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Everything that called turf.assume_air and turf.remove_air was already updating turfs, and all that not tying the two together did was add more boiler plate, and break things when people forgot about it. This shouldn't add any overhead outside of hotspots, but I think that's trivial
216 lines
7.0 KiB
Plaintext
216 lines
7.0 KiB
Plaintext
/obj/item/onetankbomb
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name = "bomb"
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icon = 'icons/obj/tank.dmi'
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inhand_icon_state = "assembly"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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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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flags_1 = CONDUCT_1
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var/status = FALSE //0 - not readied //1 - bomb finished with welder
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var/obj/item/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 plasma tank
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/obj/item/onetankbomb/IsSpecialAssembly()
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return TRUE
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/obj/item/onetankbomb/examine(mob/user)
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return bombtank.examine(user)
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/obj/item/onetankbomb/update_icon(updates)
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icon = bombtank?.icon || initial(icon)
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return ..()
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/obj/item/onetankbomb/update_icon_state()
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icon_state = bombtank?.icon_state || initial(icon_state)
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return ..()
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/obj/item/onetankbomb/update_overlays()
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. = ..()
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if(bombassembly)
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. += bombassembly.icon_state
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. += bombassembly.overlays
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. += "bomb_assembly"
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/obj/item/onetankbomb/wrench_act(mob/living/user, obj/item/I)
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..()
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to_chat(user, "<span class='notice'>You disassemble [src]!</span>")
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if(bombassembly)
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bombassembly.forceMove(drop_location())
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bombassembly.master = null
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bombassembly = null
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if(bombtank)
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bombtank.forceMove(drop_location())
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bombtank.master = null
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bombtank = null
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qdel(src)
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return TRUE
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/obj/item/onetankbomb/welder_act(mob/living/user, obj/item/I)
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..()
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. = FALSE
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if(status)
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to_chat(user, "<span class='warning'>[bombtank] already has a pressure hole!</span>")
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return
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if(!I.tool_start_check(user, amount=0))
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return
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if(I.use_tool(src, user, 0, volume=40))
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status = TRUE
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var/datum/gas_mixture/bomb_mix = bombtank.return_air()
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log_bomber(user, "welded a single tank bomb,", src, "| Temp: [bomb_mix.temperature-T0C]")
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to_chat(user, "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>")
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add_fingerprint(user)
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return TRUE
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/obj/item/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/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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audible_message("<span class='warning'>[icon2html(src, hearers(src))] *beep* *beep* *beep*</span>")
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playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
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sleep(10)
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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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//Assembly / attached device memes
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/obj/item/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps
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. = ..()
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if(bombassembly)
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bombassembly.Crossed(AM)
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/obj/item/onetankbomb/on_found(mob/finder) //for mousetraps
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if(bombassembly)
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bombassembly.on_found(finder)
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/obj/item/onetankbomb/attack_hand(mob/user, list/modifiers) //also for mousetraps
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. = ..()
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if(.)
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return
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if(bombassembly)
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bombassembly.attack_hand()
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/obj/item/onetankbomb/Move()
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. = ..()
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if(bombassembly)
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bombassembly.setDir(dir)
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bombassembly.Move()
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/obj/item/onetankbomb/dropped()
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. = ..()
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if(bombassembly)
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bombassembly.dropped()
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// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
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//Bomb assembly proc. This turns assembly+tank into a bomb
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/obj/item/tank/proc/bomb_assemble(obj/item/assembly_holder/assembly, mob/living/user)
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//Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
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if(isigniter(assembly.a_left) == isigniter(assembly.a_right))
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return
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if((src in user.get_equipped_items(TRUE)) && !user.canUnEquip(src))
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to_chat(user, "<span class='warning'>[src] is stuck to you!</span>")
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return
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if(!user.canUnEquip(assembly))
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to_chat(user, "<span class='warning'>[assembly] is stuck to your hand!</span>")
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return
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var/obj/item/onetankbomb/bomb = new
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user.transferItemToLoc(src, bomb)
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user.transferItemToLoc(assembly, bomb)
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bomb.bombassembly = assembly //Tell the bomb about its assembly part
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assembly.master = bomb //Tell the assembly about its new owner
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bomb.bombtank = src //Same for tank
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master = bomb
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forceMove(bomb)
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bomb.update_appearance()
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user.put_in_hands(bomb) //Equips the bomb if possible, or puts it on the floor.
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to_chat(user, "<span class='notice'>You attach [assembly] to [src].</span>")
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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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START_PROCESSING(SSobj, src)
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var/datum/gas_mixture/our_mix = return_air()
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our_mix.assert_gases(/datum/gas/plasma, /datum/gas/oxygen)
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var/fuel_moles = our_mix.gases[/datum/gas/plasma][MOLES] + our_mix.gases[/datum/gas/oxygen][MOLES]/6
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our_mix.garbage_collect()
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var/datum/gas_mixture/bomb_mixture = our_mix.copy()
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var/strength = 1
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var/turf/ground_zero = get_turf(loc)
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if(master)
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qdel(master)
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qdel(src)
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if(bomb_mixture.temperature > (T0C + 400))
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strength = (fuel_moles/15)
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if(strength >=2)
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explosion(src, 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))
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else if(strength >=1)
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explosion(src, 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))
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else if(strength >=0.5)
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explosion(src, heavy_impact_range = 1, light_impact_range = 2, flash_range = 4)
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else if(strength >=0.2)
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explosion(src, devastation_range = -1, light_impact_range = 1, flash_range = 2)
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else
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ground_zero.assume_air(bomb_mixture)
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ground_zero.hotspot_expose(1000, 125)
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else if(bomb_mixture.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, heavy_impact_range = round(strength,1), light_impact_range = round(strength*2,1), flash_range = round(strength*3,1))
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else if(strength >=0.5)
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explosion(ground_zero, devastation_range = -1, light_impact_range = 1, flash_range = 2)
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else
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ground_zero.assume_air(bomb_mixture)
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ground_zero.hotspot_expose(1000, 125)
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else if(bomb_mixture.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, devastation_range = -1, light_impact_range = round(strength,1), flash_range = round(strength*3,1))
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else
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ground_zero.assume_air(bomb_mixture)
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ground_zero.hotspot_expose(1000, 125)
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else
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ground_zero.assume_air(bomb_mixture)
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ground_zero.hotspot_expose(1000, 125)
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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/our_mix = return_air()
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var/datum/gas_mixture/removed = remove_air(our_mix.total_moles())
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var/turf/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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/obj/item/onetankbomb/return_analyzable_air()
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if(bombtank)
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return bombtank.return_analyzable_air()
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else
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return null
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