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Polaris/code/WorkInProgress/Cael_Aislinn/MultiZ.dm

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/obj/multiz
icon = 'multiz.dmi'
density = 0
opacity = 0
anchored = 1
var/istop = 1
CanPass(obj/mover, turf/source, height, airflow)
return airflow || !density
/obj/multiz/proc/targetZ()
return src.z + (istop ? 1 : -1)
/obj/multiz/ladder
icon_state = "ladderdown"
name = "ladder"
desc = "A Ladder. You climb up and down it."
/obj/multiz/ladder/New()
..()
if (!istop)
icon_state = "ladderup"
else
icon_state = "ladderdown"
/obj/multiz/ladder/attack_paw(var/mob/M)
return attack_hand(M)
/obj/multiz/ladder/attackby(var/W, var/mob/M)
return attack_hand(M)
/obj/multiz/ladder/attack_hand(var/mob/M)
M.Move(locate(src.x, src.y, targetZ()))
/obj/multiz/ladder/hatch
icon_state = "hatchdown"
name = "hatch"
desc = "A Hatch. You climb down it, and it will automatically seal against pressure loss behind you."
/obj/multiz/ladder/hatch/New()
..()
if(istop == 1)
icon_state = "hatchdown"
/obj/multiz/ladder/hatch/hatchbottom
icon_state = "hatchdown"
/obj/multiz/ladder/hatch/hatchbottom/New()
istop = 0
..()
/obj/multiz/ladder/hatch/attack_hand(var/mob/M)
var/obj/multiz/ladder/hatch/Htop
var/obj/multiz/ladder/hatch/Hbottom
if(!istop && src.z > 1)
Htop = locate(/obj/multiz/ladder/hatch, locate(src.x, src.y, src.z-1))
Hbottom = src
else
Hbottom = locate(/obj/multiz/ladder/hatch, locate(src.x, src.y, src.z + 1))
Htop = src
if(!Htop)
//world << "Htop == null"
return
if(!Hbottom)
//world << "Hbottom == null"
return
if(Htop.icon_state == "hatchdown")
flick("hatchdown-open",Htop)
Hbottom.overlays += "green-ladderlight"
spawn(7)
if(M.z == src.z && get_dist(src,M) <= 1)
M.Move(locate(src.x, src.y, targetZ()))
flick("hatchdown-close",Htop)
Hbottom.overlays -= "green-ladderlight"
Hbottom.overlays += "red-ladderlight"
spawn(7)
Htop.icon_state = "hatchdown"
Hbottom.overlays -= "red-ladderlight"
/*
/obj/multiz/ladder/blob_act()
var/newblob = 1
for(var/obj/blob in locate(src.x, src.y, targetZ()))
newblob = 0
if(newblob)
new /obj/blob(locate(src.x, src.y, targetZ()))
*/
//Stairs. var/dir on all four component objects should be the dir you'd walk from top to bottom
//active = bump to move down
//active/bottom = bump to move up
//enter = decorative downwards stairs
//enter/bottom = decorative upward stairs
/obj/multiz/stairs
name = "Stairs"
desc = "Stairs. You walk up and down them."
icon_state = "ramptop"
/obj/multiz/stairs/New()
icon_state = istop ^ istype(src, /obj/multiz/stairs/active) ? "ramptop" : "rampbottom"
/obj/multiz/stairs/enter/bottom
istop = 0
/obj/multiz/stairs/active
density = 1
/obj/multiz/stairs/active/Bumped(var/atom/movable/M)
if(istype(src, /obj/multiz/stairs/active/bottom) && !locate(/obj/multiz/stairs/enter) in M.loc)
return //If on bottom, only let them go up stairs if they've moved to the entry tile first.
//If it's the top, they can fall down just fine.
if(ismob(M) && M:client)
M:client.moving = 1
M.Move(locate(src.x, src.y, targetZ()))
if (ismob(M) && M:client)
M:client.moving = 0
/obj/multiz/stairs/active/Click()
if(!istype(usr,/mob/dead/observer))
return ..()
usr.client.moving = 1
usr.Move(locate(src.x, src.y, targetZ()))
usr.client.moving = 0
/obj/multiz/stairs/active/bottom
istop = 0
opacity = 1
/turf/simulated/floor/open
name = "open space"
intact = 0
icon_state = "black"
pathweight = 100000 //Seriously, don't try and path over this one numbnuts
var/icon/darkoverlays = null
var/turf/floorbelow
//floorstrength = 1
mouse_opacity = 2
New()
..()
spawn(1)
if(!istype(src, /turf/simulated/floor/open)) //This should not be needed but is.
return
floorbelow = locate(x, y, z + 1)
if(floorbelow)
//Fortunately, I've done this before. - Aryn
if(istype(floorbelow,/turf/space) || floorbelow.z > 4)
new/turf/space(src)
else if(!istype(floorbelow,/turf/simulated/floor))
new/turf/simulated/floor/plating(src)
else
//if(ticker)
//find_zone()
update()
else
new/turf/space(src)
Del()
. = ..()
Enter(var/atom/movable/AM)
if (..()) //TODO make this check if gravity is active (future use) - Sukasa
spawn(1)
if(AM)
AM.Move(locate(x, y, z + 1))
if (istype(AM, /mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
var/damage = rand(5,15)
H.apply_damage(2*damage, BRUTE, "head")
H.apply_damage(2*damage, BRUTE, "chest")
H.apply_damage(0.5*damage, BRUTE, "l_leg")
H.apply_damage(0.5*damage, BRUTE, "r_leg")
H.apply_damage(0.5*damage, BRUTE, "l_arm")
H.apply_damage(0.5*damage, BRUTE, "r_arm")
/*
/obj/effect/decal/cleanable/blood
name = "Blood"
desc = "It's red and disgusting."
density = 0
anchored = 1
layer = 2
icon = 'blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
var/list/viruses = list()
blood_DNA = list()
var/datum/disease2/disease/virus2 = null
var/OriginalMob = null
Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
*/
// var/obj/effect/decal/cleanable/blood/B = new(src.loc)
// var/list/blood_DNA_temp[1]
// blood_DNA_temp[1] = list(H.dna.unique_enzymes, H.dna.b_type)
// B.blood_DNA = blood_DNA_temp
// B.virus2 = H.virus2
// for(var/datum/disease/D in H.viruses)
// var/datum/disease/newDisease = new D.type
// B.viruses += newDisease
// newDisease.holder = B
H:weakened = max(H:weakened,2)
H:updatehealth()
return ..()
attackby()
//nothing
proc/update() //Update the overlayss to make the openspace turf show what's down a level
if(!floorbelow) return
/*src.clearoverlays()
src.addoverlay(floorbelow)
for(var/obj/o in floorbelow.contents)
src.addoverlay(image(o, dir=o.dir, layer = TURF_LAYER+0.05*o.layer))
var/image/I = image('ULIcons.dmi', "[min(max(floorbelow.LightLevelRed - 4, 0), 7)]-[min(max(floorbelow.LightLevelGreen - 4, 0), 7)]-[min(max(floorbelow.LightLevelBlue - 4, 0), 7)]")
I.layer = TURF_LAYER + 0.2
src.addoverlay(I)
I = image('ULIcons.dmi', "1-1-1")
I.layer = TURF_LAYER + 0.2
src.addoverlay(I)*/
var/maxZ = 6
var/minZ = 2
// Maybe it's best to have this hardcoded for whatever we'd add to the map, in order to avoid exploits
// (such as mining base => admin station)
// Note that this assumes the ship's top is at z=1 and bottom at z=4
/obj/item/weapon/tank/jetpack/proc/move_z(cardinal, mob/user as mob)
if (user.z > 1)
user << "\red There is nothing of interest in that direction."
return
if(allow_thrust(0.01, user))
switch(cardinal)
if (UP) // Going up!
if(user.z > maxZ) // If we aren't at the very top of the ship
var/turf/T = locate(user.x, user.y, user.z - 1)
// You can only jetpack up if there's space above, and you're sitting on either hull (on the exterior), or space
//if(T && istype(T, /turf/space) && (istype(user.loc, /turf/space) || istype(user.loc, /turf/space/*/hull*/)))
//check through turf contents to make sure there's nothing blocking the way
if(T && istype(T, /turf/space))
var/blocked = 0
for(var/atom/A in T.contents)
if(T.density)
blocked = 1
user << "\red You bump into [T.name]."
break
if(!blocked)
user.Move(T)
else
user << "\red You bump into the ship's plating."
else
user << "\red The ship's gravity well keeps you in orbit!" // Assuming the ship starts on z level 1, you don't want to go past it
if (DOWN) // Going down!
if (user.z < 1) // If we aren't at the very bottom of the ship, or out in space
var/turf/T = locate(user.x, user.y, user.z + 1)
// You can only jetpack down if you're sitting on space and there's space down below, or hull
if(T && (istype(T, /turf/space) || istype(T, /turf/space/*/hull*/)) && istype(user.loc, /turf/space))
var/blocked = 0
for(var/atom/A in T.contents)
if(T.density)
blocked = 1
user << "\red You bump into [T.name]."
break
if(!blocked)
user.Move(T)
else
user << "\red You bump into the ship's plating."
else
user << "\red The ship's gravity well keeps you in orbit!"