Files
CHOMPStation2/code/modules/assembly/bomb.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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/obj/item/device/onetankbomb
name = "bomb"
icon = 'icons/obj/tank.dmi'
item_state = "assembly"
throwforce = 5
w_class = ITEMSIZE_NORMAL
throw_speed = 2
throw_range = 4
flags = CONDUCT | PROXMOVE
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 << "<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
qdel(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)
qdel(master)
qdel(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)