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//Contents: Ladders, Stairs.//
//////////////////////////////
/obj/structure/ladder
name = "ladder"
desc = "A ladder. You can climb it up and down."
icon_state = "ladder01"
icon = 'icons/obj/structures.dmi'
density = 0
opacity = 0
anchored = 1
var/allowed_directions = DOWN
var/obj/structure/ladder/target_up
var/obj/structure/ladder/target_down
var/const/climb_time = 2 SECONDS
/obj/structure/ladder/Initialize()
. = ..()
// the upper will connect to the lower
if(allowed_directions & DOWN) //we only want to do the top one, as it will initialize the ones before it.
for(var/obj/structure/ladder/L in GetBelow(src))
if(L.allowed_directions & UP)
target_down = L
L.target_up = src
return
update_icon()
/obj/structure/ladder/Destroy()
if(target_down)
target_down.target_up = null
target_down = null
if(target_up)
target_up.target_down = null
target_up = null
return ..()
/obj/structure/ladder/attackby(obj/item/C as obj, mob/user as mob)
attack_hand(user)
return
/obj/structure/ladder/attack_hand(var/mob/M)
if(!M.may_climb_ladders(src))
return
var/obj/structure/ladder/target_ladder = getTargetLadder(M)
if(!target_ladder)
return
if(!(M.loc == loc) && !M.Move(get_turf(src)))
to_chat(M, "You fail to reach \the [src].")
return
var/direction = target_ladder == target_up ? "up" : "down"
M.visible_message("\The [M] begins climbing [direction] \the [src]!",
"You begin climbing [direction] \the [src]!",
"You hear the grunting and clanging of a metal ladder being used.")
target_ladder.audible_message("You hear something coming [direction] \the [src]")
if(do_after(M, climb_time, src))
climbLadder(M, target_ladder)
/obj/structure/ladder/attack_ghost(var/mob/M)
var/target_ladder = getTargetLadder(M)
if(target_ladder)
M.forceMove(get_turf(target_ladder))
/obj/structure/ladder/attack_robot(var/mob/M)
attack_hand(M)
return
/obj/structure/ladder/proc/getTargetLadder(var/mob/M)
if((!target_up && !target_down) || (target_up && !istype(target_up.loc, /turf) || (target_down && !istype(target_down.loc,/turf))))
to_chat(M, "\The [src] is incomplete and can't be climbed.")
return
if(target_down && target_up)
var/direction = alert(M,"Do you want to go up or down?", "Ladder", "Up", "Down", "Cancel")
if(direction == "Cancel")
return
if(!M.may_climb_ladders(src))
return
switch(direction)
if("Up")
return target_up
if("Down")
return target_down
else
return target_down || target_up
/mob/proc/may_climb_ladders(var/ladder)
if(!Adjacent(ladder))
to_chat(src, "You need to be next to \the [ladder] to start climbing.")
return FALSE
if(incapacitated())
to_chat(src, "You are physically unable to climb \the [ladder].")
return FALSE
return TRUE
/mob/observer/ghost/may_climb_ladders(var/ladder)
return TRUE
/obj/structure/ladder/proc/climbLadder(var/mob/M, var/target_ladder)
var/turf/T = get_turf(target_ladder)
for(var/atom/A in T)
if(!A.CanPass(M, M.loc, 1.5, 0))
to_chat(M, "\The [A] is blocking \the [src].")
return FALSE
return M.forceMove(T) //VOREStation Edit - Fixes adminspawned ladders
/obj/structure/ladder/CanPass(obj/mover, turf/source, height, airflow)
return airflow || !density
/obj/structure/ladder/update_icon()
icon_state = "ladder[!!(allowed_directions & UP)][!!(allowed_directions & DOWN)]"
/obj/structure/ladder/up
allowed_directions = UP
icon_state = "ladder10"
/obj/structure/ladder/updown
allowed_directions = UP|DOWN
icon_state = "ladder11"
/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
flags = ON_BORDER
layer = STAIRS_LAYER
/obj/structure/stairs/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)
/obj/structure/stairs/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
if(get_dir(loc, target) == dir && upperStep(mover.loc))
return FALSE
. = ..()
/obj/structure/stairs/Bumped(atom/movable/A)
// This is hackish but whatever.
var/turf/target = get_step(GetAbove(A), dir)
if(target.Enter(A, src)) // Pass src to be ignored to avoid infinate loop
A.forceMove(target)
if(isliving(A))
var/mob/living/L = A
if(L.pulling)
L.pulling.forceMove(target)
/obj/structure/stairs/proc/upperStep(var/turf/T)
return (T == loc)
/obj/structure/stairs/CanPass(obj/mover, turf/source, height, airflow)
return airflow || !density
// type paths to make mapping easier.
/obj/structure/stairs/north
dir = NORTH
bound_height = 64
bound_y = -32
pixel_y = -32
/obj/structure/stairs/south
dir = SOUTH
bound_height = 64
/obj/structure/stairs/east
dir = EAST
bound_width = 64
bound_x = -32
pixel_x = -32
/obj/structure/stairs/west
dir = WEST
bound_width = 64