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* Only drop wall-mounted objects on turf change if it changes into a floor (#78651) ## About The Pull Request Fixes #78643 It was clearly the intent of this feature to drop stuff onto the ground when the wall is destroyed. If we turn a wall into a _different_ wall then there isn't any need to do this. If there's some side effect to this that I haven't thought about, I haven't thought about it. ## Why It's Good For The Game Dimensional anomalies aren't supposed to destroy lights, fire alarms, APCs, and air alarms. ## Changelog 🆑 fix: Dimensional Anomalies no longer destroy wall-mounted equipment. /🆑 * Only drop wall-mounted objects on turf change if it changes into a floor --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
87 lines
3.8 KiB
Plaintext
87 lines
3.8 KiB
Plaintext
// 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.
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/datum/component/wall_mounted
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dupe_mode = COMPONENT_DUPE_ALLOWED
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/// The wall our object is currently linked to.
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var/turf/hanging_wall_turf
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/// Callback to the parent's proc to call on the linked object when the wall disappear's or changes.
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var/datum/callback/on_drop
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/datum/component/wall_mounted/Initialize(target_wall, on_drop_callback)
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. = ..()
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if(!isobj(parent))
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return COMPONENT_INCOMPATIBLE
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if(!isturf(target_wall))
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return COMPONENT_INCOMPATIBLE
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hanging_wall_turf = target_wall
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on_drop = on_drop_callback
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/datum/component/wall_mounted/RegisterWithParent()
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RegisterSignal(hanging_wall_turf, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(hanging_wall_turf, COMSIG_TURF_CHANGE, PROC_REF(on_turf_changing))
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(drop_wallmount))
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RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(on_linked_destroyed))
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/datum/component/wall_mounted/UnregisterFromParent()
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UnregisterSignal(hanging_wall_turf, list(COMSIG_ATOM_EXAMINE, COMSIG_TURF_CHANGE))
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UnregisterSignal(parent, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED))
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hanging_wall_turf = null
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/**
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* Basic reference handling if the hanging/linked object is destroyed first.
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*/
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/datum/component/wall_mounted/proc/on_linked_destroyed()
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SIGNAL_HANDLER
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if(!QDELING(src))
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qdel(src)
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/**
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* When the wall is examined, explains that it's supporting the linked object.
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*/
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/datum/component/wall_mounted/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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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")].")
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/**
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* When the type of turf changes, if it is changing into a floor we should drop our contents
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*/
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/datum/component/wall_mounted/proc/on_turf_changing(datum/source, path, new_baseturfs, flags, post_change_callbacks)
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SIGNAL_HANDLER
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if (ispath(path, /turf/open))
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drop_wallmount()
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/**
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* 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.
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* Except for intercoms, which are handled by creating a new wallframe intercom, as they're apparently items.
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*/
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/datum/component/wall_mounted/proc/drop_wallmount()
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SIGNAL_HANDLER
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var/obj/hanging_parent = parent
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if(on_drop)
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hanging_parent.visible_message(message = span_warning("\The [hanging_parent] falls off the wall!"), vision_distance = 5)
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on_drop.Invoke(hanging_parent)
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else
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hanging_parent.visible_message(message = span_warning("\The [hanging_parent] falls apart!"), vision_distance = 5)
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hanging_parent.deconstruct()
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if(!QDELING(src))
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qdel(src) //Well, we fell off the wall, so we're done here.
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/**
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* Checks object direction and then verifies if there's a wall in that direction. Finally, applies a wall_mounted component to the object.
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*
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* @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.
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* @param custom_drop_callback If set, will use this callback instead of the default deconstruct callback.
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*/
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/obj/proc/find_and_hang_on_wall(directional = TRUE, custom_drop_callback)
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if(istype(get_area(src), /area/shuttle))
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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;
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var/turf/attachable_wall
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if(directional)
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attachable_wall = get_step(src, dir)
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else
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attachable_wall = loc ///Pull from the curent object loc
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if(!iswallturf(attachable_wall))
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return FALSE//Nothing to latch onto, or not the right thing.
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src.AddComponent(/datum/component/wall_mounted, attachable_wall, custom_drop_callback)
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return TRUE
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