// 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/hanging_wall_turf /// Callback to the parent's proc to call on the linked object when the wall disappear's or changes. var/datum/callback/on_drop /datum/component/wall_mounted/Initialize(target_wall, on_drop_callback) . = ..() if(!isobj(parent)) return COMPONENT_INCOMPATIBLE if(!isturf(target_wall)) return COMPONENT_INCOMPATIBLE hanging_wall_turf = target_wall on_drop = on_drop_callback /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)) RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(on_linked_destroyed)) /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, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED)) hanging_wall_turf = null /** * Basic reference handling if the hanging/linked object is destroyed first. */ /datum/component/wall_mounted/proc/on_linked_destroyed() SIGNAL_HANDLER if(!QDELING(src)) qdel(src) /** * 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 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() SIGNAL_HANDLER var/obj/hanging_parent = parent if(on_drop) hanging_parent.visible_message(message = span_warning("\The [hanging_parent] falls off the wall!"), vision_distance = 5) on_drop.Invoke(hanging_parent) else hanging_parent.visible_message(message = span_warning("\The [hanging_parent] falls apart!"), vision_distance = 5) hanging_parent.deconstruct() if(!QDELING(src)) qdel(src) //Well, we fell off the wall, so we're done here. /** * Checks object direction and then verifies if there's a wall in that direction. Finally, applies a wall_mounted component to the object. * * @param directional If TRUE, will use the direction of the object to determine the wall to attach to. If FALSE, will use the object's loc. * @param custom_drop_callback If set, will use this callback instead of the default deconstruct callback. */ /obj/proc/find_and_hang_on_wall(directional = TRUE, custom_drop_callback) 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 if(directional) attachable_wall = get_step(src, dir) else attachable_wall = loc ///Pull from the curent object loc if(!iswallturf(attachable_wall)) return FALSE//Nothing to latch onto, or not the right thing. src.AddComponent(/datum/component/wall_mounted, attachable_wall, custom_drop_callback) return TRUE