// This element should be applied to wall-mounted machines/structures, so that if the wall it's "hanging" from is broken or deconstructed, the wall-hung structure will deconstruct. /datum/component/wall_mounted dupe_mode = COMPONENT_DUPE_ALLOWED /// The wall our object is currently linked to. var/turf/closed/wall/hanging_wall_turf /datum/component/wall_mounted/Initialize(target_wall, on_drop_callback) . = ..() if(!isobj(parent) || !iswallturf(target_wall)) return COMPONENT_INCOMPATIBLE hanging_wall_turf = target_wall /datum/component/wall_mounted/RegisterWithParent() ADD_TRAIT(parent, TRAIT_WALLMOUNTED, REF(src)) RegisterSignal(hanging_wall_turf, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine)) RegisterSignal(hanging_wall_turf, COMSIG_TURF_CHANGE, PROC_REF(on_turf_changing)) RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(on_move)) /datum/component/wall_mounted/UnregisterFromParent() REMOVE_TRAIT(parent, TRAIT_WALLMOUNTED, REF(src)) UnregisterSignal(hanging_wall_turf, list(COMSIG_ATOM_EXAMINE, COMSIG_TURF_CHANGE)) UnregisterSignal(parent, COMSIG_MOVABLE_MOVED) hanging_wall_turf = null /** * When the wall is examined, explains that it's supporting the linked object. */ /datum/component/wall_mounted/proc/on_examine(datum/source, mob/user, list/examine_list) SIGNAL_HANDLER if (parent in view(user.client?.view || world.view, user)) examine_list += span_notice("\The [hanging_wall_turf] is currently supporting [span_bold("[parent]")]. Deconstruction or excessive damage would cause it to [span_bold("fall to the ground")].") /** * When the type of turf changes, if it is changing into a floor we should drop our contents */ /datum/component/wall_mounted/proc/on_turf_changing(datum/source, path, new_baseturfs, flags, post_change_callbacks) SIGNAL_HANDLER if(ispath(path, /turf/open)) drop_wallmount() /** * If we get dragged from our wall (by a singulo for instance) we should deconstruct */ /datum/component/wall_mounted/proc/on_move(datum/source, atom/old_loc, dir, forced, list/old_locs) SIGNAL_HANDLER // If we're having our lighting messed with we're likely to get dragged about // That shouldn't lead to a decon if(HAS_TRAIT(parent, TRAIT_LIGHTING_DEBUGGED)) return drop_wallmount() /** * Handles the dropping of the linked object. This is done via deconstruction, as that should be the most sane way to handle it for most objects. * Except for intercoms, which are handled by creating a new wallframe intercom, as they're apparently items. */ /datum/component/wall_mounted/proc/drop_wallmount() PRIVATE_PROC(TRUE) var/obj/hanging_parent = parent hanging_parent.visible_message(message = span_warning("\The [hanging_parent] falls apart!"), vision_distance = 5) hanging_parent.deconstruct(FALSE) ///Checks object direction and then verifies if there's a wall in that direction. Finally, applies a wall_mounted component to the object. /obj/proc/find_and_hang_on_wall() if(istype(get_area(src), /area/shuttle)) return FALSE //For now, we're going to keep the component off of shuttles to avoid the turf changing issue. We'll hit that later really; var/turf/attachable_wall = loc //first attempt to locate a wall in our current turf if(!iswallturf(attachable_wall)) attachable_wall = get_step(src, dir) //if no then attempt to locate it in our direction if(!iswallturf(attachable_wall)) return FALSE //Nothing to latch onto, or not the right thing. AddComponent(/datum/component/wall_mounted, attachable_wall) return TRUE