Files
Paradise/code/modules/mod/modules/modules_supply.dm
Chap 1db9e86083 [FIX] Goliath no longer seems to come to live from mining grenades (#27309)
* Goliath no longer pretends to be alive

* Update code/modules/mod/modules/modules_supply.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: Chap <erwin@lombok.demon.nl>

---------

Signed-off-by: Chap <erwin@lombok.demon.nl>
Co-authored-by: Adrer <adrermail@gmail.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
2024-11-11 15:09:51 +00:00

568 lines
20 KiB
Plaintext

//Supply modules for MODsuits
///Internal GPS - Extends a GPS you can use.
/obj/item/mod/module/gps
name = "MOD internal GPS module"
desc = "This module uses common Nanotrasen technology to calculate the user's position anywhere in space, \
down to the exact coordinates. This information is fed to a central database viewable from the device itself, \
though using it to help people is up to you."
icon_state = "gps"
module_type = MODULE_ACTIVE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
incompatible_modules = list(/obj/item/mod/module/gps)
cooldown_time = 0.5 SECONDS
device = /obj/item/gps/mod
///Hydraulic Clamp - Lets you pick up and drop crates.
/obj/item/mod/module/clamp
name = "MOD hydraulic clamp module"
desc = "A series of actuators installed into both arms of the suit, boasting a lifting capacity of almost a ton. \
However, this design has been locked by Nanotrasen to be primarily utilized for lifting various crates. \
A lot of people would say that loading cargo is a dull job, but you could not disagree more."
icon_state = "clamp"
module_type = MODULE_ACTIVE
complexity = 3
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/clamp)
cooldown_time = 0.5 SECONDS
overlay_state_inactive = "module_clamp"
overlay_state_active = "module_clamp_on"
/// Time it takes to load a crate.
var/load_time = 3 SECONDS
/// The max amount of crates you can carry.
var/max_crates = 3
/// The crates stored in the module.
var/list/stored_crates = list()
/obj/item/mod/module/clamp/on_select_use(atom/target)
. = ..()
if(!.)
return
if(!mod.wearer.Adjacent(target))
return
if(istype(target, /obj/structure/closet/crate))
var/obj/structure/closet/crate/picked_crate = target
if(!check_crate_pickup(picked_crate))
return
playsound(src, 'sound/mecha/hydraulic.ogg', 25, TRUE)
if(!do_after(mod.wearer, load_time, target = target))
return
if(!check_crate_pickup(picked_crate))
return
stored_crates += picked_crate
picked_crate.forceMove(src)
drain_power(use_power_cost)
else if(length(stored_crates))
var/turf/target_turf = get_turf(target)
if(target_turf.density)
return
playsound(src, 'sound/mecha/hydraulic.ogg', 25, TRUE)
if(!do_after(mod.wearer, load_time, target = target, extra_checks = list(CALLBACK(src, TYPE_PROC_REF(/obj/item/mod/module/clamp, should_cancel_drop)))))
return
if(target_turf.density)
return
var/obj/structure/closet/crate/dropped_crate = pop(stored_crates)
dropped_crate.forceMove(target_turf)
drain_power(use_power_cost)
else
to_chat(mod.wearer, "<span class='warning'>Invalid target!</span>")
/obj/item/mod/module/clamp/on_suit_deactivation(deleting = FALSE)
if(deleting)
return
for(var/obj/structure/closet/crate/crate as anything in stored_crates)
crate.forceMove(drop_location())
stored_crates -= crate
/obj/item/mod/module/clamp/proc/check_crate_pickup(atom/movable/target)
if(length(stored_crates) >= max_crates)
to_chat(mod.wearer, "<span class='warning'>Too many crates!</span>")
return FALSE
for(var/mob/living/mob in target.client_mobs_in_contents)
if(mob.mob_size < MOB_SIZE_HUMAN)
continue
to_chat(mod.wearer, "<span class='warning'>Too heavy!</span>")
return FALSE
return TRUE
/// Checks if the target crate has already been dropped by another on_select_use call
/obj/item/mod/module/clamp/proc/should_cancel_drop()
return !length(stored_crates)
/obj/item/mod/module/clamp/loader
name = "MOD loader hydraulic clamp module"
icon_state = "clamp_loader"
complexity = 0
removable = FALSE
overlay_state_inactive = null
overlay_state_active = "module_clamp_loader"
load_time = 1 SECONDS
max_crates = 5
use_mod_colors = TRUE
///Drill - Lets you dig through rock and basalt.
/obj/item/mod/module/drill
name = "MOD drill module"
desc = "An integrated drill, typically extending over the user's hand. While useful for drilling through rock, \
your drill is surely the one that both pierces and creates the heavens."
icon_state = "drill"
module_type = MODULE_ACTIVE
complexity = 2
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/drill)
cooldown_time = 0.5 SECONDS
overlay_state_active = "module_drill"
/obj/item/mod/module/drill/on_activation()
. = ..()
if(!.)
return
RegisterSignal(mod.wearer, COMSIG_MOVABLE_BUMP, PROC_REF(bump_mine))
/obj/item/mod/module/drill/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_BUMP)
/obj/item/mod/module/drill/on_select_use(atom/target)
. = ..()
if(!.)
return
if(!mod.wearer.Adjacent(target))
return
if(ismineralturf(target))
var/turf/simulated/mineral/mineral_turf = target
mineral_turf.gets_drilled(mod.wearer)
drain_power(use_power_cost)
/obj/item/mod/module/drill/proc/bump_mine(mob/living/carbon/human/bumper, atom/bumped_into, proximity)
SIGNAL_HANDLER
if(!ismineralturf(bumped_into) || !drain_power(use_power_cost))
return
var/turf/simulated/mineral/mineral_turf = bumped_into
mineral_turf.gets_drilled(mod.wearer)
return COMPONENT_CANCEL_ATTACK_CHAIN
///Ore Bag - Lets you pick up ores and drop them from the suit.
/obj/item/mod/module/orebag
name = "MOD ore bag module"
desc = "An integrated ore storage system installed into the suit, \
this utilizes precise electromagnets and storage compartments to automatically collect and deposit ore. \
It's recommended by Cybersun Industries to actually deposit that ore at local refineries."
icon_state = "ore"
module_type = MODULE_USABLE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
incompatible_modules = list(/obj/item/mod/module/orebag)
cooldown_time = 0.5 SECONDS
allow_flags = MODULE_ALLOW_INACTIVE
/obj/item/mod/module/orebag/on_equip()
RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(ore_pickup))
..()
/obj/item/mod/module/orebag/on_unequip()
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
..()
/obj/item/mod/module/orebag/proc/ore_pickup(atom/movable/source, atom/old_loc, dir, forced)
SIGNAL_HANDLER
for(var/obj/item/stack/ore/ore in get_turf(mod.wearer))
INVOKE_ASYNC(src, PROC_REF(move_ore), ore)
/obj/item/mod/module/orebag/proc/move_ore(obj/item/stack/ore)
ore.forceMove(src)
/obj/item/mod/module/orebag/on_use()
. = ..()
if(!.)
return
for(var/obj/item/ore as anything in contents)
ore.forceMove(drop_location())
drain_power(use_power_cost)
/obj/item/mod/module/hydraulic
name = "MOD loader hydraulic arms module"
desc = "A pair of powerful hydraulic arms installed in a MODsuit."
icon_state = "launch_loader"
module_type = MODULE_ACTIVE
removable = FALSE
use_power_cost = DEFAULT_CHARGE_DRAIN*10
incompatible_modules = list(/obj/item/mod/module/hydraulic)
cooldown_time = 4 SECONDS
overlay_state_inactive = "module_hydraulic"
overlay_state_active = "module_hydraulic_active"
use_mod_colors = TRUE
/// Time it takes to launch
var/launch_time = 2 SECONDS
/// The overlay used to show that you are charging.
var/image/charge_up_overlay
/obj/item/mod/module/hydraulic/Initialize(mapload)
. = ..()
charge_up_overlay = image(icon = 'icons/effects/effects.dmi', icon_state = "electricity3", layer = EFFECTS_LAYER)
/obj/item/mod/module/hydraulic/on_select_use(atom/target)
. = ..()
if(!.)
return
if(mod.wearer.buckled)
return
var/current_time = world.time
var/atom/movable/plane_master_controller/pm_controller = mod.wearer.hud_used.plane_master_controllers[PLANE_MASTERS_GAME]
for(var/key in pm_controller.controlled_planes)
animate(pm_controller.controlled_planes[key], launch_time, transform = matrix(1.25, MATRIX_SCALE))
mod.wearer.visible_message("<span class='warning'>[mod.wearer] starts whirring!</span>")
playsound(src, 'sound/items/modsuit/loader_charge.ogg', 75, TRUE)
mod.wearer.add_overlay(charge_up_overlay)
var/power = launch_time
if(!do_after(mod.wearer, launch_time, target = mod.wearer))
power = world.time - current_time
drain_power(use_power_cost)
for(var/key in pm_controller.controlled_planes)
animate(pm_controller.controlled_planes[key], 0.1 SECONDS, transform = matrix(1, MATRIX_SCALE))
playsound(src, 'sound/items/modsuit/loader_launch.ogg', 75, TRUE)
var/angle = get_angle(mod.wearer, target)
mod.wearer.transform = mod.wearer.transform.Turn(mod.wearer.transform, angle)
mod.wearer.throw_at(get_ranged_target_turf_direct(mod.wearer, target, power), \
range = power, speed = max(round(0.2*power), 1), thrower = mod.wearer, spin = FALSE, \
callback = CALLBACK(src, PROC_REF(on_throw_end), mod.wearer, -angle))
/obj/item/mod/module/hydraulic/proc/on_throw_end(mob/user, angle)
if(!user)
return
user.transform = user.transform.Turn(user.transform, angle)
user.cut_overlay(charge_up_overlay)
/obj/item/mod/module/magnet
name = "MOD loader hydraulic magnet module"
desc = "A powerful hydraulic electromagnet able to launch crates and lockers towards the user, and keep them attached."
icon_state = "magnet_loader"
module_type = MODULE_ACTIVE
removable = FALSE
use_power_cost = DEFAULT_CHARGE_DRAIN * 3
incompatible_modules = list(/obj/item/mod/module/magnet)
cooldown_time = 1.5 SECONDS
overlay_state_active = "module_magnet"
use_mod_colors = TRUE
/obj/item/mod/module/magnet/on_select_use(atom/target)
. = ..()
if(!.)
return
if(istype(mod.wearer.pulling, /obj/structure/closet))
var/obj/structure/closet/locker = mod.wearer.pulling
playsound(locker, 'sound/effects/gravhit.ogg', 75, TRUE)
locker.forceMove(mod.wearer.loc)
locker.throw_at(target, range = 7, speed = 4, thrower = mod.wearer)
return
if(!istype(target, /obj/structure/closet) || !(target in view(mod.wearer)))
to_chat(mod.wearer, "<span class='warning'>Invalid target!</span>")
return
var/obj/structure/closet/locker = target
if(locker.anchored || locker.move_resist >= MOVE_FORCE_OVERPOWERING)
return
playsound(locker, 'sound/effects/gravhit.ogg', 75, TRUE)
locker.throw_at(get_step_towards(mod.wearer, target), range = 7, speed = 3, force = MOVE_FORCE_WEAK, \
callback = CALLBACK(src, PROC_REF(check_locker), locker))
/obj/item/mod/module/magnet/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
if(istype(mod.wearer.pulling, /obj/structure/closet))
mod.wearer.stop_pulling()
/obj/item/mod/module/magnet/proc/check_locker(obj/structure/closet/locker)
if(!mod?.wearer)
return
if(!locker.Adjacent(mod.wearer) || !isturf(locker.loc) || !isturf(mod.wearer.loc))
return
mod.wearer.start_pulling(locker)
/obj/item/mod/module/ash_accretion
name = "MOD ash accretion module"
desc = "A module that collects ash from the terrain, covering the suit in a protective layer, this layer is \
lost when moving across standard terrain."
icon_state = "ash_accretion"
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/ash_accretion)
overlay_state_inactive = "module_ash"
use_mod_colors = TRUE
/// How many tiles we can travel to max out the armor.
var/max_traveled_tiles = 10
/// How many tiles we traveled through.
var/traveled_tiles = 0
/// Armor values per tile.
var/armor_mod_1 = /obj/item/mod/armor/mod_ash_accretion
/// the actual armor object
var/obj/item/mod/armor/armor_mod_2 = null
/// Speed added when you're fully covered in ash.
var/speed_added = 0.5
/// Speed that we actually added.
var/actual_speed_added = 0
/// Turfs that let us accrete ash.
var/static/list/accretion_turfs
/// Turfs that let us keep ash.
var/static/list/keep_turfs
/obj/item/mod/module/ash_accretion/Initialize(mapload)
. = ..()
armor_mod_2 = new armor_mod_1
if(!accretion_turfs)
accretion_turfs = typecacheof(list(
/turf/simulated/floor/plating/asteroid
))
if(!keep_turfs)
keep_turfs = typecacheof(list(
/turf/simulated/floor/lava,
/turf/simulated/floor/indestructible/hierophant,
/turf/simulated/floor/indestructible/necropolis
))
/obj/item/mod/module/ash_accretion/Destroy()
QDEL_NULL(armor_mod_2)
return ..()
/obj/item/mod/armor/mod_ash_accretion
armor = list(MELEE = 4, BULLET = 1, LASER = 2, ENERGY = 1, BOMB = 4, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/mod/module/ash_accretion/on_suit_activation()
RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
/obj/item/mod/module/ash_accretion/on_suit_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
if(!traveled_tiles)
return
var/list/parts = mod.mod_parts + mod
var/speed_up = FALSE
if(traveled_tiles == max_traveled_tiles)
speed_up = TRUE
if(HAS_TRAIT(mod, TRAIT_OIL_SLICKED))
speed_up = FALSE
for(var/obj/item/part as anything in parts)
part.armor = part.armor.detachArmor(part.armor)
var/obj/item/mod/armor/mod_theme_mining/A = new(src)
part.armor = part.armor.attachArmor(A.armor) //TODO: ANYTHING BUT FUCKING THIS
if(speed_up)
part.slowdown += speed_added / 5
qdel(A)
traveled_tiles = 0
mod.wearer.weather_immunities -= "ash"
/obj/item/mod/module/ash_accretion/generate_worn_overlay(user, mutable_appearance/standing)
overlay_state_inactive = "[initial(overlay_state_inactive)]-[mod.skin]"
return ..()
/obj/item/mod/module/ash_accretion/proc/on_move(atom/source, atom/oldloc, dir, forced)
if(!isturf(mod.wearer.loc)) //dont lose ash from going in a locker
return
if(traveled_tiles) //leave ash every tile
new /obj/effect/temp_visual/light_ash(get_turf(src))
if(is_type_in_typecache(mod.wearer.loc, accretion_turfs))
if(traveled_tiles >= max_traveled_tiles)
return
traveled_tiles++
var/list/parts = mod.mod_parts + mod
var/speed_up = FALSE
if(traveled_tiles >= max_traveled_tiles)
to_chat(mod.wearer, "<span class='notice'>You are fully covered in ash!</span>")
mod.wearer.color = list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,3) //make them super light
animate(mod.wearer, 1 SECONDS, color = null, flags = ANIMATION_PARALLEL)
playsound(src, 'sound/effects/sparks1.ogg', 100, TRUE)
actual_speed_added = max(0, min(mod.slowdown_active, speed_added / 5))
mod.wearer.weather_immunities |= "ash"
if(!HAS_TRAIT(mod, TRAIT_OIL_SLICKED))
speed_up = TRUE
for(var/obj/item/part as anything in parts)
part.armor = part.armor.attachArmor(armor_mod_2.armor)
if(speed_up)
part.slowdown -= speed_added / 5
else if(is_type_in_typecache(mod.wearer.loc, keep_turfs))
return
else
if(traveled_tiles <= 0)
return
var/speed_up = FALSE
if(traveled_tiles == max_traveled_tiles)
speed_up = TRUE
if(HAS_TRAIT(mod, TRAIT_OIL_SLICKED))
speed_up = FALSE
traveled_tiles--
var/list/parts = mod.mod_parts + mod
for(var/obj/item/part as anything in parts)
part.armor = part.armor.detachArmor(armor_mod_2.armor)
if(speed_up)
part.slowdown += actual_speed_added
if(traveled_tiles <= 0)
to_chat(mod.wearer, "<span class='warning'>You have ran out of ash!</span>")
mod.wearer.weather_immunities -= "ash"
/obj/effect/temp_visual/light_ash
icon_state = "light_ash"
icon = 'icons/effects/weather_effects.dmi'
duration = 3.2 SECONDS
/obj/item/mod/module/sphere_transform
name = "MOD sphere transform module"
desc = "A module able to move the suit's parts around, turning it and the user into a sphere. \
The sphere can move quickly, and launch mining bombs to decimate terrain."
icon_state = "sphere"
module_type = MODULE_ACTIVE
removable = FALSE
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
use_power_cost = DEFAULT_CHARGE_DRAIN * 3
incompatible_modules = list(/obj/item/mod/module/sphere_transform)
cooldown_time = 2 SECONDS
allow_flags = MODULE_ALLOW_INCAPACITATED //Required so hands blocked doesnt block bombs
/// Time it takes us to complete the animation.
var/animate_time = 0.25 SECONDS
/obj/item/mod/module/sphere_transform/on_activation()
if(!has_gravity(get_turf(src)))
to_chat(mod.wearer, "<span class='warning'>ERROR, NO GRAVITY!</span>")
return FALSE
. = ..()
if(!.)
return
playsound(src, 'sound/items/modsuit/ballin.ogg', 100, TRUE)
mod.wearer.add_filter("mod_ball", 1, alpha_mask_filter(icon = icon('icons/mob/clothing/modsuit/mod_modules.dmi', "ball_mask"), flags = MASK_INVERSE))
mod.wearer.add_filter("mod_blur", 2, angular_blur_filter(size = 15))
mod.wearer.add_filter("mod_outline", 3, outline_filter(color = "#000000AA"))
animate(mod.wearer, animate_time, pixel_y = mod.wearer.pixel_y - 4, flags = ANIMATION_PARALLEL)
mod.wearer.SpinAnimation(1.5)
// todo, someone get balance approval to add TRAIT_FORCED_STANDING here, like it is on tg.
// Or, register a signal on floored trait signal
ADD_TRAIT(mod.wearer, TRAIT_HANDS_BLOCKED, "metriod[UID()]")
ADD_TRAIT(mod.wearer, TRAIT_GOTTAGOFAST, "metroid[UID()]")
RegisterSignal(mod.wearer, COMSIG_MOB_STATCHANGE, PROC_REF(on_statchange))
/obj/item/mod/module/sphere_transform/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
if(!deleting)
playsound(src, 'sound/items/modsuit/ballin.ogg', 100, TRUE, frequency = -1)
animate(mod.wearer, animate_time, pixel_y = 0)
addtimer(CALLBACK(mod.wearer, TYPE_PROC_REF(/atom, remove_filter), list("mod_ball", "mod_blur", "mod_outline")), animate_time)
REMOVE_TRAIT(mod.wearer, TRAIT_HANDS_BLOCKED, "metriod[UID()]")
REMOVE_TRAIT(mod.wearer, TRAIT_GOTTAGOFAST, "metroid[UID()]")
UnregisterSignal(mod.wearer, COMSIG_MOB_STATCHANGE)
/obj/item/mod/module/sphere_transform/on_use()
if(!lavaland_equipment_pressure_check(get_turf(src)))
to_chat(mod.wearer, "<span class='warning'>ERROR, OVER PRESSURE!</span>")
playsound(src, 'sound/weapons/gun_interactions/dry_fire.ogg', 25, TRUE)
return FALSE
return ..()
/obj/item/mod/module/sphere_transform/on_select_use(atom/target)
. = ..()
if(!.)
return
var/obj/item/projectile/bomb = new /obj/item/projectile/bullet/reusable/mining_bomb(get_turf(mod.wearer))
bomb.original = target
bomb.firer = mod.wearer
bomb.preparePixelProjectile(target, mod.wearer)
bomb.fire()
playsound(src, 'sound/weapons/grenadelaunch.ogg', 75, TRUE)
drain_power(use_power_cost)
/obj/item/mod/module/sphere_transform/on_active_process()
animate(mod.wearer) //stop the animation
mod.wearer.SpinAnimation(1.5) //start it back again
if(!has_gravity(get_turf(src)))
on_deactivation() //deactivate in no grav
/obj/item/mod/module/sphere_transform/proc/on_statchange(datum/source)
SIGNAL_HANDLER
if(!mod.wearer.stat)
return
on_deactivation()
/obj/item/projectile/bullet/reusable/mining_bomb
name = "mining bomb"
desc = "A bomb. Why are you staring at this?"
icon_state = "mine_bomb"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
damage = 0
range = 6
flag = "bomb"
light_range = 1
light_power = 1
light_color = LIGHT_COLOR_ORANGE
ammo_type = /obj/structure/mining_bomb
/obj/item/projectile/bullet/reusable/mining_bomb/handle_drop()
if(!dropped)
new ammo_type(loc, firer)
dropped = TRUE
/obj/structure/mining_bomb
name = "mining bomb"
desc = "A bomb. Why are you staring at this?"
icon_state = "mine_bomb"
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
anchored = TRUE
resistance_flags = FIRE_PROOF|LAVA_PROOF
light_range = 1
light_power = 1
light_color = LIGHT_COLOR_ORANGE
/// Time to prime the explosion
var/prime_time = 0.5 SECONDS
/// Time to explode from the priming
var/explosion_time = 1 SECONDS
/// Damage done on explosion.
var/damage = 12
/// Damage multiplier on hostile fauna.
var/fauna_boost = 4
/// Image overlaid on explosion.
var/static/image/explosion_image
/// Radius of explosion
var/power = 1
/// Drill power of grenade
var/drill_power = 2
/obj/structure/mining_bomb/Initialize(mapload, atom/movable/firer)
. = ..()
generate_image()
addtimer(CALLBACK(src, PROC_REF(prime), firer), prime_time)
/obj/structure/mining_bomb/proc/generate_image()
explosion_image = image('icons/effects/96x96.dmi', "judicial_explosion")
explosion_image.pixel_x = -32
explosion_image.pixel_y = -32
/obj/structure/mining_bomb/proc/prime(atom/movable/firer)
add_overlay(explosion_image)
addtimer(CALLBACK(src, PROC_REF(boom), firer), explosion_time)
/obj/structure/mining_bomb/proc/boom(atom/movable/firer)
visible_message("<span class='danger'>[src] explodes!</span>")
playsound(src, 'sound/magic/magic_missile.ogg', 200, vary = TRUE)
for(var/turf/T in circleviewturfs(src, drill_power))
if(ismineralturf(T))
var/turf/simulated/mineral/mineral_turf = T
mineral_turf.gets_drilled(firer)
for(var/mob/living/mob in range(power, src))
mob.apply_damage(damage * (ishostile(mob) ? fauna_boost : 1), BRUTE, spread_damage = TRUE)
if(!ishostile(mob) || !firer || mob.stat != CONSCIOUS)
continue
var/mob/living/simple_animal/hostile/hostile_mob = mob
hostile_mob.GiveTarget(firer)
for(var/obj/object in range(power, src))
object.take_damage(damage, BRUTE, BOMB)
qdel(src)
/obj/item/projectile/bullet/reusable/mining_bomb/mecha
ammo_type = /obj/structure/mining_bomb/mecha
/obj/structure/mining_bomb/mecha
damage = 15
power = 2
drill_power = 3