///Component specifically for explosion sensetive things, currently only applies to heat based explosions but can later perhaps be used for things that are dangerous to handle carelessly like nitroglycerin. /datum/component/explodable /// The devastation range of the resulting explosion. var/devastation_range = 0 /// The heavy impact range of the resulting explosion. var/heavy_impact_range = 0 /// The light impact range of the resulting explosion. var/light_impact_range = 2 /// The flame range of the resulting explosion. var/flame_range = 0 /// The flash range of the resulting explosion. var/flash_range = 3 /// Whether this explosion ignores the bombcap. var/uncapped /// Whether we always delete. Useful for nukes turned plasma and such, so they don't default delete and can survive var/delete_after /// For items, lets us determine where things should be hit. var/equipped_slot /// Whether this component is currently in the process of exploding. var/tmp/exploding = FALSE /datum/component/explodable/Initialize(devastation_range, heavy_impact_range, light_impact_range, flame_range, flash_range, uncapped = FALSE, delete_after = EXPLODABLE_DELETE_PARENT) if(!isatom(parent)) return COMPONENT_INCOMPATIBLE RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/explodable_attack) RegisterSignal(parent, COMSIG_TRY_STORAGE_INSERT, .proc/explodable_insert_item) RegisterSignal(parent, COMSIG_ATOM_EX_ACT, .proc/detonate) RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_WELDER), .proc/welder_react) if(ismovable(parent)) RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, .proc/explodable_impact) RegisterSignal(parent, COMSIG_MOVABLE_BUMP, .proc/explodable_bump) if(isitem(parent)) RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/explodable_attack) RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip) RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop) if (devastation_range) src.devastation_range = devastation_range if (heavy_impact_range) src.heavy_impact_range = heavy_impact_range if (light_impact_range) src.light_impact_range = light_impact_range if (flame_range) src.flame_range = flame_range if (flash_range) src.flash_range = flash_range src.uncapped = uncapped src.delete_after = delete_after /datum/component/explodable/proc/explodable_insert_item(datum/source, obj/item/I, mob/M, silent = FALSE, force = FALSE) SIGNAL_HANDLER check_if_detonate(I) /datum/component/explodable/proc/explodable_impact(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum) SIGNAL_HANDLER check_if_detonate(hit_atom) /datum/component/explodable/proc/explodable_bump(datum/source, atom/A) SIGNAL_HANDLER check_if_detonate(A) ///Called when you use this object to attack sopmething /datum/component/explodable/proc/explodable_attack(datum/source, atom/movable/target, mob/living/user) SIGNAL_HANDLER check_if_detonate(target) /// Welder check. Here because tool_act is higher priority than attackby. /datum/component/explodable/proc/welder_react(datum/source, mob/user, obj/item/tool) SIGNAL_HANDLER if(check_if_detonate(tool)) return COMPONENT_BLOCK_TOOL_ATTACK ///Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants. /datum/component/explodable/proc/explodable_attack_zone(datum/source, damage, damagetype, def_zone) SIGNAL_HANDLER if(!def_zone) return if(damagetype != BURN) //Don't bother if it's not fire. return if(!is_hitting_zone(def_zone)) //You didn't hit us! ha! return detonate() /datum/component/explodable/proc/on_equip(datum/source, mob/equipper, slot) SIGNAL_HANDLER RegisterSignal(equipper, COMSIG_MOB_APPLY_DAMAGE, .proc/explodable_attack_zone, TRUE) /datum/component/explodable/proc/on_drop(datum/source, mob/user) SIGNAL_HANDLER UnregisterSignal(user, COMSIG_MOB_APPLY_DAMAGE) /// Checks if we're hitting the zone this component is covering /datum/component/explodable/proc/is_hitting_zone(def_zone) var/obj/item/item = parent var/mob/living/L = item.loc //Get whoever is equipping the item currently if(!istype(L)) return var/obj/item/bodypart/bodypart = L.get_bodypart(check_zone(def_zone)) var/list/equipment_items = list() if(iscarbon(L)) var/mob/living/carbon/C = L equipment_items += list(C.head, C.wear_mask, C.back, C.gloves, C.shoes, C.glasses, C.ears) if(ishuman(C)) var/mob/living/carbon/human/H = C equipment_items += list(H.wear_suit, H.w_uniform, H.belt, H.s_store, H.wear_id) for(var/bp in equipment_items) if(!bp) continue var/obj/item/I = bp if(I.body_parts_covered & bodypart.body_part) return TRUE return FALSE /datum/component/explodable/proc/check_if_detonate(target) if(!isitem(target)) return var/obj/item/I = target if(I.get_temperature() > FIRE_MINIMUM_TEMPERATURE_TO_EXIST) detonate() //If we're touching a hot item we go boom return TRUE /// Explode and remove the object /datum/component/explodable/proc/detonate() SIGNAL_HANDLER if (exploding) return // If we don't do this and this doesn't delete it can lock the MC into only processing Input, Timers, and Explosions. var/atom/bomb = parent var/log = TRUE if(light_impact_range < 1) log = FALSE exploding = TRUE explosion(bomb, devastation_range, heavy_impact_range, light_impact_range, flame_range, flash_range, log, uncapped) //epic explosion time switch(delete_after) if(EXPLODABLE_DELETE_SELF) qdel(src) if(EXPLODABLE_DELETE_PARENT) qdel(bomb) else addtimer(CALLBACK(src, .proc/reset_exploding), 0.1 SECONDS) /** * Resets the expoding flag */ /datum/component/explodable/proc/reset_exploding() SIGNAL_HANDLER src.exploding = FALSE