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Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
254 lines
8.3 KiB
Plaintext
254 lines
8.3 KiB
Plaintext
#define STAIR_TERMINATOR_AUTOMATIC 0
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#define STAIR_TERMINATOR_NO 1
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#define STAIR_TERMINATOR_YES 2
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// dir determines the direction of travel to go upwards
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// stairs require /turf/open/openspace as the tile above them to work, unless your stairs have 'force_open_above' set to TRUE
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// multiple stair objects can be chained together; the Z level transition will happen on the final stair object in the chain
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/obj/structure/stairs
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name = "stairs"
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icon = 'icons/obj/stairs.dmi'
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icon_state = "stairs"
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anchored = TRUE
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var/force_open_above = FALSE // replaces the turf above this stair obj with /turf/open/openspace
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var/terminator_mode = STAIR_TERMINATOR_AUTOMATIC
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var/turf/listeningTo
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/obj/structure/stairs/north
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dir = NORTH
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/obj/structure/stairs/south
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dir = SOUTH
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/obj/structure/stairs/east
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dir = EAST
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/obj/structure/stairs/west
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dir = WEST
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/obj/structure/stairs/wood
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icon_state = "stairs_wood"
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/obj/structure/stairs/stone
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icon_state = "stairs_stone"
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/obj/structure/stairs/material
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icon_state = "stairs_material"
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material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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/obj/structure/stairs/Initialize(mapload)
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GLOB.stairs += src
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if(force_open_above)
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force_open_above()
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build_signal_listener()
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update_surrounding()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_exit),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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return ..()
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/obj/structure/stairs/Destroy()
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listeningTo = null
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GLOB.stairs -= src
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return ..()
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/obj/structure/stairs/Move() //Look this should never happen but...
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. = ..()
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if(force_open_above)
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build_signal_listener()
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update_surrounding()
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/obj/structure/stairs/proc/update_surrounding()
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update_appearance()
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for(var/i in GLOB.cardinals)
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var/turf/T = get_step(get_turf(src), i)
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var/obj/structure/stairs/S = locate() in T
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if(S)
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S.update_appearance()
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/obj/structure/stairs/proc/on_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(leaving == src)
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return //Let's not block ourselves.
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if(!isobserver(leaving) && isTerminator() && direction == dir)
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leaving.set_currently_z_moving(CURRENTLY_Z_ASCENDING)
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INVOKE_ASYNC(src, PROC_REF(stair_ascend), leaving)
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leaving.Bump(src)
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/stairs/Cross(atom/movable/AM)
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if(isTerminator() && (get_dir(src, AM) == dir))
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return FALSE
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return ..()
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/obj/structure/stairs/proc/stair_ascend(atom/movable/climber)
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var/turf/checking = get_step_multiz(get_turf(src), UP)
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if(!istype(checking))
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return
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if(!checking.zPassIn(climber, UP, get_turf(src)))
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return
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var/turf/target = get_step_multiz(get_turf(src), (dir|UP))
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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.
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climber.zMove(target = target, z_move_flags = ZMOVE_STAIRS_FLAGS)
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/// Moves anything that's being dragged by src or anything buckled to it to the stairs turf.
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climber.pulling?.move_from_pull(climber, loc, climber.glide_size)
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for(var/mob/living/buckled as anything in climber.buckled_mobs)
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buckled.pulling?.move_from_pull(buckled, loc, buckled.glide_size)
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/obj/structure/stairs/vv_edit_var(var_name, var_value)
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. = ..()
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if(!.)
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return
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if(var_name != NAMEOF(src, force_open_above))
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return
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if(!var_value)
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_TURF_MULTIZ_NEW)
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listeningTo = null
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else
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build_signal_listener()
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force_open_above()
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/obj/structure/stairs/proc/build_signal_listener()
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if(listeningTo)
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UnregisterSignal(listeningTo, COMSIG_TURF_MULTIZ_NEW)
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var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP)
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RegisterSignal(T, COMSIG_TURF_MULTIZ_NEW, PROC_REF(on_multiz_new))
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listeningTo = T
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/obj/structure/stairs/proc/force_open_above()
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var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP)
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if(T && !istype(T))
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T.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR)
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/obj/structure/stairs/proc/on_multiz_new(turf/source, dir)
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SIGNAL_HANDLER
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if(dir == UP)
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var/turf/open/openspace/T = get_step_multiz(get_turf(src), UP)
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if(T && !istype(T))
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T.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR)
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/obj/structure/stairs/intercept_zImpact(list/falling_movables, levels = 1)
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. = ..()
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if(levels == 1 && isTerminator()) // Stairs won't save you from a steep fall.
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. |= FALL_INTERCEPTED | FALL_NO_MESSAGE | FALL_RETAIN_PULL
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/obj/structure/stairs/proc/isTerminator() //If this is the last stair in a chain and should move mobs up
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if(terminator_mode != STAIR_TERMINATOR_AUTOMATIC)
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return (terminator_mode == STAIR_TERMINATOR_YES)
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var/turf/T = get_turf(src)
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if(!T)
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return FALSE
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var/turf/them = get_step(T, dir)
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if(!them)
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return FALSE
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for(var/obj/structure/stairs/S in them)
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if(S.dir == dir)
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return FALSE
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return TRUE
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/obj/structure/stairs_frame
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name = "stairs frame"
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desc = "Everything you need to call something a staircase, aside from the stuff you actually step on."
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icon = 'icons/obj/stairs.dmi'
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icon_state = "stairs_frame"
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density = FALSE
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anchored = FALSE
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/// What type of stack will this drop on deconstruction?
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var/frame_stack = /obj/item/stack/rods
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/// How much of frame_stack should this drop on deconstruction?
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var/frame_stack_amount = 10
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/obj/structure/stairs_frame/wood
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name = "wooden stairs frame"
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desc = "Everything you need to build a staircase, minus the actual stairs, this one is made of wood."
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frame_stack = /obj/item/stack/sheet/mineral/wood
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/obj/structure/stairs_frame/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/simple_rotation)
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/obj/structure/stairs_frame/examine(mob/living/carbon/human/user)
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. = ..()
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if(anchored)
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. += span_notice("The frame is anchored and can be made into proper stairs with 10 sheets of material.")
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else
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. += span_notice("The frame will need to be secured with a wrench before it can be completed.")
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/obj/structure/stairs_frame/wrench_act(mob/living/user, obj/item/used_tool)
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user.balloon_alert_to_viewers("securing stairs frame", "securing frame")
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used_tool.play_tool_sound(src)
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if(!used_tool.use_tool(src, user, 3 SECONDS))
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return TRUE
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if(anchored)
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anchored = FALSE
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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return TRUE
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anchored = TRUE
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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return TRUE
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/obj/structure/stairs_frame/wrench_act_secondary(mob/living/user, obj/item/used_tool)
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to_chat(user, span_notice("You start disassembling [src]..."))
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used_tool.play_tool_sound(src)
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if(!used_tool.use_tool(src, user, 3 SECONDS))
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return TRUE
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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deconstruct(TRUE)
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return TRUE
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/obj/structure/stairs_frame/deconstruct(disassembled = TRUE)
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new frame_stack(get_turf(src), frame_stack_amount)
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qdel(src)
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/obj/structure/stairs_frame/attackby(obj/item/attacked_by, mob/user, params)
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if(!isstack(attacked_by))
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return ..()
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if(!anchored)
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user.balloon_alert(user, "secure frame first")
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return TRUE
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var/obj/item/stack/material = attacked_by
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if(material.stairs_type)
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if(material.get_amount() < 10)
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to_chat(user, span_warning("You need ten [material.name] sheets to do this!"))
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return
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if(locate(/obj/structure/stairs) in loc)
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to_chat(user, span_warning("There's already stairs built here!"))
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return
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to_chat(user, span_notice("You start adding [material] to [src]..."))
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if(!do_after(user, 10 SECONDS, target = src) || !material.use(10) || (locate(/obj/structure/table) in loc))
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return
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make_new_stairs(material.stairs_type)
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else if(istype(material, /obj/item/stack/sheet))
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if(material.get_amount() < 10)
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to_chat(user, span_warning("You need ten sheets to do this!"))
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return
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if(locate(/obj/structure/stairs) in loc)
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to_chat(user, span_warning("There's already stairs built here!"))
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return
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to_chat(user, span_notice("You start adding [material] to [src]..."))
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if(!do_after(user, 10 SECONDS, target = src) || !material.use(10) || (locate(/obj/structure/table) in loc))
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return
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var/list/material_list = list()
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if(material.material_type)
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material_list[material.material_type] = MINERAL_MATERIAL_AMOUNT * 10
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make_new_stairs(/obj/structure/stairs/material, material_list)
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return TRUE
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/obj/structure/stairs_frame/proc/make_new_stairs(stairs_type, custom_materials)
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var/obj/structure/stairs/new_stairs = new stairs_type(loc)
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new_stairs.setDir(dir)
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if(custom_materials)
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new_stairs.set_custom_materials(custom_materials)
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qdel(src)
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