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## About The Pull Request - Fixes #93392 - Replaces all custom callbacks with call to `deconstruct()`. The callbacks weren't necessary as it did the same thing as `deconstruct()` but in an round about way - Removed duplicate `Initialize()` procs and the params `building` & `ndir` from all wall mounts. Makes everything cleaner ## Changelog 🆑 fix: wall mounts placed by player now falls off when the wall they are mounted on is destroyed code: cleaned up wall mount code /🆑
77 lines
3.4 KiB
Plaintext
77 lines
3.4 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/closed/wall/hanging_wall_turf
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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) || !iswallturf(target_wall))
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return COMPONENT_INCOMPATIBLE
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hanging_wall_turf = target_wall
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/datum/component/wall_mounted/RegisterWithParent()
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ADD_TRAIT(parent, TRAIT_WALLMOUNTED, REF(src))
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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(on_move))
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/datum/component/wall_mounted/UnregisterFromParent()
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REMOVE_TRAIT(parent, TRAIT_WALLMOUNTED, REF(src))
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UnregisterSignal(hanging_wall_turf, list(COMSIG_ATOM_EXAMINE, COMSIG_TURF_CHANGE))
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UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
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hanging_wall_turf = null
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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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if (parent in view(user.client?.view || world.view, user))
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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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* If we get dragged from our wall (by a singulo for instance) we should deconstruct
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*/
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/datum/component/wall_mounted/proc/on_move(datum/source, atom/old_loc, dir, forced, list/old_locs)
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SIGNAL_HANDLER
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// If we're having our lighting messed with we're likely to get dragged about
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// That shouldn't lead to a decon
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if(HAS_TRAIT(parent, TRAIT_LIGHTING_DEBUGGED))
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return
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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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PRIVATE_PROC(TRUE)
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var/obj/hanging_parent = parent
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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(FALSE)
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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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/obj/proc/find_and_hang_on_wall()
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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 = loc //first attempt to locate a wall in our current turf
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if(!iswallturf(attachable_wall))
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attachable_wall = get_step(src, dir) //if no then attempt to locate it in our direction
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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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AddComponent(/datum/component/wall_mounted, attachable_wall)
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return TRUE
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