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* fix map * Fixing bad syntax * Maybe this will work * Travis wanted me to remove this * Unticking attempt * Unticking attempt 2 * Removing all useless broken zshadow stuff * Maybe now? * Oh weird * Adding up/down pipe sprites * Adding darkness overlay, attempt #1 * Second attempt, now works * Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness * Fix, plus keeps this floor in place * Really bad fix that stops space looking weird * Now everything should work normally, except lighting overlays * Updates the map * Consistency * Adds new fall damage sound * Typo * Jetpack fun * Better * Less bad brackets and parantheses pain * OHhh * These fly too, brooms next whenever I figure those out * Finishing pipe icons * Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake * Bringing back zshadow, but with no icon * Oh it's this issue again * Final fix, better attempt at image relay * Now for it looking nice, vis_contents are bad here too * Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it * Map change * Changing it back, test server stays on box anyways * Removing non-working solution * Removes broken lighting overlays * Finally fixes up floor generation above walls * Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz * More, almost done * Finalised * Cube option * Logic fix * Syntax * Attempting to make item fall on arc * Compile * Now this is no longer needed * BRACE FOR ENABLING MULTI-Z ZAS * Attempt at fixing glass floor tiles * Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink * Missing var * Removing unused var and fixes consistency * Fixing logic and syntax etc, still needs testing before uncomment * Uncommenting, some fixes too * Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING * Client proc to test this * Adds to list * Typo not drawing red on main layer * Here too * Adding debug logs for clarity * Better * Even better * Experimental multi-Z EMP support, cylindrical effect for now * Better distance falloff * Sound/visual support on other layers? * Z cap for EMP sound * Booms too * Adds back accidentally deleted file * Muuuch more sane check * Attempt at connecting heard speech between multi Z * Cleaner * Missing bracket * Removing zshadow mobs entirely again, no need for them whatsoever * Multi-z visible messages * Emotes * Fix? * Wew * K * Much nicer function * I forget about this define * Ohhhh * Comma fix * Aaa * This might fix * Removing visible message one for now * Trying this solution * Typo * RIP location, hope this won't break anything * Actually location gets to come back, fix is here * I give up, the tests are clearly what's borken * Let's see what this does with those nullspaces test items (yes really) * Indent fix, plus nice comments * MULTI-Z SOUND??? * Woops * Jetpack and etc trails over open space now! * No macros, this is why we can't have nice things * Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK * Gotta make leapers not fall somehow * Bad oversight * Fully allows going down stairs with weird border objects * Flying now works properly for humans on open space * Now, fall instantly on stop * Oversight * Oh this function * New helper functions * Oversight again * Replacing lines with abs(), multi z singulo pull attempt * Quick supermatter fix * Don't cut overlays * Move down here * Typo * Now actually works, implementation could be better though * Additional helper function for z distances because BYOND hates comparing z * Reimplementing for sound * abs() to keep positive for max comparisons in line distances * Keeping gas overlays outside of multi-z viewing to stop some glitches * That didn't work * Testing removal from float planes for stuff that never needed to be on it * Fixes gas overlays showing up all wrong in multi Z ZAS * Gutting this controller, no longer needed period, system works fine without it * Now glass floors look mostly perfect on open spaces * Var name change for fun stuff later * Knew I'd miss one * Gravity based fall delay? * Settle with using sleep() for now, what could go wrong? * Lagged the game horribly, so everything * Here all along, huh * Just remove it for now, it kinda works but not ideally at all * Thank you TK code for giving me a nice and working way to do this * Comments, oversights * No wait it was right the first time * Now for the damage multiplier * Knockdown too * Nicer format * This should still be min, plus now have a debug log and shifted around logic * Now for mech stuff * Clamping knockdown * Definition fix * Dusting this off, hopeful fix to things not falling * Probably don't need this, I forget * Hahaha nope, this did nothing * Finally, a way to make fall() call in mid air after a delay without horrible lag * Tunes pipe layering if on same zlevel, getting there * Now fully tuned * Adding bones for pipe item support * Test * z_up pipe item icon state * z_up and z_down pipe item icon state * Adding these to pipe dispensers * Typo * RCDs too * Moved here * Moved back * Makes space work nicer * Oh and here * Fall updates * Don't need this * Oversights everywhere * Fixes * More * More, and new stuff * Even more * Dampening these a bit * So many, so moved to new file * Forgot this * Refactor * Forgot to actually use * Indentation issues * Works better like this * Refactors into nicer proc * One oversight * Stair frames, to construct into stairs * Stack recipe for em * Cutting useless stuff * Fixes * Last fixes * Stops uncrossing at non existant aboves * Better logic * Better logic * Fix * Fixes nullspace checking runtime * Removes redundant check on stairs * Replaces CanPass with Cross, functionality is same and definition is duplicate of it * Missed one * Darkening and falling tweaks * Better call for gravity * Oversight * Stops falling in space, zero-g open space movement fixes etc * Consistency * Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to * Var name fix * Much nicer system with no recursive function or last_fall variable use * Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity * Makes z distances pay attention to multi z support * Maybe this is better * Left this in * Adding visible and hidden variants for mapping * Counts glass floors as open space for the purpose of open space checks * Bracket fix * Makes it a macro for easy viewing * Space looks much better like this honestly * Makes schematics actually show up on RPD in multi-z * Making these tied to WORLD_ICON_SIZE * Changes for someone to test * Now the fix actually works * Removes forceMove(), nicer solution * Giving stairs all their dirs * Fixing stair position problem and other things * Stair deconstruction * Removing redundant enter() check to move() * Some updates as requested * .dme and map/file fixes * .dme and map/file fixes * Updating can_falls * Ladder climb fix * Some port notes updates * Docs itself * Removing unused edge_type var * Removing landmark object, converts it code side * Removing unsimmed walls doing it, not necessary * Updated descs * Fixing observer non-standards in file * More file cleanup * Jetpacks allow z-travelling * Now they really do * Robots too * Updating docs * Code cleanup * Catch one * Indent fix * Not sure what that even is * Catching these * Applying some old fixes * Removing unused file * Moving nodes back to original places, or an attempt to * Here too * Removing unused file * Moving these back too * Some fixes for now * Some more * Even more, almost done * Better pipe icons * More icons * Disposal pipe construction * Mixup * List optimisation, new fixes Co-authored-by: Damian <damian@autistici.org> Co-authored-by: kanef <kanef9x@protonmail.com>
278 lines
8.5 KiB
Plaintext
278 lines
8.5 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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/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 = 0
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opacity = 0
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anchored = 1
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/obj/structure/stairs/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/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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// Handles if we can go up these stairs for Move()
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/obj/structure/stairs/Uncross(atom/movable/mover, turf/target)
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// Needs to have a target elsewhere in move to return true, for some reason runtimes without the ?
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if(target?.z != z)
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return 1
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if(mover.dir == dir)
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return 0
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return 1
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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(obj/mover, turf/source, height, airflow)
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return airflow || !density
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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 |