Files
Bubberstation/code/datums/components/combustible_flooder.dm
T
MrMelbertandGitHub d755b70d76 Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage (#73806)
## About The Pull Request

- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.

- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")

- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.

Fixes #73756

## Why It's Good For The Game

Projectiles that act as they should, less dumb vars

## Changelog

🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
2023-03-10 17:51:31 -07:00

94 lines
3.6 KiB
Plaintext

/// Component that floods gas when ignited by fire.
/datum/component/combustible_flooder
// Gas type, molar count, and temperature. All self explanatory.
var/gas_id
var/gas_amount
var/temp_amount
/datum/component/combustible_flooder/Initialize(initialize_gas_id, initialize_gas_amount, initialize_temp_amount)
src.gas_id = initialize_gas_id
src.gas_amount = initialize_gas_amount
src.temp_amount = initialize_temp_amount
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(attackby_react))
RegisterSignal(parent, COMSIG_ATOM_FIRE_ACT, PROC_REF(flame_react))
RegisterSignal(parent, COMSIG_ATOM_BULLET_ACT, PROC_REF(projectile_react))
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_WELDER), PROC_REF(welder_react))
if(isturf(parent))
RegisterSignal(parent, COMSIG_TURF_EXPOSE, PROC_REF(hotspots_react))
/datum/component/combustible_flooder/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_PARENT_ATTACKBY)
UnregisterSignal(parent, COMSIG_ATOM_FIRE_ACT)
UnregisterSignal(parent, COMSIG_ATOM_BULLET_ACT)
UnregisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_WELDER))
if(isturf(parent))
UnregisterSignal(parent, COMSIG_TURF_EXPOSE)
/// Do the flooding. Trigger temperature is the temperature we will flood at if we dont have a temp set at the start. Trigger referring to whatever triggered it.
/datum/component/combustible_flooder/proc/flood(mob/user, trigger_temperature)
var/delete_parent = TRUE
var/turf/open/flooded_turf = get_turf(parent)
// We do this check early so closed turfs are still be able to flood.
if(isturf(parent)) // Walls and floors.
var/turf/parent_turf = parent
flooded_turf = parent_turf.ScrapeAway(1, CHANGETURF_INHERIT_AIR)
delete_parent = FALSE
flooded_turf.atmos_spawn_air("[gas_id]=[gas_amount];TEMP=[temp_amount || trigger_temperature]")
// Logging-related
var/admin_message = "[flooded_turf] ignited in [ADMIN_VERBOSEJMP(flooded_turf)]"
var/log_message = "ignited [flooded_turf]"
if(user)
admin_message += " by [ADMIN_LOOKUPFLW(user)]"
user.log_message(log_message, LOG_ATTACK, log_globally = FALSE)//only individual log
else
log_message = "[key_name(user)] " + log_message
admin_message += " by fire"
log_message += " by fire"
log_attack(log_message)
message_admins(admin_message)
if(delete_parent && !QDELETED(parent))
qdel(parent) // For things with the explodable component like plasma mats this isn't necessary, but there's no harm.
qdel(src)
/// fire_act reaction.
/datum/component/combustible_flooder/proc/flame_react(datum/source, exposed_temperature, exposed_volume)
SIGNAL_HANDLER
if(exposed_temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
flood(null, exposed_temperature)
/// Hotspot reaction.
/datum/component/combustible_flooder/proc/hotspots_react(datum/source, air, exposed_temperature)
SIGNAL_HANDLER
if(exposed_temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
flood(null, exposed_temperature)
/// Being attacked by something
/datum/component/combustible_flooder/proc/attackby_react(datum/source, obj/item/thing, mob/user, params)
SIGNAL_HANDLER
if(thing.get_temperature() > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
flood(user, thing.get_temperature())
/// Shot by something
/datum/component/combustible_flooder/proc/projectile_react(datum/source, obj/projectile/shot)
SIGNAL_HANDLER
if(shot.damage_type == BURN && shot.damage > 0)
flood(shot.firer, 2500)
/// Welder check. Here because tool_act is higher priority than attackby.
/datum/component/combustible_flooder/proc/welder_react(datum/source, mob/user, obj/item/tool)
SIGNAL_HANDLER
if(tool.get_temperature() >= FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
flood(user, tool.get_temperature())
return COMPONENT_BLOCK_TOOL_ATTACK