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* Adds the check components * Adds in trailing newlines * Converts all CRLF to LF * Post merge EOF * Post merge line endings * Final commit
203 lines
5.3 KiB
Plaintext
203 lines
5.3 KiB
Plaintext
// Basic ladder. By default links to the z-level above/below.
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/obj/structure/ladder
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name = "ladder"
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desc = "A sturdy metal ladder."
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icon = 'icons/obj/structures.dmi'
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icon_state = "ladder11"
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anchored = TRUE
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var/obj/structure/ladder/down //the ladder below this one
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var/obj/structure/ladder/up //the ladder above this one
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var/use_verb = "climb"
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/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
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. = ..()
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if (up)
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src.up = up
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up.down = src
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up.update_icon()
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if (down)
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src.down = down
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down.up = src
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down.update_icon()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/ladder/Destroy(force)
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if((resistance_flags & INDESTRUCTIBLE) && !force)
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return QDEL_HINT_LETMELIVE
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disconnect()
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return ..()
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/obj/structure/ladder/LateInitialize()
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// By default, discover ladders above and below us vertically
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var/turf/T = get_turf(src)
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if(!down)
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for(var/obj/structure/ladder/L in locate(T.x, T.y, T.z - 1))
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down = L
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L.up = src // Don't waste effort looping the other way
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L.update_icon()
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break
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if(!up)
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for (var/obj/structure/ladder/L in locate(T.x, T.y, T.z + 1))
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up = L
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L.down = src // Don't waste effort looping the other way
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L.update_icon()
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break
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update_icon()
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/obj/structure/ladder/proc/disconnect()
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if(up && up.down == src)
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up.down = null
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up.update_icon()
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if(down && down.up == src)
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down.up = null
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down.update_icon()
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up = down = null
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/obj/structure/ladder/update_icon()
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if(up && down)
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icon_state = "ladder11"
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else if(up)
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icon_state = "ladder10"
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else if(down)
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icon_state = "ladder01"
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else //wtf make your ladders properly assholes
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icon_state = "ladder00"
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/obj/structure/ladder/singularity_pull()
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if(!(resistance_flags & INDESTRUCTIBLE))
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visible_message("<span class='danger'>[src] is torn to pieces by the gravitational pull!</span>")
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qdel(src)
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/obj/structure/ladder/proc/travel(going_up, mob/user, is_ghost, obj/structure/ladder/ladder)
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if(!is_ghost)
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show_fluff_message(going_up, user)
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ladder.add_fingerprint(user)
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var/turf/T = get_turf(ladder)
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var/atom/movable/AM
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if(user.pulling)
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AM = user.pulling
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AM.forceMove(T)
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user.forceMove(T)
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if(AM)
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user.start_pulling(AM)
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/obj/structure/ladder/proc/use(mob/user, is_ghost = FALSE)
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if(!is_ghost && !in_range(src, user))
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return
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if(up && down)
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var/result = alert("Go up or down [src]?", "[name]", "Up", "Down", "Cancel")
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if (!is_ghost && !in_range(src, user))
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return // nice try
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switch(result)
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if("Up")
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travel(TRUE, user, is_ghost, up)
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if("Down")
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travel(FALSE, user, is_ghost, down)
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if("Cancel")
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return
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else if(up)
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travel(TRUE, user, is_ghost, up)
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else if(down)
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travel(FALSE, user, is_ghost, down)
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else
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to_chat(user, "<span class='warning'>[src] doesn't seem to lead anywhere!</span>")
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if(!is_ghost)
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add_fingerprint(user)
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/obj/structure/ladder/attack_hand(mob/user)
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use(user)
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/obj/structure/ladder/attackby(obj/item/W, mob/user, params)
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return use(user)
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/obj/structure/ladder/attack_robot(mob/living/silicon/robot/R)
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if(R.Adjacent(src))
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return use(R)
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
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use(user, TRUE)
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/obj/structure/ladder/proc/show_fluff_message(going_up, mob/user)
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if(going_up)
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user.visible_message("[user] climbs up [src].","<span class='notice'>You [use_verb] up [src].</span>")
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else
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user.visible_message("[user] climbs down [src].","<span class='notice'>You [use_verb] down [src].</span>")
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// Indestructible away mission ladders which link based on a mapped ID and height value rather than X/Y/Z.
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/obj/structure/ladder/unbreakable
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name = "sturdy ladder"
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desc = "An extremely sturdy metal ladder."
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resistance_flags = INDESTRUCTIBLE
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var/id
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var/height = 0 // higher numbers are considered physically higher
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/obj/structure/ladder/unbreakable/Initialize(mapload)
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GLOB.ladders += src
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return ..()
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/obj/structure/ladder/unbreakable/Destroy()
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. = ..()
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if(. != QDEL_HINT_LETMELIVE)
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GLOB.ladders -= src
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/obj/structure/ladder/unbreakable/LateInitialize()
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// Override the parent to find ladders based on being height-linked
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if(!id || (up && down))
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update_icon()
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return
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for(var/O in GLOB.ladders)
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var/obj/structure/ladder/unbreakable/L = O
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if(L.id != id)
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continue // not one of our pals
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if(!down && L.height == height - 1)
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down = L
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L.up = src
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L.update_icon()
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if (up)
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break // break if both our connections are filled
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else if(!up && L.height == height + 1)
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up = L
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L.down = src
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L.update_icon()
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if (down)
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break // break if both our connections are filled
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update_icon()
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/obj/structure/ladder/unbreakable/dive_point/buoy
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name = "diving point buoy"
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desc = "A buoy marking the location of an underwater dive area."
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icon = 'icons/misc/beach.dmi'
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icon_state = "buoy"
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id = "dive"
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height = 2
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use_verb = "swim"
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layer = MOB_LAYER + 0.2 //0.1 higher than the water overlay, this also means people can "swim" behind/under it
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/obj/structure/ladder/unbreakable/dive_point/anchor
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name = "diving point anchor"
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desc = "An anchor tethered to the buoy at the surface, to keep the dive area marked."
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icon = 'icons/misc/beach.dmi'
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icon_state = "anchor"
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id = "dive"
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height = 1
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light_range = 5
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/obj/structure/ladder/dive_point/Initialize(mapload)
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. = ..()
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set_light(light_range, light_power) //magical glowing anchor
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/obj/structure/ladder/unbreakable/dive_point/update_icon()
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return
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