#define STAIR_TERMINATOR_AUTOMATIC 0 #define STAIR_TERMINATOR_NO 1 #define STAIR_TERMINATOR_YES 2 // dir determines the direction of travel to go upwards // stairs require /turf/open/openspace as the tile above them to work, unless your stairs have 'force_open_above' set to TRUE // multiple stair objects can be chained together; the Z level transition will happen on the final stair object in the chain /obj/structure/stairs name = "stairs" icon = 'icons/obj/stairs.dmi' icon_state = "stairs" anchored = TRUE var/force_open_above = FALSE // replaces the turf above this stair obj with /turf/open/openspace var/terminator_mode = STAIR_TERMINATOR_AUTOMATIC var/turf/listeningTo /obj/structure/stairs/north dir = NORTH /obj/structure/stairs/south dir = SOUTH /obj/structure/stairs/east dir = EAST /obj/structure/stairs/west dir = WEST /obj/structure/stairs/Initialize(mapload) if(force_open_above) force_open_above() build_signal_listener() update_surrounding() var/static/list/loc_connections = list( COMSIG_ATOM_EXIT = .proc/on_exit, ) AddElement(/datum/element/connect_loc, loc_connections) return ..() /obj/structure/stairs/Destroy() listeningTo = null return ..() /obj/structure/stairs/Move() //Look this should never happen but... . = ..() if(force_open_above) build_signal_listener() update_surrounding() /obj/structure/stairs/proc/update_surrounding() update_appearance() for(var/i in GLOB.cardinals) var/turf/T = get_step(get_turf(src), i) var/obj/structure/stairs/S = locate() in T if(S) S.update_appearance() /obj/structure/stairs/proc/on_exit(datum/source, atom/movable/leaving, direction) SIGNAL_HANDLER if(leaving == src) return // Let's not block ourselves. if(!isobserver(leaving) && isTerminator() && direction == dir) INVOKE_ASYNC(src, .proc/stair_ascend, leaving) leaving.Bump(src) return COMPONENT_ATOM_BLOCK_EXIT /obj/structure/stairs/Cross(atom/movable/AM) if(isTerminator() && (get_dir(src, AM) == dir)) return FALSE return ..() /obj/structure/stairs/update_icon_state() icon_state = "stairs[isTerminator() ? "_t" : null]" return ..() /obj/structure/stairs/proc/stair_ascend(atom/movable/AM) var/turf/checking = get_step_multiz(get_turf(src), UP) if(!istype(checking)) return if(!checking.zPassIn(AM, UP, get_turf(src))) return var/turf/target = get_step_multiz(get_turf(src), (dir|UP)) if(istype(target) && !target.can_zFall(AM, null, get_step_multiz(target, DOWN))) //Don't throw them into a tile that will just dump them back down. if(isliving(AM)) var/mob/living/L = AM var/pulling = L.pulling if(pulling) L.pulling.forceMove(target) L.forceMove(target) L.start_pulling(pulling) else AM.forceMove(target) /obj/structure/stairs/vv_edit_var(var_name, var_value) . = ..() if(!.) return if(var_name != NAMEOF(src, force_open_above)) return if(!var_value) if(listeningTo) UnregisterSignal(listeningTo, COMSIG_TURF_MULTIZ_NEW) listeningTo = null else build_signal_listener() force_open_above() /obj/structure/stairs/proc/build_signal_listener() if(listeningTo) UnregisterSignal(listeningTo, COMSIG_TURF_MULTIZ_NEW) var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP) RegisterSignal(T, COMSIG_TURF_MULTIZ_NEW, .proc/on_multiz_new) listeningTo = T /obj/structure/stairs/proc/force_open_above() var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP) if(T && !istype(T)) T.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR) /obj/structure/stairs/proc/on_multiz_new(turf/source, dir) SIGNAL_HANDLER if(dir == UP) var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP) if(T && !istype(T)) T.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR) /obj/structure/stairs/intercept_zImpact(atom/movable/AM, levels = 1) . = ..() if(isTerminator()) . |= FALL_INTERCEPTED | FALL_NO_MESSAGE /obj/structure/stairs/proc/isTerminator() //If this is the last stair in a chain and should move mobs up if(terminator_mode != STAIR_TERMINATOR_AUTOMATIC) return (terminator_mode == STAIR_TERMINATOR_YES) var/turf/T = get_turf(src) if(!T) return FALSE var/turf/them = get_step(T, dir) if(!them) return FALSE for(var/obj/structure/stairs/S in them) if(S.dir == dir) return FALSE return TRUE