Files
Aurora.3/code/modules/multiz/structures.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* 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
2017-05-02 14:40:40 -04:00

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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/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