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## About The Pull Request - Trapdoor remote will connect to multiple trapdoors - Trapdoor will close automatically in 5 seconds (ctrl-clicking on a remote will toggle autoclose) - Additional trapdoors can be linked to the same remote by clicking on a trapdoor with the remote - Improved examine message to reflect how to use remote ## Why It's Good For The Game I added ability to connect multiple trapdoors with to one remote. This makes making trapdoor traps much easier (before that you had to connect each trapdoor to dedicated remote and use signallers). I also added autoclose for trapdoors so you don't need to close it manually, so you can have like an infrared emitter that will trigger the trap and the trap would reset automatically. And the last addition - ability to link trapdoors manually - it just makes it easier to add trapdoors to your remote if you missed any on the linking step. ## Changelog 🆑 add: You can now link to multiple trapdoors with one remote add: Trapdoor will automatically close in 5 seconds (ctrl-clicking on a remote will toggle autoclose) /🆑
436 lines
17 KiB
Plaintext
436 lines
17 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 4
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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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/// is this trapdoor "conspicuous" (ie. it gets examine text and overlay added)
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var/conspicuous
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/// overlay that makes trapdoors more obvious
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var/static/trapdoor_overlay
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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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/// Trapdoor shuts close automatically
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var/autoclose = TRUE
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/// Delay before trapdoor shuts close
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var/autoclose_delay = 5 SECONDS
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/datum/component/trapdoor/Initialize(starts_open, trapdoor_turf_path, assembly, conspicuous = TRUE, list/carried_decals = null, autoclose = TRUE)
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if(!isopenturf(parent))
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return COMPONENT_INCOMPATIBLE
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src.conspicuous = conspicuous
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src.assembly = assembly
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src.autoclose = autoclose
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if(carried_decals)
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stored_decals = carried_decals.Copy()
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if(!trapdoor_overlay)
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trapdoor_overlay = mutable_appearance('icons/turf/overlays.dmi', "border_black", ABOVE_NORMAL_TURF_LAYER)
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if(IS_OPEN(parent))
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openspace_trapdoor_setup(trapdoor_turf_path, assembly)
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if(autoclose)
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addtimer(CALLBACK(src, PROC_REF(try_closing)), autoclose_delay)
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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(stored_decals.len)
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reapply_all_decals()
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if(conspicuous)
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var/turf/parent_turf = parent
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parent_turf.add_overlay(trapdoor_overlay)
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/datum/component/trapdoor/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_TURF_CHANGE, PROC_REF(turf_changed_pre))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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if(!src.assembly)
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RegisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK, PROC_REF(on_link_requested))
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else
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RegisterSignal(assembly, COMSIG_ASSEMBLY_PULSED, PROC_REF(toggle_trapdoor))
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// SKYRAT EDIT START - Trapdoors shouldn't be targeted by SSDecay.
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if(isturf(parent))
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var/turf/turf_parent = parent
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turf_parent.turf_flags &= ~CAN_DECAY_BREAK_1
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// SKYRAT EDIT END
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL), PROC_REF(try_unlink))
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RegisterSignal(parent, COMSIG_ATOM_ITEM_INTERACTION, PROC_REF(try_link))
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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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if(assembly)
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UnregisterSignal(assembly, COMSIG_ASSEMBLY_PULSED)
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UnregisterSignal(parent, COMSIG_TURF_CHANGE)
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UnregisterSignal(parent, COMSIG_ATOM_EXAMINE)
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UnregisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL))
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UnregisterSignal(parent, COMSIG_ATOM_ITEM_INTERACTION)
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/datum/component/trapdoor/proc/try_unlink(turf/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(!assembly)
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return
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if(IS_OPEN(parent))
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source.balloon_alert(user, "can't unlink trapdoor when its open")
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return
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source.balloon_alert(user, "unlinking trapdoor")
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INVOKE_ASYNC(src, PROC_REF(async_try_unlink), source, user, tool)
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return
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/datum/component/trapdoor/proc/try_link(turf/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(!istype(tool, /obj/item/trapdoor_remote))
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return
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var/obj/item/trapdoor_remote/remote = tool
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if(!remote.internals)
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source.balloon_alert(user, "missing internals")
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return
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if(IS_OPEN(parent))
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source.balloon_alert(user, "can't link trapdoor when its open")
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return
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if(assembly)
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source.balloon_alert(user, "already linked")
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return
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source.balloon_alert(user, "linking trapdoor")
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INVOKE_ASYNC(src, PROC_REF(async_try_link), source, user, tool)
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/datum/component/trapdoor/proc/async_try_link(turf/source, mob/user, obj/item/trapdoor_remote/remote)
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if(!do_after(user, 2 SECONDS, target=source))
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return
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if(IS_OPEN(parent))
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source.balloon_alert(user, "can't link trapdoor when its open")
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return
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src.assembly = remote.internals
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++assembly.linked
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source.balloon_alert(user, "trapdoor linked")
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UnregisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK)
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RegisterSignal(assembly, COMSIG_ASSEMBLY_PULSED, PROC_REF(toggle_trapdoor))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL), PROC_REF(try_unlink))
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/datum/component/trapdoor/proc/async_try_unlink(turf/source, mob/user, obj/item/tool)
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if(!do_after(user, 5 SECONDS, target=source))
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return
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if(IS_OPEN(parent))
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source.balloon_alert(user, "can't unlink trapdoor when its open")
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return
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assembly.linked = max(assembly.linked - 1, 0)
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stored_decals = list()
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UnregisterSignal(assembly, COMSIG_ASSEMBLY_PULSED)
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UnregisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL))
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RegisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK, PROC_REF(on_link_requested))
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assembly = null
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source.balloon_alert(user, "trapdoor unlinked")
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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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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 stored_decals)
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apply_decal(element_data[1], element_data[2], element_data[3], element_data[4])
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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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SIGNAL_HANDLER
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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
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UnregisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK)
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RegisterSignal(assembly, COMSIG_ASSEMBLY_PULSED, PROC_REF(toggle_trapdoor))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL), PROC_REF(try_unlink))
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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(assembly)
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autoclose = assembly.autoclose
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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((flags & CHANGETURF_TRAPDOOR_INDUCED) == 0) //not a process of the trapdoor
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if(!IS_OPEN(parent) && !ispath(path, /turf/closed) && !ispath(path, /turf/open/openspace)) // allow people to place tiles on plating / change tiles without breaking the trapdoor
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post_change_callbacks += CALLBACK(src, TYPE_PROC_REF(/datum/component/trapdoor, carry_over_trapdoor), path, conspicuous, assembly)
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return
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// otherwise, break trapdoor
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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 = max(assembly.linked - 1, 0)
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stored_decals.Cut()
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assembly = null
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return
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post_change_callbacks += CALLBACK(src, TYPE_PROC_REF(/datum/component/trapdoor, carry_over_trapdoor), trapdoor_turf_path, conspicuous, assembly)
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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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/datum/component/trapdoor/proc/carry_over_trapdoor(trapdoor_turf_path, conspicuous, assembly, turf/new_turf)
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new_turf.AddComponent(/datum/component/trapdoor, FALSE, trapdoor_turf_path, assembly, conspicuous, stored_decals, autoclose)
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/**
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* ## on_examine
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*
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* examine message for conspicuous trapdoors that makes it obvious
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*/
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/datum/component/trapdoor/proc/on_examine(datum/source, mob/user, list/examine_text)
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SIGNAL_HANDLER
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if(conspicuous)
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examine_text += "There seems to be a tiny gap around this tile with some wires that you might be able to pulse with a <b>multitool</b>."
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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_REF(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 | CHANGETURF_TRAPDOOR_INDUCED)
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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 | CHANGETURF_TRAPDOOR_INDUCED)
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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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/// Linked trapdoors will automatically close
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var/autoclose = TRUE
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/obj/item/assembly/trapdoor/pulsed(mob/pulser)
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. = ..()
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if(linked > 0)
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return
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if(!COOLDOWN_FINISHED(src, search_cooldown))
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if(loc && pulser)
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loc.balloon_alert(pulser, "linking on cooldown!")
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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_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!"), vision_distance = SAMETILE_MESSAGE_RANGE)
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else
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playsound(assembly_turf, 'sound/machines/buzz/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/devices/remote.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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. += span_notice("[src] will link to nearby trapdoors when used.")
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return
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. += span_notice("[src] is linked to [internals.linked] trapdoor(s).")
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. += span_notice("It can be linked to additional trapdoor(s) by using it on a trapdoor.")
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. += span_notice("Trapdoor can be unlinked with multitool.")
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. += span_notice("Autoclose is [internals.autoclose ? "enabled" : "disabled"], ctrl-click to toggle.")
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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 TRUE
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if(!internals)
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user.balloon_alert(user, "no device!")
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return TRUE
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if(!internals.linked)
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internals.pulsed(user)
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// The pulse linked successfully
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if(internals.linked)
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user.balloon_alert(user, "linked [internals.linked] trapdoors")
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// The pulse failed to link
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else
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user.balloon_alert(user, "link failed!")
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return TRUE
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if(!COOLDOWN_FINISHED(src, trapdoor_cooldown))
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user.balloon_alert(user, "on cooldown!")
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return TRUE
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user.balloon_alert(user, "trapdoor triggered")
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playsound(src, 'sound/machines/terminal/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(user)
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return TRUE
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/obj/item/trapdoor_remote/item_ctrl_click(mob/user)
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if (!user.is_holding(src))
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return CLICK_ACTION_BLOCKING
|
|
if(!internals)
|
|
user.balloon_alert(user, "no device!")
|
|
return CLICK_ACTION_BLOCKING
|
|
|
|
internals.autoclose = !internals.autoclose
|
|
user.balloon_alert(user, "autoclose [internals.autoclose ? "enabled" : "disabled"]")
|
|
return CLICK_ACTION_SUCCESS
|
|
|
|
#undef TRAPDOOR_LINKING_SEARCH_RANGE
|
|
|
|
///subtype with internals already included. If you're giving a department a roundstart trapdoor, this is what you want
|
|
/obj/item/trapdoor_remote/preloaded
|
|
|
|
/obj/item/trapdoor_remote/preloaded/Initialize(mapload)
|
|
. = ..()
|
|
internals = new(src)
|
|
|
|
/// trapdoor parts kit, allows trapdoors to be made by players
|
|
/obj/item/trapdoor_kit
|
|
name = "trapdoor parts kit"
|
|
desc = "A kit containing all the parts needed to build a trapdoor. Can only be used on open space."
|
|
icon = 'icons/obj/weapons/improvised.dmi'
|
|
icon_state = "kitsuitcase"
|
|
var/in_use = FALSE
|
|
|
|
/obj/item/trapdoor_kit/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/openspace_item_click_handler)
|
|
|
|
/obj/item/trapdoor_kit/handle_openspace_click(turf/target, mob/user, list/modifiers)
|
|
interact_with_atom(target, user, modifiers)
|
|
|
|
/obj/item/trapdoor_kit/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
|
|
var/turf/target_turf = get_turf(interacting_with)
|
|
if(!isopenspaceturf(target_turf))
|
|
return NONE
|
|
in_use = TRUE
|
|
balloon_alert(user, "constructing trapdoor")
|
|
if(!do_after(user, 5 SECONDS, interacting_with))
|
|
in_use = FALSE
|
|
return ITEM_INTERACT_BLOCKING
|
|
in_use = FALSE
|
|
if(!isopenspaceturf(target_turf)) // second check to make sure nothing changed during constructions
|
|
return ITEM_INTERACT_BLOCKING
|
|
var/turf/new_turf = target_turf.place_on_top(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
|
|
new_turf.AddComponent(/datum/component/trapdoor, starts_open = FALSE, conspicuous = TRUE)
|
|
balloon_alert(user, "trapdoor constructed")
|
|
qdel(src)
|
|
return ITEM_INTERACT_SUCCESS
|