/obj/item/onetankbomb name = "bomb" icon = 'icons/obj/tank.dmi' item_state = "assembly" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' throwforce = 5 w_class = WEIGHT_CLASS_NORMAL throw_speed = 2 throw_range = 4 flags_1 = CONDUCT_1 var/status = FALSE //0 - not readied //1 - 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 /obj/item/onetankbomb/IsSpecialAssembly() return TRUE /obj/item/onetankbomb/examine(mob/user) bombtank.examine(user) /obj/item/onetankbomb/update_icon_state() if(bombtank) icon = bombtank.icon icon_state = bombtank.icon_state /obj/item/onetankbomb/update_overlays() . = ..() if(bombassembly) . += bombassembly.icon_state . += bombassembly.overlays . += "bomb_assembly" /obj/item/onetankbomb/wrench_act(mob/living/user, obj/item/I) to_chat(user, "You disassemble [src]!") if(bombassembly) bombassembly.forceMove(drop_location()) bombassembly.master = null bombassembly = null if(bombtank) bombtank.forceMove(drop_location()) bombtank.master = null bombtank = null qdel(src) return TRUE /obj/item/onetankbomb/welder_act(mob/living/user, obj/item/I) . = FALSE if(status) to_chat(user, "[bombtank] already has a pressure hole!") return if(!I.tool_start_check(user, amount=0)) return if(I.use_tool(src, user, 0, volume=40)) status = TRUE GLOB.bombers += "[key_name(user)] welded a single tank bomb. Temp: [bombtank.air_contents.return_temperature()-T0C]" message_admins("[ADMIN_LOOKUPFLW(user)] welded a single tank bomb. Temp: [bombtank.air_contents.return_temperature()-T0C]") to_chat(user, "A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.") add_fingerprint(user) return TRUE /obj/item/onetankbomb/analyzer_act(mob/living/user, obj/item/I) bombtank.analyzer_act(user, I) return TRUE /obj/item/onetankbomb/attack_self(mob/user) //pressing the bomb accesses its assembly bombassembly.attack_self(user, TRUE) add_fingerprint(user) return /obj/item/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here. audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*") playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE) sleep(10) if(QDELETED(src)) return if(status) bombtank.ignite() //if its not a dud, boom (or not boom if you made shitty mix) the ignite proc is below, in this file else bombtank.release() //Assembly / attached device memes /obj/item/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps . = ..() if(bombassembly) bombassembly.Crossed(AM) /obj/item/onetankbomb/on_found(mob/finder) //for mousetraps if(bombassembly) bombassembly.on_found(finder) /obj/item/onetankbomb/on_attack_hand() //also for mousetraps . = ..() if(.) return if(bombassembly) bombassembly.attack_hand() /obj/item/onetankbomb/Move() . = ..() if(bombassembly) bombassembly.setDir(dir) bombassembly.Move() /obj/item/onetankbomb/dropped(mob/user) . = ..() if(bombassembly) bombassembly.dropped(user) // ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ---------- //Bomb assembly proc. This turns assembly+tank into a bomb /obj/item/tank/proc/bomb_assemble(obj/item/assembly_holder/assembly, mob/living/user) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it if(isigniter(assembly.a_left) == isigniter(assembly.a_right)) return if((src in user.get_equipped_items(TRUE)) && !user.canUnEquip(src)) to_chat(user, "[src] is stuck to you!") return if(!user.canUnEquip(assembly)) to_chat(user, "[assembly] is stuck to your hand!") return var/obj/item/onetankbomb/bomb = new user.transferItemToLoc(src, bomb) user.transferItemToLoc(assembly, bomb) bomb.bombassembly = assembly //Tell the bomb about its assembly part assembly.master = bomb //Tell the assembly about its new owner bomb.bombtank = src //Same for tank master = bomb forceMove(bomb) bomb.update_icon() user.put_in_hands(bomb) //Equips the bomb if possible, or puts it on the floor. to_chat(user, "You attach [assembly] to [src].") return /obj/item/tank/proc/ignite() //This happens when a bomb is told to explode var/fuel_moles = air_contents.get_moles(GAS_PLASMA) + air_contents.get_moles(GAS_O2)/6 var/datum/gas_mixture/bomb_mixture = air_contents.copy() var/strength = 1 var/turf/ground_zero = get_turf(loc) if(master) qdel(master) qdel(src) if(bomb_mixture.return_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(bomb_mixture) ground_zero.hotspot_expose(1000, 125) else if(bomb_mixture.return_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(bomb_mixture) ground_zero.hotspot_expose(1000, 125) else if(bomb_mixture.return_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(bomb_mixture) ground_zero.hotspot_expose(1000, 125) else ground_zero.assume_air(bomb_mixture) ground_zero.hotspot_expose(1000, 125) ground_zero.air_update_turf() /obj/item/tank/proc/release() //This happens when the bomb is not welded. Tank contents are just spat out. var/turf/T = get_turf(src) if(!T) return T.assume_air(air_contents) air_update_turf()