mirror of
https://github.com/vgstation-coders/vgstation13.git
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272 lines
8.4 KiB
Plaintext
272 lines
8.4 KiB
Plaintext
//////////////////////////////
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//Contents: Ladders, Stairs.//
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//////////////////////////////
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/obj/structure/z_ladder
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name = "ladder"
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desc = "A ladder. You can climb it up and down."
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icon_state = "ladder01"
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icon = 'icons/obj/structures.dmi'
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density = 0
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opacity = 0
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anchored = 1
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var/allowed_directions = DOWN
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var/obj/structure/z_ladder/target_up
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var/obj/structure/z_ladder/target_down
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var/const/climb_time = 2 SECONDS
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/obj/structure/z_ladder/New()
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if(world.has_round_started())
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initialize()
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..()
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/obj/structure/z_ladder/initialize()
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// the upper will connect to the lower
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if(allowed_directions & DOWN) //we only want to do the top one, as it will initialize the ones before it.
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for(var/obj/structure/z_ladder/L in GetBelow(src))
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if(L.allowed_directions & UP)
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target_down = L
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L.target_up = src
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return
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update_icon()
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/obj/structure/z_ladder/Destroy()
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if(target_down)
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target_down.target_up = null
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target_down = null
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if(target_up)
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target_up.target_down = null
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target_up = null
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return ..()
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/obj/structure/z_ladder/attackby(obj/item/C, mob/user)
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attack_hand(user)
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/obj/structure/z_ladder/attack_hand(var/mob/M)
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if(!M.may_climb_ladders(src))
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return
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var/obj/structure/z_ladder/target_ladder = getTargetLadder(M)
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if(!target_ladder)
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return
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if(!M.Move(get_turf(src)))
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to_chat(M, "<span class='notice'>You fail to reach \the [src].</span>")
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return
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var/direction = target_ladder == target_up ? "up" : "down"
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M.visible_message("<span class='notice'>\The [M] begins climbing [direction] \the [src]!</span>",
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"You begin climbing [direction] \the [src]!",
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"You hear the grunting and clanging of a metal ladder being used.")
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target_ladder.visible_message("<span class='notice'>You hear something coming [direction] \the [src]</span>")
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if(do_after(M, src, climb_time))
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climbLadder(M, target_ladder)
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/obj/structure/z_ladder/attack_ghost(var/mob/M)
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var/target_ladder = getTargetLadder(M)
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if(target_ladder)
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M.forceMove(get_turf(target_ladder))
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/obj/structure/z_ladder/proc/getTargetLadder(var/mob/M)
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if((!target_up && !target_down) || (target_up && !istype(target_up.loc, /turf) || (target_down && !istype(target_down.loc,/turf))))
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to_chat(M, "<span class='notice'>\The [src] is incomplete and can't be climbed.</span>")
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return
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if(target_down && target_up)
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var/direction = alert(M,"Do you want to go up or down?", "Ladder", "Up", "Down", "Cancel")
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if(direction == "Cancel")
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return
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if(!M.may_climb_ladders(src))
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return
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switch(direction)
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if("Up")
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return target_up
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if("Down")
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return target_down
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else
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return target_down || target_up
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/mob/proc/may_climb_ladders(var/ladder)
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if(!Adjacent(ladder))
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to_chat(src, "<span class='warning'>You need to be next to \the [ladder] to start climbing.</span>")
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return FALSE
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if(!held_items.len)
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to_chat(src, "<span class='warning'>You do not have hands to grab \the [ladder].</span>")
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return FALSE
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if(incapacitated())
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to_chat(src, "<span class='warning'>You are physically unable to climb \the [ladder].</span>")
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return FALSE
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return TRUE
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/mob/dead/observer/ghost/may_climb_ladders(var/ladder)
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return TRUE
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/obj/structure/z_ladder/proc/climbLadder(var/mob/M, var/target_ladder)
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var/turf/T = get_turf(target_ladder)
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for(var/atom/A in T)
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if(!A.Cross(M, M.loc, 1.5, 0))
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to_chat(M, "<span class='notice'>\The [A] is blocking \the [src].</span>")
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return FALSE
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return M.Move(T)
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/obj/structure/z_ladder/Cross(obj/mover, turf/source, height, airflow)
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return airflow || !density
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/obj/structure/z_ladder/update_icon()
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icon_state = "ladder[!!(allowed_directions & UP)][!!(allowed_directions & DOWN)]"
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/obj/structure/z_ladder/up
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allowed_directions = UP
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icon_state = "ladder10"
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/obj/structure/z_ladder/updown
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allowed_directions = UP|DOWN
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icon_state = "ladder11"
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//TODO: Preferably make these work without border_dummy. This was the simplest way to convert their old behavior.
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/obj/structure/stairs
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name = "\improper stairs"
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desc = "Stairs leading to another deck."
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icon = 'icons/obj/stairs.dmi'
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icon_state = "stairs"
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density = 1
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opacity = 0
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anchored = 1
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/obj/structure/stairs/New()
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..()
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if(world.has_round_started())
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initialize()
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setup_border_dummy()
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/obj/structure/stairs/initialize()
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for(var/turf/turf in locs)
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var/turf/simulated/open/above = GetAbove(turf)
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if(!above)
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warning("Stair created without level above: ([loc.x], [loc.y], [loc.z])")
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return qdel(src)
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if(!istype(above))
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above.ChangeTurf(/turf/simulated/open)
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// And now the actual going, fail uncross to move up, hence bumped()
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/obj/structure/stairs/Bumped(atom/movable/A)
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if(A.dir == dir)
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var/turf/simulated/open/above = GetAbove(A)
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if(!above || !istype(above))
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return
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var/turf/target = get_step(above, dir)
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A.Move(target)
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if(isliving(A))
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var/mob/living/L = A
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if(L.pulling)
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L.pulling.Move(target)
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/obj/structure/stairs/Cross(atom/movable/mover, turf/target, height = 1.5, air_group = 0)
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return !density || !istype(mover) || (bounds_dist(border_dummy, mover) >= 0)
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/obj/structure/stairs/attackby(obj/item/W, mob/user)
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if(iswelder(W))
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var/obj/item/tool/weldingtool/WT = W
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if(WT.remove_fuel(1, user))
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user.visible_message("<span class='warning'>[user] begins slicing through \the [src]'s step plates.</span>", \
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"<span class='notice'>You begin slicing through \the [src]'s step plates.</span>", \
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"<span class='warning'>You hear welding noises.</span>")
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(do_after(user, src, 100))
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if(!istype(src))
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return
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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user.visible_message("<span class='warning'>[user] slices through \the [src]'s step plates.</span>", \
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"<span class='notice'>You slice through \the [src]'s step plates.</span>", \
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"<span class='warning'>You hear welding noises.</span>")
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var/obj/structure/stairs_frame/SF = null
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switch(dir)
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if(NORTH)
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SF = new /obj/structure/stairs_frame(get_step(loc,SOUTH))
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if(EAST)
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SF = new /obj/structure/stairs_frame(get_step(loc,WEST))
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if(SOUTH)
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SF = new /obj/structure/stairs_frame(loc)
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if(WEST)
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SF = new /obj/structure/stairs_frame(loc)
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SF.dir = dir
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SF.anchored = anchored
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qdel(src)
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// type paths to make mapping easier.
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/obj/structure/stairs/north
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dir = NORTH
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bound_height = 2 * WORLD_ICON_SIZE
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bound_y = -WORLD_ICON_SIZE
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pixel_y = -WORLD_ICON_SIZE
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/obj/structure/stairs/south
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dir = SOUTH
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bound_height = 2 * WORLD_ICON_SIZE
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/obj/structure/stairs/east
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dir = EAST
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bound_width = 2 * WORLD_ICON_SIZE
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bound_x = -WORLD_ICON_SIZE
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pixel_x = -WORLD_ICON_SIZE
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/obj/structure/stairs/west
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dir = WEST
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bound_width = 2 * WORLD_ICON_SIZE
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/obj/structure/stairs_frame
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name = "\improper stair frame"
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desc = "Frames of stairs that are supposed to lead to another deck."
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icon = 'icons/obj/stairs.dmi'
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icon_state = "stairframe"
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density = 0
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/obj/structure/stairs_frame/attackby(obj/item/W, mob/user)
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if(W.is_wirecutter(user))
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W.playtoolsound(src, 100)
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user.visible_message("<span class='warning'>[user] dissasembles \the [src].</span>", \
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"<span class='notice'>You dissasemble \the [src].</span>")
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new /obj/item/stack/sheet/metal(get_turf(src), 4)
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qdel(src)
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if(W.is_wrench(user))
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user.visible_message("<span class='warning'>[user] [anchored ? "unanchors" : "anchors"] \the [src].</span>", \
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"<span class='notice'>You [anchored ? "unanchor" : "anchor"] \the [src].</span>")
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add_hiddenprint(user)
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add_fingerprint(user)
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anchored = !anchored
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else if(istype(W, /obj/item/stack/sheet/metal))
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var/obj/item/stack/sheet/metal/S = W
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if(!anchored)
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to_chat(user, "<span class='warning'>The [src] must be anchored first!.</span>")
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return
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else
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if(S.amount < 4)
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return ..() // ?
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user.visible_message("<span class='notice'>[user] starts installing step plates to \the [src].</span>", \
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"<span class='notice'>You start installing step plates to \the [src].</span>")
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if(do_after(user, src, 80))
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if(S.amount < 4) //User being tricky
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return
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S.use(4)
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user.visible_message("<span class='notice'>[user] finishes installing step plates to \the [src].</span>", \
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"<span class='notice'>You finish installing step plates to \the [src].</span>")
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switch(dir)
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if(NORTH)
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new /obj/structure/stairs/north(get_step(loc,NORTH))
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if(EAST)
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new /obj/structure/stairs/east(get_step(loc,EAST))
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if(SOUTH)
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new /obj/structure/stairs/south(loc)
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if(WEST)
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new /obj/structure/stairs/west(loc)
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qdel(src)
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return
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