mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-20 14:04:43 +00:00
Adding feedback message when trying to attach two assemblies that aren't both in attach mode. Fix hacky code to prime grenade by pulsing its assembly. Removing some commented code and some duplicated proc instances. Fixing a typo.
164 lines
5.6 KiB
Plaintext
164 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 = 3.0
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throw_speed = 2
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throw_range = 4
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flags = CONDUCT
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var/status = 0 //0 - not readied //1 - 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/weapon/tank/bombtank = null //the second part of the bomb is a plasma tank
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/obj/item/device/onetankbomb/examine(mob/user)
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..()
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user.examinate(bombtank)
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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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overlays += bombassembly.icon_state
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overlays += bombassembly.overlays
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overlays += "bomb_assembly"
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/obj/item/device/onetankbomb/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/device/analyzer))
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bombtank.attackby(W, user)
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return
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if(istype(W, /obj/item/weapon/wrench) && !status) //This is basically bomb assembly code inverted. apparently it works.
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user << "<span class='notice'>You disassemble [src].</span>"
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bombassembly.loc = user.loc
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bombassembly.master = null
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bombassembly = null
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bombtank.loc = user.loc
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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((istype(W, /obj/item/weapon/weldingtool) && W:welding))
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if(!status)
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status = 1
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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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user << "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>"
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else
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status = 0
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bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
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user << "<span class='notice'>The hole has been closed.</span>"
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add_fingerprint(user)
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..()
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/obj/item/device/onetankbomb/attack_self(mob/user as mob) //pressing the bomb accesses its assembly
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bombassembly.attack_self(user, 1)
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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("\icon[src] *beep* *beep*", "*beep* *beep*")
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sleep(10)
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if(!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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/obj/item/device/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps
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if(bombassembly)
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bombassembly.Crossed(AM)
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/obj/item/device/onetankbomb/on_found(mob/finder as mob) //for mousetraps
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if(bombassembly)
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bombassembly.on_found(finder)
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// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
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/obj/item/weapon/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(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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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.loc = 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/weapon/tank/proc/ignite() //This happens when a bomb is told to explode
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var/fuel_moles = air_contents.toxins + air_contents.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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air_update_turf()
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if(master)
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qdel(master)
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qdel(src)
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/obj/item/weapon/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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air_update_turf() |