Files
CHOMPStation2/code/modules/assembly/bomb.dm
Mloc-Argent d5e9851b62 integrate XGM into the code
New turf proc: assume_gas().  Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
 more.
Zones now process all fire data and existance in one go, fire objects
 only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
 structured for the new gas_mixtures.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-07-22 19:52:12 +01:00

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/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()
..()
bombtank.examine()
/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 << "<span class='notice'>You disassemble [src].</span>"
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 << "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>"
else
status = 0
bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
user << "<span class='notice'>The hole has been closed.</span>"
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)