Files
Bubberstation/code/datums/components/trapdoor.dm
LemonInTheDark ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00

375 lines
15 KiB
Plaintext

///makes this file more legible
#define IS_OPEN(parent) isgroundlessturf(parent)
///distance a trapdoor will accept a link request.
#define TRAPDOOR_LINKING_SEARCH_RANGE 4
/**
* ## trapdoor component!
*
* component attached to floors to turn them into trapdoors, a constructable trap that when signalled drops people to the level below.
* assembly code at the bottom of this file
*/
/datum/component/trapdoor
///assembly tied to this trapdoor
var/obj/item/assembly/trapdoor/assembly
///path of the turf this should change into when the assembly is pulsed. needed for openspace trapdoors knowing what to turn back into
var/trapdoor_turf_path
/// is this trapdoor "conspicuous" (ie. it gets examine text and overlay added)
var/conspicuous
/// overlay that makes trapdoors more obvious
var/static/trapdoor_overlay
/datum/component/trapdoor/Initialize(starts_open, trapdoor_turf_path, assembly, conspicuous = TRUE)
if(!isopenturf(parent))
return COMPONENT_INCOMPATIBLE
src.conspicuous = conspicuous
src.assembly = assembly
if(!trapdoor_overlay)
trapdoor_overlay = mutable_appearance('icons/turf/overlays.dmi', "border_black", ABOVE_NORMAL_TURF_LAYER)
if(IS_OPEN(parent))
openspace_trapdoor_setup(trapdoor_turf_path, assembly)
else
tile_trapdoor_setup(trapdoor_turf_path, assembly)
if(starts_open)
try_opening()
///initializing as an opened trapdoor, we need to trust that we were given the data by a closed trapdoor
/datum/component/trapdoor/proc/openspace_trapdoor_setup(trapdoor_turf_path)
src.trapdoor_turf_path = trapdoor_turf_path
///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
/datum/component/trapdoor/proc/tile_trapdoor_setup(trapdoor_turf_path)
src.trapdoor_turf_path = parent.type
if(assembly && assembly.stored_decals.len)
reapply_all_decals()
if(conspicuous)
var/turf/parent_turf = parent
parent_turf.add_overlay(trapdoor_overlay)
/datum/component/trapdoor/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_TURF_CHANGE, PROC_REF(turf_changed_pre))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
if(!src.assembly)
RegisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK, PROC_REF(on_link_requested))
else
RegisterSignal(assembly, COMSIG_ASSEMBLY_PULSED, PROC_REF(toggle_trapdoor))
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL), PROC_REF(try_unlink))
/datum/component/trapdoor/UnregisterFromParent()
. = ..()
UnregisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK)
if(assembly)
UnregisterSignal(assembly, COMSIG_ASSEMBLY_PULSED)
UnregisterSignal(parent, COMSIG_TURF_CHANGE)
UnregisterSignal(parent, COMSIG_ATOM_EXAMINE)
UnregisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL))
/datum/component/trapdoor/proc/try_unlink(turf/source, mob/user, obj/item/tool)
SIGNAL_HANDLER
if(!assembly)
return
if(IS_OPEN(parent))
source.balloon_alert(user, "can't unlink trapdoor when its open")
return
source.balloon_alert(user, "unlinking trapdoor")
INVOKE_ASYNC(src, PROC_REF(async_try_unlink), source, user, tool)
return
/datum/component/trapdoor/proc/async_try_unlink(turf/source, mob/user, obj/item/tool)
if(!do_after(user, 5 SECONDS, target=source))
return
if(IS_OPEN(parent))
source.balloon_alert(user, "can't unlink trapdoor when its open")
return
assembly.linked = FALSE
assembly.stored_decals = list()
UnregisterSignal(assembly, COMSIG_ASSEMBLY_PULSED)
UnregisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL))
RegisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK, PROC_REF(on_link_requested))
assembly = null
source.balloon_alert(user, "trapdoor unlinked")
/datum/component/trapdoor/proc/decal_detached(datum/source, description, cleanable, directional, pic)
SIGNAL_HANDLER
///so it adds the list to the list, not appending it to the end. thank you byond, very cool.
assembly.stored_decals += list(list(description, cleanable, directional, pic))
/**
* ## reapply_all_decals
*
* changing turfs does not bring over decals, so we must perform a little bit of element reapplication.
*/
/datum/component/trapdoor/proc/reapply_all_decals()
for(var/list/element_data as anything in assembly.stored_decals)
apply_decal(element_data[1], element_data[2], element_data[3], element_data[4])
assembly.stored_decals = list()
/// small proc that takes passed arguments and drops it into a new element
/datum/component/trapdoor/proc/apply_decal(description, cleanable, directional, pic)
parent.AddElement(/datum/element/decal, _description = description, _cleanable = cleanable, _dir = directional, _pic = pic)
///called by linking remotes to tie an assembly to the trapdoor
/datum/component/trapdoor/proc/on_link_requested(datum/source, obj/item/assembly/trapdoor/assembly)
SIGNAL_HANDLER
if(get_dist(parent, assembly) > TRAPDOOR_LINKING_SEARCH_RANGE || assembly.linked)
return
. = LINKED_UP
src.assembly = assembly
assembly.linked = TRUE
UnregisterSignal(SSdcs, COMSIG_GLOB_TRAPDOOR_LINK)
RegisterSignal(assembly, COMSIG_ASSEMBLY_PULSED, PROC_REF(toggle_trapdoor))
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL), PROC_REF(try_unlink))
///signal called by our assembly being pulsed
/datum/component/trapdoor/proc/toggle_trapdoor(datum/source)
SIGNAL_HANDLER
if(!IS_OPEN(parent))
try_opening()
else
try_closing()
///signal called by turf changing
/datum/component/trapdoor/proc/turf_changed_pre(datum/source, path, new_baseturfs, flags, post_change_callbacks)
SIGNAL_HANDLER
var/turf/open/dying_trapdoor = parent
if((flags & CHANGETURF_TRAPDOOR_INDUCED) == 0) //not a process of the trapdoor
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
post_change_callbacks += CALLBACK(src, TYPE_PROC_REF(/datum/component/trapdoor, carry_over_trapdoor), path, conspicuous, assembly)
return
// otherwise, break trapdoor
dying_trapdoor.visible_message(span_warning("The trapdoor mechanism in [dying_trapdoor] is broken!"))
if(assembly)
assembly.linked = FALSE
assembly.stored_decals.Cut()
assembly = null
return
post_change_callbacks += CALLBACK(src, TYPE_PROC_REF(/datum/component/trapdoor, carry_over_trapdoor), trapdoor_turf_path, conspicuous, assembly)
/**
* ## carry_over_trapdoor
*
* applies the trapdoor to the new turf (created by the last trapdoor)
* apparently callbacks with arguments on invoke and the callback itself have the callback args go first. interesting!
*/
/datum/component/trapdoor/proc/carry_over_trapdoor(trapdoor_turf_path, conspicuous, assembly, turf/new_turf)
new_turf.AddComponent(/datum/component/trapdoor, FALSE, trapdoor_turf_path, assembly, conspicuous)
/**
* ## on_examine
*
* examine message for conspicuous trapdoors that makes it obvious
*/
/datum/component/trapdoor/proc/on_examine(datum/source, mob/user, list/examine_text)
SIGNAL_HANDLER
if(conspicuous)
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>."
/**
* ## try_opening
*
* small proc for opening the turf into openspace
* there are no checks for opening a trapdoor, but closed has some
*/
/datum/component/trapdoor/proc/try_opening()
var/turf/open/trapdoor_turf = parent
///we want to save this turf's decals as they were right before deletion, so this is the point where we begin listening
if(assembly)
RegisterSignal(parent, COMSIG_TURF_DECAL_DETACHED, PROC_REF(decal_detached))
playsound(trapdoor_turf, 'sound/machines/trapdoor/trapdoor_open.ogg', 50)
trapdoor_turf.visible_message(span_warning("[trapdoor_turf] swings open!"))
trapdoor_turf.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR | CHANGETURF_TRAPDOOR_INDUCED)
/**
* ## try_closing
*
* small proc for closing the turf back into what it should be
* trapdoor can be blocked by building things on the openspace turf
*/
/datum/component/trapdoor/proc/try_closing()
var/turf/open/trapdoor_turf = parent
var/obj/structure/lattice/blocking = locate() in trapdoor_turf.contents
if(blocking)
trapdoor_turf.visible_message(span_warning("The trapdoor mechanism in [trapdoor_turf] tries to shut, but is jammed by [blocking]!"))
return
playsound(trapdoor_turf, 'sound/machines/trapdoor/trapdoor_shut.ogg', 50)
trapdoor_turf.visible_message(span_warning("The trapdoor mechanism in [trapdoor_turf] swings shut!"))
trapdoor_turf.ChangeTurf(trapdoor_turf_path, flags = CHANGETURF_INHERIT_AIR | CHANGETURF_TRAPDOOR_INDUCED)
#undef IS_OPEN
/obj/item/assembly/trapdoor
name = "trapdoor controller"
desc = "A sinister-looking controller for a trapdoor."
icon_state = "trapdoor"
///if the trapdoor isn't linked it will try to link on pulse, this shouldn't be spammable
COOLDOWN_DECLARE(search_cooldown)
///trapdoor link cooldown time here!
var/search_cooldown_time = 10 SECONDS
///if true, a trapdoor in the world has a reference to this assembly and is listening for when it is pulsed.
var/linked = FALSE
/**
* list of lists that are arguments for readding decals when the linked trapdoor comes back. pain.
*
* we are storing this data FOR the trapdoor component we are linked to. kinda like a multitool.
* format: list(list(element's description, element's cleanable, element's directional, element's pic))
* the list will be filled with all the data of the deleting elements (when ChangeTurf is called) only when the trapdoor begins to open.
* so any other case the elements will be changed but not recorded.
*/
var/list/stored_decals = list()
/obj/item/assembly/trapdoor/pulsed(mob/pulser)
. = ..()
if(linked)
return
if(!COOLDOWN_FINISHED(src, search_cooldown))
if(loc && pulser)
loc.balloon_alert(pulser, "linking on cooldown!")
return
attempt_link_up()
COOLDOWN_START(src, search_cooldown, search_cooldown_time)
/obj/item/assembly/trapdoor/proc/attempt_link_up()
var/turf/assembly_turf = get_turf(src)
if(!COOLDOWN_FINISHED(src, search_cooldown))
var/timeleft = DisplayTimeText(COOLDOWN_TIMELEFT(src, search_cooldown))
assembly_turf.visible_message(span_warning("[src] is on cooldown! Please wait [timeleft]."), vision_distance = SAMETILE_MESSAGE_RANGE)
return
if(SEND_GLOBAL_SIGNAL(COMSIG_GLOB_TRAPDOOR_LINK, src) & LINKED_UP)
playsound(assembly_turf, 'sound/machines/chime.ogg', 50, TRUE)
assembly_turf.visible_message("<span class='notice'>[src] has linked up to a nearby trapdoor! \
You may now use it to check where the trapdoor is... be careful!</span>", vision_distance = SAMETILE_MESSAGE_RANGE)
else
playsound(assembly_turf, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
assembly_turf.visible_message(span_warning("[src] has failed to find a trapdoor nearby to link to."), vision_distance = SAMETILE_MESSAGE_RANGE)
/**
* ## trapdoor remotes!
*
* Item that accepts the assembly for the internals and helps link/activate it.
* This base type is an empty shell that needs the assembly added to it first to work.
*/
/obj/item/trapdoor_remote
name = "trapdoor remote"
desc = "A small machine that interfaces with a trapdoor controller for easy use."
icon = 'icons/obj/device.dmi'
icon_state = "trapdoor_remote"
COOLDOWN_DECLARE(trapdoor_cooldown)
var/trapdoor_cooldown_time = 2 SECONDS
var/obj/item/assembly/trapdoor/internals
/obj/item/trapdoor_remote/examine(mob/user)
. = ..()
if(!internals)
. += span_warning("[src] has no internals! It needs a trapdoor controller to function.")
return
. += span_notice("The internals can be removed with a screwdriver.")
if(!internals.linked)
. += span_warning("[src] is not linked to a trapdoor.")
return
. += span_notice("[src] is linked to a trapdoor.")
if(!COOLDOWN_FINISHED(src, trapdoor_cooldown))
. += span_warning("It is on a short cooldown.")
/obj/item/trapdoor_remote/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
if(!internals)
to_chat(user, span_warning("[src] has no internals!"))
return
to_chat(user, span_notice("You pop [internals] out of [src]."))
internals.forceMove(get_turf(src))
internals = null
/obj/item/trapdoor_remote/attackby(obj/item/assembly/trapdoor/assembly, mob/living/user, params)
. = ..()
if(. || !istype(assembly))
return
if(internals)
to_chat(user, span_warning("[src] already has internals!"))
return
to_chat(user, span_notice("You add [assembly] to [src]."))
internals = assembly
assembly.forceMove(src)
/obj/item/trapdoor_remote/attack_self(mob/user, modifiers)
. = ..()
if(.)
return TRUE
if(!internals)
user.balloon_alert(user, "no device!")
return TRUE
if(!internals.linked)
internals.pulsed(user)
// The pulse linked successfully
if(internals.linked)
user.balloon_alert(user, "linked")
// The pulse failed to link
else
user.balloon_alert(user, "link failed!")
return TRUE
if(!COOLDOWN_FINISHED(src, trapdoor_cooldown))
user.balloon_alert(user, "on cooldown!")
return TRUE
user.balloon_alert(user, "trapdoor triggered")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
icon_state = "trapdoor_pressed"
addtimer(VARSET_CALLBACK(src, icon_state, initial(icon_state)), trapdoor_cooldown_time)
COOLDOWN_START(src, trapdoor_cooldown, trapdoor_cooldown_time)
internals.pulsed(user)
return TRUE
#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, proximity_flag, click_parameters)
afterattack(target, user, proximity_flag, click_parameters)
/obj/item/trapdoor_kit/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(!proximity_flag)
return
var/turf/target_turf = get_turf(target)
if(!isopenspaceturf(target_turf))
return
in_use = TRUE
balloon_alert(user, "constructing trapdoor")
if(!do_after(user, 5 SECONDS, target = target))
in_use = FALSE
return
in_use = FALSE
if(!isopenspaceturf(target_turf)) // second check to make sure nothing changed during constructions
return
var/turf/new_turf = target_turf.PlaceOnTop(/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