Files
Bubberstation/code/modules/assembly/bomb.dm
LemonInTheDark 6d1cb94ffb LINDA Reforged (#55604)
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
2021-01-08 08:14:08 +01:00

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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_state()
if(bombtank)
icon = bombtank.icon
icon_state = bombtank.icon_state
/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
log_bomber(user, "welded a single tank bomb,", src, "| Temp: [bombtank.air_contents.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("[icon2html(src, hearers(src))] *beep* *beep* *beep*")
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()
//Assembly / attached device memes
/obj/item/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps
. = ..()
if(bombassembly)
bombassembly.Crossed(AM)
/obj/item/onetankbomb/on_found(mob/finder) //for mousetraps
if(bombassembly)
bombassembly.on_found(finder)
/obj/item/onetankbomb/attack_hand() //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_icon()
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
air_contents.assert_gases(/datum/gas/plasma, /datum/gas/oxygen)
var/fuel_moles = air_contents.gases[/datum/gas/plasma][MOLES] + air_contents.gases[/datum/gas/oxygen][MOLES]/6
air_contents.garbage_collect()
var/datum/gas_mixture/bomb_mixture = air_contents.copy()
var/strength = 1
var/turf/ground_zero = get_turf(loc)
if(master)
qdel(master)
qdel(src)
if(bomb_mixture.temperature > (T0C + 400))
strength = (fuel_moles/15)
if(strength >=2)
explosion(ground_zero, round(strength,1), round(strength*2,1), round(strength*3,1), round(strength*4,1))
else if(strength >=1)
explosion(ground_zero, round(strength,1), round(strength*2,1), round(strength*2,1), round(strength*3,1))
else if(strength >=0.5)
explosion(ground_zero, 0, 1, 2, 4)
else if(strength >=0.2)
explosion(ground_zero, -1, 0, 1, 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, 0, round(strength,1), round(strength*2,1), round(strength*3,1))
else if(strength >=0.5)
explosion(ground_zero, -1, 0, 1, 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, -1, 0, round(strength,1), 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)
ground_zero.air_update_turf(FALSE, FALSE)
/obj/item/tank/proc/release() //This happens when the bomb is not welded. Tank contents are just spat out.
var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles())
var/turf/T = get_turf(src)
if(!T)
return
T.assume_air(removed)
air_update_turf(FALSE, FALSE)
/obj/item/onetankbomb/return_analyzable_air()
if(bombtank)
return bombtank.return_analyzable_air()
else
return null