Files
Bubberstation/code/game/objects/structures/ladders.dm
SkyratBot 16835e1e9e [MIRROR] Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat] (#986)
* Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat] (#53728)

add: Icebox now has an elevator! I just took the trousers of every shaft miner to batter town, word.

* Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat]

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-09-26 01:25:46 +01:00

198 lines
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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"
anchored = TRUE
var/obj/structure/ladder/down //the ladder below this one
var/obj/structure/ladder/up //the ladder above this one
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
..()
if (up)
src.up = up
up.down = src
up.update_icon()
if (down)
src.down = down
down.up = src
down.update_icon()
return INITIALIZE_HINT_LATELOAD
/obj/structure/ladder/Destroy(force)
if ((resistance_flags & INDESTRUCTIBLE) && !force)
return QDEL_HINT_LETMELIVE
disconnect()
return ..()
/obj/structure/ladder/LateInitialize()
// By default, discover ladders above and below us vertically
var/turf/T = get_turf(src)
var/obj/structure/ladder/L
if (!down)
L = locate() in SSmapping.get_turf_below(T)
if (L)
down = L
L.up = src // Don't waste effort looping the other way
L.update_icon()
if (!up)
L = locate() in SSmapping.get_turf_above(T)
if (L)
up = L
L.down = src // Don't waste effort looping the other way
L.update_icon()
update_icon()
/obj/structure/ladder/proc/disconnect()
if(up && up.down == src)
up.down = null
up.update_icon()
if(down && down.up == src)
down.up = null
down.update_icon()
up = down = null
/obj/structure/ladder/update_icon_state()
if(up && down)
icon_state = "ladder11"
else if(up)
icon_state = "ladder10"
else if(down)
icon_state = "ladder01"
else //wtf make your ladders properly assholes
icon_state = "ladder00"
/obj/structure/ladder/singularity_pull()
if (!(resistance_flags & INDESTRUCTIBLE))
visible_message("<span class='danger'>[src] is torn to pieces by the gravitational pull!</span>")
qdel(src)
/obj/structure/ladder/proc/travel(going_up, mob/user, is_ghost, obj/structure/ladder/ladder)
if(!is_ghost)
show_fluff_message(going_up, user)
ladder.add_fingerprint(user)
var/turf/T = get_turf(ladder)
var/atom/movable/AM
if(user.pulling)
AM = user.pulling
AM.forceMove(T)
user.forceMove(T)
if(AM)
user.start_pulling(AM)
//reopening ladder radial menu ahead
T = get_turf(user)
var/obj/structure/ladder/ladder_structure = locate() in T
if (ladder_structure)
ladder_structure.use(user)
/obj/structure/ladder/proc/use(mob/user, is_ghost=FALSE)
if (!is_ghost && !in_range(src, user))
return
var/list/tool_list = list()
if (up)
tool_list["Up"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH)
if (down)
tool_list["Down"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH)
if (!length(tool_list))
to_chat(user, "<span class='warning'>[src] doesn't seem to lead anywhere!</span>")
return
var/result = show_radial_menu(user, src, tool_list, custom_check = CALLBACK(src, .proc/check_menu, user, is_ghost), require_near = !is_ghost, tooltips = TRUE)
if (!is_ghost && !in_range(src, user))
return // nice try
switch(result)
if("Up")
travel(TRUE, user, is_ghost, up)
if("Down")
travel(FALSE, user, is_ghost, down)
if("Cancel")
return
if(!is_ghost)
add_fingerprint(user)
/obj/structure/ladder/proc/check_menu(mob/user, is_ghost)
if(user.incapacitated() || (!user.Adjacent(src) && !is_ghost))
return FALSE
return TRUE
/obj/structure/ladder/attack_hand(mob/user)
. = ..()
if(.)
return
use(user)
/obj/structure/ladder/attack_paw(mob/user)
return use(user)
/obj/structure/ladder/attack_alien(mob/user)
return use(user)
/obj/structure/ladder/attackby(obj/item/W, mob/user, params)
return use(user)
/obj/structure/ladder/attack_robot(mob/living/silicon/robot/R)
if(R.Adjacent(src))
return use(R)
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
use(user, TRUE)
return ..()
/obj/structure/ladder/proc/show_fluff_message(going_up, mob/user)
if(going_up)
user.visible_message("<span class='notice'>[user] climbs up [src].</span>", "<span class='notice'>You climb up [src].</span>")
else
user.visible_message("<span class='notice'>[user] climbs down [src].</span>", "<span class='notice'>You climb down [src].</span>")
// 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/Initialize()
GLOB.ladders += src
return ..()
/obj/structure/ladder/unbreakable/Destroy()
. = ..()
if (. != QDEL_HINT_LETMELIVE)
GLOB.ladders -= src
/obj/structure/ladder/unbreakable/LateInitialize()
// Override the parent to find ladders based on being height-linked
if (!id || (up && down))
update_icon()
return
for (var/O in GLOB.ladders)
var/obj/structure/ladder/unbreakable/L = O
if (L.id != id)
continue // not one of our pals
if (!down && L.height == height - 1)
down = L
L.up = src
L.update_icon()
if (up)
break // break if both our connections are filled
else if (!up && L.height == height + 1)
up = L
L.down = src
L.update_icon()
if (down)
break // break if both our connections are filled
update_icon()