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https://github.com/vgstation-coders/vgstation13.git
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* Buildmode update * Allow spawn to spawn areas * Fixes click-dragging functionality * Fully fixes click-drag
135 lines
3.3 KiB
Plaintext
135 lines
3.3 KiB
Plaintext
var/list/ladders = list()
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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 = 1
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var/id = null
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var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher
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var/obj/structure/ladder/down = null //the ladder below this one
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var/obj/structure/ladder/up = null //the ladder above this one
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/obj/structure/ladder/New()
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..()
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ladders.Add(src)
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spawn(10)
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update_links()
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/obj/structure/ladder/spawned_by_map_element(datum/map_element/ME, list/objects)
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..()
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update_links()
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/obj/structure/ladder/variable_edited(variable_name, old_value, new_value)
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..()
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switch(variable_name)
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if("down", "up", "height", "id")
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spawn()
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update_links()
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/obj/structure/ladder/Destroy()
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..()
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for(var/obj/structure/ladder/L in ladders)
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L.update_links()
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ladders.Remove(src)
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/obj/structure/ladder/proc/update_links()
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for(var/obj/structure/ladder/L in ladders)
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if(L == src)
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continue
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if(!isturf(L.loc))
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continue //Only link to existing ladders
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if(L.id == id)
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if(L.height == (height - 1))
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src.down = L
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L.up = src
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else if(L.height == (height + 1))
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src.up = L
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L.down = src
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if(up && down) //if both our connections are filled
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break
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if(down && !isturf(down.loc)) //Remove connections to ladders that no longer exist
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down = null
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if(up && !isturf(up.loc))
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up = null
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update_icon()
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/obj/structure/ladder/update_icon()
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if(up && down)
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icon_state = "ladder11"
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else if(up)
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icon_state = "ladder10"
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else if(down)
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icon_state = "ladder01"
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else //wtf make your ladders properly assholes
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icon_state = "ladder00"
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/obj/structure/ladder/attack_hand(mob/user as mob)
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if(up && down)
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switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") )
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if("Up")
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user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
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"<span class='notice'>You climb up \the [src]!</span>")
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climb(user, get_turf(up))
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up.add_fingerprint(user)
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if("Down")
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user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
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"<span class='notice'>You climb down \the [src]!</span>")
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climb(user, get_turf(down))
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down.add_fingerprint(user)
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if("Cancel")
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return
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else if(up)
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user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
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"<span class='notice'>You climb up \the [src]!</span>")
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climb(user, get_turf(up))
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up.add_fingerprint(user)
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else if(down)
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user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
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"<span class='notice'>You climb down \the [src]!</span>")
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climb(user, get_turf(down))
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down.add_fingerprint(user)
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else
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to_chat(user, "<span class='notice'>This ladder is broken!</span>")
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add_fingerprint(user)
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/obj/structure/ladder/attack_paw(mob/user as mob)
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return attack_hand(user)
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/obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob)
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if(isrobot(user))
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return
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return attack_hand(user)
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/obj/structure/ladder/attack_slime(mob/user)
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return attack_hand(user)
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/obj/structure/ladder/proc/climb(mob/user, turf/destination)
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user.forceMove(destination)
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for(var/obj/item/weapon/grab/G in user.held_items)
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if(G.affecting)
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G.affecting.forceMove(destination)
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/obj/structure/ladder/attack_ghost(mob/user)
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return attack_hand(user)
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