////////////////////////////// //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/allowed_directions = DOWN var/obj/structure/ladder/target_up var/obj/structure/ladder/target_down /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) var/move = moveOccupant(M) if(move) var/text = (move == UP ? "up" : "down") M.visible_message("\The [M] climbs [text] \the [src]!", "You climb [text] \the [src]!", "You hear the grunting and clanging of a metal ladder being used.") /obj/structure/ladder/proc/moveOccupant(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 0 var/obj/structure/ladder/target = target_down ? target_down : target_up 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 0 if(!M.Adjacent(src)) to_chat(M, "You need to be next to \the [src] to start climbing.") return 0 switch(direction) if("Up") target = target_up if("Down") target = target_down if(!target) return 0 var/turf/T = target.loc for(var/atom/A in T) if(!A.CanPass(M)) to_chat(M, "\The [A] is blocking \the [src].") return 0 if(M.Move(T)) return target == target_up ? UP : DOWN return 0 /obj/structure/ladder/CanPass(obj/mover, turf/source, height, airflow) return airflow || !density /obj/structure/ladder/attack_ghost(var/mob/M) moveOccupant(M) /obj/structure/ladder/update_icon() icon_state = "ladder[!!(allowed_directions & UP)][!!(allowed_directions & DOWN)]" /obj/structure/ladder/up allowed_directions = UP /obj/structure/ladder/updown allowed_directions = UP|DOWN /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