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Once again, Only crates may be sold on the supply shuttle. Changed adminverb updates to be called by Login if holder.state changes. This is so we don't have to mess around with it elsewhere and we don't have to call it as often. Added some missing verbs to the clearadminverbs proc Fixed a icon reference not using the fullpath (Goddamn stop doing that) Going catatonic makes you fall down All mobs with the resting variable can now unrest (god damn what were you doing). "Lay down / Get up" was renamed to "Rest". Rest now uses src rather than usr (again, wtf) Added some ugly fatty fat hacky code to make admin-ghosted mobs appear braindead rather than catatonic Admin-ghosting (set-observe and set-play) merged into one verb named "Aghost" (short for admin ghost, same convention as asay) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4708 316c924e-a436-60f5-8080-3fe189b3f50e
155 lines
5.5 KiB
Plaintext
155 lines
5.5 KiB
Plaintext
/obj/item/device/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 = 3.0
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throw_speed = 2
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throw_range = 4
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flags = FPRINT | TABLEPASS| CONDUCT //Copied this from old code, so this may or may not be necessary
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var/status = 0 //0 - not readied //1 - bomb finished with welder
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var/obj/item/device/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/weapon/tank/bombtank = null //the second part of the bomb is a plasma tank
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/obj/item/device/onetankbomb/examine()
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..()
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bombtank.examine()
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/obj/item/device/onetankbomb/update_icon()
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if(bombtank)
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icon_state = bombtank.icon_state
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if(bombassembly)
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overlays += bombassembly.icon_state
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overlays += bombassembly.overlays
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overlays += "bomb_assembly"
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/obj/item/device/onetankbomb/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/device/analyzer))
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bombtank.attackby(W, user)
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return
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if(istype(W, /obj/item/weapon/wrench) && !status) //This is basically bomb assembly code inverted. apparently it works.
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user << "<span class='notice'>You disassemble [src].</span>"
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bombassembly.loc = user.loc
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bombassembly.master = null
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bombassembly = null
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bombtank.loc = user.loc
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bombtank.master = null
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bombtank = null
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del(src)
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return
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if((istype(W, /obj/item/weapon/weldingtool) && W:welding))
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if(!status)
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status = 1
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bombers += "[key_name(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
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message_admins("[key_name_admin(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]")
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user << "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>"
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else
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status = 0
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bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
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user << "<span class='notice'>The hole has been closed.</span>"
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add_fingerprint(user)
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..()
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/obj/item/device/onetankbomb/attack_self(mob/user as mob) //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/device/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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visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
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sleep(10)
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if(!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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/obj/item/device/onetankbomb/HasProximity(atom/movable/AM as mob|obj)
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if(bombassembly)
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bombassembly.HasProximity(AM)
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// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
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/obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob) //Bomb assembly proc. This turns assembly+tank into a bomb
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if(istype(W, /obj/item/device/assembly_holder))
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var/obj/item/device/assembly_holder/S = W
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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/device/onetankbomb/R = new /obj/item/device/onetankbomb(loc)
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user.drop_item() //Remove the assembly from your hands
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user.remove_from_mob(src) //Remove the tank from your character,in case you were holding it
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user.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.loc = 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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loc = R
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R.update_icon()
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return
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/obj/item/weapon/tank/proc/ignite() //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.assume_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.assume_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.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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else
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ground_zero.assume_air(air_contents)
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ground_zero.hotspot_expose(1000, 125)
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if(master)
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del(master)
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del(src)
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/obj/item/weapon/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.assume_air(removed) |