/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()