// Basic ladder. By default links to the z-level above/below. /obj/structure/ladder name = "ladder" desc = "A sturdy metal ladder." icon = 'icons/obj/structures.dmi' icon_state = "ladder11" anchored = TRUE var/obj/structure/ladder/down //the ladder below this one var/obj/structure/ladder/up //the ladder above this one var/use_verb = "climb" /obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down) . = ..() if (up) src.up = up up.down = src up.update_icon() if (down) src.down = down down.up = src down.update_icon() return INITIALIZE_HINT_LATELOAD /obj/structure/ladder/Destroy(force) if((resistance_flags & INDESTRUCTIBLE) && !force) return QDEL_HINT_LETMELIVE disconnect() return ..() /obj/structure/ladder/LateInitialize() // By default, discover ladders above and below us vertically var/turf/T = get_turf(src) if(!down) for(var/obj/structure/ladder/L in locate(T.x, T.y, T.z - 1)) down = L L.up = src // Don't waste effort looping the other way L.update_icon() break if(!up) for (var/obj/structure/ladder/L in locate(T.x, T.y, T.z + 1)) up = L L.down = src // Don't waste effort looping the other way L.update_icon() break update_icon() /obj/structure/ladder/proc/disconnect() if(up && up.down == src) up.down = null up.update_icon() if(down && down.up == src) down.up = null down.update_icon() up = down = null /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/singularity_pull() if(!(resistance_flags & INDESTRUCTIBLE)) visible_message("[src] is torn to pieces by the gravitational pull!") qdel(src) /obj/structure/ladder/proc/travel(going_up, mob/user, is_ghost, obj/structure/ladder/ladder) if(!is_ghost) show_fluff_message(going_up, user) ladder.add_fingerprint(user) var/turf/T = get_turf(ladder) var/atom/movable/AM if(user.pulling) AM = user.pulling AM.forceMove(T) user.forceMove(T) if(AM) user.start_pulling(AM) /obj/structure/ladder/proc/use(mob/user, is_ghost = FALSE) if(!is_ghost && !in_range(src, user)) return if(up && down) var/result = alert("Go up or down [src]?", "[name]", "Up", "Down", "Cancel") if (!is_ghost && !in_range(src, user)) return // nice try switch(result) if("Up") travel(TRUE, user, is_ghost, up) if("Down") travel(FALSE, user, is_ghost, down) if("Cancel") return else if(up) travel(TRUE, user, is_ghost, up) else if(down) travel(FALSE, user, is_ghost, down) else to_chat(user, "[src] doesn't seem to lead anywhere!") if(!is_ghost) add_fingerprint(user) /obj/structure/ladder/attack_hand(mob/user) use(user) /obj/structure/ladder/attackby(obj/item/W, mob/user, params) return use(user) /obj/structure/ladder/attack_robot(mob/living/silicon/robot/R) if(R.Adjacent(src)) return use(R) //ATTACK GHOST IGNORING PARENT RETURN VALUE /obj/structure/ladder/attack_ghost(mob/dead/observer/user) use(user, TRUE) /obj/structure/ladder/proc/show_fluff_message(going_up, mob/user) if(going_up) user.visible_message("[user] climbs up [src].","You [use_verb] up [src].") else user.visible_message("[user] climbs down [src].","You [use_verb] down [src].") // Indestructible away mission ladders which link based on a mapped ID and height value rather than X/Y/Z. /obj/structure/ladder/unbreakable name = "sturdy ladder" desc = "An extremely sturdy metal ladder." resistance_flags = INDESTRUCTIBLE var/id var/height = 0 // higher numbers are considered physically higher /obj/structure/ladder/unbreakable/Initialize(mapload) GLOB.ladders += src return ..() /obj/structure/ladder/unbreakable/Destroy() . = ..() if(. != QDEL_HINT_LETMELIVE) GLOB.ladders -= src /obj/structure/ladder/unbreakable/LateInitialize() // Override the parent to find ladders based on being height-linked if(!id || (up && down)) update_icon() return for(var/O in GLOB.ladders) var/obj/structure/ladder/unbreakable/L = O if(L.id != id) continue // not one of our pals if(!down && L.height == height - 1) down = L L.up = src L.update_icon() if (up) break // break if both our connections are filled else if(!up && L.height == height + 1) up = L L.down = src L.update_icon() if (down) break // break if both our connections are filled update_icon() /obj/structure/ladder/unbreakable/dive_point/buoy name = "diving point buoy" 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 = "swim" layer = MOB_LAYER + 0.2 //0.1 higher than the water overlay, this also means people can "swim" behind/under it /obj/structure/ladder/unbreakable/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 light_range = 5 /obj/structure/ladder/dive_point/Initialize(mapload) . = ..() set_light(light_range, light_power) //magical glowing anchor /obj/structure/ladder/unbreakable/dive_point/update_icon() return