Files
Bubberstation/code/game/objects/structures/stairs.dm
MrMelbert 9bbc16c829 Gives stairs infinite move resistance (#75120)
Gives stairs `move_resist = INFINITY`, preventing anything with
above-average move force from moving them.

Currently, mobs with above average move forces, like Goliaths and
Megafauna will break stairs on their first use, not by destroying them
but by physically moving the stairs one tile.

While funny, this really does mess with a few maps, opens up easy grief,
and doesn't make too much sense.
2023-05-03 14:48:22 +00:00

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#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
move_resist = INFINITY
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] = SHEET_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)
#undef STAIR_TERMINATOR_AUTOMATIC
#undef STAIR_TERMINATOR_NO
#undef STAIR_TERMINATOR_YES