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* Allows more than two assemblies to be connected together (#65240) This PR changes how assemblies and assembly holders work, and allows you to connect more than just a signaler and an igniter together. You could have a signaler, a repeating timer, and an igniter together to constantly produce sparks. Making the assembly holder is the same as before, but now you can add assemblies to it. This also allows signalers to be triggered via right clicking them while holding them in your active hand. * Allows more than two assemblies to be connected together Co-authored-by: MacBlaze1 <33578623+MacBlaze1@users.noreply.github.com>
218 lines
7.1 KiB
Plaintext
218 lines
7.1 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/Destroy()
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bombassembly = null
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bombtank = null
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return ..()
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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]")
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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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var/igniter_count = 0
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for(var/obj/item/assembly/attached_assembly as anything in assembly.assemblies)
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if(isigniter(attached_assembly))
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igniter_count += 1
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if(LAZYLEN(assembly.assemblies) == igniter_count)
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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), explosion_cause = src)
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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), explosion_cause = src)
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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, explosion_cause = src)
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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, explosion_cause = src)
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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), explosion_cause = src)
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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, explosion_cause = src)
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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), explosion_cause = src)
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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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