mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-16 04:34:21 +00:00
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
171 lines
5.9 KiB
Plaintext
171 lines
5.9 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_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/throwing_datum, caught)
|
|
SIGNAL_HANDLER
|
|
|
|
if(!caught)
|
|
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
|
|
|
|
var/list/worn_items = wearer.get_equipped_items()
|
|
|
|
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
|