mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 20:11:56 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
209 lines
6.7 KiB
Plaintext
209 lines
6.7 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_notice("You disassemble [src]!"))
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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_warning("[bombtank] already has a pressure hole!"))
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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_notice("A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited."))
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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_warning("[icon2html(src, hearers(src))] *beep* *beep* *beep*"))
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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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/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_warning("[src] is stuck to you!"))
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return
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if(!user.canUnEquip(assembly))
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to_chat(user, span_warning("[assembly] is stuck to your hand!"))
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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_notice("You attach [assembly] to [src]."))
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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(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(ground_zero, 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(ground_zero, 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(ground_zero, 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(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 + 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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if(master)
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qdel(master)
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qdel(src)
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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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