Files
Yogstation/code/datums/components/explodable.dm
Ling c7226a179b Modernizes components (#17260)
* Part 1

* Refactor signals into different files

* Remove redundant file

* Add missing movable signals

* Add signals log

* Split signal registering with list into new proc

* Add comments to component.dm and remove signal_enabled

* Fix yogs code

* Not this one

* Hopefully make linter happy

* Remove duplicate file

* More duplicates signals
2023-01-04 22:29:34 +00:00

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///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
var/devastation_range = 0
var/heavy_impact_range = 0
var/light_impact_range = 2
var/flash_range = 3
var/equipped_slot //For items, lets us determine where things should be hit.
/datum/component/explodable/Initialize(devastation_range_override, heavy_impact_range_override, light_impact_range_override, flash_range_override)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/explodable_attack)
RegisterSignal(parent, COMSIG_TRY_STORAGE_INSERT, .proc/explodable_insert_item)
RegisterSignal(parent, COMSIG_ATOM_EX_ACT, .proc/detonate)
if(ismovable(parent))
RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, .proc/explodable_impact)
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, .proc/explodable_bump)
if(isitem(parent))
RegisterSignals(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/explodable_attack)
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
if(devastation_range_override)
devastation_range = devastation_range_override
if(heavy_impact_range_override)
heavy_impact_range = heavy_impact_range_override
if(light_impact_range_override)
light_impact_range = light_impact_range_override
if(flash_range_override)
flash_range = flash_range_override
/datum/component/explodable/proc/explodable_insert_item(datum/source, obj/item/I, mob/M, silent = FALSE, force = FALSE)
check_if_detonate(I)
/datum/component/explodable/proc/explodable_impact(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
check_if_detonate(hit_atom)
/datum/component/explodable/proc/explodable_bump(datum/source, atom/A)
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)
check_if_detonate(target)
///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)
if(!def_zone)
return
if(damagetype != BURN) //Don't bother if it's not fire.
return
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)
RegisterSignal(equipper, COMSIG_MOB_APPLY_DAMAGE, .proc/explodable_attack_zone, TRUE)
/datum/component/explodable/proc/on_drop(datum/source, mob/user)
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/L = item.loc //Get whoever is equipping the item currently
if(!istype(L))
return
var/obj/item/bodypart/bodypart = L.get_bodypart(check_zone(def_zone))
var/list/equipment_items = list()
if(iscarbon(L))
var/mob/living/carbon/C = L
equipment_items += list(C.head, C.wear_mask, C.back, C.gloves, C.shoes, C.glasses, C.ears)
if(ishuman(C))
var/mob/living/carbon/human/H = C
equipment_items += list(H.wear_suit, H.w_uniform, H.belt, H.s_store, H.wear_id)
for(var/bp in equipment_items)
if(!bp)
continue
var/obj/item/I = bp
if(I.body_parts_covered & bodypart.body_part)
return TRUE
return FALSE
/datum/component/explodable/proc/check_if_detonate(target)
if(!isitem(target))
return
var/obj/item/I = target
if(!I.is_hot())
return
detonate() //If we're touching a hot item we go boom
/// Expldoe and remove the object
/datum/component/explodable/proc/detonate()
var/atom/A = parent
explosion(A, devastation_range, heavy_impact_range, light_impact_range, flash_range) //epic explosion time
qdel(A)