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Aurora.3/code/modules/multiz/structures.dm
VikingPingvin 68415f6cf5 Portable Ladders (#2434)
Add portable ladders as items.
Deploy on floors that have an open space above them, and in open spaces that have floors beneath them.
Fold them, to reuse them.

Need item,structure base and structure body sprites. Probably an in hand sprite too.
2017-06-05 11:19:12 +03:00

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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/ladder/mobile/base
allowed_directions = UP
icon_state = "ladder11"
/obj/structure/ladder/mobile/body
allowed_directions = DOWN
icon_state = "ladder11"
/obj/structure/ladder/mobile/verb/fold()
set name = "Fold Ladder"
set category = "Object"
set src in oview(1)
var/obj/item/weapon/ladder_mobile/R = new(src.loc)
src.transfer_fingerprints_to(R)
if(src.target_down == null)
QDEL_NULL(src.target_up)
qdel(src)
else
QDEL_NULL(src.target_down)
qdel(src)
/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
/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)
// 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 FALSE
return TRUE
/obj/structure/stairs/CanPass(obj/mover, turf/source, height, airflow)
return airflow || !density
// 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