/obj/structure/ladder name = "ladder" desc = "A sturdy metal ladder." icon = 'icons/obj/structures.dmi' icon_state = "ladder11" anchored = 1 var/id = null var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher var/obj/structure/ladder/down = null //the ladder below this one var/obj/structure/ladder/up = null //the ladder above this one var/use_verb = "climbs" /obj/structure/ladder/New() spawn(8) for(var/obj/structure/ladder/L in world) if(L.id == id) if(L.height == (height - 1)) down = L if(isnull(L.up)) L.up = src continue if(L.height == (height + 1)) up = L if(isnull(L.down)) L.down = src continue if(up && down) //if both our connections are filled break update_icon() /obj/structure/ladder/update_icon() if(up && down) icon_state = "ladder11" else if(up) icon_state = "ladder10" else if(down) icon_state = "ladder01" else //wtf make your ladders properly assholes icon_state = "ladder00" /obj/structure/ladder/attack_hand(mob/user as mob) if(up && down) switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") ) if("Up") user.visible_message("[user] climbs up \the [src]!", \ "You climb up \the [src]!") user.forceMove(get_turf(up)) up.add_fingerprint(user) if("Down") user.visible_message("[user] climbs down \the [src]!", \ "You climb down \the [src]!") user.forceMove(get_turf(down)) down.add_fingerprint(user) if("Cancel") return else if(up) user.visible_message("[user] climbs up \the [src]!", \ "You climb up \the [src]!") user.forceMove(get_turf(up)) up.add_fingerprint(user) else if(down) user.visible_message("[user] climbs down \the [src]!", \ "You climb down \the [src]!") user.forceMove(get_turf(down)) down.add_fingerprint(user) add_fingerprint(user) /obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob, params) return attack_hand(user) /obj/structure/ladder/dive_point/buoy name = "diving point bouy" desc = "A buoy marking the location of an underwater dive area." icon = 'icons/misc/beach.dmi' icon_state = "buoy" id = "dive" height = 2 use_verb = "dives" layer = MOB_LAYER + 0.2 //0.1 higher than the water overlay, this also means people can "swim" behind/under it /obj/structure/ladder/dive_point/anchor name = "diving point anchor" desc = "An anchor tethered to the buoy at the surface, to keep the dive area marked." icon = 'icons/misc/beach.dmi' icon_state = "anchor" id = "dive" height = 1 use_verb = "ascends" light_range = 5 /obj/structure/ladder/dive_point/New() ..() set_light(light_range, light_power) //magical glowing anchor /obj/structure/ladder/dive_point/update_icon() return