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Yogstation/code/modules/assembly/bomb.dm
ShizCalev 949c1f89df Standardizes bomb logging (#40474)
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.
2018-10-01 09:17:12 +01:00

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/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()
cut_overlays()
if(bombtank)
icon = bombtank.icon
icon_state = bombtank.icon_state
if(bombassembly)
add_overlay(bombassembly.icon_state)
copy_overlays(bombassembly)
add_overlay("bomb_assembly")
/obj/item/onetankbomb/wrench_act(mob/living/user, obj/item/I)
to_chat(user, "<span class='notice'>You disassemble [src]!</span>")
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, "<span class='notice'>[bombtank] already has a pressure hole!</span>")
return
if(!I.tool_start_check(user, amount=0))
return
if(I.use_tool(src, user, 0, volume=40))
status = TRUE
log_bomber(user, "welded a single tank bomb,", src, "| Temp: [bombtank.air_contents.temperature-T0C]")
to_chat(user, "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>")
add_fingerprint(user)
return TRUE
/obj/item/onetankbomb/analyzer_act(mob/living/user, obj/item/I)
bombtank.analyzer_act(user, I)
/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/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()
. = ..()
if(bombassembly)
bombassembly.dropped()
// ---------- 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, "<span class='warning'>[src] is stuck to you!</span>")
return
if(!user.canUnEquip(assembly))
to_chat(user, "<span class='warning'>[assembly] is stuck to your hand!</span>")
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, "<span class='notice'>You attach [assembly] to [src].</span>")
return
/obj/item/tank/proc/ignite() //This happens when a bomb is told to explode
air_contents.assert_gases(/datum/gas/plasma, /datum/gas/oxygen)
var/fuel_moles = air_contents.gases[/datum/gas/plasma][MOLES] + air_contents.gases[/datum/gas/oxygen][MOLES]/6
air_contents.garbage_collect()
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.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.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.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/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles())
var/turf/T = get_turf(src)
if(!T)
return
T.assume_air(removed)
air_update_turf()