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https://github.com/Skyrat-SS13/Skyrat-tg.git
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bb70889f6e
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
325 lines
10 KiB
Plaintext
325 lines
10 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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obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
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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/crafted = FALSE
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/// travel time for ladder in deciseconds
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var/travel_time = 1 SECONDS
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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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GLOB.ladders += src
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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_appearance()
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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_appearance()
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register_context()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/ladder/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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if(up)
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context[SCREENTIP_CONTEXT_LMB] = "Climb up"
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if(down)
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context[SCREENTIP_CONTEXT_RMB] = "Climb down"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/ladder/examine(mob/user)
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. = ..()
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. += span_info("<b>Left-click</b> it to start moving up; <b>Right-click</b> to start moving down.")
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/obj/structure/ladder/Destroy(force)
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GLOB.ladders -= src
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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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var/obj/structure/ladder/L
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if (!down)
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L = locate() in GET_TURF_BELOW(T)
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if (L)
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if(crafted == L.crafted)
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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_appearance()
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if (!up)
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L = locate() in GET_TURF_ABOVE(T)
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if (L)
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if(crafted == L.crafted)
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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_appearance()
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update_appearance()
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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_appearance()
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if(down && down.up == src)
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down.up = null
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down.update_appearance()
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up = down = null
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/obj/structure/ladder/update_icon_state()
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icon_state = "ladder[up ? 1 : 0][down ? 1 : 0]"
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return ..()
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/obj/structure/ladder/singularity_pull()
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if (!(resistance_flags & INDESTRUCTIBLE))
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visible_message(span_danger("[src] is torn to pieces by the gravitational pull!"))
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qdel(src)
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/obj/structure/ladder/proc/use(mob/user, going_up = TRUE)
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if(!in_range(src, user) || DOING_INTERACTION(user, DOAFTER_SOURCE_CLIMBING_LADDER))
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return
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if(!up && !down)
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balloon_alert(user, "doesn't lead anywhere!")
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return
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if(going_up ? !up : !down)
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balloon_alert(user, "can't go any further [going_up ? "up" : "down"]")
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return
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if(user.buckled && user.buckled.anchored)
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balloon_alert(user, "buckled to something anchored!")
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return
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if(travel_time)
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INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
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else
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travel(user, going_up)
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add_fingerprint(user)
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/obj/structure/ladder/proc/start_travelling(mob/user, going_up)
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show_initial_fluff_message(user, going_up)
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// Our climbers athletics ability
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var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
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// Misc bonuses to the climb speed.
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var/misc_multiplier = 1
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var/obj/item/organ/internal/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
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if(istype(potential_spine))
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misc_multiplier *= potential_spine.athletics_boost_multiplier
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var/final_travel_time = (travel_time - fitness_level) * misc_multiplier
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if(do_after(user, final_travel_time, target = src, interaction_key = DOAFTER_SOURCE_CLIMBING_LADDER))
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travel(user, going_up)
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/// The message shown when the player starts climbing the ladder
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/obj/structure/ladder/proc/show_initial_fluff_message(mob/user, going_up)
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var/up_down = going_up ? "up" : "down"
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user.balloon_alert_to_viewers("climbing [up_down]...")
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/obj/structure/ladder/proc/travel(mob/user, going_up = TRUE, is_ghost = FALSE)
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var/obj/structure/ladder/ladder = going_up ? up : down
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if(!ladder)
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balloon_alert(user, "there's nothing that way!")
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return
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var/response = SEND_SIGNAL(user, COMSIG_LADDER_TRAVEL, src, ladder, going_up)
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if(response & LADDER_TRAVEL_BLOCK)
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return
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var/turf/target = get_turf(ladder)
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user.zMove(target = target, z_move_flags = ZMOVE_CHECK_PULLEDBY|ZMOVE_ALLOW_BUCKLED|ZMOVE_INCLUDE_PULLED)
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if(!is_ghost)
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show_final_fluff_message(user, ladder, going_up)
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// to avoid having players hunt for the pixels of a ladder that goes through several stories and is
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// partially covered by the sprites of their mobs, a radial menu will be displayed over them.
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// this way players can keep climbing up or down with ease until they reach an end.
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if(ladder.up && ladder.down)
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ladder.show_options(user, is_ghost)
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/// The messages shown after the player has finished climbing. Players can see this happen from either src or the destination so we've 2 POVs here
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/obj/structure/ladder/proc/show_final_fluff_message(mob/user, obj/structure/ladder/destination, going_up)
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var/up_down = going_up ? "up" : "down"
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//POV of players around the source
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visible_message(span_notice("[user] climbs [up_down] [src]."))
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//POV of players around the destination
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user.balloon_alert_to_viewers("climbed [up_down]")
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/// Shows a radial menu that players can use to climb up and down a stair.
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/obj/structure/ladder/proc/show_options(mob/user, is_ghost = FALSE)
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var/list/tool_list = list()
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tool_list["Up"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH)
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tool_list["Down"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH)
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var/datum/callback/check_menu
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if(!is_ghost)
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check_menu = CALLBACK(src, PROC_REF(check_menu), user)
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var/result = show_radial_menu(user, src, tool_list, custom_check = check_menu, require_near = !is_ghost, tooltips = TRUE)
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var/going_up
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switch(result)
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if("Up")
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going_up = TRUE
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if("Down")
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going_up = FALSE
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else
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return
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if(is_ghost || !travel_time)
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travel(user, going_up, is_ghost)
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else
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INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
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/obj/structure/ladder/proc/check_menu(mob/user, is_ghost)
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if(user.incapacitated || (!user.Adjacent(src)))
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return FALSE
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return TRUE
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/obj/structure/ladder/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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use(user)
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/obj/structure/ladder/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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//Not be called when right clicking as a monkey. attack_hand_secondary() handles that.
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/obj/structure/ladder/attack_paw(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_alien(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_alien_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_larva(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_larva_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_animal(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_animal_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attackby(obj/item/item, mob/user, params)
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use(user)
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return TRUE
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/obj/structure/ladder/attackby_secondary(obj/item/item, mob/user, params)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_robot(mob/living/silicon/robot/user)
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if(user.Adjacent(src))
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use(user)
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return TRUE
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/obj/structure/ladder/attack_robot_secondary(mob/living/silicon/robot/user)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || !user.Adjacent(src))
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_pai(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_pai_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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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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ghost_use(user)
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return ..()
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///Ghosts use the byond default popup menu function on right click, so this is going to work a little differently for them.
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/obj/structure/ladder/proc/ghost_use(mob/user)
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if (!up && !down)
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balloon_alert(user, "doesn't lead anywhere!")
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return
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if(!up) //only goes down
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travel(user, going_up = FALSE, is_ghost = TRUE)
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else if(!down) //only goes up
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travel(user, going_up = TRUE, is_ghost = TRUE)
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else //goes both ways
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show_options(user, is_ghost = TRUE)
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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/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_appearance()
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return
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for(var/obj/structure/ladder/unbreakable/unbreakable_ladder in GLOB.ladders)
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if (unbreakable_ladder.id != id)
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continue // not one of our pals
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if (!down && unbreakable_ladder.height == height - 1)
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down = unbreakable_ladder
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unbreakable_ladder.up = src
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unbreakable_ladder.update_appearance()
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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 && unbreakable_ladder.height == height + 1)
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up = unbreakable_ladder
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unbreakable_ladder.down = src
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unbreakable_ladder.update_appearance()
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if (down)
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break // break if both our connections are filled
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update_appearance()
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/obj/structure/ladder/crafted
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crafted = TRUE
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