Files
CHOMPStation2/code/TriDimension/Structures.dm
PsiOmega ca7fa2aa19 Grilles and rods.
Grilles no longer return more rods than they were created from when destroyed (by method other than wirecutters).
Rods are now acquired from and returned to a pool.
Also adds a pre-broken grille for mapping, avoids the case where one might be able to destroy the same grille twice.
2015-05-02 21:35:02 +02:00

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//Contents: Ladders, Hatches, Stairs.//
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/obj/multiz
icon = 'icons/obj/structures.dmi'
density = 0
opacity = 0
anchored = 1
CanPass(obj/mover, turf/source, height, airflow)
return airflow || !density
/obj/multiz/ladder
icon_state = "ladderdown"
name = "ladder"
desc = "A ladder. You climb up and down it."
var/d_state = 1
var/obj/multiz/target
New()
. = ..()
proc/connect()
if(icon_state == "ladderdown") // the upper will connect to the lower
d_state = 1
var/turf/controllerlocation = locate(1, 1, z)
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
if(controller.down)
var/turf/below = locate(src.x, src.y, controller.down_target)
for(var/obj/multiz/ladder/L in below)
if(L.icon_state == "ladderup")
target = L
L.target = src
d_state = 0
break
return
/* ex_act(severity)
switch(severity)
if(1.0)
if(icon_state == "ladderup" && prob(10))
qdel(src)
if(2.0)
if(prob(50))
qdel(src)
if(3.0)
qdel(src)
return*/
Destroy()
spawn(1)
if(target && icon_state == "ladderdown")
qdel(target)
return ..()
attackby(obj/item/C as obj, mob/user as mob)
(..)
// construction commented out for balance concerns
/* if (!target && istype(C, /obj/item/stack/rods))
var/turf/controllerlocation = locate(1, 1, z)
var/found = 0
var/obj/item/stack/rods/S = C
if(S.amount < 2)
user << "You dont have enough rods to finish the ladder."
return
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
if(controller.down)
found = 1
var/turf/below = locate(src.x, src.y, controller.down_target)
var/blocked = 0
for(var/atom/A in below.contents)
if(A.density)
blocked = 1
break
if(!blocked && !istype(below, /turf/simulated/wall))
var/obj/multiz/ladder/X = new /obj/multiz/ladder(below)
S.amount = S.amount - 2
if(S.amount == 0) qdel(S)
X.icon_state = "ladderup"
connect()
user << "You finish the ladder."
else
user << "The area below is blocked."
if(!found)
user << "You cant build a ladder down there."
return
else if (icon_state == "ladderdown" && d_state == 0 && istype(C, /obj/item/weapon/wrench))
user << "<span class='notice'>You start loosening the anchoring bolts which secure the ladder to the frame.</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
sleep(30)
if(!user || !C) return
src.d_state = 1
if(target)
var/obj/item/stack/rods/R = PoolOrNew(/obj/item/stack/rods, target.loc)
R.amount = 2
qdel(Target)
user << "<span class='notice'>You remove the bolts anchoring the ladder.</span>"
return
else if (icon_state == "ladderdown" && d_state == 1 && istype(C, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = C
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You begin to remove the ladder.</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(60)
if(!user || !WT || !WT.isOn()) return
var/obj/item/stack/sheet/metal/S = new /obj/item/stack/sheet/metal( src )
S.amount = 2
user << "<span class='notice'>You remove the ladder and close the hole.</span>"
qdel(src)
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
else
src.attack_hand(user)
return*/
src.attack_hand(user)
return
attack_hand(var/mob/M)
if(!target || !istype(target.loc, /turf))
M << "The ladder is incomplete and can't be climbed."
else
var/turf/T = target.loc
var/blocked = 0
for(var/atom/A in T.contents)
if(A.density)
blocked = 1
break
if(blocked || istype(T, /turf/simulated/wall))
M << "Something is blocking the ladder."
else
M.visible_message("\blue \The [M] climbs [src.icon_state == "ladderup" ? "up" : "down"] \the [src]!", "You climb [src.icon_state == "ladderup" ? "up" : "down"] \the [src]!", "You hear some grunting, and clanging of a metal ladder being used.")
M.Move(target.loc)
/* hatch
icon_state = "hatchdown"
name = "hatch"
desc = "A hatch. You climb down it, and it will automatically seal against pressure loss behind you."
top_icon_state = "hatchdown"
var/top_icon_state_open = "hatchdown-open"
var/top_icon_state_close = "hatchdown-close"
bottom_icon_state = "ladderup"
var/image/green_overlay
var/image/red_overlay
var/active = 0
New()
. = ..()
red_overlay = image(icon, "red-ladderlight")
green_overlay = image(icon, "green-ladderlight")
attack_hand(var/mob/M)
if(!target || !istype(target.loc, /turf))
qdel(src)
if(active)
M << "That [src] is being used."
return // It is a tiny airlock, only one at a time.
active = 1
var/obj/multiz/ladder/hatch/top_hatch = target
var/obj/multiz/ladder/hatch/bottom_hatch = src
if(icon_state == top_icon_state)
top_hatch = src
bottom_hatch = target
flick(top_icon_state_open, top_hatch)
bottom_hatch.overlays += green_overlay
spawn(7)
if(!target || !istype(target.loc, /turf))
qdel(src)
if(M.z == z && get_dist(src,M) <= 1)
var/list/adjacent_to_me = global_adjacent_z_levels["[z]"]
M.visible_message("\blue \The [M] scurries [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You scramble [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You hear some grunting, and a hatch sealing.")
M.Move(target.loc)
flick(top_icon_state_close,top_hatch)
bottom_hatch.overlays -= green_overlay
bottom_hatch.overlays += red_overlay
spawn(7)
top_hatch.icon_state = top_icon_state
bottom_hatch.overlays -= red_overlay
active = 0*/
/obj/multiz/stairs
name = "Stairs"
desc = "Stairs. You walk up and down them."
icon_state = "rampbottom"
var/obj/multiz/stairs/connected
var/turf/target
var/turf/target2
var/suggest_dir // try this dir first when finding stairs; this is the direction to walk *down* the stairs
New()
..()
var/turf/cl= locate(1, 1, src.z)
for(var/obj/effect/landmark/zcontroller/c in cl)
if(c.up)
var/turf/O = locate(src.x, src.y, c.up_target)
if(istype(O, /turf/space))
O.ChangeTurf(/turf/simulated/floor/open)
spawn(1)
var/turf/T
if(suggest_dir)
T = get_step(src.loc,suggest_dir)
find_stair_connection(T, suggest_dir, 1)
if(!target)
for(var/dir in cardinal)
T = get_step(src.loc,dir)
find_stair_connection(T, dir)
if(target)
break
Bumped(var/atom/movable/M)
if(connected && target && istype(src, /obj/multiz/stairs) && locate(/obj/multiz/stairs) in M.loc)
var/obj/multiz/stairs/Con = locate(/obj/multiz/stairs) in M.loc
if(Con == src.connected) //make sure the atom enters from the approriate lower stairs tile
M.Move(target)
return
proc/find_stair_connection(var/turf/T, var/dir, var/suggested=0)
for(var/obj/multiz/stairs/S in T)
if(S && S.icon_state == "rampbottom" && !S.connected)
if(!S.suggest_dir || S.suggest_dir == dir) // it doesn't have a suggested direction, or it's the same direction as we're trying, so we connect to it
initialise_stair_connection(src, S, dir)
else if(!suggested) // we're trying directions, so it could be a reverse stair (i.e. we're the bottom stair rather than the top)
var/inv_dir = 0
switch(dir)
if(1)
inv_dir = 2
if(2)
inv_dir = 1
if(4)
inv_dir = 8
if(8)
inv_dir = 4
if(S.suggest_dir == inv_dir)
initialise_stair_connection(S, src, inv_dir)
proc/initialise_stair_connection(var/obj/multiz/stairs/top, var/obj/multiz/stairs/bottom, var/dir)
top.set_dir(dir)
bottom.set_dir(dir)
top.connected = bottom
bottom.connected = top
top.icon_state = "ramptop"
top.density = 1
var/turf/controllerlocation = locate(1, 1, top.z)
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
if(controller.up)
var/turf/above = locate(top.x, top.y, controller.up_target)
if(istype(above,/turf/space) || istype(above,/turf/simulated/floor/open))
top.target = above
var/turf/above2 = locate(bottom.x, bottom.y, controller.up_target)
if(istype(above2, /turf/space) || istype(above,/turf/simulated/floor/open))
top.target2 = above2
return