mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-02 13:02:38 +00:00
Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly. Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
166 lines
5.8 KiB
Plaintext
166 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.
|
|
/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_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)
|
|
if(isclothing(parent))
|
|
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
|
|
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
|
|
|
|
var/atom/atom_parent = parent
|
|
if(atom_parent.atom_storage)
|
|
RegisterSignal(parent, COMSIG_ATOM_ENTERED, .proc/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
|
|
|
|
///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/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/reset_exploding), 0.1 SECONDS)
|
|
|
|
/**
|
|
* Resets the expoding flag
|
|
*/
|
|
/datum/component/explodable/proc/reset_exploding()
|
|
SIGNAL_HANDLER
|
|
src.exploding = FALSE
|