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## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](102b79694f) [Moves signal procs over to their own file](33d07d01fd) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](335ea4ad08) [Does something similar to the attackby comsigs (PARENT -> ATOM)](210e57051d) [And finally passes over the examine signals](65917658fb) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑
173 lines
6.1 KiB
Plaintext
173 lines
6.1 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_OBJ, 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 COMPONENT_BLOCK_TOOL_ATTACK
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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(!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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// Maybe switch this over if we have a get_all_clothing or similar proc for carbon mobs.
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// get_all_worn_items is a lie, they include pockets.
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var/list/worn_items = list()
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worn_items += list(wearer.head, wearer.wear_mask, wearer.gloves, wearer.shoes, wearer.glasses, wearer.ears)
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if(ishuman(wearer))
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var/mob/living/carbon/human/human_wearer = wearer
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worn_items += list(human_wearer.wear_suit, human_wearer.w_uniform)
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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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