/////////////////////////// // Dost thou even hoist? // /////////////////////////// #define NORMAL_LAYER 3 /obj/item/hoist_kit name = "hoist kit" desc = "A setup kit for a hoist that can be used to lift things. The hoist will deploy in the direction you're facing." icon = 'icons/obj/hoists.dmi' icon_state = "hoist_case" /obj/item/hoist_kit/attack_self(mob/user) new /obj/structure/hoist (get_turf(user), user.dir) user.visible_message(span("warning", "[user] deploys the hoist kit!"), span("notice", "You deploy the hoist kit!"), span("notice", "You hear the sound of parts snapping into place.")) qdel(src) /obj/effect/hoist_hook name = "hoist clamp" desc = "A clamp used to lift people or things." icon = 'icons/obj/hoists.dmi' icon_state = "hoist_hook" var/obj/structure/hoist/source_hoist can_buckle = TRUE anchored = TRUE description_info = "Click and drag someone (or any object) to this to attach them to the clamp. If you are within reach, when you click and drag this to a turf adjacent to you, it will move the attached object there and release it." /obj/effect/hoist_hook/attack_hand(mob/living/user) return // This has to be overridden so that it works properly. /obj/effect/hoist_hook/MouseDrop_T(atom/movable/AM,mob/user) if (use_check(user, USE_DISALLOW_SILICONS)) return if (!AM.simulated || AM.anchored) to_chat(user, span("notice", "You can't do that.")) return if (source_hoist.hoistee) to_chat(user, span("notice", "\The [source_hoist.hoistee] is already attached to \the [src]!")) return source_hoist.attach_hoistee(AM) user.visible_message(span("danger", "[user] attaches \the [AM] to \the [src]."), span("danger", "You attach \the [AM] to \the [src]."), span("danger", "You hear something clamp into place.")) /obj/structure/hoist/proc/attach_hoistee(atom/movable/AM) if (get_turf(AM) != get_turf(source_hook)) AM.forceMove(get_turf(source_hook)) hoistee = AM if(ismob(AM)) source_hook.buckle_mob(AM) AM.anchored = TRUE // why isn't this being set by buckle_mob for silicons? source_hook.layer = AM.layer + 0.1 /obj/effect/hoist_hook/MouseDrop(atom/dest) ..() if(!Adjacent(usr) || !dest.Adjacent(usr)) return // carried over from the default proc if (!ishuman(usr)) return if (usr.incapacitated()) to_chat(usr, span("notice", "You can't do that while incapacitated.")) return if (!usr.IsAdvancedToolUser()) to_chat(usr, span("notice", "You stare cluelessly at \the [src].")) return if (!source_hoist.hoistee) return if (!isturf(dest)) return if (!dest.Adjacent(source_hoist.hoistee)) return source_hoist.check_consistency() var/turf/desturf = dest source_hoist.hoistee.forceMove(desturf) usr.visible_message(span("danger", "[usr] detaches \the [source_hoist.hoistee] from the hoist clamp."), span("danger", "You detach \the [source_hoist.hoistee] from the hoist clamp."), span("danger", "You hear something unclamp.")) source_hoist.release_hoistee() // This will handle mobs unbuckling themselves. /obj/effect/hoist_hook/unbuckle_mob() . = ..() if (. && !QDELETED(source_hoist)) var/mob/M = . source_hoist.hoistee = null M.fall() /obj/structure/hoist icon = 'icons/obj/hoists.dmi' icon_state = "hoist_base" var/broken = 0 density = TRUE anchored = TRUE name = "hoist" desc = "A manual hoist, uses a clamp and pulley to hoist things." var/atom/movable/hoistee var/movedir = UP var/obj/effect/hoist_hook/source_hook description_info = "Click this to raise or lower the hoist, or to switch directions if it can't move any further. It can also be collapsed into a hoist kit." /obj/structure/hoist/Initialize(mapload, ndir) . = ..() dir = ndir var/turf/newloc = get_step(src, dir) source_hook = new(newloc) source_hook.source_hoist = src /obj/structure/hoist/Destroy() if(hoistee) release_hoistee() QDEL_NULL(src.source_hook) return ..() /obj/effect/hoist_hook/Destroy() source_hoist = null return ..() /obj/structure/hoist/proc/check_consistency() if (!hoistee) return if (hoistee.z != source_hook.z) release_hoistee() return /obj/structure/hoist/proc/release_hoistee() if(ismob(hoistee)) source_hook.unbuckle_mob(hoistee) else hoistee.anchored = FALSE hoistee = null layer = NORMAL_LAYER /obj/structure/hoist/proc/break_hoist() if(broken) return broken = 1 desc += " It looks broken, and the clamp has retracted back into the hoist. Seems like you'd have to re-deploy it to get it to work again." if(hoistee) release_hoistee() QDEL_NULL(source_hook) /obj/structure/hoist/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if(prob(50)) qdel(src) else visible_message("\The [src] shakes violently, and neatly collapses as its damage sensors go off.") collapse_kit() return if(3.0) if(prob(50) && !broken) break_hoist() return /obj/effect/hoist_hook/ex_act(severity) switch(severity) if(1.0) source_hoist.break_hoist() return if(2.0) if(prob(50)) source_hoist.break_hoist() return if(3.0) if(prob(25)) source_hoist.break_hoist() return /obj/structure/hoist/attack_hand(mob/living/user) if (!ishuman(user)) return if (user.incapacitated()) to_chat(user, span("notice", "You can't do that while incapacitated.")) return if (!user.IsAdvancedToolUser()) to_chat(user, span("notice", "You stare cluelessly at \the [src].")) return if(broken) to_chat(user, span("warning", "The hoist is broken!")) return var/can = can_move_dir(movedir) var/movtext = movedir == UP ? "raise" : "lower" if (!can) // If you can't... movedir = movedir == UP ? DOWN : UP // switch directions! to_chat(user, span("notice", "You switch the direction of the pulley.")) return if (!hoistee) user.visible_message(span("notice", "[user] begins to [movtext] the clamp."), span("notice", "You begin to [movtext] the clamp."), span("notice", "You hear the sound of a crank.")) move_dir(movedir, 0) return check_consistency() var/size if (ismob(hoistee)) var/mob/M = hoistee size = M.mob_size else if (isobj(hoistee)) var/obj/O = hoistee size = O.w_class user.visible_message(span("notice", "[user] begins to [movtext] \the [hoistee]!"), span("notice", "You begin to [movtext] \the [hoistee]!"), span("notice", "You hear the sound of a crank.")) if (do_after(user, (1 SECONDS) * size / 4, target = src)) move_dir(movedir, 1) /obj/structure/hoist/proc/collapse_kit() new /obj/item/hoist_kit(get_turf(src)) qdel(src) /obj/structure/hoist/verb/collapse_hoist() set name = "Collapse Hoist" set category = "Object" set src in range(1) if (!ishuman(usr)) return if (isobserver(usr) || usr.incapacitated()) return if (!usr.IsAdvancedToolUser()) // thanks nanacode to_chat(usr, span("notice", "You stare cluelessly at \the [src].")) return if (hoistee) to_chat(usr, span("notice", "You cannot collapse the hoist with \the [hoistee] attached!")) return collapse_kit() /obj/structure/hoist/proc/can_move_dir(direction) var/turf/dest = direction == UP ? GetAbove(source_hook) : GetBelow(source_hook) switch(direction) if (UP) if (!isopenspace(dest)) // can't move into a solid tile return 0 if (source_hook in get_step(src, dir)) // you don't get to move above the hoist return 0 if (DOWN) if (!isopenspace(get_turf(source_hook))) // can't move down through a solid tile return 0 if (!dest) // can't move if there's nothing to move to return 0 return 1 /obj/structure/hoist/proc/move_dir(direction, ishoisting) var/can = can_move_dir(direction) if (!can) return 0 var/turf/move_dest = direction == UP ? GetAbove(source_hook) : GetBelow(source_hook) source_hook.forceMove(move_dest) if (!ishoisting) return 1 hoistee.hoist_act(move_dest) return 1 /atom/movable/proc/hoist_act(turf/dest) forceMove(dest) return TRUE #undef NORMAL_LAYER