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* LINDA -> MILLA * Tiles now change their atmos mode properly. * Fixed a bug that made walls generate supercold air when deconstructed/destroyed. * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Begone, var! * MILLA -> milla * Lint. * More lint. * Prevent negative/NaN atmos from spreading. * Made fires start more reliably. * Undef what the rest should not see. * Enums are nice. * Match LINDA better. * Debugging verbs. * Debug verb fixes. * Labelled more lavaland stuff with ATMOS_MODE_LAVALAND * Block superconductivity on a couple more things for Lavaland. * Updated milla.dll * Lavaland map fixes. * Missed a spot. * Begone, var! (again) * Add libmilla_ci.so for continuous integration tests. * Install/contributing instructions for MILLA. * Directional plasmaglass windows on shuttles shouldn't stop protecting from heat after moving. * Banish bad naming. * Better naming and debug stats for SSair. * Apply suggestions from code review Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Magic numbers and formatting. * Don't screw up the temperature during reactions. * Efficiency and readability. * Fix hotspots. * Removed redundant safety (MILLA will already output an error) * Optimizations. * oops * TGS build script update. * Change API of gas_mixture and how you get one from a turf. * Get in there. * so many vars * MILLA binary updates. * Lint * Made MT cost more honest. * Gave MILLA a read-only mode. * More read-only vs synchronized mode work. * Even more. * Synchronize disposals. * Updated a bunch of stuff to use SSair.synchronize or GM.synchronize. * MILLA <3 Tracy * lint * cargo fmt * more lint * Test needed MILLA sync. * Silence atmos machinery that's behaving as intended, but continue objecting to other potential failures to synchronize. * Push new MILLA DLL * Build MILLA * Update PR instructions for MILLA. * Add some fancy plasmaglass windows to the Lifebringers' ship. * The golems remembered that they should insulate *all* their engines. * First round of TM bugfixes. * Build MILLA * fix two lavaland ruin turf types * bunch more maps * fixes milla ci and makes the interesting turf verb better * Solid turfs can no longer conduct heat (for now...) * Made indoor tiles in beach and winter biodomes not lavaland air. * Re-added random IT teleport, adjusted warning message * Fixed a tinted window on Lavaland to be a plasglass window instead. * Made firelocks and holofans heatproof * Made RPD auto-wrench pipes if you have a wrench in your offhand. * Runtime fixes. * Made visuals update more reliably. * Lint * Update .github/CONTRIBUTING.md Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Build MILLA * The Syndicate have installed tiny fans on their research base. * The syndicate have figured out how to make plastitanium windows heatproof. * This is getting out of hand. Now there are two of them. * Un-break the auto-wrenching that I broke before committing. * Build MILLA * Build MILLA * Massive MILLA refactor, assorted bugfixes. * Build MILLA * Explicit typing. * Less sleeping/blocking. * Build MILLA * Yes, yes, this part can sleep. * Build MILLA * SSair reporting improvements. * Build MILLA * Please do not dock twice and splat yourself. * Build MILLA * Pls to not make SM go nuts. * Build MILLA * Build MILLA * Added stricter lower bounds on plasmafire, fixing perpetually-burning SM. * Build MILLA * Lint * Temporary logging, begone. * Build MILLA * Prevent hotspot strobing. * Add in radiate_to_spess behavior. * Build MILLA * progress * Compiling is good. * bugfixes * Progress. * Ruins update. * This one exists. * Fixup temporary hotspots to last longer than one tick. * Add/fix comments. * Cut the slash. * Fix test. * No sleep for you. * Build MILLA * Prevent nested MILLA safety from runtiming. * Build MILLA * Runtime fix. * Build MILLA * Fix canisters not updating icon when gas contents change. * Build MILLA * Build MILLA * Fixed an issue that made mechs very cold on environment air. * Build MILLA * oops * Build MILLA * Walls can make loud noises again. * Build MILLA * Fixes a rare runtime. * Build MILLA * Update .github/DOWNLOADING.md Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Review suggestions * Lint * Build MILLA * bound_mixtures now only contains mixtures that can be written * Build MILLA * Apply suggestions from code review Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Build MILLA * Restore the original async behavior of pyro anomalies. * Build MILLA * Build MILLA * Make the safety assertion in /datum/milla_safe safer. * Build MILLA --------- Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com> Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: GDN <Roanrichards1@Gmail.com>
173 lines
5.9 KiB
Plaintext
173 lines
5.9 KiB
Plaintext
/obj/item/onetankbomb
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name = "bomb"
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icon = 'icons/obj/tank.dmi'
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item_state = "assembly"
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throwforce = 5
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 2
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throw_range = 4
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flags = CONDUCT //Copied this from old code, so this may or may not be necessary
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var/status = FALSE //FALSE - not readied //TRUE - bomb finished with welder
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var/obj/item/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
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var/obj/item/tank/bombtank = null //the second part of the bomb is a plasma tank
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origin_tech = "materials=1;engineering=1"
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/obj/item/onetankbomb/examine(mob/user)
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. = ..()
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. += bombtank.examine(user)
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/obj/item/onetankbomb/update_icon_state()
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if(bombtank)
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icon_state = bombtank.icon_state
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/obj/item/onetankbomb/update_overlays()
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. = ..()
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if(bombassembly)
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. += bombassembly.icon_state
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. += bombassembly.overlays
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. += "bomb_assembly"
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/obj/item/onetankbomb/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/analyzer))
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bombtank.attackby(W, user, params)
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return
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return ..()
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/obj/item/onetankbomb/wrench_act(mob/user, obj/item/I) //This is basically bomb assembly code inverted. apparently it works.
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if(status)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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to_chat(user, "<span class='notice'>You disassemble [src].</span>")
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bombassembly.forceMove(user.loc)
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bombassembly.master = null
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bombassembly = null
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bombtank.forceMove(user.loc)
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bombtank.master = null
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bombtank = null
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qdel(src)
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/obj/item/onetankbomb/welder_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, volume = I.tool_volume))
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return
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if(!status)
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status = TRUE
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investigate_log("[key_name(user)] welded a single tank bomb. Temperature: [bombtank.air_contents.temperature() - T0C]", INVESTIGATE_BOMB)
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log_game("[key_name(user)] welded a single tank bomb. Temperature: [bombtank.air_contents.temperature() - T0C]")
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to_chat(user, "<span class='notice'>A pressure hole has been bored to [bombtank] valve. [bombtank] can now be ignited.</span>")
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add_attack_logs(user, src, "welded a single tank bomb. Temperature: [bombtank.air_contents.temperature() - T0C]", ATKLOG_FEW)
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else
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status = FALSE
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investigate_log("[key_name(user)] unwelded a single tank bomb. Temperature: [bombtank.air_contents.temperature() - T0C]", INVESTIGATE_BOMB)
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add_attack_logs(user, src, "unwelded a single tank bomb. Temperature: [bombtank.air_contents.temperature() - T0C]", ATKLOG_ALMOSTALL)
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to_chat(user, "<span class='notice'>The hole has been closed.</span>")
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/obj/item/onetankbomb/attack_self(mob/user) //pressing the bomb accesses its assembly
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bombassembly.attack_self(user, 1)
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add_fingerprint(user)
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return
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/obj/item/onetankbomb/HasProximity(atom/movable/AM)
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if(bombassembly)
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bombassembly.HasProximity(AM)
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/obj/item/onetankbomb/Crossed(atom/movable/AM, oldloc) //for mousetraps
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if(bombassembly)
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bombassembly.Crossed(AM, oldloc)
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/obj/item/onetankbomb/on_found(mob/finder) //for mousetraps
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if(bombassembly)
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bombassembly.on_found(finder)
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/obj/item/onetankbomb/hear_talk(mob/living/M, list/message_pieces)
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if(bombassembly)
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bombassembly.hear_talk(M, message_pieces)
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/obj/item/onetankbomb/hear_message(mob/living/M, msg)
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if(bombassembly)
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bombassembly.hear_message(M, msg)
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// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
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/obj/item/tank/proc/bomb_assemble(W, user) //Bomb assembly proc. This turns assembly+tank into a bomb
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var/obj/item/assembly_holder/S = W
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var/mob/M = user
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if(!S.secured) //Check if the assembly is secured
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return
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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
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return
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var/obj/item/onetankbomb/R = new /obj/item/onetankbomb(loc)
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M.drop_item() //Remove the assembly from your hands
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M.remove_from_mob(src) //Remove the tank from your character,in case you were holding it
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M.put_in_hands(R) //Equips the bomb if possible, or puts it on the floor.
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R.bombassembly = S //Tell the bomb about its assembly part
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S.master = R //Tell the assembly about its new owner
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S.forceMove(R) //Move the assembly out of the fucking way
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R.bombtank = src //Same for tank
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master = R
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forceMove(R)
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R.update_icon()
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return
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/obj/item/tank/proc/detonate() //This happens when a bomb is told to explode
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var/fuel_moles = air_contents.toxins() + air_contents.oxygen() / 6
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var/strength = 1
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var/turf/ground_zero = get_turf(loc)
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loc = null
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if(air_contents.temperature() > (T0C + 400))
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strength = (fuel_moles / 15)
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if(strength >=1)
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explosion(ground_zero, round(strength,1), round(strength*2,1), round(strength*3,1), round(strength*4,1))
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else if(strength >=0.5)
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explosion(ground_zero, 0, 1, 2, 4)
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else if(strength >=0.2)
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explosion(ground_zero, -1, 0, 1, 2)
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else
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ground_zero.blind_release_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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else if(air_contents.temperature() > (T0C + 250))
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strength = (fuel_moles/20)
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if(strength >=1)
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explosion(ground_zero, 0, round(strength, 1), round(strength * 2, 1), round(strength * 3, 1))
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else if(strength >=0.5)
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explosion(ground_zero, -1, 0, 1, 2)
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else
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ground_zero.blind_release_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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else if(air_contents.temperature() > (T0C + 100))
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strength = (fuel_moles / 25)
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if(strength >= 1)
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explosion(ground_zero, -1, 0, round(strength, 1), round(strength * 3, 1))
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else
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ground_zero.blind_release_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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else
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ground_zero.blind_release_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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if(master)
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qdel(master)
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qdel(src)
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/obj/item/tank/proc/release() //This happens when the bomb is not welded. Tank contents are just spat out.
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var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles())
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var/turf/simulated/T = get_turf(src)
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if(!T)
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return
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T.blind_release_air(removed)
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