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## About The Pull Request Metalgen imprinting is now logged, foam and smoke have better logging and so do plasma metalgenned things, metalgen no longer causes a ton of runtimes on almost everything and foam and smoke no longer affect abstract objects. Also ***hopefully*** solves the issue with infinite hotspot loops, but I don't think anyone knows what exactly occured there. ## Why It's Good For The Game If servers explode, admins need to know who did it and coders need to know how they did it. ## Changelog 🆑 fix: Metalgen foam/smoke no longer cause an absurd amount of runtimes fix: Foam and smoke no longer affect abstract objects like landmarks admin: Metalgen imprinting is now logged admin: Improved logging for foam and smoke, and plasma metalgenned objects /🆑
109 lines
4.6 KiB
Plaintext
109 lines
4.6 KiB
Plaintext
/// Component that floods gas when ignited by fire.
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/datum/component/combustible_flooder
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// Gas type, molar count, and temperature. All self explanatory.
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var/gas_id
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var/gas_amount
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var/temp_amount
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/datum/component/combustible_flooder/Initialize(initialize_gas_id, initialize_gas_amount, initialize_temp_amount)
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src.gas_id = initialize_gas_id
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src.gas_amount = initialize_gas_amount
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src.temp_amount = initialize_temp_amount
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// Any item made of plasma is going to have this component, making it extremely difficult to blacklist fire hazards during create_and_destroy.
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// So let's just completely neuter them during unit tests so we don't burn down the testing area and cause spurious runtimes.
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#ifndef UNIT_TESTS
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(attackby_react))
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RegisterSignal(parent, COMSIG_ATOM_FIRE_ACT, PROC_REF(flame_react))
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RegisterSignal(parent, COMSIG_ATOM_TOUCHED_SPARKS, PROC_REF(sparks_react))
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RegisterSignal(parent, COMSIG_ATOM_BULLET_ACT, PROC_REF(projectile_react))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_WELDER), PROC_REF(welder_react))
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if(isturf(parent))
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RegisterSignal(parent, COMSIG_TURF_EXPOSE, PROC_REF(hotspots_react))
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#endif
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/datum/component/combustible_flooder/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_ATOM_ATTACKBY)
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UnregisterSignal(parent, COMSIG_ATOM_FIRE_ACT)
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UnregisterSignal(parent, COMSIG_ATOM_BULLET_ACT)
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UnregisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_WELDER))
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if(isturf(parent))
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UnregisterSignal(parent, COMSIG_TURF_EXPOSE)
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/// 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.
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/datum/component/combustible_flooder/proc/flood(mob/user, trigger_temperature)
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var/delete_parent = TRUE
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var/turf/open/flooded_turf = get_turf(parent)
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// We do this check early so closed turfs are still be able to flood.
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if(isturf(parent)) // Walls and floors.
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var/turf/parent_turf = parent
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flooded_turf = parent_turf.ScrapeAway(1, CHANGETURF_INHERIT_AIR | CHANGETURF_FORCEOP) // Ensure that we always forcefully replace the turf, even if the baseturf has the same type
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delete_parent = FALSE
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flooded_turf.atmos_spawn_air("[gas_id]=[gas_amount];[TURF_TEMPERATURE((temp_amount || trigger_temperature))]")
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// Logging-related
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var/admin_message = "[flooded_turf] ignited in [ADMIN_VERBOSEJMP(flooded_turf)]"
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var/log_message = "ignited [flooded_turf] at [AREACOORD(flooded_turf)]"
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if(user)
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admin_message += " by [ADMIN_LOOKUPFLW(user)] at [ADMIN_COORDJMP(flooded_turf)]"
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user.log_message(log_message, LOG_ATTACK, log_globally = FALSE)//only individual log
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else
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log_message = "[key_name(user)] " + log_message + " by fire at [AREACOORD(flooded_turf)]"
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admin_message += " by fire at [ADMIN_COORDJMP(flooded_turf)]"
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log_attack(log_message)
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message_admins(admin_message)
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if(delete_parent && !QDELETED(parent))
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if(isobj(parent))
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var/obj/obj_parent = parent
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obj_parent.deconstruct(disassembled = FALSE)
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else
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qdel(parent) // For things with the explodable component like plasma mats this isn't necessary, but there's no harm.
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qdel(src)
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/// fire_act reaction.
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/datum/component/combustible_flooder/proc/flame_react(datum/source, exposed_temperature, exposed_volume)
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SIGNAL_HANDLER
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if(exposed_temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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flood(null, exposed_temperature)
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/// sparks_touched reaction.
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/datum/component/combustible_flooder/proc/sparks_react(datum/source, obj/effect/particle_effect/sparks/sparks)
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SIGNAL_HANDLER
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if(sparks) // this shouldn't ever be false but existence is mysterious
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flood(null, FIRE_MINIMUM_TEMPERATURE_TO_SPREAD)
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/// Hotspot reaction.
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/datum/component/combustible_flooder/proc/hotspots_react(datum/source, air, exposed_temperature)
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SIGNAL_HANDLER
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if(exposed_temperature > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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flood(null, exposed_temperature)
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/// Being attacked by something
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/datum/component/combustible_flooder/proc/attackby_react(datum/source, obj/item/thing, mob/user, params)
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SIGNAL_HANDLER
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if(thing.get_temperature() > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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flood(user, thing.get_temperature())
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/// Shot by something
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/datum/component/combustible_flooder/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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flood(shot.firer, 2500)
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/// Welder check. Here because tool_act is higher priority than attackby.
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/datum/component/combustible_flooder/proc/welder_react(datum/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(tool.get_temperature() >= FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
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flood(user, tool.get_temperature())
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return ITEM_INTERACT_BLOCKING
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