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cf14dcfc1a
## About The Pull Request `adjust_fishing_difficulty` is a good one to make into a bespoke element since a number of the same clothing item are created in the wardrobe system. climb_walkable is also good due to how prevalent it is, and it is a bit of a two for one since it also removes the need for the `/component/connect_loc_behalf` Also stops adding the on_climbable trait to literally everything in the turf, it now only applies it to atoms with density. So no more pipes and stuff getting trait lists created for no reason. <details><summary> Tested + things still work as before </summary> <img width="422" height="122" alt="image" src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc" /> </details> ## Why It's Good For The Game Lessens overhead, fixes a bug as well. ## Changelog 🆑 fix: fixes a pushed crate not removing on_climbable trait properly off the mob standing atop it /🆑
60 lines
2.1 KiB
Plaintext
60 lines
2.1 KiB
Plaintext
/// Short stairs you can use to climb tables quickly
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/obj/structure/steps
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name = "steps"
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desc = "A small set of steps you can use to reach high shelves or climb onto platforms, just watch your ankles."
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icon = 'icons/obj/small_stairs.dmi'
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icon_state = "iron"
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anchored = TRUE
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move_resist = INFINITY
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
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/obj/structure/steps/Initialize(mapload)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_enter),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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AddElement(/datum/element/climb_walkable)
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AddElement(/datum/element/simple_rotation)
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register_context()
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/obj/structure/steps/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(!held_item)
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return NONE
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if(held_item.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_LMB] = anchored ? "Unsecure" : "Secure"
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return CONTEXTUAL_SCREENTIP_SET
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if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
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context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/steps/wrench_act(mob/living/user, obj/item/tool)
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default_unfasten_wrench(user, tool)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/steps/screwdriver_act(mob/living/user, obj/item/tool)
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to_chat(user, span_notice("You start disassembling [src]..."))
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if(tool.use_tool(src, user, 2 SECONDS, volume=50))
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deconstruct(TRUE)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/steps/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron(drop_location(), 2)
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/// Watch your ankles
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/obj/structure/steps/proc/on_enter(turf/our_turf, mob/living/arrived, turf/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if (!isliving(arrived) || !isturf(old_loc) || !our_turf.Adjacent(old_loc) || !has_gravity(src) || HAS_TRAIT(arrived, TRAIT_MOB_ELEVATED) || (arrived.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || arrived.move_intent != MOVE_INTENT_RUN)
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return
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var/entered_dir = get_dir(our_turf, old_loc)
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if (entered_dir == dir)
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arrived.Knockdown(1 SECONDS)
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to_chat(arrived, span_warning("You tripped over \the [src]!"))
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/steps, 0)
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