-- Customized explosive effect that doesn't affect teammates and only breaks joints on dead parts

local TaggedHumanoids = {}
local function OnExplosionHit(hitPart, hitDistance, blastCenter)
	if hitPart and hitDistance then
		local character, humanoid = FindCharacterAncestor(hitPart.Parent)

		if character then
			local myPlayer = CreatorTag.Value
			if myPlayer and not myPlayer.Neutral then -- Ignore friendlies caught in the blast
				local player = PlayersService:GetPlayerFromCharacter(character)
				if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
					return
				end
			end
		end

		if humanoid and humanoid.Health > 0 then -- Humanoids are tagged and damaged
			if not IsInTable(TaggedHumanoids,humanoid) then
				print("Tagged")
				table.insert(TaggedHumanoids,humanoid)
				ApplyTags(humanoid)
				humanoid:TakeDamage(BLAST_DAMAGE)
			end
		else -- Loose parts and dead parts are blasted
			if hitPart.Name ~= 'Handle' then
				hitPart:BreakJoints()
				local blastForce = Instance.new('BodyForce', hitPart) --NOTE: We will multiply by mass so bigger parts get blasted more
				blastForce.Force = (hitPart.Position - blastCenter).unit * BLAST_FORCE * hitPart:GetMass()
				DebrisService:AddItem(blastForce, 0.1)
			end
		end
	end
end
local Isexplosion = false
local function OnTouched(otherParts)
	for i,otherPart in ipairs(otherParts)do
		if Rocket then
			-- Fly through anything in the ignore list
			if IGNORE_LIST[string.lower(otherPart.Name)] then
				return
			end

			local myPlayer = CreatorTag.Value
			if myPlayer then
				-- Fly through the creator
				if myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then
					return
				end

				-- Fly through friendlies
				if not myPlayer.Neutral then
					local character = FindCharacterAncestor(otherPart.Parent)
					local player = PlayersService:GetPlayerFromCharacter(character)
					if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
						return
					end
				end
			end

			-- Fly through terrain water
			if otherPart == workspace.Terrain then
				--NOTE: If the rocket is large, then the simplifications made here will cause it to fly through terrain in some cases
				local frontOfRocket = Rocket.Position + (Rocket.CFrame.lookVector * (Rocket.Size.Z / 2))
				local cellLocation = workspace.Terrain:WorldToCellPreferSolid(frontOfRocket)
				local cellMaterial = workspace.Terrain:GetCell(cellLocation.X, cellLocation.Y, cellLocation.Z)
				if cellMaterial == Enum.CellMaterial.Water or cellMaterial == Enum.CellMaterial.Empty then
					return
				end
			end
			Isexplosion = true
			-- Create the explosion
			local explosion = Instance.new('Explosion')
			explosion.BlastPressure = 0 -- Completely safe explosion
			explosion.BlastRadius = BLAST_RADIUS
			explosion.ExplosionType = Enum.ExplosionType.NoCraters
			explosion.Position = Rocket.Position
			explosion.Parent = workspace

			-- Connect custom logic for the explosion
			explosion.Hit:Connect(function(hitPart, hitDistance) OnExplosionHit(hitPart, hitDistance, explosion.Position) end)
			-- Move this script and the creator tag (so our custom logic can execute), then destroy the rocket
			script.Parent = explosion
			CreatorTag.Parent = script
			Rocket:Destroy()
		end
	end
end
