Files
Bubberstation/code/game/objects/structures/ladders.dm
necromanceranne 566e9be0c9 Non-workout sources of athletics experience diminishing returns on experience gain (#92206)
## About The Pull Request

For instances of athletics gains that don't involve workout
machinery/granting the exercised status effect, those sources of
experience suffer from increasing diminishing returns as the person
gains athletics levels.

## Why It's Good For The Game

While I still like that this lets more people engage with athletics
across a round, it did unfortunately trivialize getting higher levels of
athletics by doing some relatively banal activities that took really no
preparation to accomplish. The intended method of getting experience
should be the workout equipment, and so at a certain point these sources
of experience should stop granting free levels.

If someone refuses to interact with the workout mechanics and only
chooses to use these alternative methods, then uh....I guess all the
more power to them but they'll be there for a while.

## Changelog
🆑
balance: Athletics experience gain from non-workout sources, such as
climbing ladders, hopping tables and rope climbing, experience
diminishing returns as you gain athletics levels. To reach legendary
fitness, you really should hit the gym.
/🆑
2025-08-04 20:53:34 -04:00

467 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"
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)
var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
user.mind?.adjust_experience(/datum/skill/athletics, round(ATHLETICS_SKILL_MISC_EXP/(fitness_level || 1), 1)) //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