Refactor ladders so that they actually work (#32797)

This commit is contained in:
Tad Hardesty
2017-11-20 00:04:59 -08:00
committed by AnturK
parent 8259fcba65
commit 54a01cf47a
3 changed files with 110 additions and 70 deletions

View File

@@ -1,48 +1,55 @@
// 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"
var/id = null
var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher
var/obj/structure/ladder/down = null //the ladder below this one
var/obj/structure/ladder/up = null //the ladder above this one
var/auto_connect = FALSE
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/unbreakable //mostly useful for awaymissions to prevent halting progress in a mission
name = "sturdy ladder"
desc = "An extremely sturdy metal ladder."
/obj/structure/ladder/Initialize(mapload)
GLOB.ladders += src
/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()
/obj/structure/ladder/Destroy(force)
if ((resistance_flags & INDESTRUCTIBLE) && !force)
return QDEL_HINT_LETMELIVE
if(up && up.down == src)
up.down = null
up.update_icon()
if(down && down.up == src)
down.up = null
down.update_icon()
GLOB.ladders -= src
. = ..()
return ..()
/obj/structure/ladder/LateInitialize()
for(var/obj/structure/ladder/L in GLOB.ladders)
if(L.id == id || (auto_connect && L.auto_connect && L.x == x && L.y == y))
if(L.height == (height - 1))
down = L
continue
if(L.height == (height + 1))
up = L
continue
// By default, discover ladders above and below us vertically
var/turf/T = get_turf(src)
if(up && down) //if both our connections are filled
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()
update_icon()
/obj/structure/ladder/update_icon()
if(up && down)
@@ -57,23 +64,34 @@
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)
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
user.pulling.forceMove(get_turf(ladder))
user.forceMove(get_turf(ladder))
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
/obj/structure/ladder/proc/use(mob/user,is_ghost=0)
if(up && down)
switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") )
if (up && down)
var/result = alert("Go up or down [src]?", "Ladder", "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")
@@ -83,7 +101,7 @@
else if(up)
travel(TRUE, user, is_ghost, up)
else if(down)
travel(FALSE, user,is_ghost, down)
travel(FALSE, user, is_ghost, down)
else
to_chat(user, "<span class='warning'>[src] doesn't seem to lead anywhere!</span>")
@@ -91,44 +109,66 @@
add_fingerprint(user)
/obj/structure/ladder/attack_hand(mob/user)
if(can_use(user))
use(user)
use(user)
/obj/structure/ladder/attack_paw(mob/user)
return attack_hand(user)
return use(user)
/obj/structure/ladder/attackby(obj/item/W, mob/user, params)
return attack_hand(user)
return use(user)
/obj/structure/ladder/attack_robot(mob/living/silicon/robot/R)
if(R.Adjacent(src))
return attack_hand(R)
return use(R)
/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
use(user,1)
use(user, TRUE)
/obj/structure/ladder/proc/show_fluff_message(up,mob/user)
if(up)
user.visible_message("[user] climbs up \the [src].","<span class='notice'>You climb up \the [src].</span>")
/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 climb up [src].</span>")
else
user.visible_message("[user] climbs down \the [src].","<span class='notice'>You climb down \the [src].</span>")
/obj/structure/ladder/proc/can_use(mob/user)
return 1
/obj/structure/ladder/unbreakable/Destroy(force)
if(force)
. = ..()
else
return QDEL_HINT_LETMELIVE
/obj/structure/ladder/unbreakable/singularity_pull()
return
/obj/structure/ladder/auto_connect //They will connect to ladders with the same X and Y without needing to share an ID
auto_connect = TRUE
user.visible_message("[user] climbs down [src].","<span class='notice'>You climb down [src].</span>")
/obj/structure/ladder/singularity_pull()
visible_message("<span class='danger'>[src] is torn to pieces by the gravitational pull!</span>")
qdel(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()
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()

View File

@@ -335,7 +335,7 @@
target_mob.Move(T)
/obj/structure/ladder/unbreakable/rune
name = "Teleportation Rune"
name = "\improper Teleportation Rune"
desc = "Could lead anywhere."
icon = 'icons/obj/rune.dmi'
icon_state = "1"
@@ -347,7 +347,6 @@
/obj/structure/ladder/unbreakable/rune/show_fluff_message(up,mob/user)
user.visible_message("[user] activates \the [src].","<span class='notice'>You activate \the [src].</span>")
/obj/structure/ladder/can_use(mob/user)
if(user.mind in SSticker.mode.wizards)
return 0
return 1
/obj/structure/ladder/unbreakable/rune/use(mob/user, is_ghost=FALSE)
if(is_ghost || !(user.mind in SSticker.mode.wizards))
..()

View File

@@ -578,17 +578,18 @@
var/ladder_x = T.x
var/ladder_y = T.y
to_chat(user, "<span class='notice'>You unfold the ladder. It extends much farther than you were expecting.</span>")
var/last_ladder = null
for(var/i in 1 to world.maxz)
if(i == ZLEVEL_CENTCOM || i == ZLEVEL_TRANSIT)
if(i == ZLEVEL_CENTCOM || i == ZLEVEL_TRANSIT || i == ZLEVEL_CITYOFCOGS)
continue
var/turf/T2 = locate(ladder_x, ladder_y, i)
new /obj/structure/ladder/unbreakable/jacob(T2)
last_ladder = new /obj/structure/ladder/unbreakable/jacob(T2, null, last_ladder)
qdel(src)
// Inherit from unbreakable but don't set ID, to suppress the default Z linkage
/obj/structure/ladder/unbreakable/jacob
name = "jacob's ladder"
desc = "An indestructible celestial ladder that violates the laws of physics."
auto_connect = TRUE
///Bosses