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Bubberstation/code/game/objects/structures/stairs.dm

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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
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/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/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/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/update_icon_state()
icon_state = "stairs[isTerminator() ? "_t" : null]"
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/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