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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.
259 lines
8.4 KiB
Plaintext
259 lines
8.4 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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move_resist = INFINITY
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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] = SHEET_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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#undef STAIR_TERMINATOR_AUTOMATIC
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#undef STAIR_TERMINATOR_NO
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#undef STAIR_TERMINATOR_YES
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