Files
Aurora.3/code/modules/multiz/structures.dm
Cody Brittain 0a3dac31e0 Refactored do_after to use a flag-based system for options (#17127)
* Refactored do_after to use a flag-based system for options

* More flags

* Ditto

* Use the HAS_FLAG macro

* do_after pass

* Fix burning paper code

* Resolve issues from Fluffy's code reviews

* .
2023-09-27 12:17:14 +00:00

456 lines
13 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/base_icon = "ladder"
var/const/climb_time = 2 SECONDS
var/list/climbsounds = list('sound/effects/ladder1.ogg','sound/effects/ladder2.ogg','sound/effects/ladder3.ogg','sound/effects/ladder4.ogg')
var/climb_sound_vol = 50
var/climb_sound_vary = FALSE
var/list/destroy_tools
/obj/structure/ladder/mining
icon = 'icons/obj/mining.dmi'
climbsounds = list('sound/effects/stonedoor_openclose.ogg')
climb_sound_vol = 30
climb_sound_vary = TRUE
destroy_tools = list(/obj/item/pickaxe, /obj/item/gun/energy/plasmacutter)
/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
AddComponent(/datum/component/turf_hand)
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, mob/user)
if(LAZYLEN(destroy_tools))
if(is_type_in_list(C, destroy_tools))
user.visible_message("<b>[user]</b> starts breaking down \the [src] with \the [C]!", SPAN_NOTICE("You start breaking down \the [src] with \the [C]."))
if(do_after(user, 10 SECONDS, src, DO_REPAIR_CONSTRUCT))
user.visible_message("<b>[user]</b> breaks down \the [src] with \the [C]!", SPAN_NOTICE("You break down \the [src] with \the [C]."))
qdel(src)
return
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/grab/G = M.l_hand
if (!istype(G))
G = M.r_hand
if(!M.Move(get_turf(src)))
to_chat(M, "<span class='notice'>You fail to reach \the [src].</span>")
return
if (istype(G))
G.affecting.forceMove(get_turf(src))
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, 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, "<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/living/silicon/may_climb_ladders(ladder)
to_chat(src, "<span class='warning'>You're too heavy to climb [ladder]!</span>")
return FALSE
/mob/living/silicon/robot/drone/may_climb_ladders(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/abstract/observer/may_climb_ladders(var/ladder)
return TRUE
/obj/structure/ladder/proc/climbLadder(var/mob/M, var/target_ladder)
if(!target_ladder)
return
var/turf/T = get_turf(target_ladder)
var/turf/LAD = get_turf(src)
var/direction = UP
if(istype(target_ladder, target_down))
direction = DOWN
if(!LAD.CanZPass(M, direction))
to_chat(M, "<span class='notice'>\The [LAD.GetZPassBlocker()] is blocking \the [src].</span>")
return FALSE
if(!T.CanZPass(M, direction))
to_chat(M, "<span class='notice'>\The [T.GetZPassBlocker()] is blocking \the [src].</span>")
return FALSE
for(var/atom/A in T)
if(!isliving(A))
if(!A.CanPass(M, M.loc, 1.5, 0))
to_chat(M, "<span class='notice'>\The [A] is blocking \the [src].</span>")
return FALSE
playsound(src, pick(climbsounds), climb_sound_vol, climb_sound_vary)
playsound(target_ladder, pick(climbsounds), climb_sound_vol, climb_sound_vary)
var/obj/item/grab/G = M.l_hand
if (!istype(G))
G = M.r_hand
if (istype(G))
G.affecting.forceMove(T)
return M.forceMove(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/up/mining
icon = 'icons/obj/mining.dmi'
climbsounds = list('sound/effects/stonedoor_openclose.ogg')
climb_sound_vol = 30
climb_sound_vary = TRUE
destroy_tools = list(/obj/item/pickaxe, /obj/item/gun/energy/plasmacutter)
/obj/structure/ladder/updown
allowed_directions = UP|DOWN
icon_state = "ladder11"
/obj/structure/ladder/away //a ladder that just looks like it's going down
icon_state = "ladderawaydown"
/// Note that stairs facing left/right may need the stairs_lower structure if they're not placed against walls.
/obj/structure/stairs
name = "stairs"
desc = "Stairs leading to another floor. Not too useful if the gravity goes out."
icon = 'icons/obj/stairs.dmi'
icon_state = "stairs_3d"
layer = TURF_LAYER
density = FALSE
opacity = FALSE
anchored = TRUE
/obj/structure/stairs/Initialize()
. = ..()
for(var/turf/turf in locs)
var/turf/simulated/open/above = GetAbove(turf)
if(!above)
log_asset("Stair created without z-level above: ([loc.x], [loc.y], [loc.z])")
return INITIALIZE_HINT_QDEL
if(!istype(above))
above.ChangeToOpenturf()
/obj/structure/stairs/CheckExit(atom/movable/mover, turf/target)
if(get_dir(loc, target) == dir && upperStep(mover.loc))
return FALSE
var/obj/structure/stairs/staircase = locate() in target
var/target_dir = get_dir(mover, target)
if(!staircase && (target_dir != dir && target_dir != reverse_dir[dir]))
INVOKE_ASYNC(src, PROC_REF(mob_fall), mover)
return ..()
/obj/structure/stairs/CollidedWith(atom/movable/A)
// This is hackish but whatever.
var/turf/target = get_step(GetAbove(A), dir)
if(!target)
return
if(target.z > (z + 1)) //Prevents wheelchair fuckery. Basically, you teleport twice because both the wheelchair + your mob collide with the stairs.
return
if(target.Enter(A, src) && A.dir == dir)
A.forceMove(target)
if(isliving(A))
var/mob/living/L = A
if(L.pulling)
L.pulling.forceMove(target)
if(ishuman(A))
playsound(src, 'sound/effects/stairs_step.ogg', 50)
playsound(target, 'sound/effects/stairs_step.ogg', 50)
/obj/structure/stairs/proc/upperStep(var/turf/T)
return (T == loc)
/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/proc/mob_fall(mob/living/L)
if(isopenturf(L.loc) || get_turf(L) == get_turf(src) || !ishuman(L))
return
L.Weaken(2)
if(L.lying)
L.visible_message(
SPAN_ALERT("\The [L] steps off of [src] and faceplants onto [L.loc]."),
SPAN_DANGER("You step off [src] and faceplant onto [L.loc]."),
SPAN_ALERT("You hear a thump.")
)
/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
/obj/structure/stairs/flat
icon_state = "stairs_flat"
/// Snowflake railing object for 64x64 stairs.
/obj/structure/stairs_railing
name = "railing"
desc = "A railing for stairs."
icon = 'icons/obj/stairs.dmi'
icon_state = "stairs_railing"
anchored = TRUE
density = TRUE
/obj/structure/stairs_railing/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover,/obj/item/projectile))
return TRUE
if(!istype(mover) || mover.checkpass(PASSRAILING))
return TRUE
if(mover.throwing)
return TRUE
if(get_dir(loc, target) == dir)
return !density
return TRUE
/obj/structure/stairs_railing/CheckExit(var/atom/movable/O, var/turf/target)
if(istype(O) && CanPass(O, target))
return TRUE
if(get_dir(O.loc, target) == dir)
if(!density)
return TRUE
return FALSE
return TRUE
/obj/structure/stairs_lower
name = "stairs"
desc = "Stairs leading to another floor. Not too useful if the gravity goes out."
icon = 'icons/obj/stairs.dmi'
icon_state = "stairs_lower"
anchored = TRUE
density = FALSE
/obj/structure/stairs_lower/stairs_upper
icon_state = "stairs_upper"
/// These stairs are used for fake depth. They don't go up z-levels.
/obj/structure/platform_stairs
name = "stairs"
desc = "An archaic form of locomotion along the Z-axis."
density = FALSE
anchored = TRUE
icon = 'icons/obj/structure/stairs.dmi'
icon_state = "np_stair"
/obj/structure/platform_stairs/south_north_solo
icon_state = "p_stair_sn_solo_cap"
/obj/structure/platform_stairs/full
icon_state = "p_stair_full"
/obj/structure/platform_stairs/full/east_west_cap
icon_state = "p_stair_ew_full_cap"
/obj/structure/platform_stairs/full/east_west_cap/half
icon_state = "p_stair_ew_half_cap"
/obj/structure/platform_stairs/full/south_north_cap
icon_state = "p_stair_sn_full_cap"
/obj/structure/platform_stairs/full/south_north_cap/half
icon_state = "p_stair_sn_half_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."
density = TRUE
anchored = TRUE
flags = ON_BORDER
climbable = TRUE
icon = 'icons/obj/structure/platforms.dmi'
icon_state = "platform"
color = COLOR_TILED
/obj/structure/platform/dark
icon_state = "platform_dark"
color = COLOR_DARK_GUNMETAL
/obj/structure/platform/CanPass(atom/movable/mover, turf/target, height, air_group)
if(istype(mover, /obj/item/projectile))
return TRUE
if(!istype(mover) || mover.checkpass(PASSRAILING))
return TRUE
if(mover.throwing)
return TRUE
if(get_dir(mover, target) == reverse_dir[dir])
return FALSE
if(height && (mover.dir == dir))
return FALSE
return TRUE
/obj/structure/platform/CheckExit(var/atom/movable/O, var/turf/target)
if(istype(O) && CanPass(O, target))
return TRUE
if(get_dir(O, target) == reverse_dir[dir])
return FALSE
return TRUE
/obj/structure/platform/do_climb(mob/living/user)
if(user.Adjacent(src) && !user.incapacitated())
/// Custom climbing code because normal climb code doesn't support the tile-shifting that platforms do.
/// If the user is on the same turf as the platform, we're trying to go past it, so we need to use reverse_dir.
/// Otherwise, use our own turf.
var/same_turf = get_turf(user) == get_turf(src)
var/turf/next_turf = get_step(src, same_turf ? reverse_dir[dir] : 0)
if(istype(next_turf) && !next_turf.density && can_climb(user))
var/climb_text = same_turf ? "over" : "down"
LAZYADD(climbers, user)
user.visible_message(SPAN_NOTICE("[user] starts climbing [climb_text] \the [src]..."), SPAN_NOTICE("You start climbing [climb_text] \the [src]..."))
if(do_after(user, 1 SECOND) && can_climb(user, TRUE))
user.visible_message(SPAN_NOTICE("[user] climbs [climb_text] \the [src]."), SPAN_NOTICE("You climb [climb_text] \the [src]."))
user.forceMove(next_turf)
LAZYREMOVE(climbers, user)
/obj/structure/platform/ledge
icon_state = "ledge"
/obj/structure/platform/ledge/dark
icon_state = "ledge_dark"
color = COLOR_DARK_GUNMETAL
/obj/structure/platform/cutout
icon_state = "platform_cutout"
density = 0
/obj/structure/platform/cutout/dark
icon_state = "platform_cutout_dark"
color = COLOR_DARK_GUNMETAL
/obj/structure/platform/cutout/CanPass()
return TRUE
/// No special CanPass for this one.
/obj/structure/platform_deco
name = "platform"
desc = "This is a platform."
anchored = TRUE
icon = 'icons/obj/structure/platforms.dmi'
icon_state = "platform_deco"
color = COLOR_TILED
/obj/structure/platform_deco/dark
icon_state = "platform_deco_dark"
color = COLOR_DARK_GUNMETAL
/obj/structure/platform_deco/ledge
icon_state = "ledge_deco"
/obj/structure/platform_deco/ledge/dark
icon_state = "ledge_deco_dark"
color = COLOR_DARK_GUNMETAL