Files
Paradise/code/modules/assembly/bomb.dm
Alan fa6d060bf8 Migrate transfer valve, assembly holder, and chem grenade to the new attack chain. (#32262)
* Add transfer valve to the new attack chain.

* Apply suggestions from CRUNCH review

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Update assembly messages, migrate assembly holder and chem grenade.

* Fix onetankbomb gas analysis.

---------

Signed-off-by: Alan <alfalfascout@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
2026-07-24 19:40:24 +00:00

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/obj/item/onetankbomb
name = "bomb"
icon = 'icons/obj/tank.dmi'
inhand_icon_state = "assembly"
throwforce = 5
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"
new_attack_chain = TRUE
/obj/item/onetankbomb/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/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/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(!istype(used, /obj/item/analyzer))
return ..()
used.afterattack__legacy__attackchain(bombtank, user, TRUE, list2params(modifiers))
return ITEM_INTERACT_COMPLETE
/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, SPAN_NOTICE("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, SPAN_NOTICE("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)
return
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, SPAN_NOTICE("The hole has been closed."))
/obj/item/onetankbomb/activate_self(mob/user) // Pressing the bomb accesses its assembly.
if(..())
return ITEM_INTERACT_COMPLETE
bombassembly.activate_self(user)
add_fingerprint(user)
return ITEM_INTERACT_COMPLETE
/obj/item/onetankbomb/HasProximity(atom/movable/AM)
if(bombassembly)
bombassembly.HasProximity(AM)
/obj/item/onetankbomb/proc/on_atom_entered(datum/source, atom/movable/entered) // For mousetraps.
if(bombassembly)
bombassembly.on_atom_entered(source, entered)
/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.unequip(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), cause = "Toxins Tank Explosion")
else if(strength >=0.5)
explosion(ground_zero, 0, 1, 2, 4, cause = "Toxins Tank Explosion")
else if(strength >=0.2)
explosion(ground_zero, -1, 0, 1, 2, cause = "Toxins Tank Explosion")
else
ground_zero.blind_release_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), cause = "Toxins Tank Explosion")
else if(strength >=0.5)
explosion(ground_zero, -1, 0, 1, 2, cause = "Toxins Tank Explosion")
else
ground_zero.blind_release_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), cause = "Toxins Tank Explosion")
else
ground_zero.blind_release_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
else
ground_zero.blind_release_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
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.blind_release_air(removed)