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Bubberstation/code/modules/hallucination/bolted_airlocks.dm
T
LemonInTheDarkandGitHub ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced)

[Moves signal procs over to their own
file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e)

[And finally passes over the examine
signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00

128 lines
4.1 KiB
Plaintext

/datum/hallucination/bolts
random_hallucination_weight = 7
/// A list of weakrefs to airlocks we bolt down around us
var/list/datum/weakref/airlocks_to_hit
/// A list of weakrefs to fake lock hallucinations we've created
var/list/datum/weakref/locks
/// A number relating to the number of ssfastprocessing ticks (x 10) until the next action
var/next_action = 0
/// Whether we're currently locking, or unlocking
var/locking = TRUE
/datum/hallucination/bolts/start()
var/door_number = rand(0, 4) //if 0, we bolt all visible doors
feedback_details += "Door amount: [door_number]"
for(var/obj/machinery/door/airlock/nearby_airlock in view(hallucinator))
if(LAZYLEN(airlocks_to_hit) > door_number && door_number > 0)
break
if(!nearby_airlock.density)
continue
LAZYADD(airlocks_to_hit, WEAKREF(nearby_airlock))
if(!LAZYLEN(airlocks_to_hit)) // Not an airlock in sight
return FALSE
START_PROCESSING(SSfastprocess, src)
return TRUE
/datum/hallucination/bolts/process(seconds_per_tick)
if(QDELETED(src))
return
next_action -= (seconds_per_tick * 10)
if(next_action > 0)
return
if(locking)
var/datum/weakref/next_airlock = pop(airlocks_to_hit)
var/obj/machinery/door/airlock/to_lock = next_airlock?.resolve()
if(to_lock)
var/obj/effect/client_image_holder/hallucination/fake_door_lock/lock = new(to_lock.loc, hallucinator, src, to_lock)
LAZYADD(locks, WEAKREF(lock))
if(!LAZYLEN(airlocks_to_hit))
locking = FALSE
next_action = 100
return
else
var/datum/weakref/next_unlock = popleft(locks)
var/obj/effect/client_image_holder/hallucination/fake_door_lock/to_unlock = next_unlock?.resolve()
if(to_unlock)
to_unlock.unlock()
else
// All unlocked, qdel time
qdel(src)
return
next_action = rand(4, 12)
/datum/hallucination/bolts/Destroy()
// Clean up any locks we happen to have remaining on qdel.
// Hypothetically this shouldn't delete anything. But just in case.
for(var/datum/weakref/leftover_lock_ref as anything in locks)
var/obj/effect/client_image_holder/hallucination/fake_door_lock/leftover_lock = leftover_lock_ref.resolve()
if(!QDELETED(leftover_lock))
qdel(leftover_lock)
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/effect/client_image_holder/hallucination/fake_door_lock
layer = CLOSED_DOOR_LAYER + 1 //for Bump priority
plane = GAME_PLANE
/// The real airlock we're fake bolting down.
var/obj/machinery/door/airlock/airlock
/obj/effect/client_image_holder/hallucination/fake_door_lock/Initialize(mapload, list/mobs_which_see_us, datum/hallucination/parent, obj/machinery/door/airlock/airlock)
if(!airlock)
stack_trace("[type] was created somewhere without an associated airlock.")
return INITIALIZE_HINT_QDEL
src.airlock = airlock
RegisterSignal(airlock, COMSIG_QDELETING, PROC_REF(on_airlock_deleted))
// We need to grab these for our image before we run our parent's parent initialize
src.image_icon = airlock.overlays_file
src.image_state = "lights_[AIRLOCK_LIGHT_BOLTS]"
return ..()
/obj/effect/client_image_holder/hallucination/fake_door_lock/Destroy(force)
UnregisterSignal(airlock, COMSIG_QDELETING)
airlock = null
return ..()
/obj/effect/client_image_holder/hallucination/fake_door_lock/generate_image()
var/image/created = ..()
created.layer = airlock.layer + 0.1
return created
/obj/effect/client_image_holder/hallucination/fake_door_lock/show_image_to(mob/show_to)
. = ..()
show_to.playsound_local(get_turf(src), 'sound/machines/boltsdown.ogg', 30, FALSE, 3)
/obj/effect/client_image_holder/hallucination/fake_door_lock/hide_image_from(mob/show_to)
. = ..()
show_to.playsound_local(get_turf(src), 'sound/machines/boltsup.ogg', 30, FALSE, 3)
/obj/effect/client_image_holder/hallucination/fake_door_lock/proc/on_airlock_deleted(datum/source)
SIGNAL_HANDLER
qdel(src)
/obj/effect/client_image_holder/hallucination/fake_door_lock/proc/unlock()
for(var/mob/seer as anything in who_sees_us)
hide_image_from(seer)
shown_image = null
qdel(src)
/obj/effect/client_image_holder/hallucination/fake_door_lock/CanAllowThrough(atom/movable/mover, border_dir)
if((mover in who_sees_us) && airlock.density)
return FALSE
return ..()