#define CONSTRUCTION_UNANCHORED 0 #define CONSTRUCTION_WRENCHED 1 #define CONSTRUCTION_WELDED 2 /obj/structure/ladder_assembly name = "ladder assembly" icon = 'icons/obj/structures_vr.dmi' icon_state = "ladder00" density = FALSE opacity = 0 anchored = FALSE w_class = ITEMSIZE_HUGE var/state = 0 var/created_name = null /obj/structure/ladder_assembly/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/weapon/pen)) var/t = sanitizeSafe(tgui_input_text(user, "Enter the name for the ladder.", "Ladder Name", src.created_name, MAX_NAME_LEN), MAX_NAME_LEN) if(in_range(src, user)) created_name = t return else if(istype(get_area(src), /area/shuttle)) to_chat(user, "\The [src] cannot be constructed on a shuttle.") return if(W.has_tool_quality(TOOL_WRENCH)) switch(state) if(CONSTRUCTION_UNANCHORED) state = CONSTRUCTION_WRENCHED playsound(src, 'sound/items/Ratchet.ogg', 75, 1) user.visible_message("\The [user] secures \the [src]'s reinforcing bolts.", \ "You secure the reinforcing bolts.", \ "You hear a ratchet") src.anchored = TRUE if(CONSTRUCTION_WRENCHED) state = CONSTRUCTION_UNANCHORED playsound(src, 'sound/items/Ratchet.ogg', 75, 1) user.visible_message("\The [user] unsecures \the [src]'s reinforcing bolts.", \ "You undo the reinforcing bolts.", \ "You hear a ratchet") src.anchored = FALSE if(CONSTRUCTION_WELDED) to_chat(user, "\The [src] needs to be unwelded.") return if(W.has_tool_quality(TOOL_WELDER)) var/obj/item/weapon/weldingtool/WT = W.get_welder() switch(state) if(CONSTRUCTION_UNANCHORED) to_chat(user, "The refinforcing bolts need to be secured.") if(CONSTRUCTION_WRENCHED) if(WT.remove_fuel(0, user)) playsound(src, 'sound/items/Welder2.ogg', 50, 1) user.visible_message("\The [user] starts to weld \the [src] to the floor.", \ "You start to weld \the [src] to the floor.", \ "You hear welding") if(do_after(user, 2 SECONDS)) if(QDELETED(src) || !WT.isOn()) return state = CONSTRUCTION_WELDED to_chat(user, "You weld \the [src] to the floor.") try_construct(user) else to_chat(user, "You need more welding fuel to complete this task.") if(CONSTRUCTION_WELDED) if(WT.remove_fuel(0, user)) playsound(src, 'sound/items/Welder2.ogg', 50, 1) user.visible_message("\The [user] starts to cut \the [src] free from the floor.", \ "You start to cut \the [src] free from the floor.", \ "You hear welding") if(do_after(user, 2 SECONDS)) if(QDELETED(src) || !WT.isOn()) return state = CONSTRUCTION_WRENCHED to_chat(user, "You cut \the [src] free from the floor.") else to_chat(user, "You need more welding fuel to complete this task.") return // Try to construct this into a real stairway. // It must have a matching ladder assembly above and/or below, and both must be welded in place // NOTE - Currently this design only supports three story tall ladders. Its fine for our map tho. // A better way would search upwards until finding the top, then call a proc on that to build the string. /obj/structure/ladder_assembly/proc/try_construct(mob/user) var/obj/structure/ladder_assembly/below var/obj/structure/ladder_assembly/above for(var/direction in list(DOWN, UP)) var/turf/T = get_zstep(src, direction) if(!T) continue var/obj/structure/ladder_assembly/LA = locate(/obj/structure/ladder_assembly, T) if(!LA) continue if(direction == DOWN && (src.z in using_map.below_blocked_levels)) continue if(direction == UP && (LA.z in using_map.below_blocked_levels)) continue if(LA.state != CONSTRUCTION_WELDED) to_chat(user, "\The [LA] [direction == UP ? "above" : "below"] must be secured and welded.") return if(direction == UP) above = LA if(direction == DOWN) below = LA if(!above && !below) to_chat(user, "\The [src] is ready to be connected to from above or below.") return // Construct them from bottom to top, because they initialize from top to bottom. // If we made bottom last, nothing would initialize it. var/obj/structure/ladder_assembly/me = src src = null // So we can delete ourselves etc. if(below) var/obj/structure/ladder/L = new(get_turf(below)) L.allowed_directions = UP if(below.created_name) L.name = below.created_name L.Initialize() qdel(below) if(me) var/obj/structure/ladder/L = new(get_turf(me)) L.allowed_directions = (below ? DOWN : 0) | (above ? UP : 0) if(me.created_name) L.name = me.created_name L.Initialize() qdel(me) if(above) var/obj/structure/ladder/L = new(get_turf(above)) L.allowed_directions = DOWN if(above.created_name) L.name = above.created_name L.Initialize() qdel(above) // Make them constructable in hand /datum/material/steel/generate_recipes() ..() recipes += new/datum/stack_recipe("ladder assembly", /obj/structure/ladder_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1) #undef CONSTRUCTION_UNANCHORED #undef CONSTRUCTION_WRENCHED #undef CONSTRUCTION_WELDED