mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-07 23:42:44 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
212 lines
5.7 KiB
Plaintext
212 lines
5.7 KiB
Plaintext
// Basic ladder. By default links to the z-level above/below.
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/obj/structure/ladder
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name = "ladder"
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desc = "A sturdy metal ladder."
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icon = 'icons/obj/structures.dmi'
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icon_state = "ladder11"
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anchored = TRUE
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obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
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var/obj/structure/ladder/down //the ladder below this one
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var/obj/structure/ladder/up //the ladder above this one
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var/crafted = FALSE
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/// Optional travel time for ladder in deciseconds
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var/travel_time = 0
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/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
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..()
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if (up)
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src.up = up
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up.down = src
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up.update_appearance()
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if (down)
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src.down = down
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down.up = src
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down.update_appearance()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/ladder/Destroy(force)
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if ((resistance_flags & INDESTRUCTIBLE) && !force)
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return QDEL_HINT_LETMELIVE
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disconnect()
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return ..()
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/obj/structure/ladder/LateInitialize()
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// By default, discover ladders above and below us vertically
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var/turf/T = get_turf(src)
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var/obj/structure/ladder/L
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if (!down)
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L = locate() in SSmapping.get_turf_below(T)
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if (L)
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if(crafted == L.crafted)
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down = L
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L.up = src // Don't waste effort looping the other way
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L.update_appearance()
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if (!up)
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L = locate() in SSmapping.get_turf_above(T)
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if (L)
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if(crafted == L.crafted)
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up = L
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L.down = src // Don't waste effort looping the other way
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L.update_appearance()
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update_appearance()
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/obj/structure/ladder/proc/disconnect()
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if(up && up.down == src)
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up.down = null
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up.update_appearance()
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if(down && down.up == src)
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down.up = null
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down.update_appearance()
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up = down = null
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/obj/structure/ladder/update_icon_state()
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icon_state = "ladder[up ? 1 : 0][down ? 1 : 0]"
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return ..()
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/obj/structure/ladder/singularity_pull()
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if (!(resistance_flags & INDESTRUCTIBLE))
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visible_message(span_danger("[src] is torn to pieces by the gravitational pull!"))
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qdel(src)
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/obj/structure/ladder/proc/travel(going_up, mob/user, is_ghost, obj/structure/ladder/ladder)
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if(!is_ghost)
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ladder.add_fingerprint(user)
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if(!do_after(user, travel_time, target = src))
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return
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show_fluff_message(going_up, user)
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var/turf/T = get_turf(ladder)
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var/atom/movable/AM
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if(user.pulling)
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AM = user.pulling
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AM.forceMove(T)
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user.forceMove(T)
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if(AM)
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user.start_pulling(AM)
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//reopening ladder radial menu ahead
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T = get_turf(user)
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var/obj/structure/ladder/ladder_structure = locate() in T
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if (ladder_structure)
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ladder_structure.use(user)
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/obj/structure/ladder/proc/use(mob/user, is_ghost=FALSE)
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if (!is_ghost && !in_range(src, user))
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return
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var/list/tool_list = list()
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if (up)
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tool_list["Up"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH)
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if (down)
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tool_list["Down"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH)
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if (!length(tool_list))
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to_chat(user, span_warning("[src] doesn't seem to lead anywhere!"))
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return
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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)
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if (!is_ghost && !in_range(src, user))
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return // nice try
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switch(result)
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if("Up")
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travel(TRUE, user, is_ghost, up)
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if("Down")
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travel(FALSE, user, is_ghost, down)
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if("Cancel")
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return
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if(!is_ghost)
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add_fingerprint(user)
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/obj/structure/ladder/proc/check_menu(mob/user, is_ghost)
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if(user.incapacitated() || (!user.Adjacent(src) && !is_ghost))
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return FALSE
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return TRUE
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/obj/structure/ladder/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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use(user)
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/obj/structure/ladder/attack_paw(mob/user, list/modifiers)
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return use(user)
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/obj/structure/ladder/attack_alien(mob/user, list/modifiers)
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return use(user)
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/obj/structure/ladder/attack_larva(mob/user)
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return use(user)
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/obj/structure/ladder/attack_animal(mob/user)
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return use(user)
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/obj/structure/ladder/attack_slime(mob/user)
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return use(user)
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/obj/structure/ladder/attackby(obj/item/W, mob/user, params)
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return use(user)
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/obj/structure/ladder/attack_robot(mob/living/silicon/robot/R)
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if(R.Adjacent(src))
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return use(R)
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
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use(user, TRUE)
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return ..()
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/obj/structure/ladder/proc/show_fluff_message(going_up, mob/user)
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if(going_up)
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user.visible_message(span_notice("[user] climbs up [src]."), span_notice("You climb up [src]."))
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else
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user.visible_message(span_notice("[user] climbs down [src]."), span_notice("You climb down [src]."))
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// Indestructible away mission ladders which link based on a mapped ID and height value rather than X/Y/Z.
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/obj/structure/ladder/unbreakable
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name = "sturdy ladder"
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desc = "An extremely sturdy metal ladder."
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resistance_flags = INDESTRUCTIBLE
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var/id
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var/height = 0 // higher numbers are considered physically higher
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/obj/structure/ladder/unbreakable/Initialize()
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GLOB.ladders += src
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return ..()
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/obj/structure/ladder/unbreakable/Destroy()
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. = ..()
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if (. != QDEL_HINT_LETMELIVE)
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GLOB.ladders -= src
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/obj/structure/ladder/unbreakable/LateInitialize()
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// Override the parent to find ladders based on being height-linked
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if (!id || (up && down))
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update_appearance()
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return
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for (var/O in GLOB.ladders)
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var/obj/structure/ladder/unbreakable/L = O
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if (L.id != id)
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continue // not one of our pals
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if (!down && L.height == height - 1)
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down = L
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L.up = src
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L.update_appearance()
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if (up)
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break // break if both our connections are filled
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else if (!up && L.height == height + 1)
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up = L
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L.down = src
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L.update_appearance()
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if (down)
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break // break if both our connections are filled
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update_appearance()
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/obj/structure/ladder/crafted
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crafted = TRUE
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