Files
VOREStation/code/game/objects/structures/ledges.dm
Will 5d31f14e94 Climbable Element (#17764)
* Initial work

* small fix

* another fix

* this better?

* proper type

* condensing this a bit

* functioning

* death reporting subsystemed

* fixed

* cleanup

* use proper sql sending

* listvar

* add more climbable things

* moving things while climbing them is considered shaking

* tabbing fix

* knockdown should stop climbing

* no need to bother

* spaces

* more climbable objects

* fix

* small fixes

* office climbables

* yet more stuff

* engineering things

* a few more

* it's funny

* fixes

* additional

* Moved to element

* some more stragglers

* unneeded

* more graceful

* cliffs require special handling

* don't do dumb init things

* unneeded sanitization, mass insert sanitizes

* some small condition fixes

* return if climbable

* incorporeal check

* stop using numbers directly

* .

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-06-20 09:56:56 +02:00

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/obj/structure/ledge
name = "rock ledge"
desc = "An easily scaleable rocky ledge."
icon = 'icons/obj/ledges.dmi'
density = TRUE
throwpass = 1
anchored = TRUE
var/solidledge = 1
flags = ON_BORDER
layer = STAIRS_LAYER
icon_state = "ledge"
/obj/structure/ledge/Initialize(mapload)
. = ..()
AddElement(/datum/element/climbable, vaulting = TRUE)
/obj/structure/ledge_corner
icon_state = "ledge-corner"
flags = 0
name = "rock ledge"
desc = "An easily scaleable rocky ledge."
icon = 'icons/obj/ledges.dmi'
density = TRUE
throwpass = 1
anchored = TRUE
layer = STAIRS_LAYER
/obj/structure/ledge_corner/Initialize(mapload)
. = ..()
AddElement(/datum/element/climbable, vaulting = TRUE)
/obj/structure/ledge/ledge_nub
desc = "Part of a rocky ledge."
icon_state = "ledge-nub"
density = FALSE
solidledge = 0
/obj/structure/ledge/ledge_stairs
name = "rock stairs"
desc = "A colorful set of rocky stairs"
icon_state = "ledge-stairs"
density = FALSE
solidledge = 0
/obj/structure/ledge/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
return TRUE
if(solidledge && get_dir(mover, target) == GLOB.reverse_dir[dir]) // From elsewhere to here, can't move against our dir
return !density
return TRUE
/obj/structure/ledge/Uncross(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
return TRUE
if(solidledge && get_dir(mover, target) == dir) // From here to elsewhere, can't move in our dir
return FALSE
return TRUE