/obj/item/device/onetankbomb name = "bomb" icon = 'icons/obj/tank.dmi' item_state = "assembly" throwforce = 5 w_class = 3.0 throw_speed = 2 throw_range = 4 flags = FPRINT | TABLEPASS| CONDUCT //Copied this from old code, so this may or may not be necessary var/status = 0 //0 - not readied //1 - bomb finished with welder var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a phoron tank /obj/item/device/onetankbomb/examine(mob/user) ..(user) user.examinate(bombtank) /obj/item/device/onetankbomb/update_icon() if(bombtank) icon_state = bombtank.icon_state if(bombassembly) overlays += bombassembly.icon_state overlays += bombassembly.overlays overlays += "bomb_assembly" /obj/item/device/onetankbomb/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/device/analyzer)) bombtank.attackby(W, user) return if(istype(W, /obj/item/weapon/wrench) && !status) //This is basically bomb assembly code inverted. apparently it works. user << "You disassemble [src]." bombassembly.loc = user.loc bombassembly.master = null bombassembly = null bombtank.loc = user.loc bombtank.master = null bombtank = null del(src) return if((istype(W, /obj/item/weapon/weldingtool) && W:welding)) if(!status) status = 1 bombers += "[key_name(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]" message_admins("[key_name_admin(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]") user << "A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited." else status = 0 bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]" user << "The hole has been closed." add_fingerprint(user) ..() /obj/item/device/onetankbomb/attack_self(mob/user as mob) //pressing the bomb accesses its assembly bombassembly.attack_self(user, 1) add_fingerprint(user) return /obj/item/device/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here. visible_message("\icon[src] *beep* *beep*", "*beep* *beep*") sleep(10) if(!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/device/onetankbomb/HasProximity(atom/movable/AM as mob|obj) if(bombassembly) bombassembly.HasProximity(AM) // ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ---------- /obj/item/weapon/tank/proc/bomb_assemble(W,user) //Bomb assembly proc. This turns assembly+tank into a bomb var/obj/item/device/assembly_holder/S = W var/mob/M = user if(!S.secured) //Check if the assembly is secured return 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 return var/obj/item/device/onetankbomb/R = new /obj/item/device/onetankbomb(loc) M.drop_item() //Remove the assembly from your hands M.remove_from_mob(src) //Remove the tank from your character,in case you were holding it M.put_in_hands(R) //Equips the bomb if possible, or puts it on the floor. R.bombassembly = S //Tell the bomb about its assembly part S.master = R //Tell the assembly about its new owner S.loc = R //Move the assembly out of the fucking way R.bombtank = src //Same for tank master = R loc = R R.update_icon() return /obj/item/weapon/tank/proc/ignite() //This happens when a bomb is told to explode var/fuel_moles = air_contents.gas["phoron"] + air_contents.gas["oxygen"] / 6 var/strength = 1 var/turf/ground_zero = get_turf(loc) loc = null if(air_contents.temperature > (T0C + 400)) strength = (fuel_moles/15) if(strength >=1) explosion(ground_zero, round(strength,1), round(strength*2,1), round(strength*3,1), round(strength*4,1)) 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(air_contents) ground_zero.hotspot_expose(1000, 125) else if(air_contents.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(air_contents) ground_zero.hotspot_expose(1000, 125) else if(air_contents.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(air_contents) ground_zero.hotspot_expose(1000, 125) else ground_zero.assume_air(air_contents) ground_zero.hotspot_expose(1000, 125) if(master) del(master) del(src) /obj/item/weapon/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/simulated/T = get_turf(src) if(!T) return T.assume_air(removed)