Various assembly fixes. (#69772)

About The Pull Request

Fixes #69043 assemblies not providing a UI when part of a one-tank bomb. (This doesn't count voice analyzers, which don't have UI)
Fixes #68139 assemblies triggering themselves (and often turning themselves off).
Fixes timers ceasing to loop if the timer is set to less than the 3-second anti-spam threshold.
#69335, #68733 signalers occasionally runtiming due to qdel'd weak reference datums. Already addressed by another PR
Proximity sensors and mousetraps work on more wire datums, but proximity sensors are still buggy.
Igniter-sensor pairs can detonate fuel tanks properly, including plumbed fuel tanks. Fuel tank explosions scale with how much fuel is in them; this is slightly nerfed from existing values.

The fuel tank detonation code has been made generic, but other reagent dispensers have rigging turned off. If turned on with a varedit, you can rig and detonate water and other reagent tanks. Reagent tanks can theoretically both explode and spread reagents if it should happen to contain both welding fuel and other stuff. I have not actually tested this part of it, but I have detonated both water tanks and fuel tanks and each works correctly.

In making mousetraps work on wire datums, I had the opportunity to make it so that you could place a mousetrap in a door's wire and it would activate when someone passed through the door (useful to bolt a door open when someone authorized goes through, for example). This is a fun mechanic but does not make sense for a simple mousetrap to be so powerful, so it is disabled. Ideally, you could put the laser tripwire in a door's wires to do the same thing, but that would be a massive rework. Mousetraps still work in on-found mode for all wire datums, and will work on items with wiring datums (like C4 and chem bombs) when stepped on.

The signaler runtimes were a result of weak_ref datums being deleted, and the communications system not handling that. It's probably not ideal to run null checks in the post_signal loop, but I am not going to worry about it.

Many of the assemblies were not properly registering when the assembly holder was attached to an item. This was most important for proximity sensors, but that also has other problems that I haven't been able to track down.

The problem with UI not appearing was a result of the transition to TGUI however long ago that was; the proc that assures TGUI that you have the right item needed to be aware of one-tank bombs and similar, or else when you pass along an interact request it says "but you can't see it" and ignores you.
Why It's Good For The Game

Bugfixen.

The thing with the reagent dispensers only got this complicated when I realized that the plumbed fuel tank variant wasn't a subtype and therefore couldn't be rigged. And then... I basically just scaled it because the flat scale no matter the contents of the tank offended me. You could wrench open tanks, drain them entirely of fuel, rig them, and they would still go off like a pile of dynamite.

I used to have code in my branch that turned chem bombs into variants depending on the trigger, with mousetraps being mines for example. That's honestly the main reason I went out of my way to make mousetraps work better as assemblies. I could wish it were better supported, but mousetraps on grenade wiring will have to do for now.
Changelog

cl
balance: Welding fuel tank explosions have been scaled slightly down and require the fuel tanks to actually be full of welding fuel
fix: You can detonate welding fuel tanks with an igniter-sensor assembly
fix: You can reach your one-tank bomb's assembly controls by activating the item in your hand.
fix: Certain assemblies should no longer turn themselves off.
fix: Clumsy fools handling a mousetrap-based multi-part assembly may set it off by accident
/cl
This commit is contained in:
SuperSayu
2022-09-29 20:07:02 -04:00
committed by GitHub
parent 612fcb44b4
commit 94cbfb30c3
10 changed files with 303 additions and 136 deletions
+30 -5
View File
@@ -39,17 +39,30 @@
/obj/item/assembly/get_part_rating()
return 1
/**
* on_attach: Called when attached to a holder, wiring datum, or other special assembly
*
* Will also be called if the assembly holder is attached to a plasma (internals) tank or welding fuel (dispenser) tank.
*/
/obj/item/assembly/proc/on_attach()
if(!holder && connected)
holder = connected.holder
//Call this when detaching it from a device. handles any special functions that need to be updated ex post facto
/**
* on_detach: Called when removed from an assembly holder or wiring datum
*/
/obj/item/assembly/proc/on_detach()
if(connected)
connected = null
if(!holder)
return FALSE
forceMove(holder.drop_location())
holder = null
return TRUE
//Called when the holder is moved
/**
* holder_movement: Called when the assembly's holder detects movement
*/
/obj/item/assembly/proc/holder_movement()
if(!holder)
return FALSE
@@ -94,6 +107,15 @@
update_appearance()
return secured
// This is overwritten so that clumsy people can set off mousetraps even when in a holder.
// We are not going deeper than that however (won't set off if in a tank bomb or anything with wires)
// That would need to be added to all parent objects, or a signal created, whatever.
// Anyway this return check prevents you from picking up every assembly inside the holder at once.
/obj/item/assembly/attack_hand(mob/living/user, list/modifiers)
if(holder || connected)
return
. = ..()
/obj/item/assembly/attackby(obj/item/W, mob/user, params)
if(isassembly(W))
var/obj/item/assembly/A = W
@@ -135,9 +157,12 @@
return ui_interact(user)
/obj/item/assembly/ui_host(mob/user)
if(holder)
return holder
return src
// In order, return:
// - The conencted wiring datum's owner, or
// - The thing your assembly holder is attached to, or
// - the assembly holder itself, or
// - us
return connected?.holder || holder?.master || holder || src
/obj/item/assembly/ui_state(mob/user)
return GLOB.hands_state
+1
View File
@@ -136,6 +136,7 @@
bomb.bombassembly = assembly //Tell the bomb about its assembly part
assembly.master = bomb //Tell the assembly about its new owner
assembly.on_attach()
bomb.bombtank = src //Same for tank
master = bomb
+13 -3
View File
@@ -28,7 +28,6 @@
/obj/item/assembly_holder/IsAssemblyHolder()
return TRUE
/obj/item/assembly_holder/proc/assemble(obj/item/assembly/A, obj/item/assembly/A2, mob/user)
attach(A,user)
attach(A2,user)
@@ -36,6 +35,17 @@
update_appearance()
SSblackbox.record_feedback("tally", "assembly_made", 1, "[initial(A.name)]-[initial(A2.name)]")
/**
* on_attach: Pass on_attach message to child assemblies
*
*/
/obj/item/assembly_holder/proc/on_attach()
var/obj/item/newloc = loc
if(!newloc.IsSpecialAssembly() && !newloc.IsAssemblyHolder())
return
for(var/obj/item/assembly/assembly in assemblies)
assembly.on_attach()
/**
* Adds an assembly to the assembly holder
*
@@ -104,7 +114,7 @@
if(.)
return
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.attack_hand()
assembly.attack_hand(user, modifiers) // Note override in assembly.dm to prevent side effects here
/obj/item/assembly_holder/attackby(obj/item/weapon, mob/user, params)
if(isassembly(weapon))
@@ -151,7 +161,7 @@
return FALSE
if(normal && LAZYLEN(assemblies) >= 2)
for(var/obj/item/assembly/assembly as anything in assemblies)
if(LAZYACCESS(assemblies, assembly) != device)
if(assembly != device)
assembly.pulsed(FALSE)
if(master)
master.receive_signal()
+97 -31
View File
@@ -8,18 +8,72 @@
var/armed = FALSE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/obj/item/host = null
var/turf/host_turf = null
///if we are attached to an assembly holder, we attach a connect_loc element to ourselves that listens to this from the holder
var/static/list/holder_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
/**
* update_host: automatically setup host and host_turf
*
* Arguments:
* * force: Re-register signals even if the host or loc is unchanged
*/
/obj/item/assembly/mousetrap/proc/update_host(force = FALSE)
var/obj/item/newhost
// Pick the first valid object in this list:
// Wiring datum's owner
// assembly holder's attached object
// assembly holder itself
// us
newhost = connected?.holder || holder?.master || holder || src
// ok look
// previously this wasn't working and thus no concern, but I made mousetraps work with wires
// specifically in step-on-the-mousetrap mode, ie, when you enter its turf
// and as a consequence, you can put a mousetrap in door wires and it will be set off
// the first time someone walks through a door (enters the door's loc)
// that's an interesting mechanic (bolt open a door for example) but it's not appropriate for a mousetrap
// similarly if used on say an apc's wires it would go into effect when someone walked by it. Not appropriate.
// other assemblies could be made to do something similar instead.
// mousetrap assemblies will still receive on-found notifications when you open a wiring panel
// and (whether reasonable or not) mousetraps that do this do still trigger wires
// the point is for now step-on-mousetrap mode should only work on items
// maybe it should never have been an assembly in the first place.
// tl;dr only trigger step-on mode if the host is an item
if(!istype(newhost,/obj/item))
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = src
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
return
// If host changed
if((newhost != host) || force)
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = newhost
RegisterSignal(host,COMSIG_MOVABLE_MOVED,.proc/holder_movement)
// If host moved
if((host_turf != host.loc) || force)
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
if(isturf(host.loc))
host_turf = host.loc
RegisterSignal(host_turf,COMSIG_ATOM_ENTERED,.proc/on_entered)
else
host_turf = null
/obj/item/assembly/mousetrap/holder_movement()
. = ..()
update_host()
/obj/item/assembly/mousetrap/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
AddElement(/datum/element/connect_loc, loc_connections)
update_host(force = TRUE)
/obj/item/assembly/mousetrap/examine(mob/user)
. = ..()
@@ -47,22 +101,22 @@
/obj/item/assembly/mousetrap/on_attach()
. = ..()
AddComponent(/datum/component/connect_loc_behalf, holder, holder_connections)
update_host()
/obj/item/assembly/mousetrap/on_detach()
. = ..()
qdel(GetComponent(/datum/component/connect_loc_behalf))
update_host()
/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
if(!armed)
return
armed = FALSE // moved to the top because you could trigger it more than once under some circumstances
update_appearance()
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
armed = FALSE
update_appearance()
pulse(FALSE)
return FALSE
switch(type)
@@ -89,22 +143,32 @@
else if(isregalrat(target))
visible_message(span_boldannounce("Skreeeee!")) //He's simply too large to be affected by a tiny mouse trap.
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
armed = FALSE
update_appearance()
pulse(FALSE)
/**
* clumsy_check: Sets off the mousetrap if handled by a clown (with some probability)
*
* Arguments:
* * user: The mob handling the trap
*/
/obj/item/assembly/mousetrap/proc/clumsy_check(mob/living/carbon/human/user)
if(!armed)
return FALSE
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message(span_warning("[user] accidentally sets off [src], breaking their fingers."), \
span_warning("You accidentally trigger [src]!"))
return TRUE
return FALSE
/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
to_chat(user, span_notice("You arm [src]."))
else
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message(span_warning("[user] accidentally sets off [src], breaking their fingers."), \
span_warning("You accidentally trigger [src]!"))
if(clumsy_check(user))
return
to_chat(user, span_notice("You disarm [src]."))
armed = !armed
@@ -112,17 +176,10 @@
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
//ATTACK HAND IGNORING PARENT RETURN VALUE
// Clumsy check only
/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user, list/modifiers)
if(armed)
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message(span_warning("[user] accidentally sets off [src], breaking their fingers."), \
span_warning("You accidentally trigger [src]!"))
return
if(clumsy_check(user))
return
return ..()
@@ -164,6 +221,15 @@
triggered(null)
/obj/item/assembly/mousetrap/Destroy()
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = null
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
return ..()
/obj/item/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = TRUE
+24 -1
View File
@@ -37,12 +37,35 @@
update_appearance()
return TRUE
/obj/item/assembly/prox_sensor/dropped()
. = ..()
// Pick the first valid object in this list:
// Wiring datum's owner
// assembly holder's attached object
// assembly holder itself
// us
proximity_monitor.set_host(connected?.holder || holder?.master || holder || src, src)
/obj/item/assembly/prox_sensor/on_attach()
. = ..()
// Pick the first valid object in this list:
// Wiring datum's owner
// assembly holder's attached object
// assembly holder itself
// us
proximity_monitor.set_host(connected?.holder || holder?.master || holder || src, src)
/obj/item/assembly/prox_sensor/on_detach()
. = ..()
if(!.)
return
else
proximity_monitor.set_host(src, src)
// Pick the first valid object in this list:
// Wiring datum's owner
// assembly holder's attached object
// assembly holder itself
// us
proximity_monitor.set_host(connected?.holder || holder?.master || holder || src, src)
/obj/item/assembly/prox_sensor/toggle_secure()
secured = !secured
+5 -6
View File
@@ -54,12 +54,11 @@
return secured
/obj/item/assembly/timer/proc/timer_end()
if(!secured || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("<span class='infoplain'>[icon2html(src, hearers(src))] *beep* *beep* *beep*</span>", null, hearing_range)
for(var/mob/hearing_mob in get_hearers_in_view(hearing_range, src))
hearing_mob.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
if(secured && next_activate <= world.time)
pulse(FALSE)
audible_message(span_infoplain("[icon2html(src, hearers(src))] *beep* *beep* *beep*"), null, hearing_range)
for(var/mob/hearing_mob in get_hearers_in_view(hearing_range, src))
hearing_mob.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
if(loop)
timing = TRUE
update_appearance()
+126 -85
View File
@@ -7,20 +7,44 @@
anchored = FALSE
pressure_resistance = 2*ONE_ATMOSPHERE
max_integrity = 300
///In units, how much the dispenser can hold
/// In units, how much the dispenser can hold
var/tank_volume = 1000
///The ID of the reagent that the dispenser uses
/// The ID of the reagent that the dispenser uses
var/reagent_id = /datum/reagent/water
///Can you turn this into a plumbing tank?
/// Can you turn this into a plumbing tank?
var/can_be_tanked = TRUE
///Is this source self-replenishing?
/// Is this source self-replenishing?
var/refilling = FALSE
///Can this dispenser be opened using a wrench?
/// Can this dispenser be opened using a wrench?
var/openable = FALSE
///Is this dispenser slowly leaking its reagent?
/// Is this dispenser slowly leaking its reagent?
var/leaking = FALSE
///How much reagent to leak
/// How much reagent to leak
var/amount_to_leak = 10
/// An assembly attached to the tank - if this dispenser accepts_rig
var/obj/item/assembly_holder/rig = null
/// Whether this dispenser can be rigged with an assembly (and blown up with an igniter)
var/accepts_rig = FALSE
//overlay of attached assemblies
var/mutable_appearance/assembliesoverlay
/// The person who attached an assembly to this dispenser, for bomb logging purposes
var/last_rigger = ""
// This check is necessary for assemblies to automatically detect that we are compatible
/obj/structure/reagent_dispensers/IsSpecialAssembly()
return accepts_rig
/obj/structure/reagent_dispensers/Destroy()
QDEL_NULL(rig)
return ..()
/**
* rig_boom: Wrapper to log when a reagent_dispenser is set off by an assembly
*
*/
/obj/structure/reagent_dispensers/proc/rig_boom()
log_bomber(last_rigger, "rigged [src] exploded", src)
boom()
/obj/structure/reagent_dispensers/Initialize(mapload)
. = ..()
@@ -37,6 +61,12 @@
. += span_notice("Its tap looks like it could be <b>wrenched</b> open.")
else
. += span_warning("Its tap is <b>wrenched</b> open!")
if(accepts_rig && get_dist(user, src) <= 2)
if(rig)
. += span_warning("There is some kind of device <b>rigged</b> to the tank!")
else
. += span_notice("It looks like you could <b>rig</b> a device to the tank.")
/obj/structure/reagent_dispensers/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
@@ -47,6 +77,30 @@
/obj/structure/reagent_dispensers/attackby(obj/item/W, mob/user, params)
if(W.is_refillable())
return FALSE //so we can refill them via their afterattack.
if(istype(W, /obj/item/assembly_holder) && accepts_rig)
if(rig)
user.balloon_alert("another device is in the way!")
return ..()
var/obj/item/assembly_holder/holder = W
if(!(locate(/obj/item/assembly/igniter) in holder.assemblies))
return ..()
user.balloon_alert_to_viewers("attaching rig...")
add_fingerprint(user)
if(!do_after(user, 2 SECONDS, target = src) || !user.transferItemToLoc(holder, src))
return
rig = holder
holder.master = src
holder.on_attach()
assembliesoverlay = holder
assembliesoverlay.pixel_x += 6
assembliesoverlay.pixel_y += 1
add_overlay(assembliesoverlay)
RegisterSignal(src, COMSIG_IGNITER_ACTIVATE, .proc/rig_boom)
log_bomber(user, "attached [holder.name] to ", src)
last_rigger = user
user.balloon_alert_to_viewers("attached rig")
return
if(istype(W, /obj/item/stack/sheet/iron) && can_be_tanked)
var/obj/item/stack/sheet/iron/metal_stack = W
@@ -62,15 +116,75 @@
return ..()
/obj/structure/reagent_dispensers/Exited(atom/movable/gone, direction)
. = ..()
if(gone == rig)
rig = null
/obj/structure/reagent_dispensers/attack_hand(mob/user, list/modifiers)
. = ..()
if(. || !rig)
return
// mousetrap rigs only make sense if you can set them off, can't step on them
// If you see a mousetrap-rigged fuel tank, just leave it alone
rig.on_found()
if(QDELETED(src))
return
user.balloon_alert_to_viewers("detaching rig...")
if(!do_after(user, 2 SECONDS, target = src))
return
user.balloon_alert_to_viewers("detached rig")
user.log_message("detached [rig] from [src].", LOG_GAME)
if(!user.put_in_hands(rig))
rig.forceMove(get_turf(user))
rig = null
last_rigger = null
cut_overlays(assembliesoverlay)
UnregisterSignal(src, COMSIG_IGNITER_ACTIVATE)
/obj/structure/reagent_dispensers/Initialize(mapload)
create_reagents(tank_volume, DRAINABLE | AMOUNT_VISIBLE)
if(reagent_id)
reagents.add_reagent(reagent_id, tank_volume)
. = ..()
/**
* boom: Detonate a reagent dispenser.
*
* This is most dangerous for fuel tanks, which will explosion().
* Other dispensers will scatter their contents within range.
*/
/obj/structure/reagent_dispensers/proc/boom()
visible_message(span_danger("\The [src] ruptures!"))
chem_splash(loc, null, 5, list(reagents))
var/datum/reagent/fuel/volatiles = reagents.has_reagent(/datum/reagent/fuel)
var/fuel_amt = 0
if(istype(volatiles) && volatiles.volume >= 25)
fuel_amt = volatiles.volume
reagents.del_reagent(/datum/reagent/fuel) // not actually used for the explosion
if(reagents.total_volume)
if(!fuel_amt)
visible_message(span_danger("\The [src] ruptures!"))
// Leave it up to future terrorists to figure out the best way to mix reagents with fuel for a useful boom here
chem_splash(loc, null, 2 + (reagents.total_volume + fuel_amt) / 1000, list(reagents), extra_heat=(fuel_amt / 50),adminlog=(fuel_amt<25))
if(fuel_amt) // with that done, actually explode
visible_message(span_danger("\The [src] explodes!"))
// old code for reference:
// standard fuel tank = 1000 units = heavy_impact_range = 1, light_impact_range = 5, flame_range = 5
// big fuel tank = 5000 units = devastation_range = 1, heavy_impact_range = 2, light_impact_range = 7, flame_range = 12
// It did not account for how much fuel was actually in the tank at all, just the size of the tank.
// I encourage others to better scale these numbers in the future.
// As it stands this is a minor nerf in exchange for an easy bombing technique working that has been broken for a while.
switch(volatiles.volume)
if(25 to 150)
explosion(src, light_impact_range = 1, flame_range = 2)
if(150 to 300)
explosion(src, light_impact_range = 2, flame_range = 3)
if(300 to 750)
explosion(src, heavy_impact_range = 1, light_impact_range = 3, flame_range = 5)
if(750 to 1500)
explosion(src, heavy_impact_range = 1, light_impact_range = 4, flame_range = 6)
if(1500 to INFINITY)
explosion(src, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 6, flame_range = 8)
qdel(src)
/obj/structure/reagent_dispensers/deconstruct(disassembled = TRUE)
@@ -127,14 +241,7 @@
icon_state = "fuel"
reagent_id = /datum/reagent/fuel
openable = TRUE
//an assembly attached to the tank
var/obj/item/assembly_holder/rig = null
//whether it accepts assemblies or not
var/accepts_rig = TRUE
//overlay of attached assemblies
var/mutable_appearance/assembliesoverlay
/// The last person to rig this fuel tank - Stored with the object. Only the last person matters for investigation
var/last_rigger = ""
accepts_rig = TRUE
/obj/structure/reagent_dispensers/fueltank/Initialize(mapload)
. = ..()
@@ -142,49 +249,6 @@
if(SSevents.holidays?[APRIL_FOOLS])
icon_state = "fuel_fools"
/obj/structure/reagent_dispensers/fueltank/Destroy()
QDEL_NULL(rig)
return ..()
/obj/structure/reagent_dispensers/fueltank/Exited(atom/movable/gone, direction)
. = ..()
if(gone == rig)
rig = null
/obj/structure/reagent_dispensers/fueltank/examine(mob/user)
. = ..()
if(get_dist(user, src) <= 2)
if(rig)
. += span_warning("There is some kind of device <b>rigged</b> to the tank!")
else
. += span_notice("It looks like you could <b>rig</b> a device to the tank.")
/obj/structure/reagent_dispensers/fueltank/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(!rig)
return
user.balloon_alert_to_viewers("detaching rig...")
if(!do_after(user, 2 SECONDS, target = src))
return
user.balloon_alert_to_viewers("detached rig")
user.log_message("detached [rig] from [src].", LOG_GAME)
if(!user.put_in_hands(rig))
rig.forceMove(get_turf(user))
rig = null
last_rigger = null
cut_overlays(assembliesoverlay)
UnregisterSignal(src, COMSIG_IGNITER_ACTIVATE)
/obj/structure/reagent_dispensers/fueltank/boom()
explosion(src, heavy_impact_range = 1, light_impact_range = 5, flame_range = 5)
qdel(src)
/obj/structure/reagent_dispensers/fueltank/proc/rig_boom()
log_bomber(last_rigger, "rigged fuel tank exploded", src)
boom()
/obj/structure/reagent_dispensers/fueltank/blob_act(obj/structure/blob/B)
boom()
@@ -225,27 +289,7 @@
log_bomber(user, "detonated a", src, "via welding tool")
boom()
return
if(istype(I, /obj/item/assembly_holder) && accepts_rig)
if(rig)
user.balloon_alert("another device is in the way!")
return ..()
user.balloon_alert_to_viewers("attaching rig...")
if(!do_after(user, 2 SECONDS, target = src))
return
user.balloon_alert_to_viewers("attached rig")
var/obj/item/assembly_holder/holder = I
if(locate(/obj/item/assembly/igniter) in holder.assemblies)
rig = holder
if(!user.transferItemToLoc(holder, src))
return
log_bomber(user, "rigged [name] with [holder.name] for explosion", src)
last_rigger = user
assembliesoverlay = holder
assembliesoverlay.pixel_x += 6
assembliesoverlay.pixel_y += 1
add_overlay(assembliesoverlay)
RegisterSignal(src, COMSIG_IGNITER_ACTIVATE, .proc/rig_boom)
return
return ..()
/obj/structure/reagent_dispensers/fueltank/large
@@ -254,10 +298,6 @@
icon_state = "fuel_high"
tank_volume = 5000
/obj/structure/reagent_dispensers/fueltank/large/boom()
explosion(src, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 7, flame_range = 12)
qdel(src)
/// Wall mounted dispeners, like pepper spray or virus food. Not a normal tank, and shouldn't be able to be turned into a plumbed stationary one.
/obj/structure/reagent_dispensers/wall
anchored = TRUE
@@ -388,3 +428,4 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/reagent_dispensers/wall/virusfood, 30
icon_state = "fuel_stationary"
desc = "A stationary, plumbed, fuel tank."
reagent_id = /datum/reagent/fuel
accepts_rig = TRUE