Files
Paradise/code/modules/assembly/bomb.dm
warriorstar-orion 79bad427c8 Movement cross/uncross implementation. (#26762)
* refactor: Movement cross/uncross implementation.

* wrong var name

* fix unit tests dropping PDAs into nowhere

* Add documentation.

* remove unused constants

* say which procs are off limits

* fix simpleanimal z change runtime

* helps not to leave merge conflicts

* kill me

* fix typecast

* fix projectile/table collision

* treadmills don't cause MC to crash anymore

* connect_loc is appropriate here

* fix windoors and teleporters

* fix bonfires and clarify docs

* fix proximity sensors

Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers

* lint

* fix: polarized access helper false positives

* Revert "fix: polarized access helper false positives"

This reverts commit 9814f98cf6.

* hopefully the right change for mindflayer steam

* Changes following cameras

* fix glass table collision

* appears to fix doorspam

* fix ore bags not picking up ore

* fix signatures of /Exited

* remove debug log

* remove duplicate signal registrar

* fix emptying bags into locations

* I don't trust these nested Move calls

* use connect_loc for upgraded resonator fields

* use moveToNullspace

* fix spiderweb crossing

* fix pass checking for windows from a tile off

* fix bluespace closet/transparency issues

* fix mechs not interacting with doors and probably other things

* fix debug

* fix telepete

* add some docs

* stop trying to shoehorn prox monitor into cards

* I should make sure things build

* kill override signal warning

* undef signal

* not many prox monitors survive going off like this

* small fixes to storage

* make moving wormholes respect signals

* use correct signals for pulse demon

* fix pulse heart too

* fix smoke signals

* may have fucked singulo projectile swerve

* fix singulo projectile arcing

* remove duplicate define

* just look at it

* hopefully last cleanups of incorrect signal usage

* fix squeaking

* may god have mercy on my soul

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* lewc review

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* burza review

* fix bad args for grenade assemblies

* Update code/__DEFINES/is_helpers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-12-21 08:07:44 +00:00

180 lines
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/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/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/attackby__legacy__attackchain(obj/item/W, mob/user, params)
if(istype(W, /obj/item/analyzer))
bombtank.attackby__legacy__attackchain(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, "<span class='notice'>You disassemble [src].</span>")
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 class='notice'>A pressure hole has been bored to [bombtank] valve. [bombtank] can now be ignited.</span>")
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, "<span class='notice'>The hole has been closed.</span>")
/obj/item/onetankbomb/attack_self__legacy__attackchain(mob/user) //pressing the bomb accesses its assembly
bombassembly.attack_self__legacy__attackchain(user, 1)
add_fingerprint(user)
return
/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.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.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))
else if(strength >=0.5)
explosion(ground_zero, -1, 0, 1, 2)
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))
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)