, 'sound/effects/bamf.ogg', 75, 1, 5)
if(loc && istype(loc, /obj/machinery/syndicatebomb))
qdel(loc)
qdel(src)
/obj/item/bombcore/chemical/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/glass/beaker) || istype(I, /obj/item/reagent_containers/glass/bottle))
if(beakers.len < max_beakers)
if(!user.drop_item())
return
beakers += I
to_chat(user, "<span class='notice'>You load [src] with [I].</span>")
I.loc = src
else
to_chat(user, "<span class='warning'>[I] won't fit! [src] can only hold up to [max_beakers] containers.</span>")
return
else
return ..()
/obj/item/bombcore/chemical/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(beakers.len == 0)
return
for(var/obj/item/B in beakers)
B.loc = get_turf(src)
beakers -= B
/obj/item/bombcore/chemical/CheckParts(list/parts_list)
..()
// Using different grenade casings, causes the payload to have different properties.
var/obj/item/stock_parts/matter_bin/MB = locate(/obj/item/stock_parts/matter_bin) in src
if(MB)
max_beakers += MB.rating // max beakers = 2-5.
qdel(MB)
for(var/obj/item/grenade/chem_grenade/G in src)
if(istype(G, /obj/item/grenade/chem_grenade/large))
var/obj/item/grenade/chem_grenade/large/LG = G
max_beakers += 1 // Adding two large grenades only allows for a maximum of 7 beakers.
spread_range += 2 // Extra range, reduced density.
temp_boost += 50 // maximum of +150K blast using only large beakers. Not enough to self ignite.
for(var/obj/item/slime_extract/S in LG.beakers) // And slime cores.
if(beakers.len < max_beakers)
beakers += S
S.loc = src
else
S.loc = get_turf(src)
if(istype(G, /obj/item/grenade/chem_grenade/cryo))
spread_range -= 1 // Reduced range, but increased density.
temp_boost -= 100 // minimum of -150K blast.
if(istype(G, /obj/item/grenade/chem_grenade/pyro))
temp_boost += 150 // maximum of +350K blast, which is enough to self ignite. Which means a self igniting bomb can't take advantage of other grenade casing properties. Sorry?
if(istype(G, /obj/item/grenade/chem_grenade/adv_release))
time_release += 50 // A typical bomb, using basic beakers, will explode over 2-4 seconds. Using two will make the reaction last for less time, but it will be more dangerous overall.
for(var/obj/item/reagent_containers/glass/B in G)
if(beakers.len < max_beakers)
beakers += B
B.loc = src
else
B.loc = get_turf(src)
qdel(G)
/obj/item/bombcore/toxins
name = "toxins payload"
desc = "A payload casing designed to secure a gas based bomb. Must be loaded with a tank transfer valve and installed into a plasteel bomb frame in order to be detonated."
origin_tech = "materials=1;engineering=1"
icon_state = "chemcore"
var/obj/item/transfer_valve/ttv = null
/obj/item/bombcore/toxins/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/transfer_valve))
if(!ttv && !check_attached(I))
if(!user.drop_item())
return
to_chat(user, "<span class='notice'>You load [src] with [I].</span>")
ttv = I
I.forceMove(src)
else if (ttv)
to_chat(user, "<span class='warning'>Another tank transfer valve is already loaded.</span>")
else
to_chat(user, "<span class='warning'>Remove the attached assembly component first.</span>")
else
return ..()
/obj/item/bombcore/toxins/crowbar_act(mob/user, obj/item/I)
if(!ttv)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
ttv.forceMove(get_turf(src))
ttv = null
/obj/item/bombcore/toxins/proc/check_attached(obj/item/transfer_valve/ttv)
if (ttv.attached_device)
return TRUE
else
return FALSE
/obj/item/bombcore/toxins/ex_act(severity) //No chain reactions, the explosion only occurs when gas mixes
return
/obj/item/bombcore/toxins/burn()
return
/obj/item/bombcore/toxins/detonate()
if(ttv)
ttv.toggle_valve()
///Syndicate Detonator (aka the big red button)///
/obj/item/syndicatedetonator
name = "big red button"
desc = "Your standard issue bomb synchronizing button. Five second safety delay to prevent 'accidents'."
icon = 'icons/obj/assemblies.dmi'
icon_state = "bigred"
item_state = "electronic"
w_class = WEIGHT_CLASS_TINY
origin_tech = "syndicate=3"
var/timer = 0
var/detonated = 0
var/existant = 0
/obj/item/syndicatedetonator/attack_self(mob/user)
if(timer < world.time)
for(var/obj/machinery/syndicatebomb/B in GLOB.machines)
if(B.active)
B.detonation_timer = world.time + BUTTON_DELAY
detonated++
existant++
playsound(user, 'sound/machines/click.ogg', 20, 1)
to_chat(user, "<span class='notice'>[existant] found, [detonated] triggered.</span>")
if(detonated)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
detonated--
investigate_log("[key_name(user)] has remotely detonated [detonated ? "syndicate bombs" : "a syndicate bomb"] using a [name] at [A.name] ([T.x],[T.y],[T.z])", INVESTIGATE_BOMB)
add_attack_logs(user, src, "has remotely detonated [detonated ? "syndicate bombs" : "a syndicate bomb"] using", ATKLOG_FEW)
log_game("[key_name(user)] has remotely detonated [detonated ? "syndicate bombs" : "a syndicate bomb"] using a [name] at [A.name] ([T.x],[T.y],[T.z])")
detonated = 0
existant = 0
timer = world.time + BUTTON_COOLDOWN
#undef BUTTON_COOLDOWN
#undef BUTTON_DELAY