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## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑
176 lines
6.2 KiB
Plaintext
176 lines
6.2 KiB
Plaintext
///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.
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/datum/component/explodable
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/// The devastation range of the resulting explosion.
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var/devastation_range = 0
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/// The heavy impact range of the resulting explosion.
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var/heavy_impact_range = 0
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/// The light impact range of the resulting explosion.
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var/light_impact_range = 2
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/// The flame range of the resulting explosion.
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var/flame_range = 0
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/// The flash range of the resulting explosion.
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var/flash_range = 3
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/// Whether this explosion ignores the bombcap.
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var/uncapped
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/// Whether we always delete. Useful for nukes turned plasma and such, so they don't default delete and can survive
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var/delete_after
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/// For items, lets us determine where things should be hit.
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var/equipped_slot
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/// Whether this component is currently in the process of exploding.
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var/tmp/exploding = FALSE
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/datum/component/explodable/Initialize(devastation_range, heavy_impact_range, light_impact_range, flame_range, flash_range, uncapped = FALSE, delete_after = EXPLODABLE_DELETE_PARENT)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(explodable_attack))
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RegisterSignal(parent, COMSIG_ATOM_EX_ACT, PROC_REF(detonate))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_WELDER), PROC_REF(welder_react))
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RegisterSignal(parent, COMSIG_ATOM_BULLET_ACT, PROC_REF(projectile_react))
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if(ismovable(parent))
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RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, PROC_REF(explodable_impact))
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RegisterSignal(parent, COMSIG_MOVABLE_BUMP, PROC_REF(explodable_bump))
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if(isitem(parent))
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RegisterSignals(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_ATOM, COMSIG_ITEM_HIT_REACT), PROC_REF(explodable_attack))
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if(isclothing(parent))
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
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var/atom/atom_parent = parent
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if(atom_parent.atom_storage)
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(explodable_insert_item))
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if (devastation_range)
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src.devastation_range = devastation_range
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if (heavy_impact_range)
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src.heavy_impact_range = heavy_impact_range
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if (light_impact_range)
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src.light_impact_range = light_impact_range
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if (flame_range)
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src.flame_range = flame_range
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if (flash_range)
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src.flash_range = flash_range
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src.uncapped = uncapped
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src.delete_after = delete_after
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/// Explode if our parent is a storage place and something with high heat is inserted in.
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/datum/component/explodable/proc/explodable_insert_item(datum/source, obj/item/I)
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SIGNAL_HANDLER
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if(!(I.item_flags & IN_STORAGE))
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return
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check_if_detonate(I)
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/datum/component/explodable/proc/explodable_impact(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
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SIGNAL_HANDLER
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check_if_detonate(hit_atom)
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/datum/component/explodable/proc/explodable_bump(datum/source, atom/A)
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SIGNAL_HANDLER
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check_if_detonate(A)
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///Called when you use this object to attack sopmething
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/datum/component/explodable/proc/explodable_attack(datum/source, atom/movable/target, mob/living/user)
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SIGNAL_HANDLER
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check_if_detonate(target)
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/// Welder check. Here because tool_act is higher priority than attackby.
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/datum/component/explodable/proc/welder_react(datum/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(check_if_detonate(tool))
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return ITEM_INTERACT_BLOCKING
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/// Shot by something
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/datum/component/explodable/proc/projectile_react(datum/source, obj/projectile/shot)
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SIGNAL_HANDLER
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if(shot.damage_type == BURN && shot.damage > 0)
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detonate()
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///Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.
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/datum/component/explodable/proc/explodable_attack_zone(datum/source, damage, damagetype, def_zone, ...)
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SIGNAL_HANDLER
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if(!def_zone)
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return
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if(damagetype != BURN) //Don't bother if it's not fire.
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return
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if(isbodypart(def_zone))
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var/obj/item/bodypart/hitting = def_zone
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def_zone = hitting.body_zone
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if(!is_hitting_zone(def_zone)) //You didn't hit us! ha!
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return
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detonate()
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/datum/component/explodable/proc/on_equip(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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RegisterSignal(equipper, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(explodable_attack_zone), TRUE)
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/datum/component/explodable/proc/on_drop(datum/source, mob/user)
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SIGNAL_HANDLER
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UnregisterSignal(user, COMSIG_MOB_APPLY_DAMAGE)
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/// Checks if we're hitting the zone this component is covering
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/datum/component/explodable/proc/is_hitting_zone(def_zone)
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var/obj/item/item = parent
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var/mob/living/carbon/wearer = item.loc //Get whoever is equipping the item currently
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if(!istype(wearer))
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return FALSE
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// Maybe switch this over if we have a get_all_clothing or similar proc for carbon mobs.
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// get_all_worn_items is a lie, they include pockets.
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var/list/worn_items = list()
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worn_items += list(wearer.head, wearer.wear_mask, wearer.gloves, wearer.shoes, wearer.glasses, wearer.ears)
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if(ishuman(wearer))
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var/mob/living/carbon/human/human_wearer = wearer
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worn_items += list(human_wearer.wear_suit, human_wearer.w_uniform)
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if(!(item in worn_items))
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return FALSE
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if(item.body_parts_covered & def_zone)
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return TRUE
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return FALSE
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/datum/component/explodable/proc/check_if_detonate(target)
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if(!isitem(target))
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return
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var/obj/item/I = target
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if(I.get_temperature() > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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detonate() //If we're touching a hot item we go boom
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return TRUE
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/// Explode and remove the object
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/datum/component/explodable/proc/detonate()
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SIGNAL_HANDLER
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if (exploding)
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return // If we don't do this and this doesn't delete it can lock the MC into only processing Input, Timers, and Explosions.
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var/atom/bomb = parent
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var/log = TRUE
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if(light_impact_range < 1)
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log = FALSE
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exploding = TRUE
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explosion(bomb, devastation_range, heavy_impact_range, light_impact_range, flame_range, flash_range, log, uncapped) //epic explosion time
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switch(delete_after)
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if(EXPLODABLE_DELETE_SELF)
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qdel(src)
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if(EXPLODABLE_DELETE_PARENT)
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qdel(bomb)
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else
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addtimer(CALLBACK(src, PROC_REF(reset_exploding)), 0.1 SECONDS)
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/**
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* Resets the expoding flag
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*/
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/datum/component/explodable/proc/reset_exploding()
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SIGNAL_HANDLER
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src.exploding = FALSE
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