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https://github.com/Bubberstation/Bubberstation.git
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*TABLEPASS was already totally obsolete. FPRINT was used, but it was on virtually everything anyway. Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense. If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
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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del(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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del(master)
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del(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() |