/obj/item/onetankbomb name = "bomb" icon = 'icons/obj/tank.dmi' item_state = "assembly" throwforce = 5 w_class = WEIGHT_CLASS_NORMAL throw_speed = 2 throw_range = 4 flags = CONDUCT //Copied this from old code, so this may or may not be necessary var/status = FALSE //FALSE - not readied //TRUE - bomb finished with welder var/obj/item/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device var/obj/item/tank/bombtank = null //the second part of the bomb is a plasma tank origin_tech = "materials=1;engineering=1" /obj/item/onetankbomb/examine(mob/user) . = ..() . += bombtank.examine(user) /obj/item/onetankbomb/update_icon_state() if(bombtank) icon_state = bombtank.icon_state /obj/item/onetankbomb/update_overlays() . = ..() if(bombassembly) . += bombassembly.icon_state . += bombassembly.overlays . += "bomb_assembly" /obj/item/onetankbomb/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/analyzer)) bombtank.attackby(W, user, params) return return ..() /obj/item/onetankbomb/wrench_act(mob/user, obj/item/I) //This is basically bomb assembly code inverted. apparently it works. if(status) return . = TRUE if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return to_chat(user, "You disassemble [src].") bombassembly.forceMove(user.loc) bombassembly.master = null bombassembly = null bombtank.forceMove(user.loc) bombtank.master = null bombtank = null qdel(src) /obj/item/onetankbomb/welder_act(mob/user, obj/item/I) . = TRUE if(!I.use_tool(src, user, volume = I.tool_volume)) return if(!status) status = TRUE investigate_log("[key_name(user)] welded a single tank bomb. Temperature: [bombtank.air_contents.temperature-T0C]", INVESTIGATE_BOMB) log_game("[key_name(user)] welded a single tank bomb. Temperature: [bombtank.air_contents.temperature - T0C]") to_chat(user, "A pressure hole has been bored to [bombtank] valve. [bombtank] can now be ignited.") add_attack_logs(user, src, "welded a single tank bomb. Temperature: [bombtank.air_contents.temperature-T0C]", ATKLOG_FEW) else status = FALSE investigate_log("[key_name(user)] unwelded a single tank bomb. Temperature: [bombtank.air_contents.temperature-T0C]", INVESTIGATE_BOMB) add_attack_logs(user, src, "unwelded a single tank bomb. Temperature: [bombtank.air_contents.temperature-T0C]", ATKLOG_ALMOSTALL) to_chat(user, "The hole has been closed.") /obj/item/onetankbomb/attack_self(mob/user) //pressing the bomb accesses its assembly bombassembly.attack_self(user, 1) add_fingerprint(user) return /obj/item/onetankbomb/HasProximity(atom/movable/AM) if(bombassembly) bombassembly.HasProximity(AM) /obj/item/onetankbomb/Crossed(atom/movable/AM, oldloc) //for mousetraps if(bombassembly) bombassembly.Crossed(AM, oldloc) /obj/item/onetankbomb/on_found(mob/finder) //for mousetraps if(bombassembly) bombassembly.on_found(finder) /obj/item/onetankbomb/hear_talk(mob/living/M, list/message_pieces) if(bombassembly) bombassembly.hear_talk(M, message_pieces) /obj/item/onetankbomb/hear_message(mob/living/M, msg) if(bombassembly) bombassembly.hear_message(M, msg) // ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ---------- /obj/item/tank/proc/bomb_assemble(W, user) //Bomb assembly proc. This turns assembly+tank into a bomb var/obj/item/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/onetankbomb/R = new /obj/item/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.forceMove(R) //Move the assembly out of the fucking way R.bombtank = src //Same for tank master = R forceMove(R) R.update_icon() return /obj/item/tank/proc/detonate() //This happens when a bomb is told to explode var/fuel_moles = air_contents.toxins + air_contents.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) air_update_turf() if(master) qdel(master) qdel(src) /obj/item/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) air_update_turf()