Files
GS13NG/code/modules/assembly/bomb.dm
Poojawa 0bca862419 Overhauls and 2/28 sync (#244)
* map tweaks/shuttle engines

* helpers and defines

* global/onclick

* controllers and datums

* mapping

* game folder

* some other stuff

* some modules

* modules that aren't mobs

* some mob stuff

* new player stuff

* mob living

* silicon stuff

* simple animal things

* carbon/ayylmao

* update_icons

* carbon/human

* sounds and tools

* icons and stuff

* hippie grinder changes + tgui

* kitchen.dmi

* compile issues fixed

* mapfix

* Mapfixes 2.0

* mapedit2.0

* mapmerger pls

* Revert "mapedit2.0"

This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481.

* clean up vore folder + 2 hotfixes

* admin ticket refinement

* Blob tweaks and LAZYADD

* LAZYADD IS LAZY

* Magic strings purged

* DEFINES NEED HIGHER PRIORITIES

* Only a sleepless idiot deals in absolute TRUE|FALSE

* u h g

* progress bar fix

* reverts ticket logs

* there's always that one guy

* fixes and stuff

* 2/27 fixes

* game folder stuff

* stats

* some modules again

* clothing stuff

gets vg clothing out of the main files

* everything not mobs again

* mob stuff

* maps, tgui, sql stuff

* icons

* additional fixes and compile errors

* don't need this anymore

* Oh right this isn't needed anymore

* maint bar re-added

* that doesn't need to be here

* stupid events

* wtfeven

* probably makes Travis happy

* don't care to fix the grinder atm

* fixes vending sprites, changes turret

* lethal, not lethals

* overylays are finicky creatures

* lazy fix for bleeding edgy (#252)

* map tweaks/shuttle engines

* helpers and defines

* global/onclick

* controllers and datums

* mapping

* game folder

* some other stuff

* some modules

* modules that aren't mobs

* some mob stuff

* new player stuff

* mob living

* silicon stuff

* simple animal things

* carbon/ayylmao

* update_icons

* carbon/human

* sounds and tools

* icons and stuff

* hippie grinder changes + tgui

* kitchen.dmi

* compile issues fixed

* mapfix

* Mapfixes 2.0

* mapedit2.0

* mapmerger pls

* Revert "mapedit2.0"

This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481.

* clean up vore folder + 2 hotfixes

* admin ticket refinement

* Blob tweaks and LAZYADD

* LAZYADD IS LAZY

* Magic strings purged

* DEFINES NEED HIGHER PRIORITIES

* Only a sleepless idiot deals in absolute TRUE|FALSE

* u h g

* progress bar fix

* reverts ticket logs

* there's always that one guy

* fixes and stuff

* 2/27 fixes

* game folder stuff

* stats

* some modules again

* clothing stuff

gets vg clothing out of the main files

* everything not mobs again

* mob stuff

* maps, tgui, sql stuff

* icons

* additional fixes and compile errors

* don't need this anymore

* Oh right this isn't needed anymore

* maint bar re-added

* that doesn't need to be here

* stupid events

* wtfeven

* probably makes Travis happy

* don't care to fix the grinder atm

* fixes vending sprites, changes turret

* lethal, not lethals

* overylays are finicky creatures
2017-02-28 09:30:49 -06:00

166 lines
5.5 KiB
Plaintext

/obj/item/device/onetankbomb
name = "bomb"
icon = 'icons/obj/tank.dmi'
item_state = "assembly"
throwforce = 5
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 2
throw_range = 4
flags = CONDUCT
var/status = 0 //0 - not readied //1 - bomb finished with welder
var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a plasma tank
origin_tech = "materials=1;engineering=1"
/obj/item/device/onetankbomb/examine(mob/user)
..()
user.examinate(bombtank)
/obj/item/device/onetankbomb/update_icon()
if(bombtank)
icon_state = bombtank.icon_state
if(bombassembly)
add_overlay(bombassembly.icon_state)
copy_overlays(bombassembly)
add_overlay("bomb_assembly")
/obj/item/device/onetankbomb/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/device/analyzer))
bombtank.attackby(W, user)
return
if(istype(W, /obj/item/weapon/wrench) && !status) //This is basically bomb assembly code inverted. apparently it works.
user << "<span class='notice'>You disassemble [src].</span>"
bombassembly.loc = user.loc
bombassembly.master = null
bombassembly = null
bombtank.loc = user.loc
bombtank.master = null
bombtank = null
qdel(src)
return
if((istype(W, /obj/item/weapon/weldingtool) && W:welding))
if(!status)
status = 1
bombers += "[key_name(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]")
user << "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>"
else
status = 0
bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
user << "<span class='notice'>The hole has been closed.</span>"
add_fingerprint(user)
..()
/obj/item/device/onetankbomb/attack_self(mob/user) //pressing the bomb accesses its assembly
bombassembly.attack_self(user, 1)
add_fingerprint(user)
return
/obj/item/device/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
sleep(10)
if(!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()
/obj/item/device/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps
if(bombassembly)
bombassembly.Crossed(AM)
/obj/item/device/onetankbomb/on_found(mob/finder) //for mousetraps
if(bombassembly)
bombassembly.on_found(finder)
// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
/obj/item/weapon/tank/proc/bomb_assemble(W,user) //Bomb assembly proc. This turns assembly+tank into a bomb
var/obj/item/device/assembly_holder/S = W
var/mob/M = user
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
return
if(!M.drop_item()) //Remove the assembly from your hands
return
var/obj/item/device/onetankbomb/R = new /obj/item/device/onetankbomb(loc)
M.temporarilyRemoveItemFromInventory(src, TRUE) //Remove the tank from your character,in case you were holding it
if(!M.put_in_hands(R)) //Equips the bomb if possible, or puts it on the floor.
forceMove(get_turf(M))
R.bombassembly = S //Tell the bomb about its assembly part
S.master = R //Tell the assembly about its new owner
S.loc = R //Move the assembly out of the fucking way
R.bombtank = src //Same for tank
master = R
loc = R
R.update_icon()
return
/obj/item/weapon/tank/proc/ignite() //This happens when a bomb is told to explode
air_contents.assert_gases("plasma", "o2")
var/fuel_moles = air_contents.gases["plasma"][MOLES] + air_contents.gases["o2"][MOLES]/6
air_contents.garbage_collect()
var/strength = 1
var/turf/ground_zero = get_turf(loc)
loc = null
if(air_contents.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(air_contents)
ground_zero.hotspot_expose(1000, 125)
else if(air_contents.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(air_contents)
ground_zero.hotspot_expose(1000, 125)
else if(air_contents.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(air_contents)
ground_zero.hotspot_expose(1000, 125)
else
ground_zero.assume_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
air_update_turf()
if(master)
qdel(master)
qdel(src)
/obj/item/weapon/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()