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Fixes #39976 A good number of things were missing various parts of the logging (going to GLOB.bombers, not going to client logs, not logging to game, ect), or doing incorrect things like passing admin verbs to saved logs. Unified all the necessary actions under a single proc log_bomber() which handles everything in most use cases. This way the log isn't all jumbled up with inconsistent messages, everything's one format so you can quickly find what you need to bwoink the right person.
203 lines
6.2 KiB
Plaintext
203 lines
6.2 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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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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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_1 = CONDUCT_1
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var/status = FALSE //0 - not readied //1 - 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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/obj/item/onetankbomb/IsSpecialAssembly()
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return TRUE
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/obj/item/onetankbomb/examine(mob/user)
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bombtank.examine(user)
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/obj/item/onetankbomb/update_icon()
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cut_overlays()
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if(bombtank)
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icon = bombtank.icon
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icon_state = bombtank.icon_state
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if(bombassembly)
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add_overlay(bombassembly.icon_state)
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copy_overlays(bombassembly)
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add_overlay("bomb_assembly")
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/obj/item/onetankbomb/wrench_act(mob/living/user, obj/item/I)
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to_chat(user, "<span class='notice'>You disassemble [src]!</span>")
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if(bombassembly)
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bombassembly.forceMove(drop_location())
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bombassembly.master = null
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bombassembly = null
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if(bombtank)
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bombtank.forceMove(drop_location())
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bombtank.master = null
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bombtank = null
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qdel(src)
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return TRUE
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/obj/item/onetankbomb/welder_act(mob/living/user, obj/item/I)
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. = FALSE
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if(status)
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to_chat(user, "<span class='notice'>[bombtank] already has a pressure hole!</span>")
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return
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if(!I.tool_start_check(user, amount=0))
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return
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if(I.use_tool(src, user, 0, volume=40))
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status = TRUE
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log_bomber(user, "welded a single tank bomb,", src, "| Temp: [bombtank.air_contents.temperature-T0C]")
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to_chat(user, "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>")
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add_fingerprint(user)
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return TRUE
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/obj/item/onetankbomb/analyzer_act(mob/living/user, obj/item/I)
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bombtank.analyzer_act(user, I)
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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, TRUE)
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add_fingerprint(user)
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return
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/obj/item/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
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audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*")
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playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
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sleep(10)
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if(QDELETED(src))
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return
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if(status)
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bombtank.ignite() //if its not a dud, boom (or not boom if you made shitty mix) the ignite proc is below, in this file
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else
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bombtank.release()
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//Assembly / attached device memes
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/obj/item/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps
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. = ..()
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if(bombassembly)
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bombassembly.Crossed(AM)
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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/attack_hand() //also for mousetraps
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. = ..()
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if(.)
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return
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if(bombassembly)
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bombassembly.attack_hand()
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/obj/item/onetankbomb/Move()
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. = ..()
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if(bombassembly)
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bombassembly.setDir(dir)
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bombassembly.Move()
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/obj/item/onetankbomb/dropped()
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. = ..()
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if(bombassembly)
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bombassembly.dropped()
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// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
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//Bomb assembly proc. This turns assembly+tank into a bomb
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/obj/item/tank/proc/bomb_assemble(obj/item/assembly_holder/assembly, mob/living/user)
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//Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
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if(isigniter(assembly.a_left) == isigniter(assembly.a_right))
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return
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if((src in user.get_equipped_items(TRUE)) && !user.canUnEquip(src))
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to_chat(user, "<span class='warning'>[src] is stuck to you!</span>")
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return
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if(!user.canUnEquip(assembly))
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to_chat(user, "<span class='warning'>[assembly] is stuck to your hand!</span>")
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return
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var/obj/item/onetankbomb/bomb = new
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user.transferItemToLoc(src, bomb)
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user.transferItemToLoc(assembly, bomb)
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bomb.bombassembly = assembly //Tell the bomb about its assembly part
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assembly.master = bomb //Tell the assembly about its new owner
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bomb.bombtank = src //Same for tank
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master = bomb
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forceMove(bomb)
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bomb.update_icon()
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user.put_in_hands(bomb) //Equips the bomb if possible, or puts it on the floor.
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to_chat(user, "<span class='notice'>You attach [assembly] to [src].</span>")
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return
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/obj/item/tank/proc/ignite() //This happens when a bomb is told to explode
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air_contents.assert_gases(/datum/gas/plasma, /datum/gas/oxygen)
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var/fuel_moles = air_contents.gases[/datum/gas/plasma][MOLES] + air_contents.gases[/datum/gas/oxygen][MOLES]/6
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air_contents.garbage_collect()
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var/datum/gas_mixture/bomb_mixture = air_contents.copy()
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var/strength = 1
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var/turf/ground_zero = get_turf(loc)
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if(master)
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qdel(master)
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qdel(src)
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if(bomb_mixture.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.assume_air(bomb_mixture)
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ground_zero.hotspot_expose(1000, 125)
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else if(bomb_mixture.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.assume_air(bomb_mixture)
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ground_zero.hotspot_expose(1000, 125)
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else if(bomb_mixture.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.assume_air(bomb_mixture)
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ground_zero.hotspot_expose(1000, 125)
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else
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ground_zero.assume_air(bomb_mixture)
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ground_zero.hotspot_expose(1000, 125)
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ground_zero.air_update_turf()
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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/T = get_turf(src)
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if(!T)
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return
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T.assume_air(removed)
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air_update_turf()
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