Files
Bubberstation/code/modules/assembly/bomb.dm
SkyratBot 068089fb52 [MIRROR] Standardize Welder Fuel Usage [MDB IGNORE] (#21943)
* Standardize Welder Fuel Usage (#76021)

Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑

* Standardize Welder Fuel Usage

---------

Co-authored-by: Couls <coul422@gmail.com>
2023-06-20 09:39:49 -07:00

156 lines
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/obj/item/onetankbomb
name = "bomb"
icon = 'icons/obj/atmospherics/tank.dmi'
inhand_icon_state = "assembly"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/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/Destroy()
bombassembly = null
bombtank = null
return ..()
/obj/item/onetankbomb/IsSpecialAssembly()
return TRUE
/obj/item/onetankbomb/examine(mob/user)
return bombtank.examine(user)
/obj/item/onetankbomb/update_icon(updates)
icon = bombtank?.icon || initial(icon)
return ..()
/obj/item/onetankbomb/update_icon_state()
icon_state = bombtank?.icon_state || initial(icon_state)
return ..()
/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_notice("You disassemble [src]!"))
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_warning("[bombtank] already has a pressure hole!"))
return
if(!I.tool_start_check(user, amount=1))
return
if(I.use_tool(src, user, 0, volume=40))
status = TRUE
var/datum/gas_mixture/bomb_mix = bombtank.return_air()
log_bomber(user, "welded a single tank bomb,", src, "| Temp: [bomb_mix.temperature]")
to_chat(user, span_notice("A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited."))
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(span_warning("[icon2html(src, hearers(src))] *beep* *beep* *beep*"))
playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
sleep(1 SECONDS)
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()
/obj/item/onetankbomb/on_found(mob/finder) //for mousetraps
if(bombassembly)
bombassembly.on_found(finder)
/obj/item/onetankbomb/attack_hand(mob/user, list/modifiers) //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
var/igniter_count = 0
for(var/obj/item/assembly/attached_assembly as anything in assembly.assemblies)
if(isigniter(attached_assembly))
igniter_count += 1
if(LAZYLEN(assembly.assemblies) == igniter_count)
return
if((src in user.get_equipped_items(TRUE)) && !user.canUnEquip(src))
to_chat(user, span_warning("[src] is stuck to you!"))
return
if(!user.canUnEquip(assembly))
to_chat(user, span_warning("[assembly] is stuck to your hand!"))
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
assembly.on_attach()
bomb.bombtank = src //Same for tank
master = bomb
forceMove(bomb)
bomb.update_appearance()
user.put_in_hands(bomb) //Equips the bomb if possible, or puts it on the floor.
to_chat(user, span_notice("You attach [assembly] to [src]."))
return
/obj/item/onetankbomb/return_analyzable_air()
if(bombtank)
return bombtank.return_analyzable_air()
else
return null