////////////////////////////// //Contents: Ladders, Stairs.// ////////////////////////////// /obj/structure/ladder name = "ladder" desc = "A ladder. You can climb it up and down." icon_state = "ladderdown" icon = 'icons/obj/structures.dmi' density = 0 opacity = 0 anchored = 1 var/obj/structure/ladder/target initialize() // the upper will connect to the lower if(icon_state == "ladderup") return for(var/obj/structure/ladder/L in GetBelow(src)) if(L.icon_state == "ladderup") target = L L.target = src return Destroy() if(target && icon_state == "ladderdown") qdel(target) return ..() attackby(obj/item/C as obj, mob/user as mob) . = ..() attack_hand(user) return attack_hand(var/mob/M) if(!target || !istype(target.loc, /turf)) M << "\The [src] is incomplete and can't be climbed." return var/turf/T = target.loc for(var/atom/A in T) if(A.density) M << "\A [A] is blocking \the [src]." return M.visible_message("\A [M] climbs [icon_state == "ladderup" ? "up" : "down"] \a [src]!", "You climb [icon_state == "ladderup" ? "up" : "down"] \the [src]!", "You hear the grunting and clanging of a metal ladder being used.") M.Move(T) CanPass(obj/mover, turf/source, height, airflow) return airflow || !density /obj/structure/stairs name = "Stairs" desc = "Stairs leading to another deck. Not too useful if the gravity goes out." icon = 'icons/obj/stairs.dmi' density = 0 opacity = 0 anchored = 1 initialize() for(var/turf/turf in locs) var/turf/simulated/open/above = GetAbove(turf) if(!above) warning("Stair created without level above: ([loc.x], [loc.y], [loc.z])") return qdel(src) if(!istype(above)) above.ChangeTurf(/turf/simulated/open) Uncross(atom/movable/A) if(A.dir == dir) // This is hackish but whatever. var/turf/target = get_step(GetAbove(A), dir) var/turf/source = A.loc if(target.Enter(A, source)) A.loc = target target.Entered(A, source) return 0 return 1 CanPass(obj/mover, turf/source, height, airflow) return airflow || !density // type paths to make mapping easier. north dir = NORTH bound_height = 64 bound_y = -32 pixel_y = -32 south dir = SOUTH bound_height = 64 east dir = EAST bound_width = 64 bound_x = -32 pixel_x = -32 west dir = WEST bound_width = 64