Overcoming Verticality - Adds ramps, extends the medical lift and fixes stair gravity. (#19182)

Adds ramps, which function as dummy verticality like many of the stairs,
except they don't trigger the "Stairs are dangerous" response, allowing
certain areas to be more accessible.

Extends the medical lift to deck three, allowing a non-stair based way
to reach the upper department.

Fixes the "Stairs are dangerous" interaction not checking for gravity.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This commit is contained in:
Sparky
2024-06-10 12:16:10 +00:00
committed by GitHub
co-authored by Matt Atlas
parent c63589d58b
commit 573fda4b4d
8 changed files with 698 additions and 578 deletions
+18 -2
View File
@@ -276,7 +276,7 @@
playsound(target, 'sound/effects/stairs_step.ogg', 50)
/obj/structure/stairs/Crossed(obj/O)
if(istype(O))
if(istype(O) && has_gravity(get_turf(src)))
O.stair_act()
return ..()
@@ -376,9 +376,13 @@
anchored = TRUE
icon = 'icons/obj/structure/stairs.dmi'
icon_state = "np_stair"
/**
* If true, this strucutre will trigger the stairs_act() proc for other structures being moved across it.
*/
var/steps = TRUE
/obj/structure/platform_stairs/Crossed(obj/O)
if(istype(O))
if(istype(O) && has_gravity(get_turf(src)) && steps)
O.stair_act()
return ..()
@@ -400,6 +404,18 @@
/obj/structure/platform_stairs/full/south_north_cap/half
icon_state = "p_stair_sn_half_cap"
/obj/structure/platform_stairs/ramp
name = "ramp"
desc = "A smooth yet archaic form of locomotion along the vertical axis."
steps = FALSE
layer = ABOVE_TILE_LAYER //They sit ontop of turfs, but below most other things
/obj/structure/platform_stairs/ramp/north_south
icon_state = "p_ramp_sn_full_cap"
/obj/structure/platform_stairs/ramp/east_west
icon_state = "p_ramp_ew_full_cap"
/obj/structure/platform
name = "platform"
desc = "An archaic method of preventing travel along the X and Y axes if you are on a lower point on the Z-axis."