Files
Paradise/code/game/objects/structures/ladders.dm
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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// 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_state()
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("<span class='danger'>[src] is torn to pieces by the gravitational pull!</span>")
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, "<span class='warning'>[src] doesn't seem to lead anywhere!</span>")
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].","<span class='notice'>You [use_verb] up [src].</span>")
else
user.visible_message("[user] climbs down [src].","<span class='notice'>You [use_verb] down [src].</span>")
// 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_state()
return