Files
Aurora.3/code/modules/multiz/mobile_ladders.dm
Lohikar 9c010f92d1 isopenturf() macro, update_above improvements (#2931)
changes:

Added a isopenturf() macro, equivalent to istype(thing, /turf/simulated/open).
Converted most/all instances of istype(/turf/simulated/open) to isopenturf().
Made update_above()' aware of queue status & inlined a proc-call.
2017-07-03 12:04:18 +03:00

102 lines
3.3 KiB
Plaintext

/obj/item/weapon/ladder_mobile
name = "mobile ladder"
desc = "A lightweight deployable ladder, which you can use to move up or down. Or alternatively, you can bash some faces in."
icon_state = "mobile_ladder"
item_state = "mobile_ladder"
icon = 'icons/obj/multiz_items.dmi'
contained_sprite = TRUE
throw_range = 3
force = 10
w_class = 4.0
slot_flags = SLOT_BACK
/obj/item/weapon/ladder_mobile/proc/place_ladder(atom/A, mob/user)
if (isopenturf(A)) //Place into open space
var/turf/below_loc = GetBelow(A)
if (!below_loc || (istype(/turf/space, below_loc)))
to_chat(user, "<span class='notice'>Why would you do that?! There is only infinite space there...</span>")
return
user.visible_message("<span class='warning'>[user] begins to lower \the [src] into \the [A].</span>",
"<span class='warning'>You begin to lower \the [src] into \the [A].</span>")
if (!handle_action(A, user))
return
// Create the lower ladder first. ladder/Initialize() will make the upper
// ladder create the appropriate links. So the lower ladder must exist first.
var/obj/structure/ladder/mobile/downer = new(below_loc)
downer.allowed_directions = UP
new /obj/structure/ladder/mobile(A)
user.drop_item()
qdel(src)
else if (istype(A, /turf/simulated/floor)) //Place onto Floor
var/turf/upper_loc = GetAbove(A)
if (!upper_loc || !isopenturf(upper_loc))
user << "<span class='notice'>There is something above. You can't deploy!</span>"
return
user.visible_message("<span class='warning'>[user] begins deploying \the [src] on \the [A].</span>",
"<span class='warning'>You begin to deploy \the [src] on \the [A].</span>")
if (!handle_action(A, user))
return
// Ditto here. Create the lower ladder first.
var/obj/structure/ladder/mobile/downer = new(A)
downer.allowed_directions = UP
new /obj/structure/ladder/mobile(upper_loc)
user.drop_item()
qdel(src)
/obj/item/weapon/ladder_mobile/afterattack(atom/A, mob/user,proximity)
if (!proximity)
return
place_ladder(A,user)
/obj/item/weapon/ladder_mobile/proc/handle_action(atom/A, mob/user)
if (!do_after(user, 30, act_target = user))
to_chat(user, "Can't place ladder! You were interrupted!")
return FALSE
if (!A || QDELETED(src) || QDELETED(user))
// Shit was deleted during delay, call is no longer valid.
return FALSE
return TRUE
/obj/structure/ladder/mobile
base_icon = "mobile_ladder"
/obj/structure/ladder/mobile/verb/fold()
set name = "Fold Ladder"
set category = "Object"
set src in oview(1)
if (usr.incapacitated() || !usr.IsAdvancedToolUser() || !ishuman(usr))
to_chat(usr, "<span class='warning'>You can't do that right now!</span>")
return
var/mob/living/carbon/human/H = usr
H.visible_message("<span class='notice'>[H] starts folding up [src].</span>",
"<span class='notice'>You start folding up [src].</span>")
if (!do_after(H, 30, act_target = src))
to_chat(H, "<span class='warning'>You are interrupted!</span>")
return
if (QDELETED(src))
return
var/obj/item/weapon/ladder_mobile/R = new(get_turf(H))
transfer_fingerprints_to(R)
H.visible_message("<span class='notice'>[H] folds [src] up into [R]!</span>",
"<span class='notice'>You fold [src] up into [R]!</span>")
if(target_down)
QDEL_NULL(target_down)
qdel(src)
else
QDEL_NULL(target_up)
qdel(src)