Files
Bubberstation/code/datums/components/combustible_flooder.dm
T
MrMelbertandGitHub 1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00

93 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_ATOM_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_ATOM_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];[TURF_TEMPERATURE((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 + " by fire"
admin_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 ITEM_INTERACT_BLOCKING