///makes this file more legible #define IS_OPEN(parent) isgroundlessturf(parent) ///distance a trapdoor will accept a link request. #define TRAPDOOR_LINKING_SEARCH_RANGE 7 /** * ## trapdoor component! * * component attached to floors to turn them into trapdoors, a constructable trap that when signalled drops people to the level below. * assembly code at the bottom of this file */ /datum/component/trapdoor ///assembly tied to this trapdoor var/obj/item/assembly/trapdoor/assembly ///path of the turf this should change into when the assembly is pulsed. needed for openspace trapdoors knowing what to turn back into var/trapdoor_turf_path /datum/component/trapdoor/Initialize(starts_open, trapdoor_turf_path, assembly) if(!isopenturf(parent)) return COMPONENT_INCOMPATIBLE src.assembly = assembly if(IS_OPEN(parent)) openspace_trapdoor_setup(trapdoor_turf_path, assembly) else tile_trapdoor_setup(trapdoor_turf_path, assembly) if(starts_open) try_opening() ///initializing as an opened trapdoor, we need to trust that we were given the data by a closed trapdoor /datum/component/trapdoor/proc/openspace_trapdoor_setup(trapdoor_turf_path) src.trapdoor_turf_path = trapdoor_turf_path ///initializing as a closed trapdoor, we need to take data from the tile we're on to give it to the open state to store /datum/component/trapdoor/proc/tile_trapdoor_setup(trapdoor_turf_path) src.trapdoor_turf_path = parent.type if(assembly && assembly.stored_decals.len) reapply_all_decals() /datum/component/trapdoor/RegisterWithParent() . = ..() RegisterSignal(parent, COMSIG_TURF_CHANGE, .proc/turf_changed_pre) if(!src.assembly) RegisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK, .proc/on_link_requested) else RegisterSignal(assembly, COMSIG_ASSEMBLY_PULSED, .proc/toggle_trapdoor) /datum/component/trapdoor/UnregisterFromParent() . = ..() UnregisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK) UnregisterSignal(assembly, COMSIG_ASSEMBLY_PULSED) UnregisterSignal(parent, COMSIG_TURF_CHANGE) /datum/component/trapdoor/proc/decal_detached(datum/source, description, cleanable, directional, pic) SIGNAL_HANDLER ///so it adds the list to the list, not appending it to the end. thank you byond, very cool. assembly.stored_decals += list(list(description, cleanable, directional, pic)) /** * ## reapply_all_decals * * changing turfs does not bring over decals, so we must perform a little bit of element reapplication. */ /datum/component/trapdoor/proc/reapply_all_decals() for(var/list/element_data as anything in assembly.stored_decals) apply_decal(element_data[1], element_data[2], element_data[3], element_data[4]) assembly.stored_decals = list() /// small proc that takes passed arguments and drops it into a new element /datum/component/trapdoor/proc/apply_decal(description, cleanable, directional, pic) parent.AddElement(/datum/element/decal, _description = description, _cleanable = cleanable, _dir = directional, _pic = pic) ///called by linking remotes to tie an assembly to the trapdoor /datum/component/trapdoor/proc/on_link_requested(datum/source, obj/item/assembly/trapdoor/assembly) if(get_dist(parent, assembly) > TRAPDOOR_LINKING_SEARCH_RANGE) return . = LINKED_UP src.assembly = assembly assembly.linked = TRUE UnregisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK) RegisterSignal(assembly, COMSIG_ASSEMBLY_PULSED, .proc/toggle_trapdoor) ///signal called by our assembly being pulsed /datum/component/trapdoor/proc/toggle_trapdoor(datum/source) SIGNAL_HANDLER if(!IS_OPEN(parent)) try_opening() else try_closing() ///signal called by turf changing /datum/component/trapdoor/proc/turf_changed_pre(datum/source, path, new_baseturfs, flags, post_change_callbacks) SIGNAL_HANDLER var/turf/open/dying_trapdoor = parent if((!IS_OPEN(dying_trapdoor) && !IS_OPEN(path)) || path == /turf/open/floor/plating) //not a process of the trapdoor, so this trapdoor has been destroyed dying_trapdoor.visible_message(span_warning("The trapdoor mechanism in [dying_trapdoor] is broken!")) if(assembly) assembly.linked = FALSE assembly.stored_decals.Cut() assembly = null return post_change_callbacks += CALLBACK(assembly, /obj/item/assembly/trapdoor.proc/carry_over_trapdoor, trapdoor_turf_path) /** * ## carry_over_trapdoor * * applies the trapdoor to the new turf (created by the last trapdoor) * apparently callbacks with arguments on invoke and the callback itself have the callback args go first. interesting! */ /obj/item/assembly/trapdoor/proc/carry_over_trapdoor(trapdoor_turf_path, turf/new_turf) new_turf.AddComponent(/datum/component/trapdoor, FALSE, trapdoor_turf_path, src) /** * ## try_opening * * small proc for opening the turf into openspace * there are no checks for opening a trapdoor, but closed has some */ /datum/component/trapdoor/proc/try_opening() var/turf/open/trapdoor_turf = parent ///we want to save this turf's decals as they were right before deletion, so this is the point where we begin listening if(assembly) RegisterSignal(parent, COMSIG_TURF_DECAL_DETACHED, .proc/decal_detached) playsound(trapdoor_turf, 'sound/machines/trapdoor/trapdoor_open.ogg', 50) trapdoor_turf.visible_message(span_warning("[trapdoor_turf] swings open!")) trapdoor_turf.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR) /** * ## try_closing * * small proc for closing the turf back into what it should be * trapdoor can be blocked by building things on the openspace turf */ /datum/component/trapdoor/proc/try_closing() var/turf/open/trapdoor_turf = parent var/obj/structure/lattice/blocking = locate() in trapdoor_turf.contents if(blocking) trapdoor_turf.visible_message(span_warning("The trapdoor mechanism in [trapdoor_turf] tries to shut, but is jammed by [blocking]!")) return playsound(trapdoor_turf, 'sound/machines/trapdoor/trapdoor_shut.ogg', 50) trapdoor_turf.visible_message(span_warning("The trapdoor mechanism in [trapdoor_turf] swings shut!")) trapdoor_turf.ChangeTurf(trapdoor_turf_path, flags = CHANGETURF_INHERIT_AIR) #undef IS_OPEN /obj/item/assembly/trapdoor name = "trapdoor controller" desc = "A sinister-looking controller for a trapdoor." icon_state = "trapdoor" ///if the trapdoor isn't linked it will try to link on pulse, this shouldn't be spammable COOLDOWN_DECLARE(search_cooldown) ///trapdoor link cooldown time here! var/search_cooldown_time = 10 SECONDS ///if true, a trapdoor in the world has a reference to this assembly and is listening for when it is pulsed. var/linked = FALSE /** * list of lists that are arguments for readding decals when the linked trapdoor comes back. pain. * * we are storing this data FOR the trapdoor component we are linked to. kinda like a multitool. * format: list(list(element's description, element's cleanable, element's directional, element's pic)) * the list will be filled with all the data of the deleting elements (when ChangeTurf is called) only when the trapdoor begins to open. * so any other case the elements will be changed but not recorded. */ var/list/stored_decals = list() /obj/item/assembly/trapdoor/pulsed(radio) . = ..() if(linked) return if(!COOLDOWN_FINISHED(src, search_cooldown)) visible_message(span_warning("[src] cannot attempt another trapdoor linkup so soon!")) return attempt_link_up() COOLDOWN_START(src, search_cooldown, search_cooldown_time) /obj/item/assembly/trapdoor/proc/attempt_link_up() var/turf/assembly_turf = get_turf(src) if(!COOLDOWN_FINISHED(src, search_cooldown)) var/timeleft = DisplayTimeText(COOLDOWN_TIMELEFT(src, search_cooldown)) assembly_turf.visible_message(span_warning("[src] is on cooldown! Please wait [timeleft]."), vision_distance = SAMETILE_MESSAGE_RANGE) return if(SEND_GLOBAL_SIGNAL(COMSIG_GLOB_TRAPDOOR_LINK, src) & LINKED_UP) playsound(assembly_turf, 'sound/machines/chime.ogg', 50, TRUE) assembly_turf.visible_message("[src] has linked up to a nearby trapdoor! \ You may now use it to check where the trapdoor is... be careful!", vision_distance = SAMETILE_MESSAGE_RANGE) else playsound(assembly_turf, 'sound/machines/buzz-sigh.ogg', 50, FALSE) assembly_turf.visible_message(span_warning("[src] has failed to find a trapdoor nearby to link to."), vision_distance = SAMETILE_MESSAGE_RANGE) /** * ## trapdoor remotes! * * Item that accepts the assembly for the internals and helps link/activate it. * This base type is an empty shell that needs the assembly added to it first to work. */ /obj/item/trapdoor_remote name = "trapdoor remote" desc = "A small machine that interfaces with a trapdoor controller for easy use." icon = 'icons/obj/device.dmi' icon_state = "trapdoor_remote" COOLDOWN_DECLARE(trapdoor_cooldown) var/trapdoor_cooldown_time = 2 SECONDS var/obj/item/assembly/trapdoor/internals /obj/item/trapdoor_remote/examine(mob/user) . = ..() if(!internals) . += span_warning("[src] has no internals! It needs a trapdoor controller to function.") return . += span_notice("The internals can be removed with a screwdriver.") if(!internals.linked) . += span_warning("[src] is not linked to a trapdoor.") return . += span_notice("[src] is linked to a trapdoor.") if(!COOLDOWN_FINISHED(src, trapdoor_cooldown)) . += span_warning("It is on a short cooldown.") /obj/item/trapdoor_remote/screwdriver_act(mob/living/user, obj/item/tool) . = ..() if(!internals) to_chat(user, span_warning("[src] has no internals!")) return to_chat(user, span_notice("You pop [internals] out of [src].")) internals.forceMove(get_turf(src)) internals = null /obj/item/trapdoor_remote/attackby(obj/item/assembly/trapdoor/assembly, mob/living/user, params) . = ..() if(. || !istype(assembly)) return if(internals) to_chat(user, span_warning("[src] already has internals!")) return to_chat(user, span_notice("You add [assembly] to [src].")) internals = assembly assembly.forceMove(src) /obj/item/trapdoor_remote/attack_self(mob/user, modifiers) . = ..() if(.) return if(!internals) to_chat(user, span_warning("[src] has no internals!")) return if(!internals.linked) to_chat(user, span_notice("You activate [src].")) internals.pulsed() return if(!COOLDOWN_FINISHED(src, trapdoor_cooldown)) to_chat(user, span_warning("[src] is on a short cooldown.")) return to_chat(user, span_notice("You activate [src].")) playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE) icon_state = "trapdoor_pressed" addtimer(VARSET_CALLBACK(src, icon_state, initial(icon_state)), trapdoor_cooldown_time) COOLDOWN_START(src, trapdoor_cooldown, trapdoor_cooldown_time) internals.pulsed() #undef TRAPDOOR_LINKING_SEARCH_RANGE ///subtype with internals already included. If you're giving a department a roundstart trapdoor, this is what you want /obj/item/trapdoor_remote/preloaded /obj/item/trapdoor_remote/preloaded/Initialize(mapload) . = ..() internals = new(src)