// 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 /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) var/obj/structure/ladder/L if (!down) L = locate() in SSmapping.get_turf_below(T) if (L) down = L L.up = src // Don't waste effort looping the other way L.update_icon() if (!up) L = locate() in SSmapping.get_turf_above(T) if (L) up = L L.down = src // Don't waste effort looping the other way L.update_icon() 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("[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 var/list/tool_list = list( "Up" = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH), "Down" = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH) ) if (up && down) var/result = show_radial_menu(user, src, tool_list, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE) 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/proc/check_menu(mob/user) if(user.incapacitated() || !user.Adjacent(src)) return FALSE return TRUE /obj/structure/ladder/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags) use(user) /obj/structure/ladder/attack_paw(mob/user) return 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) return ..() /obj/structure/ladder/proc/show_fluff_message(going_up, mob/user) if(going_up) user.visible_message("[user] climbs up [src].","You climb up [src].") else user.visible_message("[user] climbs down [src].","You climb 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/binary name = "mysterious ladder" desc = "Where does it go?" height = 0 id = "lavaland_binary" var/area_to_place = /area/lavaland/surface/outdoors var/active = FALSE /obj/structure/ladder/unbreakable/binary/proc/ActivateAlmonds() if(area_to_place && !active) var/turf/T = getTargetTurf() if(T) var/obj/structure/ladder/unbreakable/U = new (T) U.id = id U.height = height+1 LateInitialize() // LateInit both of these to build the links. It's fine. U.LateInitialize() for(var/turf/TT in range(2,U)) TT.TerraformTurf(/turf/open/indestructible/binary, /turf/open/indestructible/binary, CHANGETURF_INHERIT_AIR) active = TRUE /obj/structure/ladder/unbreakable/binary/proc/getTargetTurf() var/list/turfList = get_area_turfs(area_to_place) while (turfList.len && !.) var/i = rand(1, turfList.len) var/turf/potentialTurf = turfList[i] if (is_centcom_level(potentialTurf.z)) // These ladders don't lead to centcom. turfList.Cut(i,i+1) continue if(!istype(potentialTurf, /turf/open/lava) && !potentialTurf.density) // Or inside dense turfs or lava var/clear = TRUE for(var/obj/O in potentialTurf) // Let's not place these on dense objects either. Might be funny though. if(O.density) clear = FALSE break if(clear) . = potentialTurf if (!.) turfList.Cut(i,i+1) /obj/structure/ladder/unbreakable/binary/space id = "space_binary" area_to_place = /area/space /obj/structure/ladder/unbreakable/binary/unlinked //Crew gets to complete one id = "unlinked_binary" area_to_place = null