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//* Ladders
/obj/structure/ladder
name = "ladder"
desc = "A ladder. You can climb it up and down."
icon_state = "ladder01"
icon = 'icons/obj/structures/multiz.dmi'
density = 0
opacity = 0
anchored = 1
var/allowed_directions = DOWN
var/obj/structure/ladder/target_up
var/obj/structure/ladder/target_down
var/climb_time = 2 SECONDS
/obj/structure/ladder/Initialize(mapload)
. = ..()
// 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 get_step_multiz(src, DOWN))
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(mob/user, datum/event_args/actor/clickchain/e_args)
. = ..()
if(.)
return
var/mob/living/M = user
if(!istype(M))
return
if(!M.may_climb_ladders(src))
return
var/obj/structure/ladder/target_ladder = getTargetLadder(M)
if(!target_ladder)
return
if(M.loc != loc)
step_towards(M, loc)
if(M.loc != loc)
to_chat(M, "<span class='notice'>You fail to reach \the [src].</span>")
return
climbLadder(M, target_ladder)
/obj/structure/ladder/attack_ghost(var/mob/M)
. = ..()
var/target_ladder = getTargetLadder(M)
if(target_ladder)
M.locationTransitForceMove(get_turf(target_ladder), 1, allow_buckled = TRUE, allow_pulled = FALSE, allow_grabbed = TRUE)
/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, "<span class='notice'>\The [src] is incomplete and can't be climbed.</span>")
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, "<span class='warning'>You need to be next to \the [ladder] to start climbing.</span>")
return FALSE
if(incapacitated())
to_chat(src, "<span class='warning'>You are physically unable to climb \the [ladder].</span>")
return FALSE
if(is_buckled())
to_chat(src, "<spab class='warning'>You can't do this while buckled to \the [buckled]!</span>")
return FALSE
return TRUE
/mob/observer/ghost/may_climb_ladders(var/ladder)
return TRUE
/obj/structure/ladder/proc/climbLadder(var/mob/M, var/obj/target_ladder)
var/direction = (target_ladder == target_up ? "up" : "down")
M.visible_message("<span class='notice'>\The [M] begins climbing [direction] \the [src]!</span>",
"You begin climbing [direction] \the [src]!",
"You hear the grunting and clanging of a metal ladder being used.")
target_ladder.audible_message("<span class='notice'>You hear something coming [direction] \the [src]</span>")
if(do_after(M, climb_time, src))
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, "<span class='notice'>\The [A] is blocking \the [src].</span>")
return FALSE
return M.forceMove(T)
/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"
// Meme Variants, Snake Eater. Used on Rift for that 3 meter difference between the base z level and the one above it -Bloop
/obj/structure/ladder/snake_eater
name = "long ladder"
desc = "A ladder. You can climb it up and down. This one looks really long, what a thrill..."
climb_time = 120 SECONDS
/obj/structure/ladder/snake_eater/up
allowed_directions = UP
icon_state = "ladder10"
/obj/structure/ladder/snake_eater/updown
allowed_directions = UP|DOWN
icon_state = "ladder11"
//* Ladder Assemblies
#define CONSTRUCTION_UNANCHORED 0
#define CONSTRUCTION_WRENCHED 1
#define CONSTRUCTION_WELDED 2
/obj/structure/ladder_assembly
name = "ladder assembly"
icon = 'icons/obj/structures.dmi'
icon_state = "ladder00"
density = 0
opacity = 0
anchored = 0
w_class = WEIGHT_CLASS_HUGE
var/state = 0
var/created_name = null
/obj/structure/ladder_assembly/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/pen))
var/t = sanitizeSafe(input(user, "Enter the name for the ladder.", "Ladder Name", src.created_name), MAX_NAME_LEN)
if(in_range(src, user))
created_name = t
return
if(W.is_wrench())
switch(state)
if(CONSTRUCTION_UNANCHORED)
state = CONSTRUCTION_WRENCHED
playsound(src.loc, '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 = 1
if(CONSTRUCTION_WRENCHED)
state = CONSTRUCTION_UNANCHORED
playsound(src.loc, '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 = 0
if(CONSTRUCTION_WELDED)
to_chat(user, "<span class='warning'>\The [src] needs to be unwelded.</span>")
return
if(istype(W, /obj/item/weldingtool))
var/obj/item/weldingtool/WT = W
switch(state)
if(CONSTRUCTION_UNANCHORED)
to_chat(user, "<span class='warning'>The refinforcing bolts need to be secured.</span>")
if(CONSTRUCTION_WRENCHED)
if(WT.remove_fuel(0, user))
playsound(src.loc, '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, "<span class='warning'>You need more welding fuel to complete this task.</span>")
if(CONSTRUCTION_WELDED)
if(WT.remove_fuel(0, user))
playsound(src.loc, '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, "<span class='warning'>You need more welding fuel to complete this task.</span>")
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_step_multiz(src, direction)
if(!T) continue
var/obj/structure/ladder_assembly/LA = locate(/obj/structure/ladder_assembly, T)
if(!LA) continue
if(LA.state != CONSTRUCTION_WELDED)
to_chat(user, "<span class='warning'>\The [LA] [direction == UP ? "above" : "below"] must be secured and welded.</span>")
return
if(direction == UP)
above = LA
if(direction == DOWN)
below = LA
if(!above && !below)
to_chat(user, "<span class='notice'>\The [src] is ready to be connected to from above or below.</span>")
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
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
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
qdel(above)
#undef CONSTRUCTION_UNANCHORED
#undef CONSTRUCTION_WRENCHED
#undef CONSTRUCTION_WELDED