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https://github.com/Bubberstation/Bubberstation.git
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Works pretty well. If it can't GC something, it'll just del() it and be done. Speed is amazing, holy shit. New procs you should be aware of: qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable). atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d. new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary. Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set. ISSUES: Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things. Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day. qdel() equipment doesn't unequip the item. Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here. Bots don't GC, probably in the radio controller. Lots of other shit doesn't GC but it's hard to find them because of the pipe spam. I think I'm calling Destroy() twice by accident.
170 lines
5.7 KiB
Plaintext
170 lines
5.7 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()
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..()
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bombtank.examine()
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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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/obj/item/device/onetankbomb/hear_talk(mob/living/M as mob, msg)
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if(bombassembly)
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bombassembly.hear_talk(M, msg)
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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(!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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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() |