#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/wood icon_state = "stairs_wood" /obj/structure/stairs/stone icon_state = "stairs_stone" /obj/structure/stairs/material icon_state = "stairs_material" material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS /obj/structure/stairs/Initialize(mapload) GLOB.stairs += src if(force_open_above) force_open_above() build_signal_listener() update_surrounding() var/static/list/loc_connections = list( COMSIG_ATOM_EXIT = PROC_REF(on_exit), ) AddElement(/datum/element/connect_loc, loc_connections) return ..() /obj/structure/stairs/Destroy() listeningTo = null GLOB.stairs -= src 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) leaving.set_currently_z_moving(CURRENTLY_Z_ASCENDING) INVOKE_ASYNC(src, PROC_REF(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/proc/stair_ascend(atom/movable/climber) var/turf/checking = get_step_multiz(get_turf(src), UP) if(!istype(checking)) return if(!checking.zPassIn(climber, UP, get_turf(src))) return var/turf/target = get_step_multiz(get_turf(src), (dir|UP)) if(istype(target) && !climber.can_z_move(DOWN, target, z_move_flags = ZMOVE_FALL_FLAGS)) //Don't throw them into a tile that will just dump them back down. climber.zMove(target = target, z_move_flags = ZMOVE_STAIRS_FLAGS) /// Moves anything that's being dragged by src or anything buckled to it to the stairs turf. climber.pulling?.move_from_pull(climber, loc, climber.glide_size) for(var/mob/living/buckled as anything in climber.buckled_mobs) buckled.pulling?.move_from_pull(buckled, loc, buckled.glide_size) /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_REF(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(list/falling_movables, levels = 1) . = ..() if(levels == 1 && isTerminator()) // Stairs won't save you from a steep fall. . |= FALL_INTERCEPTED | FALL_NO_MESSAGE | FALL_RETAIN_PULL /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 /obj/structure/stairs_frame name = "stairs frame" desc = "Everything you need to call something a staircase, aside from the stuff you actually step on." icon = 'icons/obj/stairs.dmi' icon_state = "stairs_frame" density = FALSE anchored = FALSE /// What type of stack will this drop on deconstruction? var/frame_stack = /obj/item/stack/rods /// How much of frame_stack should this drop on deconstruction? var/frame_stack_amount = 10 /obj/structure/stairs_frame/wood name = "wooden stairs frame" desc = "Everything you need to build a staircase, minus the actual stairs, this one is made of wood." frame_stack = /obj/item/stack/sheet/mineral/wood /obj/structure/stairs_frame/Initialize(mapload) . = ..() AddComponent(/datum/component/simple_rotation) /obj/structure/stairs_frame/examine(mob/living/carbon/human/user) . = ..() if(anchored) . += span_notice("The frame is anchored and can be made into proper stairs with 10 sheets of material.") else . += span_notice("The frame will need to be secured with a wrench before it can be completed.") /obj/structure/stairs_frame/wrench_act(mob/living/user, obj/item/used_tool) user.balloon_alert_to_viewers("securing stairs frame", "securing frame") used_tool.play_tool_sound(src) if(!used_tool.use_tool(src, user, 3 SECONDS)) return TRUE if(anchored) anchored = FALSE playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE) return TRUE anchored = TRUE playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE) return TRUE /obj/structure/stairs_frame/wrench_act_secondary(mob/living/user, obj/item/used_tool) to_chat(user, span_notice("You start disassembling [src]...")) used_tool.play_tool_sound(src) if(!used_tool.use_tool(src, user, 3 SECONDS)) return TRUE playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE) deconstruct(TRUE) return TRUE /obj/structure/stairs_frame/deconstruct(disassembled = TRUE) new frame_stack(get_turf(src), frame_stack_amount) qdel(src) /obj/structure/stairs_frame/attackby(obj/item/attacked_by, mob/user, params) if(!isstack(attacked_by)) return ..() if(!anchored) user.balloon_alert(user, "secure frame first") return TRUE var/obj/item/stack/material = attacked_by if(material.stairs_type) if(material.get_amount() < 10) to_chat(user, span_warning("You need ten [material.name] sheets to do this!")) return if(locate(/obj/structure/stairs) in loc) to_chat(user, span_warning("There's already stairs built here!")) return to_chat(user, span_notice("You start adding [material] to [src]...")) if(!do_after(user, 10 SECONDS, target = src) || !material.use(10) || (locate(/obj/structure/table) in loc)) return make_new_stairs(material.stairs_type) else if(istype(material, /obj/item/stack/sheet)) if(material.get_amount() < 10) to_chat(user, span_warning("You need ten sheets to do this!")) return if(locate(/obj/structure/stairs) in loc) to_chat(user, span_warning("There's already stairs built here!")) return to_chat(user, span_notice("You start adding [material] to [src]...")) if(!do_after(user, 10 SECONDS, target = src) || !material.use(10) || (locate(/obj/structure/table) in loc)) return var/list/material_list = list() if(material.material_type) material_list[material.material_type] = MINERAL_MATERIAL_AMOUNT * 10 make_new_stairs(/obj/structure/stairs/material, material_list) return TRUE /obj/structure/stairs_frame/proc/make_new_stairs(stairs_type, custom_materials) var/obj/structure/stairs/new_stairs = new stairs_type(loc) new_stairs.setDir(dir) if(custom_materials) new_stairs.set_custom_materials(custom_materials) qdel(src)