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Bubberstation/code/datums/components/explodable.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

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///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_REF(explodable_attack))
RegisterSignal(parent, COMSIG_ATOM_EX_ACT, PROC_REF(detonate))
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_WELDER), PROC_REF(welder_react))
RegisterSignal(parent, COMSIG_ATOM_BULLET_ACT, PROC_REF(projectile_react))
if(ismovable(parent))
RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, PROC_REF(explodable_impact))
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, PROC_REF(explodable_bump))
if(isitem(parent))
RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), PROC_REF(explodable_attack))
if(isclothing(parent))
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
var/atom/atom_parent = parent
if(atom_parent.atom_storage)
RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(explodable_insert_item))
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
/// Explode if our parent is a storage place and something with high heat is inserted in.
/datum/component/explodable/proc/explodable_insert_item(datum/source, obj/item/I)
SIGNAL_HANDLER
if(!(I.item_flags & IN_STORAGE))
return
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
/// Shot by something
/datum/component/explodable/proc/projectile_react(datum/source, obj/projectile/shot)
SIGNAL_HANDLER
if(shot.damage_type == BURN && !shot.nodamage)
detonate()
///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_REF(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/carbon/wearer = item.loc //Get whoever is equipping the item currently
if(!istype(wearer))
return FALSE
// Maybe switch this over if we have a get_all_clothing or similar proc for carbon mobs.
// get_all_worn_items is a lie, they include pockets.
var/list/worn_items = list()
worn_items += list(wearer.head, wearer.wear_mask, wearer.gloves, wearer.shoes, wearer.glasses, wearer.ears)
if(ishuman(wearer))
var/mob/living/carbon/human/human_wearer = wearer
worn_items += list(human_wearer.wear_suit, human_wearer.w_uniform)
if(!(item in worn_items))
return FALSE
if(item.body_parts_covered & def_zone)
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_REF(reset_exploding)), 0.1 SECONDS)
/**
* Resets the expoding flag
*/
/datum/component/explodable/proc/reset_exploding()
SIGNAL_HANDLER
src.exploding = FALSE