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## About The Pull Request Adds a new component, called wall_mounted, which applies on the wallframe objects on construction, as well as a number of wall frame objects and structures to cover mapped in, roundstart objects of the like. I might have forgotten a few, but this covers the vast majority that players will run into in a given round. This will cover wall destruction, turf explosion, the whole nine yards, and call that object/structure/machine's deconstruct proc. We have some special handling for intercoms as well since they're apparently items. So most basic case is this: You have a wall. that wall holds a sign. If you examine the wall, it tells you that the wall is currently supporting the **Example Sign**. It tells you that if the wall is damaged or destroyed, the sign will **fall off the wall.** So, if you were to welder, bomb, or hulk your way through that wall, it would call the deconstruct() proc on that sign, and fall off the wall, leaving an item sign at the foot of the wall. ## To-Do - [x] Stop breaking all wallmounts when operating shuttles (Signal conflict with COMSIG_TURF_CHANGED 😔) - [x] Confirm that the ~~deconstruct~~ designated proc of each wallmount falling is sane for the intended object - [x] Clean up the contents of the wall_mounted component to reduce copy-paste on object init. - [x] Add it to more stuff that may just not have a directional helper? - [x] ~~Change how APC construction is handled to make it easier!~~ - [x] ~~Don't accidently nerf malf AI into the ground I guess~~ ## Why It's Good For The Game Closes #22283. Helps close more of #47526. Closes #54983. Closes https://github.com/wall-nerds/wallening/issues/90. All of these objects are "wall mounts". It stands to reason that they're mounted to the walls they appear to be attached to. This attempts to rectify them by giving them a turf link to the turf they're mounted to, and then upon changes to that turf, dropping or breaking that object. It'll need a little more polish to get to 100%, since I can see a few more issues to iron out first, but I'm dropping this here for now to get some feedback and put some fire under me to get this completed. ## Changelog 🆑 add: Wall mounted objects (Things like APCs, Air Alarms, Light switches, Signs, Posters, Newscasters, you name it) will now fall to the ground and break or deconstruct when their attaching wall is changed or broken. /🆑
178 lines
4.6 KiB
Plaintext
178 lines
4.6 KiB
Plaintext
#define MAX_NOTICES 8
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/obj/structure/noticeboard
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name = "notice board"
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desc = "A board for pinning important notices upon. It is made of the finest Spanish cork."
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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "noticeboard"
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density = FALSE
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anchored = TRUE
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max_integrity = 150
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/// Current number of a pinned notices
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var/notices = 0
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/noticeboard, 32)
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/obj/structure/noticeboard/Initialize(mapload)
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. = ..()
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if(!mapload)
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return
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for(var/obj/item/I in loc)
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if(notices >= MAX_NOTICES)
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break
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if(istype(I, /obj/item/paper))
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I.forceMove(src)
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notices++
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update_appearance(UPDATE_ICON)
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find_and_hang_on_wall()
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//attaching papers!!
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/obj/structure/noticeboard/attackby(obj/item/O, mob/user, params)
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if(istype(O, /obj/item/paper) || istype(O, /obj/item/photo))
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if(!allowed(user))
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to_chat(user, span_warning("You are not authorized to add notices!"))
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return
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if(notices < MAX_NOTICES)
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if(!user.transferItemToLoc(O, src))
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return
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notices++
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update_appearance(UPDATE_ICON)
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to_chat(user, span_notice("You pin the [O] to the noticeboard."))
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else
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to_chat(user, span_warning("The notice board is full!"))
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else
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return ..()
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/obj/structure/noticeboard/ui_state(mob/user)
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return GLOB.physical_state
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/obj/structure/noticeboard/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "NoticeBoard", name)
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ui.open()
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/obj/structure/noticeboard/ui_data(mob/user)
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var/list/data = list()
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data["allowed"] = allowed(user)
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data["items"] = list()
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for(var/obj/item/content in contents)
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var/list/content_data = list(
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name = content.name,
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ref = REF(content)
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)
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data["items"] += list(content_data)
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return data
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/obj/structure/noticeboard/ui_act(action, params)
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. = ..()
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if(.)
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return
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var/obj/item/item = locate(params["ref"]) in contents
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if(!istype(item) || item.loc != src)
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return
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var/mob/user = usr
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switch(action)
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if("examine")
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if(istype(item, /obj/item/paper))
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item.ui_interact(user)
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else
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user.examinate(item)
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return TRUE
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if("remove")
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if(!allowed(user))
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return
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remove_item(item, user)
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return TRUE
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/obj/structure/noticeboard/update_overlays()
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. = ..()
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if(notices)
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. += "notices_[notices]"
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/**
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* Removes an item from the notice board
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*
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* Arguments:
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* * item - The item that is to be removed
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* * user - The mob that is trying to get the item removed, if there is one
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*/
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/obj/structure/noticeboard/proc/remove_item(obj/item/item, mob/user)
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item.forceMove(drop_location())
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if(user)
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user.put_in_hands(item)
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balloon_alert(user, "removed from board")
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notices--
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update_appearance(UPDATE_ICON)
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/obj/structure/noticeboard/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(!disassembled)
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new /obj/item/stack/sheet/mineral/wood(loc)
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else
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new /obj/item/wallframe/noticeboard(loc)
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for(var/obj/item/content in contents)
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remove_item(content)
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qdel(src)
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/obj/item/wallframe/noticeboard
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name = "notice board"
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desc = "Right now it's more of a clipboard. Attach to a wall to use."
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icon = 'icons/obj/wallmounts.dmi'
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icon_state = "noticeboard"
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custom_materials = list(
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/datum/material/wood = SHEET_MATERIAL_AMOUNT,
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)
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resistance_flags = FLAMMABLE
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result_path = /obj/structure/noticeboard
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pixel_shift = 32
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// Notice boards for the heads of staff (plus the qm)
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/obj/structure/noticeboard/captain
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name = "Captain's Notice Board"
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desc = "Important notices from the Captain."
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req_access = list(ACCESS_CAPTAIN)
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/obj/structure/noticeboard/hop
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name = "Head of Personnel's Notice Board"
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desc = "Important notices from the Head of Personnel."
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req_access = list(ACCESS_HOP)
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/obj/structure/noticeboard/ce
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name = "Chief Engineer's Notice Board"
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desc = "Important notices from the Chief Engineer."
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req_access = list(ACCESS_CE)
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/obj/structure/noticeboard/hos
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name = "Head of Security's Notice Board"
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desc = "Important notices from the Head of Security."
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req_access = list(ACCESS_HOS)
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/obj/structure/noticeboard/cmo
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name = "Chief Medical Officer's Notice Board"
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desc = "Important notices from the Chief Medical Officer."
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req_access = list(ACCESS_CMO)
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/obj/structure/noticeboard/rd
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name = "Research Director's Notice Board"
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desc = "Important notices from the Research Director."
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req_access = list(ACCESS_RD)
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/obj/structure/noticeboard/qm
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name = "Quartermaster's Notice Board"
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desc = "Important notices from the Quartermaster."
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req_access = list(ACCESS_QM)
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/obj/structure/noticeboard/staff
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name = "Staff Notice Board"
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desc = "Important notices from the heads of staff."
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req_access = list(ACCESS_COMMAND)
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#undef MAX_NOTICES
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