mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-18 21:32:14 +00:00
Refactored hitby to be in line with TG's version. Refactored item weight defines to a more clear naming scheme, also in line with TG's version. Refactored how the movement bumps are handled, ported signals to handle them, in preparation for the movement update. Fixed disposal hit bouncing the hitting atom on the wall. Items do not push other items anymore if they are tiny.
163 lines
5.6 KiB
Plaintext
163 lines
5.6 KiB
Plaintext
/obj/item/device/onetankbomb
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name = "bomb"
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icon = 'icons/obj/tank.dmi'
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item_state = "assembly"
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throwforce = 5
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 2
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throw_range = 4
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obj_flags = OBJ_FLAG_CONDUCTABLE
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movable_flags = MOVABLE_FLAG_PROXMOVE
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var/status = FALSE // FALSE - not readied // TRUE - bomb finished with welder
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var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
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var/obj/item/tank/bombtank = null //the second part of the bomb is a phoron tank
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/obj/item/device/onetankbomb/examine(mob/user, show_extended)
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. = ..()
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examinate(user, bombtank, show_extended)
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/obj/item/device/onetankbomb/update_icon()
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if(bombtank)
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icon_state = bombtank.icon_state
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if(bombassembly)
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AddOverlays(bombassembly)
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AddOverlays("bomb_assembly")
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/obj/item/device/onetankbomb/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/device/analyzer))
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bombtank.attackby(attacking_item, user)
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return
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if(!status && (attacking_item.iswrench() || istype(attacking_item, /obj/item/wirecutters/bomb))) //This is basically bomb assembly code inverted. apparently it works.
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to_chat(user, SPAN_NOTICE("You disassemble \the [src]."))
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bombassembly.forceMove(get_turf(user))
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bombassembly.detached()
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bombassembly.master = null
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bombassembly = null
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bombtank.forceMove(get_turf(user))
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bombtank.master = null
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bombtank = null
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qdel(src)
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return
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if(attacking_item.iswelder())
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var/obj/item/weldingtool/WT = attacking_item
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if(!WT.welding)
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return
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if(!status)
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status = TRUE
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GLOB.bombers += "[key_name(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
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message_admins("[key_name_admin(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]")
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to_chat(user, SPAN_NOTICE("A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited."))
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else
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status = FALSE
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GLOB.bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
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to_chat(user, SPAN_NOTICE("The hole has been closed."))
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add_fingerprint(user)
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..()
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/obj/item/device/onetankbomb/attack_self(mob/user) //pressing the bomb accesses its assembly
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bombassembly.attack_self(user, TRUE)
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add_fingerprint(user)
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return
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/obj/item/device/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
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visible_message("[icon2html(src, viewers(get_turf(src)))] *beep* *beep*", "*beep* *beep*")
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addtimer(CALLBACK(src, PROC_REF(delayed_explosion)), 10 SECONDS)
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/obj/item/device/onetankbomb/proc/delayed_explosion()
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if(QDELETED(src))
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return
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if(status)
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bombtank.ignite() //if its not a dud, boom (or not boom if you made shitty mix) the ignite proc is below, in this file
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else
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bombtank.release()
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/obj/item/device/onetankbomb/HasProximity(atom/movable/AM as mob|obj)
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if(bombassembly)
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bombassembly.HasProximity(AM)
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// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
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/obj/item/tank/proc/bomb_assemble(W, user) //Bomb assembly proc. This turns assembly+tank into a bomb
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var/obj/item/device/assembly_holder/S = W
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var/mob/M = user
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if(!S.secured) //Check if the assembly is secured
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return
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if(isigniter(S.a_left) == isigniter(S.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
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return
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var/obj/item/device/onetankbomb/R = new /obj/item/device/onetankbomb(loc)
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//this is really bad code, TODO: Make it better
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M.drop_item() //Remove the assembly from your hands
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M.remove_from_mob(src) //Remove the tank from your character,in case you were holding it
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M.put_in_hands(R) //Equips the bomb if possible, or puts it on the floor.
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R.bombassembly = S //Tell the bomb about its assembly part
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S.master = R //Tell the assembly about its new owner
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S.forceMove(R) //Move the assembly out of the fucking way
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R.bombtank = src //Same for tank
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master = R
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loc = R
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R.update_icon()
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return
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/obj/item/tank/proc/ignite() //This happens when a bomb is told to explode
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var/fuel_moles = air_contents.gas[GAS_PHORON] + air_contents.gas[GAS_OXYGEN] / 6
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var/strength = 1
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var/turf/ground_zero = get_turf(loc)
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loc = null
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if(air_contents.temperature > (T0C + 400))
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strength = (fuel_moles/15)
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if(strength >=1)
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explosion(ground_zero, round(strength,1), round(strength*2,1), round(strength*3,1), round(strength*4,1))
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else if(strength >=0.5)
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explosion(ground_zero, 0, 1, 2, 4)
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else if(strength >=0.2)
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explosion(ground_zero, -1, 0, 1, 2)
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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else if(air_contents.temperature > (T0C + 250))
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strength = (fuel_moles/20)
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if(strength >=1)
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explosion(ground_zero, 0, round(strength,1), round(strength*2,1), round(strength*3,1))
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else if (strength >=0.5)
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explosion(ground_zero, -1, 0, 1, 2)
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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else if(air_contents.temperature > (T0C + 100))
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strength = (fuel_moles/25)
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if (strength >=1)
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explosion(ground_zero, -1, 0, round(strength,1), round(strength*3,1))
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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if(master)
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qdel(master)
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qdel(src)
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/obj/item/tank/proc/release() //This happens when the bomb is not welded. Tank contents are just spat out.
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var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles)
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var/turf/simulated/T = get_turf(src)
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if(!T)
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return
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T.assume_air(removed)
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