mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-17 21:02:15 +00:00
Adds ramps, which function as dummy verticality like many of the stairs, except they don't trigger the "Stairs are dangerous" response, allowing certain areas to be more accessible. Extends the medical lift to deck three, allowing a non-stair based way to reach the upper department. Fixes the "Stairs are dangerous" interaction not checking for gravity. --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
507 lines
15 KiB
Plaintext
507 lines
15 KiB
Plaintext
//////////////////////////////
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//Contents: Ladders, Stairs.//
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//////////////////////////////
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/obj/structure/ladder
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name = "ladder"
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desc = "A ladder. You can climb it up and down."
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icon_state = "ladder01"
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icon = 'icons/obj/structures.dmi'
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density = 0
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opacity = 0
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anchored = 1
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var/allowed_directions = DOWN
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var/obj/structure/ladder/target_up
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var/obj/structure/ladder/target_down
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var/base_icon = "ladder"
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var/const/climb_time = 2 SECONDS
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var/list/climbsounds = list('sound/effects/ladder1.ogg','sound/effects/ladder2.ogg','sound/effects/ladder3.ogg','sound/effects/ladder4.ogg')
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var/climb_sound_vol = 50
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var/climb_sound_vary = FALSE
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var/list/destroy_tools
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/obj/structure/ladder/mining
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icon = 'icons/obj/mining.dmi'
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climbsounds = list('sound/effects/stonedoor_openclose.ogg')
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climb_sound_vol = 30
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climb_sound_vary = TRUE
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destroy_tools = list(/obj/item/pickaxe, /obj/item/gun/energy/plasmacutter)
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/obj/structure/ladder/Initialize()
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. = ..()
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// the upper will connect to the lower
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if(allowed_directions & DOWN) //we only want to do the top one, as it will initialize the ones before it.
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for(var/obj/structure/ladder/L in GetBelow(src))
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if(L.allowed_directions & UP)
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target_down = L
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L.target_up = src
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L.update_icon()
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break
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AddComponent(/datum/component/turf_hand)
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update_icon()
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/obj/structure/ladder/Destroy()
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if(target_down)
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target_down.target_up = null
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target_down = null
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if(target_up)
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target_up.target_down = null
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target_up = null
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return ..()
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/obj/structure/ladder/attackby(obj/item/attacking_item, mob/user)
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if(LAZYLEN(destroy_tools))
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if(is_type_in_list(attacking_item, destroy_tools))
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user.visible_message("<b>[user]</b> starts breaking down \the [src] with \the [attacking_item]!", SPAN_NOTICE("You start breaking down \the [src] with \the [attacking_item]."))
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if(do_after(user, 10 SECONDS, src, DO_REPAIR_CONSTRUCT))
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user.visible_message("<b>[user]</b> breaks down \the [src] with \the [attacking_item]!", SPAN_NOTICE("You break down \the [src] with \the [attacking_item]."))
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qdel(src)
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return
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attack_hand(user)
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/obj/structure/ladder/attack_robot(mob/user)
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attack_hand(user)
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/obj/structure/ladder/attack_hand(var/mob/M)
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if(!M.may_climb_ladders(src))
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return
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var/obj/structure/ladder/target_ladder = getTargetLadder(M)
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if(!target_ladder)
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return
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var/obj/item/grab/G = M.l_hand
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if (!istype(G))
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G = M.r_hand
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if(!M.Move(get_turf(src)))
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to_chat(M, SPAN_NOTICE("You fail to reach \the [src]."))
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return
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if (istype(G))
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G.affecting.forceMove(get_turf(src))
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var/direction = target_ladder == target_up ? "up" : "down"
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M.visible_message(SPAN_NOTICE("\The [M] begins climbing [direction] \the [src]!"),
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"You begin climbing [direction] \the [src]!",
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"You hear the grunting and clanging of a metal ladder being used.")
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target_ladder.audible_message(SPAN_NOTICE("You hear something coming [direction] \the [src]"))
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if(do_after(M, istype(G) ? (climb_time*2) : climb_time))
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climbLadder(M, target_ladder)
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/obj/structure/ladder/attack_ghost(var/mob/M)
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var/target_ladder = getTargetLadder(M)
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if(target_ladder)
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M.forceMove(get_turf(target_ladder))
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/obj/structure/ladder/proc/getTargetLadder(var/mob/M)
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if((!target_up && !target_down) || (target_up && !istype(target_up.loc, /turf) || (target_down && !istype(target_down.loc,/turf))))
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to_chat(M, SPAN_NOTICE("\The [src] is incomplete and can't be climbed."))
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return
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if(target_down && target_up)
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var/direction = alert(M,"Do you want to go up or down?", "Ladder", "Up", "Down", "Cancel")
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if(direction == "Cancel")
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return
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if(!M.may_climb_ladders(src))
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return
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switch(direction)
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if("Up")
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return target_up
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if("Down")
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return target_down
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else
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return target_down || target_up
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/mob/proc/may_climb_ladders(var/ladder)
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if(!Adjacent(ladder))
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to_chat(src, SPAN_WARNING("You need to be next to \the [ladder] to start climbing."))
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return FALSE
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if(incapacitated())
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to_chat(src, SPAN_WARNING("You are physically unable to climb \the [ladder]."))
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return FALSE
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return TRUE
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/mob/living/silicon/may_climb_ladders(ladder)
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to_chat(src, SPAN_WARNING("You're too heavy to climb [ladder]!"))
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return FALSE
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/mob/living/silicon/robot/drone/may_climb_ladders(ladder)
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if(!Adjacent(ladder))
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to_chat(src, SPAN_WARNING("You need to be next to \the [ladder] to start climbing."))
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return FALSE
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if(incapacitated())
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to_chat(src, SPAN_WARNING("You are physically unable to climb \the [ladder]."))
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return FALSE
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return TRUE
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/mob/abstract/observer/may_climb_ladders(var/ladder)
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return TRUE
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/obj/structure/ladder/proc/climbLadder(var/mob/M, var/target_ladder)
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if(!target_ladder)
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return
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var/turf/T = get_turf(target_ladder)
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var/turf/LAD = get_turf(src)
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var/direction = UP
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if(istype(target_ladder, target_down))
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direction = DOWN
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if(!LAD.CanZPass(M, direction))
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to_chat(M, SPAN_NOTICE("\The [LAD.GetZPassBlocker()] is blocking \the [src]."))
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return FALSE
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if(!T.CanZPass(M, direction))
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to_chat(M, SPAN_NOTICE("\The [T.GetZPassBlocker()] is blocking \the [src]."))
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return FALSE
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for(var/atom/A in T)
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if(!isliving(A))
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if(!A.CanPass(M, M.loc, 1.5, 0))
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to_chat(M, SPAN_NOTICE("\The [A] is blocking \the [src]."))
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return FALSE
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playsound(src, pick(climbsounds), climb_sound_vol, climb_sound_vary)
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playsound(target_ladder, pick(climbsounds), climb_sound_vol, climb_sound_vary)
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var/obj/item/grab/G = M.l_hand
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if (!istype(G))
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G = M.r_hand
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if (istype(G))
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G.affecting.forceMove(T)
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return M.forceMove(T)
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/obj/structure/ladder/CanPass(obj/mover, turf/source, height, airflow)
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return airflow || !density
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/obj/structure/ladder/update_icon()
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icon_state = "[base_icon][!!(allowed_directions & UP)][!!(allowed_directions & DOWN)]"
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/obj/structure/ladder/up
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allowed_directions = UP
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icon_state = "ladder10"
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/obj/structure/ladder/up/mining
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icon = 'icons/obj/mining.dmi'
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climbsounds = list('sound/effects/stonedoor_openclose.ogg')
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climb_sound_vol = 30
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climb_sound_vary = TRUE
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destroy_tools = list(/obj/item/pickaxe, /obj/item/gun/energy/plasmacutter)
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/obj/structure/ladder/updown
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allowed_directions = UP|DOWN
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icon_state = "ladder11"
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/obj/structure/ladder/away //a ladder that just looks like it's going down
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icon_state = "ladderawaydown"
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/**
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* #Stairs
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*
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* Stairs allow you to traverse up and down between Z-levels
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*
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* They _MUST_ follow this bound rules:
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*
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* -If facing NORTH: `bound_height` to 64 and `bound_y` to -32
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*
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* -If facing SOUTH: `bound_height` to 64
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*
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* -If facing EAST: `bound_width` to 64 and `bound_x` to -32
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*
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* -If facing WEST: `bound_width` to 64
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*
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* No other bounds should be set on them except the ones described above
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*
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* A subtype must be defined, and those bounds set in code. DO NOT SET IT ON THE MAP ITSELF!
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*
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* Note that stairs facing left/right may need the stairs_lower structure if they're not placed against walls
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*/
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/obj/structure/stairs
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name = "stairs"
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desc = "Stairs leading to another floor. Not too useful if the gravity goes out."
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icon = 'icons/obj/stairs.dmi'
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icon_state = "stairs_3d"
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layer = RUNE_LAYER
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density = FALSE
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opacity = FALSE
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anchored = TRUE
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can_astar_pass = CANASTARPASS_ALWAYS_PROC
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/obj/structure/stairs/Initialize()
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. = ..()
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for(var/turf/turf in locs)
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var/turf/simulated/open/above = GetAbove(turf)
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if(!above)
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log_asset("Stair created without z-level above: ([loc.x], [loc.y], [loc.z])")
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return INITIALIZE_HINT_QDEL
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if(!istype(above))
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above.ChangeToOpenturf()
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/obj/structure/stairs/CheckExit(atom/movable/mover, turf/target)
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if(get_dir(loc, target) == dir && upperStep(mover.loc))
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return FALSE
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var/obj/structure/stairs/staircase = locate() in target
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var/target_dir = get_dir(mover, target)
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if(!staircase && (target_dir != dir && target_dir != GLOB.reverse_dir[dir]))
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INVOKE_ASYNC(src, PROC_REF(mob_fall), mover)
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return ..()
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/obj/structure/stairs/CollidedWith(atom/movable/moving_atom)
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// This is hackish but whatever.
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var/turf/target = get_step(GetAbove(moving_atom), dir)
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if(!target)
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return
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if(target.z > (z + 1)) //Prevents wheelchair fuckery. Basically, you teleport twice because both the wheelchair + your mob collide with the stairs.
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return
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if(target.Enter(moving_atom, src) && moving_atom.dir == dir)
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moving_atom.forceMove(target)
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if(isliving(moving_atom))
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var/mob/living/living_mob = moving_atom
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if(living_mob.pulling)
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living_mob.pulling.forceMove(target)
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for(var/obj/item/grab/grab in living_mob)
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if(grab.affecting)
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grab.affecting.forceMove(target)
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if(ishuman(living_mob))
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playsound(src, 'sound/effects/stairs_step.ogg', 50)
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playsound(target, 'sound/effects/stairs_step.ogg', 50)
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/obj/structure/stairs/Crossed(obj/O)
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if(istype(O) && has_gravity(get_turf(src)))
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O.stair_act()
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return ..()
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/obj/structure/stairs/proc/upperStep(var/turf/T)
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return (T == loc)
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/obj/structure/stairs/CanPass(obj/mover, turf/source, height, airflow)
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if(airflow)
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return TRUE
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// Disallow stepping onto the elevated part of the stairs.
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if(isliving(mover) && z == mover.z && mover.loc != loc && get_step(mover, get_dir(mover, src)) == loc)
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return FALSE
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return !density
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/obj/structure/stairs/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
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return FALSE //I do not want to deal with stairs and the snowflake passcode, they can be unmovable walls for all I care here
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/obj/structure/stairs/proc/mob_fall(mob/living/L)
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if(isopenturf(L.loc) || get_turf(L) == get_turf(src) || !ishuman(L))
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return
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L.Weaken(2)
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if(L.lying)
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L.visible_message(
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SPAN_ALERT("\The [L] steps off of [src] and faceplants onto [L.loc]."),
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SPAN_DANGER("You step off [src] and faceplant onto [L.loc]."),
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SPAN_ALERT("You hear a thump.")
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)
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/obj/structure/stairs/north
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dir = NORTH
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bound_height = 64
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bound_y = -32
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pixel_y = -32
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/obj/structure/stairs/south
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dir = SOUTH
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bound_height = 64
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/obj/structure/stairs/east
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dir = EAST
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bound_width = 64
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bound_x = -32
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pixel_x = -32
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/obj/structure/stairs/west
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dir = WEST
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bound_width = 64
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/// Snowflake railing object for 64x64 stairs.
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/obj/structure/stairs_railing
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name = "railing"
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desc = "A railing for stairs."
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icon = 'icons/obj/stairs.dmi'
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icon_state = "stairs_railing"
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anchored = TRUE
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density = TRUE
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/obj/structure/stairs_railing/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover,/obj/item/projectile))
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return TRUE
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if(!istype(mover) || mover.checkpass(PASSRAILING))
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return TRUE
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if(mover.throwing)
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return TRUE
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if(get_dir(loc, target) == dir)
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return !density
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return TRUE
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/obj/structure/stairs_railing/CheckExit(var/atom/movable/O, var/turf/target)
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if(istype(O) && CanPass(O, target))
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return TRUE
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if(get_dir(O.loc, target) == dir)
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if(!density)
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return TRUE
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return FALSE
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return TRUE
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/obj/structure/stairs_lower
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name = "stairs"
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desc = "Stairs leading to another floor. Not too useful if the gravity goes out."
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icon = 'icons/obj/stairs.dmi'
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icon_state = "stairs_lower"
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anchored = TRUE
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density = FALSE
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/obj/structure/stairs_lower/stairs_upper
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icon_state = "stairs_upper"
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/// These stairs are used for fake depth. They don't go up z-levels.
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/obj/structure/platform_stairs
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name = "stairs"
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desc = "An archaic form of locomotion along the Z-axis."
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density = FALSE
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anchored = TRUE
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icon = 'icons/obj/structure/stairs.dmi'
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icon_state = "np_stair"
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/**
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* If true, this strucutre will trigger the stairs_act() proc for other structures being moved across it.
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*/
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var/steps = TRUE
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/obj/structure/platform_stairs/Crossed(obj/O)
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if(istype(O) && has_gravity(get_turf(src)) && steps)
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O.stair_act()
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return ..()
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/obj/structure/platform_stairs/south_north_solo
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icon_state = "p_stair_sn_solo_cap"
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/obj/structure/platform_stairs/full
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icon_state = "p_stair_full"
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/obj/structure/platform_stairs/full/east_west_cap
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icon_state = "p_stair_ew_full_cap"
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/obj/structure/platform_stairs/full/east_west_cap/half
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icon_state = "p_stair_ew_half_cap"
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/obj/structure/platform_stairs/full/south_north_cap
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icon_state = "p_stair_sn_full_cap"
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/obj/structure/platform_stairs/full/south_north_cap/half
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icon_state = "p_stair_sn_half_cap"
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/obj/structure/platform_stairs/ramp
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name = "ramp"
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desc = "A smooth yet archaic form of locomotion along the vertical axis."
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steps = FALSE
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layer = ABOVE_TILE_LAYER //They sit ontop of turfs, but below most other things
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/obj/structure/platform_stairs/ramp/north_south
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icon_state = "p_ramp_sn_full_cap"
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/obj/structure/platform_stairs/ramp/east_west
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icon_state = "p_ramp_ew_full_cap"
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/obj/structure/platform
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name = "platform"
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desc = "An archaic method of preventing travel along the X and Y axes if you are on a lower point on the Z-axis."
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icon = 'icons/obj/structure/platforms.dmi'
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icon_state = "platform"
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density = TRUE
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anchored = TRUE
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atom_flags = ATOM_FLAG_CHECKS_BORDER|ATOM_FLAG_ALWAYS_ALLOW_PICKUP
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climbable = TRUE
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color = COLOR_TILED
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/obj/structure/platform/dark
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icon_state = "platform_dark"
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color = COLOR_DARK_GUNMETAL
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/obj/structure/platform/CanPass(atom/movable/mover, turf/target, height, air_group)
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if(istype(mover, /obj/item/projectile))
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return TRUE
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if(!istype(mover) || mover.checkpass(PASSRAILING))
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return TRUE
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if(mover.throwing)
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return TRUE
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if(get_dir(mover, target) == GLOB.reverse_dir[dir])
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return FALSE
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if(height && (mover.dir == dir))
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return FALSE
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return TRUE
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/obj/structure/platform/CheckExit(var/atom/movable/O, var/turf/target)
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if(istype(O) && CanPass(O, target))
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return TRUE
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if(get_dir(O, target) == GLOB.reverse_dir[dir])
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return FALSE
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return TRUE
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/obj/structure/platform/do_climb(mob/living/user)
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if(user.Adjacent(src) && !user.incapacitated())
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/// Custom climbing code because normal climb code doesn't support the tile-shifting that platforms do.
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/// 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.
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/// Otherwise, use our own turf.
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var/same_turf = get_turf(user) == get_turf(src)
|
|
var/turf/next_turf = get_step(src, same_turf ? GLOB.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
|