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Bubberstation/code/modules/assembly/bomb.dm

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/obj/item/onetankbomb
name = "bomb"
icon = 'icons/obj/tank.dmi'
inhand_icon_state = "assembly"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 2
throw_range = 4
flags_1 = CONDUCT_1
var/status = FALSE //0 - not readied //1 - bomb finished with welder
var/obj/item/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
var/obj/item/tank/bombtank = null //the second part of the bomb is a plasma tank
/obj/item/onetankbomb/IsSpecialAssembly()
return TRUE
/obj/item/onetankbomb/examine(mob/user)
return bombtank.examine(user)
/obj/item/onetankbomb/update_icon(updates)
icon = bombtank?.icon || initial(icon)
return ..()
/obj/item/onetankbomb/update_icon_state()
icon_state = bombtank?.icon_state || initial(icon_state)
return ..()
/obj/item/onetankbomb/update_overlays()
. = ..()
if(bombassembly)
. += bombassembly.icon_state
. += bombassembly.overlays
. += "bomb_assembly"
/obj/item/onetankbomb/wrench_act(mob/living/user, obj/item/I)
..()
to_chat(user, "<span class='notice'>You disassemble [src]!</span>")
if(bombassembly)
bombassembly.forceMove(drop_location())
bombassembly.master = null
bombassembly = null
if(bombtank)
bombtank.forceMove(drop_location())
bombtank.master = null
bombtank = null
qdel(src)
return TRUE
/obj/item/onetankbomb/welder_act(mob/living/user, obj/item/I)
..()
. = FALSE
if(status)
to_chat(user, "<span class='warning'>[bombtank] already has a pressure hole!</span>")
return
if(!I.tool_start_check(user, amount=0))
return
if(I.use_tool(src, user, 0, volume=40))
status = TRUE
var/datum/gas_mixture/bomb_mix = bombtank.return_air()
log_bomber(user, "welded a single tank bomb,", src, "| Temp: [bomb_mix.temperature-T0C]")
to_chat(user, "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>")
add_fingerprint(user)
return TRUE
/obj/item/onetankbomb/attack_self(mob/user) //pressing the bomb accesses its assembly
bombassembly.attack_self(user, TRUE)
add_fingerprint(user)
return
/obj/item/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
audible_message("<span class='warning'>[icon2html(src, hearers(src))] *beep* *beep* *beep*</span>")
playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
sleep(10)
if(QDELETED(src))
return
if(status)
bombtank.ignite() //if its not a dud, boom (or not boom if you made shitty mix) the ignite proc is below, in this file
else
bombtank.release()
/obj/item/onetankbomb/on_found(mob/finder) //for mousetraps
if(bombassembly)
bombassembly.on_found(finder)
/obj/item/onetankbomb/attack_hand(mob/user, list/modifiers) //also for mousetraps
. = ..()
if(.)
return
if(bombassembly)
bombassembly.attack_hand()
/obj/item/onetankbomb/Move()
. = ..()
if(bombassembly)
bombassembly.setDir(dir)
bombassembly.Move()
/obj/item/onetankbomb/dropped()
. = ..()
if(bombassembly)
bombassembly.dropped()
// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
//Bomb assembly proc. This turns assembly+tank into a bomb
/obj/item/tank/proc/bomb_assemble(obj/item/assembly_holder/assembly, mob/living/user)
//Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
if(isigniter(assembly.a_left) == isigniter(assembly.a_right))
return
if((src in user.get_equipped_items(TRUE)) && !user.canUnEquip(src))
to_chat(user, "<span class='warning'>[src] is stuck to you!</span>")
return
if(!user.canUnEquip(assembly))
to_chat(user, "<span class='warning'>[assembly] is stuck to your hand!</span>")
return
var/obj/item/onetankbomb/bomb = new
user.transferItemToLoc(src, bomb)
user.transferItemToLoc(assembly, bomb)
bomb.bombassembly = assembly //Tell the bomb about its assembly part
assembly.master = bomb //Tell the assembly about its new owner
bomb.bombtank = src //Same for tank
master = bomb
forceMove(bomb)
bomb.update_appearance()
user.put_in_hands(bomb) //Equips the bomb if possible, or puts it on the floor.
to_chat(user, "<span class='notice'>You attach [assembly] to [src].</span>")
return
/obj/item/tank/proc/ignite() //This happens when a bomb is told to explode
START_PROCESSING(SSobj, src)
var/datum/gas_mixture/our_mix = return_air()
our_mix.assert_gases(/datum/gas/plasma, /datum/gas/oxygen)
var/fuel_moles = our_mix.gases[/datum/gas/plasma][MOLES] + our_mix.gases[/datum/gas/oxygen][MOLES]/6
our_mix.garbage_collect()
var/datum/gas_mixture/bomb_mixture = our_mix.copy()
var/strength = 1
var/turf/ground_zero = get_turf(loc)
if(bomb_mixture.temperature > (T0C + 400))
strength = (fuel_moles/15)
if(strength >=2)
explosion(ground_zero, devastation_range = round(strength,1), heavy_impact_range = round(strength*2,1), light_impact_range = round(strength*3,1), flash_range = round(strength*4,1))
else if(strength >=1)
explosion(ground_zero, devastation_range = round(strength,1), heavy_impact_range = round(strength*2,1), light_impact_range = round(strength*2,1), flash_range = round(strength*3,1))
else if(strength >=0.5)
explosion(ground_zero, heavy_impact_range = 1, light_impact_range = 2, flash_range = 4)
else if(strength >=0.2)
explosion(ground_zero, devastation_range = -1, light_impact_range = 1, flash_range = 2)
else
ground_zero.assume_air(bomb_mixture)
ground_zero.hotspot_expose(1000, 125)
else if(bomb_mixture.temperature > (T0C + 250))
strength = (fuel_moles/20)
if(strength >=1)
explosion(ground_zero, heavy_impact_range = round(strength,1), light_impact_range = round(strength*2,1), flash_range = round(strength*3,1))
else if(strength >=0.5)
explosion(ground_zero, devastation_range = -1, light_impact_range = 1, flash_range = 2)
else
ground_zero.assume_air(bomb_mixture)
ground_zero.hotspot_expose(1000, 125)
else if(bomb_mixture.temperature > (T0C + 100))
strength = (fuel_moles/25)
if(strength >=1)
explosion(ground_zero, devastation_range = -1, light_impact_range = round(strength,1), flash_range = round(strength*3,1))
else
ground_zero.assume_air(bomb_mixture)
ground_zero.hotspot_expose(1000, 125)
else
ground_zero.assume_air(bomb_mixture)
ground_zero.hotspot_expose(1000, 125)
if(master)
qdel(master)
qdel(src)
/obj/item/tank/proc/release() //This happens when the bomb is not welded. Tank contents are just spat out.
var/datum/gas_mixture/our_mix = return_air()
var/datum/gas_mixture/removed = remove_air(our_mix.total_moles())
var/turf/T = get_turf(src)
if(!T)
return
T.assume_air(removed)
/obj/item/onetankbomb/return_analyzable_air()
if(bombtank)
return bombtank.return_analyzable_air()
else
return null