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//Contents: Ladders, Stairs.//
//////////////////////////////
/obj/structure/ladder
name = "ladder"
desc = "A ladder. You can climb it up and down."
icon_state = "ladder01"
icon = 'icons/obj/structures.dmi'
density = 0
opacity = 0
anchored = 1
var/allowed_directions = DOWN
var/obj/structure/ladder/target_up
var/obj/structure/ladder/target_down
var/base_icon = "ladder"
var/const/climb_time = 2 SECONDS
var/static/list/climbsounds = list('sound/effects/ladder.ogg','sound/effects/ladder2.ogg','sound/effects/ladder3.ogg','sound/effects/ladder4.ogg')
/obj/structure/ladder/Initialize()
. = ..()
// the upper will connect to the lower
if(allowed_directions & DOWN) //we only want to do the top one, as it will initialize the ones before it.
for(var/obj/structure/ladder/L in GetBelow(src))
if(L.allowed_directions & UP)
target_down = L
L.target_up = src
L.update_icon()
break
update_icon()
/obj/structure/ladder/Destroy()
if(target_down)
target_down.target_up = null
target_down = null
if(target_up)
target_up.target_down = null
target_up = null
return ..()
/obj/structure/ladder/attackby(obj/item/C as obj, mob/user as mob)
attack_hand(user)
/obj/structure/ladder/attack_robot(mob/user)
attack_hand(user)
/obj/structure/ladder/attack_hand(var/mob/M)
if(!M.may_climb_ladders(src))
return
var/obj/structure/ladder/target_ladder = getTargetLadder(M)
if(!target_ladder)
return
var/obj/item/weapon/grab/G = M.l_hand
if (!istype(G))
G = M.r_hand
if(!M.Move(get_turf(src)))
to_chat(M, "You fail to reach \the [src].")
return
if (istype(G))
G.affecting.forceMove(get_turf(src))
var/direction = target_ladder == target_up ? "up" : "down"
M.visible_message("\The [M] begins climbing [direction] \the [src]!",
"You begin climbing [direction] \the [src]!",
"You hear the grunting and clanging of a metal ladder being used.")
target_ladder.audible_message("You hear something coming [direction] \the [src]")
if(do_after(M, istype(G) ? (climb_time*2) : climb_time))
climbLadder(M, target_ladder)
/obj/structure/ladder/attack_ghost(var/mob/M)
var/target_ladder = getTargetLadder(M)
if(target_ladder)
M.forceMove(get_turf(target_ladder))
/obj/structure/ladder/proc/getTargetLadder(var/mob/M)
if((!target_up && !target_down) || (target_up && !istype(target_up.loc, /turf) || (target_down && !istype(target_down.loc,/turf))))
to_chat(M, "\The [src] is incomplete and can't be climbed.")
return
if(target_down && target_up)
var/direction = alert(M,"Do you want to go up or down?", "Ladder", "Up", "Down", "Cancel")
if(direction == "Cancel")
return
if(!M.may_climb_ladders(src))
return
switch(direction)
if("Up")
return target_up
if("Down")
return target_down
else
return target_down || target_up
/mob/proc/may_climb_ladders(var/ladder)
if(!Adjacent(ladder))
to_chat(src, "You need to be next to \the [ladder] to start climbing.")
return FALSE
if(incapacitated())
to_chat(src, "You are physically unable to climb \the [ladder].")
return FALSE
return TRUE
/mob/living/silicon/may_climb_ladders(ladder)
to_chat(src, "You're too heavy to climb [ladder]!")
return FALSE
/mob/living/silicon/robot/drone/may_climb_ladders(ladder)
if(!Adjacent(ladder))
to_chat(src, "You need to be next to \the [ladder] to start climbing.")
return FALSE
if(incapacitated())
to_chat(src, "You are physically unable to climb \the [ladder].")
return FALSE
return TRUE
/mob/observer/ghost/may_climb_ladders(var/ladder)
return TRUE
/obj/structure/ladder/proc/climbLadder(var/mob/M, var/target_ladder)
var/turf/T = get_turf(target_ladder)
for(var/atom/A in T)
if(!A.CanPass(M, M.loc, 1.5, 0))
to_chat(M, "\The [A] is blocking \the [src].")
return FALSE
playsound(src, pick(climbsounds), 50)
playsound(target_ladder, pick(climbsounds), 50)
var/obj/item/weapon/grab/G = M.l_hand
if (!istype(G))
G = M.r_hand
if (istype(G))
G.affecting.forceMove(T)
return M.Move(T)
/obj/structure/ladder/CanPass(obj/mover, turf/source, height, airflow)
return airflow || !density
/obj/structure/ladder/update_icon()
icon_state = "[base_icon][!!(allowed_directions & UP)][!!(allowed_directions & DOWN)]"
/obj/structure/ladder/up
allowed_directions = UP
icon_state = "ladder10"
/obj/structure/ladder/updown
allowed_directions = UP|DOWN
icon_state = "ladder11"
/obj/structure/stairs
name = "Stairs"
desc = "Stairs leading to another deck. Not too useful if the gravity goes out."
icon = 'icons/obj/stairs.dmi'
density = 0
opacity = 0
anchored = 1
layer = TURF_LAYER
/obj/structure/stairs/Initialize()
. = ..()
for(var/turf/turf in locs)
var/turf/simulated/open/above = GetAbove(turf)
if(!above)
warning("Stair created without level above: ([loc.x], [loc.y], [loc.z])")
return qdel(src)
if(!istype(above))
above.ChangeTurf(/turf/simulated/open)
/obj/structure/stairs/Uncross(atom/movable/A)
if(A.dir == dir && A.loc == loc)
// This is hackish but whatever.
var/turf/target = get_step(GetAbove(A), dir)
if (target.Enter(A, A.loc))
A.forceMove(target)
return FALSE
return TRUE
/obj/structure/stairs/CanPass(obj/mover, turf/source, height, airflow)
if (airflow)
return TRUE
// Disallow stepping onto the elevated part of the stairs.
if (isliving(mover) && z == mover.z && mover.loc != loc && get_step(mover, get_dir(mover, src)) == loc)
return FALSE
return !density
/obj/structure/stairs/CheckExit(mob/living/mover, turf/target)
if (!istype(mover) || target.z != z)
return ..()
if (mover.loc == loc && get_dir(mover, target) != reverse_dir[dir])
addtimer(CALLBACK(src, .proc/mob_fall, mover), 0)
return ..()
/obj/structure/stairs/proc/mob_fall(mob/living/L)
if (isopenturf(L.loc))
return
L.Weaken(2)
L.visible_message(
"\The [L] steps off of [src] and faceplants onto [L.loc].",
"You step off [src] and faceplant onto [L.loc].",
"You hear a thump."
)
var/snd = pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg')
playsound(L.loc, snd, 75, 1)
// type paths to make mapping easier.
/obj/structure/stairs/north
dir = NORTH
bound_height = 64
bound_y = -32
pixel_y = -32
/obj/structure/stairs/south
dir = SOUTH
bound_height = 64
/obj/structure/stairs/east
dir = EAST
bound_width = 64
bound_x = -32
pixel_x = -32
/obj/structure/stairs/west
dir = WEST
bound_width = 64