Files
Bubberstation/code/game/objects/structures/ladders.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00

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// Basic ladder. By default links to the z-level above/below.
/obj/structure/ladder
name = "ladder"
desc = "A sturdy metal ladder."
icon = 'icons/obj/structures.dmi'
icon_state = "ladder11"
base_icon_state = "ladder"
anchored = TRUE
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
///the ladder below this one
VAR_FINAL/obj/structure/ladder/down
///the ladder above this one
VAR_FINAL/obj/structure/ladder/up
/// Ladders crafted midround can only link to other ladders crafted midround
var/crafted = FALSE
/// travel time for ladder in deciseconds
var/travel_time = 1 SECONDS
/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
..()
GLOB.ladders += src
if(up)
link_up(up)
if(down)
link_down(down)
register_context()
return INITIALIZE_HINT_LATELOAD
/obj/structure/ladder/add_context(atom/source, list/context, obj/item/held_item, mob/user)
if(up)
context[SCREENTIP_CONTEXT_LMB] = "Climb up"
if(down)
context[SCREENTIP_CONTEXT_RMB] = "Climb down"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/ladder/examine(mob/user)
. = ..()
. += span_info("[EXAMINE_HINT("Left-click")] it to start moving up; [EXAMINE_HINT("Right-click")] to start moving down.")
/obj/structure/ladder/Destroy(force)
GLOB.ladders -= src
disconnect()
return ..()
/// Trait source applied by ladder holes
#define SOURCE_LADDER(ladder) "ladder_[REF(ladder)]"
/// Abstract object used to represent a hole in the floor created by a ladder
/obj/effect/abstract/ladder_hole
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
plane = TRANSPARENT_FLOOR_PLANE
layer = SPACE_LAYER
alpha = 254
/// The ladder that created this hole
VAR_FINAL/obj/structure/ladder/ladder
/obj/effect/abstract/ladder_hole/Initialize(mapload, obj/structure/ladder/ladder)
. = ..()
if(isnull(ladder) || !isopenturf(loc) || isopenspaceturf(loc))
return INITIALIZE_HINT_QDEL
for(var/obj/effect/abstract/ladder_hole/hole in loc)
if(hole.ladder == ladder)
return INITIALIZE_HINT_QDEL
src.ladder = ladder
RegisterSignal(ladder, COMSIG_QDELETING, PROC_REF(cleanup))
icon = ladder.icon
icon_state = "[ladder.base_icon_state]_hole"
render_target = "*[SOURCE_LADDER(ladder)]"
ADD_KEEP_TOGETHER(loc, SOURCE_LADDER(ladder))
ADD_TURF_TRANSPARENCY(loc, SOURCE_LADDER(ladder))
RegisterSignal(loc, COMSIG_TURF_CHANGE, PROC_REF(turf_changing))
RegisterSignal(loc, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(add_ladder_rim))
loc.add_filter(SOURCE_LADDER(ladder), 1, alpha_mask_filter(
x = ladder.pixel_x + ladder.pixel_w,
y = ladder.pixel_y + ladder.pixel_z,
render_source = "*[SOURCE_LADDER(ladder)]",
flags = MASK_INVERSE,
))
loc.update_appearance(UPDATE_OVERLAYS)
/obj/effect/abstract/ladder_hole/Destroy()
if(isnull(ladder))
return ..()
if(isopenturf(loc))
UnregisterSignal(loc, list(COMSIG_TURF_CHANGE, COMSIG_ATOM_UPDATE_OVERLAYS))
REMOVE_KEEP_TOGETHER(loc, SOURCE_LADDER(ladder))
REMOVE_TURF_TRANSPARENCY(loc, SOURCE_LADDER(ladder))
loc.remove_filter(SOURCE_LADDER(ladder))
loc.update_appearance(UPDATE_OVERLAYS)
UnregisterSignal(ladder, COMSIG_QDELETING)
ladder = null
return ..()
/obj/effect/abstract/ladder_hole/proc/cleanup()
SIGNAL_HANDLER
// the ladder will qdel us in its Destroy regardless, when it unlinks
// this is just an extra layer of safety, in case the ladder gets moved or something
qdel(src)
/obj/effect/abstract/ladder_hole/proc/turf_changing(datum/source, path, new_baseturfs, flags, list/datum/callback/post_change_callbacks)
SIGNAL_HANDLER
post_change_callbacks += CALLBACK(ladder, TYPE_PROC_REF(/obj/structure/ladder, make_base_transparent))
qdel(src)
/obj/effect/abstract/ladder_hole/proc/add_ladder_rim(turf/source, list/overlays)
SIGNAL_HANDLER
var/mutable_appearance/rim = mutable_appearance(
icon = ladder.icon,
icon_state = "[ladder.base_icon_state]_rim",
layer = TURF_DECAL_LAYER,
plane = FLOOR_PLANE,
offset_spokesman = source,
)
rim.pixel_w = ladder.pixel_w
rim.pixel_x = ladder.pixel_x
rim.pixel_y = ladder.pixel_y
rim.pixel_z = ladder.pixel_z
overlays += rim
/// Makes the base of the ladder transparent
/obj/structure/ladder/proc/make_base_transparent()
if(!SSmapping.level_trait(z, ZTRAIT_DOWN)) // Ladders which are actually teleporting you to another z level
return
base_pixel_z = initial(base_pixel_z) + 12
pixel_z = base_pixel_z
new /obj/effect/abstract/ladder_hole(loc, src)
/// Clears any ladder holes created by this ladder
/obj/structure/ladder/proc/clear_base_transparency()
base_pixel_z = initial(base_pixel_z)
pixel_z = base_pixel_z
for(var/obj/effect/abstract/ladder_hole/hole in loc)
if(hole.ladder == src)
qdel(hole)
#undef SOURCE_LADDER
/// Links this ladder to passed ladder (which should generally be below it)
/obj/structure/ladder/proc/link_down(obj/structure/ladder/down_ladder)
if(down)
return
down = down_ladder
down_ladder.up = src
down_ladder.update_appearance(UPDATE_ICON_STATE)
update_appearance(UPDATE_ICON_STATE)
make_base_transparent()
/// Unlinks this ladder from the ladder below it.
/obj/structure/ladder/proc/unlink_down()
if(!down)
return
down.up = null
down.update_appearance(UPDATE_ICON_STATE)
down = null
update_appearance(UPDATE_ICON_STATE)
clear_base_transparency()
/// Links this ladder to passed ladder (which should generally be above it)
/obj/structure/ladder/proc/link_up(obj/structure/ladder/up_ladder)
if(up)
return
up = up_ladder
up_ladder.down = src
up_ladder.make_base_transparent()
up_ladder.update_appearance(UPDATE_ICON_STATE)
update_appearance(UPDATE_ICON_STATE)
/// Unlinks this ladder from the ladder above it.
/obj/structure/ladder/proc/unlink_up()
if(!up)
return
up.down = null
up.clear_base_transparency()
up.update_appearance(UPDATE_ICON_STATE)
up = null
update_appearance(UPDATE_ICON_STATE)
/// Helper to unlink everything
/obj/structure/ladder/proc/disconnect()
unlink_down()
unlink_up()
/obj/structure/ladder/LateInitialize()
// By default, discover ladders above and below us vertically
var/turf/base = get_turf(src)
if(isnull(down))
var/obj/structure/ladder/new_down = locate() in GET_TURF_BELOW(base)
if (new_down && crafted == new_down.crafted)
link_down(new_down)
if(isnull(up))
var/obj/structure/ladder/new_up = locate() in GET_TURF_ABOVE(base)
if (new_up && crafted == new_up.crafted)
link_up(new_up)
// Linking updates our icon, so if we failed both links we need a manual update
if(isnull(down) && isnull(up))
update_appearance(UPDATE_ICON_STATE)
/obj/structure/ladder/update_icon_state()
icon_state = "[base_icon_state][!!up][!!down]"
return ..()
/obj/structure/ladder/singularity_pull(atom/singularity, current_size)
if (!(resistance_flags & INDESTRUCTIBLE))
visible_message(span_danger("[src] is torn to pieces by the gravitational pull!"))
qdel(src)
/obj/structure/ladder/proc/use(mob/user, going_up = TRUE)
if(!in_range(src, user) || DOING_INTERACTION(user, DOAFTER_SOURCE_CLIMBING_LADDER))
return
if(!up && !down)
balloon_alert(user, "doesn't lead anywhere!")
return
if(going_up ? !up : !down)
balloon_alert(user, "can't go any further [going_up ? "up" : "down"]")
return
if(user.buckled && user.buckled.anchored)
balloon_alert(user, "buckled to something anchored!")
return
if(travel_time)
INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
else
travel(user, going_up)
add_fingerprint(user)
/obj/structure/ladder/proc/start_travelling(mob/user, going_up)
show_initial_fluff_message(user, going_up)
// Our climbers athletics ability
var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
// Misc bonuses to the climb speed.
var/misc_multiplier = 1
var/obj/item/organ/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
if(istype(potential_spine))
misc_multiplier *= potential_spine.athletics_boost_multiplier
var/final_travel_time = (travel_time - fitness_level) * misc_multiplier
if(do_after(user, final_travel_time, target = src, interaction_key = DOAFTER_SOURCE_CLIMBING_LADDER))
travel(user, going_up, grant_exp = TRUE)
/// The message shown when the player starts climbing the ladder
/obj/structure/ladder/proc/show_initial_fluff_message(mob/user, going_up)
var/up_down = going_up ? "up" : "down"
user.balloon_alert_to_viewers("climbing [up_down]...")
/obj/structure/ladder/proc/travel(mob/user, going_up = TRUE, is_ghost = FALSE, grant_exp = FALSE)
var/obj/structure/ladder/ladder = going_up ? up : down
if(!ladder)
balloon_alert(user, "there's nothing that way!")
return
var/response = SEND_SIGNAL(user, COMSIG_LADDER_TRAVEL, src, ladder, going_up)
if(response & LADDER_TRAVEL_BLOCK)
return
var/turf/target = get_turf(ladder)
user.zMove(target = target, z_move_flags = ZMOVE_CHECK_PULLEDBY|ZMOVE_ALLOW_BUCKLED|ZMOVE_INCLUDE_PULLED)
if(grant_exp)
user.mind?.adjust_experience(/datum/skill/athletics, 10) //get a little experience for our trouble
if(!is_ghost)
show_final_fluff_message(user, ladder, going_up)
// to avoid having players hunt for the pixels of a ladder that goes through several stories and is
// partially covered by the sprites of their mobs, a radial menu will be displayed over them.
// this way players can keep climbing up or down with ease until they reach an end.
if(ladder.up && ladder.down)
ladder.show_options(user, is_ghost)
/// The messages shown after the player has finished climbing. Players can see this happen from either src or the destination so we've 2 POVs here
/obj/structure/ladder/proc/show_final_fluff_message(mob/user, obj/structure/ladder/destination, going_up)
var/up_down = going_up ? "up" : "down"
//POV of players around the source
visible_message(span_notice("[user] climbs [up_down] [src]."))
//POV of players around the destination
user.balloon_alert_to_viewers("climbed [up_down]")
/// Shows a radial menu that players can use to climb up and down a stair.
/obj/structure/ladder/proc/show_options(mob/user, is_ghost = FALSE)
var/list/tool_list = list()
tool_list["Up"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH)
tool_list["Down"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH)
var/datum/callback/check_menu
if(!is_ghost)
check_menu = CALLBACK(src, PROC_REF(check_menu), user)
var/result = show_radial_menu(user, src, tool_list, custom_check = check_menu, require_near = !is_ghost, tooltips = TRUE)
var/going_up
switch(result)
if("Up")
going_up = TRUE
if("Down")
going_up = FALSE
else
return
if(is_ghost || !travel_time)
travel(user, going_up, is_ghost)
else
INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
/obj/structure/ladder/proc/check_menu(mob/user, is_ghost)
if(user.incapacitated || (!user.Adjacent(src)))
return FALSE
return TRUE
/obj/structure/ladder/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
use(user)
/obj/structure/ladder/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
//Not be called when right clicking as a monkey. attack_hand_secondary() handles that.
/obj/structure/ladder/attack_paw(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_alien(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_alien_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_larva(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_larva_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_animal(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_animal_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attackby(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
use(user)
return TRUE
/obj/structure/ladder/attackby_secondary(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_robot(mob/living/silicon/robot/user)
if(user.Adjacent(src))
use(user)
return TRUE
/obj/structure/ladder/attack_robot_secondary(mob/living/silicon/robot/user)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || !user.Adjacent(src))
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_pai(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_pai_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
ghost_use(user)
return ..()
///Ghosts use the byond default popup menu function on right click, so this is going to work a little differently for them.
/obj/structure/ladder/proc/ghost_use(mob/user)
if (!up && !down)
balloon_alert(user, "doesn't lead anywhere!")
return
if(!up) //only goes down
travel(user, going_up = FALSE, is_ghost = TRUE)
else if(!down) //only goes up
travel(user, going_up = TRUE, is_ghost = TRUE)
else //goes both ways
show_options(user, is_ghost = TRUE)
// Indestructible away mission ladders which link based on a mapped ID and height value rather than X/Y/Z.
/obj/structure/ladder/unbreakable
name = "sturdy ladder"
desc = "An extremely sturdy metal ladder."
resistance_flags = INDESTRUCTIBLE
var/id
var/height = 0 // higher numbers are considered physically higher
/obj/structure/ladder/unbreakable/LateInitialize()
// Override the parent to find ladders based on being height-linked
if (!id || (up && down))
update_appearance()
return
for(var/obj/structure/ladder/unbreakable/unbreakable_ladder in GLOB.ladders)
if (unbreakable_ladder.id != id)
continue // not one of our pals
if (!down && unbreakable_ladder.height == height - 1)
down = unbreakable_ladder
unbreakable_ladder.up = src
unbreakable_ladder.update_appearance()
if (up)
break // break if both our connections are filled
else if (!up && unbreakable_ladder.height == height + 1)
up = unbreakable_ladder
unbreakable_ladder.down = src
unbreakable_ladder.update_appearance()
if (down)
break // break if both our connections are filled
update_appearance()
/obj/structure/ladder/crafted
crafted = TRUE