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## About The Pull Request refactors clothing visors to use the same system, including masks being toggled and stuff like riot helmets toggling using the same system and welding helmets and such adds a handler that updates all visuals in slots that an item has obscured, each visual proc calls that so you no longer have weird shit happening like having to hardcode a proc for heads where you need to also update hair, mask, glasses everytime you put on an item one thing here i could also do is make check_obscured_slots return the HIDEX flags instead of item slots, because in 99% of cases its hardcoded to be ran against specific slots (like eye code running it against the glasses slot), but maintainers didnt seem to like that :/ ## Why It's Good For The Game fuck this 2003 bullshit ## Changelog theres like several bugs here i fixed but i forgot them all and they are small
170 lines
5.8 KiB
Plaintext
170 lines
5.8 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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var/list/worn_items = wearer.get_equipped_items()
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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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