mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
178 lines
4.6 KiB
Plaintext
178 lines
4.6 KiB
Plaintext
//////////////////////////////
|
|
//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/const/climb_time = 2 SECONDS
|
|
|
|
/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
|
|
return
|
|
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)
|
|
return
|
|
|
|
/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
|
|
if(!M.Move(get_turf(src)))
|
|
to_chat(M, "<span class='notice'>You fail to reach \the [src].</span>")
|
|
return
|
|
|
|
var/direction = target_ladder == target_up ? "up" : "down"
|
|
|
|
M.visible_message("<span class='notice'>\The [M] begins climbing [direction] \the [src]!</span>",
|
|
"You begin climbing [direction] \the [src]!",
|
|
"You hear the grunting and clanging of a metal ladder being used.")
|
|
|
|
target_ladder.audible_message("<span class='notice'>You hear something coming [direction] \the [src]</span>")
|
|
|
|
if(do_after(M, 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, "<span class='notice'>\The [src] is incomplete and can't be climbed.</span>")
|
|
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, "<span class='warning'>You need to be next to \the [ladder] to start climbing.</span>")
|
|
return FALSE
|
|
if(incapacitated())
|
|
to_chat(src, "<span class='warning'>You are physically unable to climb \the [ladder].</span>")
|
|
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, "<span class='notice'>\The [A] is blocking \the [src].</span>")
|
|
return FALSE
|
|
return M.Move(T)
|
|
|
|
/obj/structure/ladder/CanPass(obj/mover, turf/source, height, airflow)
|
|
return airflow || !density
|
|
|
|
/obj/structure/ladder/update_icon()
|
|
icon_state = "ladder[!!(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
|
|
|
|
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)
|
|
|
|
Uncross(atom/movable/A)
|
|
if(A.dir == dir)
|
|
// This is hackish but whatever.
|
|
var/turf/target = get_step(GetAbove(A), dir)
|
|
var/turf/source = A.loc
|
|
if(target.Enter(A, source))
|
|
A.loc = target
|
|
target.Entered(A, source)
|
|
return 0
|
|
return 1
|
|
|
|
CanPass(obj/mover, turf/source, height, airflow)
|
|
return airflow || !density
|
|
|
|
// type paths to make mapping easier.
|
|
north
|
|
dir = NORTH
|
|
bound_height = 64
|
|
bound_y = -32
|
|
pixel_y = -32
|
|
|
|
south
|
|
dir = SOUTH
|
|
bound_height = 64
|
|
|
|
east
|
|
dir = EAST
|
|
bound_width = 64
|
|
bound_x = -32
|
|
pixel_x = -32
|
|
|
|
west
|
|
dir = WEST
|
|
bound_width = 64
|