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Bubberstation/code/datums/components/explodable.dm
MrMelbert 1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

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
/🆑
2023-12-08 23:50:19 -07:00

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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_ATOM_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))
RegisterSignals(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_ATOM, 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 ITEM_INTERACT_BLOCKING
/// Shot by something
/datum/component/explodable/proc/projectile_react(datum/source, obj/projectile/shot)
SIGNAL_HANDLER
if(shot.damage_type == BURN && shot.damage > 0)
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(isbodypart(def_zone))
var/obj/item/bodypart/hitting = def_zone
def_zone = hitting.body_zone
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