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* every case of initialize that should have mapload, does * E Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
270 lines
11 KiB
Plaintext
270 lines
11 KiB
Plaintext
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///makes this file more legible
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#define IS_OPEN(parent) isgroundlessturf(parent)
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///distance a trapdoor will accept a link request.
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#define TRAPDOOR_LINKING_SEARCH_RANGE 7
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/**
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* ## trapdoor component!
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*
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* component attached to floors to turn them into trapdoors, a constructable trap that when signalled drops people to the level below.
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* assembly code at the bottom of this file
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*/
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/datum/component/trapdoor
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///assembly tied to this trapdoor
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var/obj/item/assembly/trapdoor/assembly
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///path of the turf this should change into when the assembly is pulsed. needed for openspace trapdoors knowing what to turn back into
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var/trapdoor_turf_path
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/datum/component/trapdoor/Initialize(starts_open, trapdoor_turf_path, assembly)
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if(!isopenturf(parent))
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return COMPONENT_INCOMPATIBLE
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src.assembly = assembly
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if(IS_OPEN(parent))
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openspace_trapdoor_setup(trapdoor_turf_path, assembly)
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else
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tile_trapdoor_setup(trapdoor_turf_path, assembly)
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if(starts_open)
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try_opening()
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///initializing as an opened trapdoor, we need to trust that we were given the data by a closed trapdoor
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/datum/component/trapdoor/proc/openspace_trapdoor_setup(trapdoor_turf_path)
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src.trapdoor_turf_path = trapdoor_turf_path
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///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
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/datum/component/trapdoor/proc/tile_trapdoor_setup(trapdoor_turf_path)
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src.trapdoor_turf_path = parent.type
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if(assembly && assembly.stored_decals.len)
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reapply_all_decals()
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/datum/component/trapdoor/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_TURF_CHANGE, .proc/turf_changed_pre)
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if(!src.assembly)
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RegisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK, .proc/on_link_requested)
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else
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RegisterSignal(assembly, COMSIG_ASSEMBLY_PULSED, .proc/toggle_trapdoor)
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/datum/component/trapdoor/UnregisterFromParent()
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. = ..()
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UnregisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK)
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UnregisterSignal(assembly, COMSIG_ASSEMBLY_PULSED)
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UnregisterSignal(parent, COMSIG_TURF_CHANGE)
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/datum/component/trapdoor/proc/decal_detached(datum/source, description, cleanable, directional, pic)
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SIGNAL_HANDLER
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///so it adds the list to the list, not appending it to the end. thank you byond, very cool.
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assembly.stored_decals += list(list(description, cleanable, directional, pic))
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/**
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* ## reapply_all_decals
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*
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* changing turfs does not bring over decals, so we must perform a little bit of element reapplication.
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*/
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/datum/component/trapdoor/proc/reapply_all_decals()
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for(var/list/element_data as anything in assembly.stored_decals)
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apply_decal(element_data[1], element_data[2], element_data[3], element_data[4])
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assembly.stored_decals = list()
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/// small proc that takes passed arguments and drops it into a new element
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/datum/component/trapdoor/proc/apply_decal(description, cleanable, directional, pic)
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parent.AddElement(/datum/element/decal, _description = description, _cleanable = cleanable, _dir = directional, _pic = pic)
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///called by linking remotes to tie an assembly to the trapdoor
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/datum/component/trapdoor/proc/on_link_requested(datum/source, obj/item/assembly/trapdoor/assembly)
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if(get_dist(parent, assembly) > TRAPDOOR_LINKING_SEARCH_RANGE)
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return
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. = LINKED_UP
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src.assembly = assembly
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assembly.linked = TRUE
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UnregisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK)
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RegisterSignal(assembly, COMSIG_ASSEMBLY_PULSED, .proc/toggle_trapdoor)
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///signal called by our assembly being pulsed
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/datum/component/trapdoor/proc/toggle_trapdoor(datum/source)
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SIGNAL_HANDLER
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if(!IS_OPEN(parent))
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try_opening()
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else
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try_closing()
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///signal called by turf changing
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/datum/component/trapdoor/proc/turf_changed_pre(datum/source, path, new_baseturfs, flags, post_change_callbacks)
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SIGNAL_HANDLER
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var/turf/open/dying_trapdoor = parent
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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
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dying_trapdoor.visible_message(span_warning("The trapdoor mechanism in [dying_trapdoor] is broken!"))
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if(assembly)
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assembly.linked = FALSE
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assembly.stored_decals.Cut()
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assembly = null
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return
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post_change_callbacks += CALLBACK(assembly, /obj/item/assembly/trapdoor.proc/carry_over_trapdoor, trapdoor_turf_path)
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/**
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* ## carry_over_trapdoor
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*
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* applies the trapdoor to the new turf (created by the last trapdoor)
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* apparently callbacks with arguments on invoke and the callback itself have the callback args go first. interesting!
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*/
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/obj/item/assembly/trapdoor/proc/carry_over_trapdoor(trapdoor_turf_path, turf/new_turf)
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new_turf.AddComponent(/datum/component/trapdoor, FALSE, trapdoor_turf_path, src)
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/**
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* ## try_opening
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*
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* small proc for opening the turf into openspace
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* there are no checks for opening a trapdoor, but closed has some
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*/
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/datum/component/trapdoor/proc/try_opening()
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var/turf/open/trapdoor_turf = parent
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///we want to save this turf's decals as they were right before deletion, so this is the point where we begin listening
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if(assembly)
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RegisterSignal(parent, COMSIG_TURF_DECAL_DETACHED, .proc/decal_detached)
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playsound(trapdoor_turf, 'sound/machines/trapdoor/trapdoor_open.ogg', 50)
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trapdoor_turf.visible_message(span_warning("[trapdoor_turf] swings open!"))
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trapdoor_turf.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR)
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/**
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* ## try_closing
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*
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* small proc for closing the turf back into what it should be
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* trapdoor can be blocked by building things on the openspace turf
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*/
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/datum/component/trapdoor/proc/try_closing()
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var/turf/open/trapdoor_turf = parent
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var/obj/structure/lattice/blocking = locate() in trapdoor_turf.contents
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if(blocking)
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trapdoor_turf.visible_message(span_warning("The trapdoor mechanism in [trapdoor_turf] tries to shut, but is jammed by [blocking]!"))
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return
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playsound(trapdoor_turf, 'sound/machines/trapdoor/trapdoor_shut.ogg', 50)
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trapdoor_turf.visible_message(span_warning("The trapdoor mechanism in [trapdoor_turf] swings shut!"))
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trapdoor_turf.ChangeTurf(trapdoor_turf_path, flags = CHANGETURF_INHERIT_AIR)
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#undef IS_OPEN
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/obj/item/assembly/trapdoor
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name = "trapdoor controller"
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desc = "A sinister-looking controller for a trapdoor."
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icon_state = "trapdoor"
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///if the trapdoor isn't linked it will try to link on pulse, this shouldn't be spammable
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COOLDOWN_DECLARE(search_cooldown)
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///trapdoor link cooldown time here!
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var/search_cooldown_time = 10 SECONDS
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///if true, a trapdoor in the world has a reference to this assembly and is listening for when it is pulsed.
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var/linked = FALSE
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/**
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* list of lists that are arguments for readding decals when the linked trapdoor comes back. pain.
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*
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* we are storing this data FOR the trapdoor component we are linked to. kinda like a multitool.
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* format: list(list(element's description, element's cleanable, element's directional, element's pic))
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* the list will be filled with all the data of the deleting elements (when ChangeTurf is called) only when the trapdoor begins to open.
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* so any other case the elements will be changed but not recorded.
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*/
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var/list/stored_decals = list()
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/obj/item/assembly/trapdoor/pulsed(radio)
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. = ..()
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if(linked)
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return
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if(!COOLDOWN_FINISHED(src, search_cooldown))
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visible_message(span_warning("[src] cannot attempt another trapdoor linkup so soon!"))
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return
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attempt_link_up()
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COOLDOWN_START(src, search_cooldown, search_cooldown_time)
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/obj/item/assembly/trapdoor/proc/attempt_link_up()
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var/turf/assembly_turf = get_turf(src)
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if(!COOLDOWN_FINISHED(src, search_cooldown))
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var/timeleft = DisplayTimeText(COOLDOWN_TIMELEFT(src, search_cooldown))
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assembly_turf.visible_message(span_warning("[src] is on cooldown! Please wait [timeleft]."), vision_distance = SAMETILE_MESSAGE_RANGE)
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return
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if(SEND_GLOBAL_SIGNAL(COMSIG_GLOB_TRAPDOOR_LINK, src) & LINKED_UP)
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playsound(assembly_turf, 'sound/machines/chime.ogg', 50, TRUE)
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assembly_turf.visible_message("<span class='notice'>[src] has linked up to a nearby trapdoor! \
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You may now use it to check where the trapdoor is... be careful!</span>", vision_distance = SAMETILE_MESSAGE_RANGE)
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else
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playsound(assembly_turf, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
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assembly_turf.visible_message(span_warning("[src] has failed to find a trapdoor nearby to link to."), vision_distance = SAMETILE_MESSAGE_RANGE)
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/**
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* ## trapdoor remotes!
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*
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* Item that accepts the assembly for the internals and helps link/activate it.
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* This base type is an empty shell that needs the assembly added to it first to work.
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*/
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/obj/item/trapdoor_remote
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name = "trapdoor remote"
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desc = "A small machine that interfaces with a trapdoor controller for easy use."
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icon = 'icons/obj/device.dmi'
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icon_state = "trapdoor_remote"
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COOLDOWN_DECLARE(trapdoor_cooldown)
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var/trapdoor_cooldown_time = 2 SECONDS
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var/obj/item/assembly/trapdoor/internals
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/obj/item/trapdoor_remote/examine(mob/user)
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. = ..()
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if(!internals)
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. += span_warning("[src] has no internals! It needs a trapdoor controller to function.")
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return
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. += span_notice("The internals can be removed with a screwdriver.")
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if(!internals.linked)
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. += span_warning("[src] is not linked to a trapdoor.")
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return
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. += span_notice("[src] is linked to a trapdoor.")
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if(!COOLDOWN_FINISHED(src, trapdoor_cooldown))
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. += span_warning("It is on a short cooldown.")
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/obj/item/trapdoor_remote/screwdriver_act(mob/living/user, obj/item/tool)
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. = ..()
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if(!internals)
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to_chat(user, span_warning("[src] has no internals!"))
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return
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to_chat(user, span_notice("You pop [internals] out of [src]."))
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internals.forceMove(get_turf(src))
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internals = null
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/obj/item/trapdoor_remote/attackby(obj/item/assembly/trapdoor/assembly, mob/living/user, params)
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. = ..()
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if(. || !istype(assembly))
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return
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if(internals)
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to_chat(user, span_warning("[src] already has internals!"))
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return
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to_chat(user, span_notice("You add [assembly] to [src]."))
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internals = assembly
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assembly.forceMove(src)
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/obj/item/trapdoor_remote/attack_self(mob/user, modifiers)
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. = ..()
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if(.)
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return
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if(!internals)
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to_chat(user, span_warning("[src] has no internals!"))
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return
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if(!internals.linked)
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to_chat(user, span_notice("You activate [src]."))
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internals.pulsed()
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return
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if(!COOLDOWN_FINISHED(src, trapdoor_cooldown))
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to_chat(user, span_warning("[src] is on a short cooldown."))
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return
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to_chat(user, span_notice("You activate [src]."))
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playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
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icon_state = "trapdoor_pressed"
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addtimer(VARSET_CALLBACK(src, icon_state, initial(icon_state)), trapdoor_cooldown_time)
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COOLDOWN_START(src, trapdoor_cooldown, trapdoor_cooldown_time)
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internals.pulsed()
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#undef TRAPDOOR_LINKING_SEARCH_RANGE
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///subtype with internals already included. If you're giving a department a roundstart trapdoor, this is what you want
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/obj/item/trapdoor_remote/preloaded
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/obj/item/trapdoor_remote/preloaded/Initialize(mapload)
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. = ..()
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internals = new(src)
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