Files
vgstation13/code/game/objects/structures/ladders.dm
unid15 d33e6637ad Buildmode update 2 (#16526)
* Buildmode update

* Allow spawn to spawn areas

* Fixes click-dragging functionality

* Fully fixes click-drag
2017-11-18 00:30:00 +01:00

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var/list/ladders = list()
/obj/structure/ladder
name = "ladder"
desc = "A sturdy metal ladder."
icon = 'icons/obj/structures.dmi'
icon_state = "ladder11"
anchored = 1
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
/obj/structure/ladder/New()
..()
ladders.Add(src)
spawn(10)
update_links()
/obj/structure/ladder/spawned_by_map_element(datum/map_element/ME, list/objects)
..()
update_links()
/obj/structure/ladder/variable_edited(variable_name, old_value, new_value)
..()
switch(variable_name)
if("down", "up", "height", "id")
spawn()
update_links()
/obj/structure/ladder/Destroy()
..()
for(var/obj/structure/ladder/L in ladders)
L.update_links()
ladders.Remove(src)
/obj/structure/ladder/proc/update_links()
for(var/obj/structure/ladder/L in ladders)
if(L == src)
continue
if(!isturf(L.loc))
continue //Only link to existing ladders
if(L.id == id)
if(L.height == (height - 1))
src.down = L
L.up = src
else if(L.height == (height + 1))
src.up = L
L.down = src
if(up && down) //if both our connections are filled
break
if(down && !isturf(down.loc)) //Remove connections to ladders that no longer exist
down = null
if(up && !isturf(up.loc))
up = null
update_icon()
/obj/structure/ladder/update_icon()
if(up && down)
icon_state = "ladder11"
else if(up)
icon_state = "ladder10"
else if(down)
icon_state = "ladder01"
else //wtf make your ladders properly assholes
icon_state = "ladder00"
/obj/structure/ladder/attack_hand(mob/user as mob)
if(up && down)
switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") )
if("Up")
user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
"<span class='notice'>You climb up \the [src]!</span>")
climb(user, get_turf(up))
up.add_fingerprint(user)
if("Down")
user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
"<span class='notice'>You climb down \the [src]!</span>")
climb(user, get_turf(down))
down.add_fingerprint(user)
if("Cancel")
return
else if(up)
user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
"<span class='notice'>You climb up \the [src]!</span>")
climb(user, get_turf(up))
up.add_fingerprint(user)
else if(down)
user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
"<span class='notice'>You climb down \the [src]!</span>")
climb(user, get_turf(down))
down.add_fingerprint(user)
else
to_chat(user, "<span class='notice'>This ladder is broken!</span>")
add_fingerprint(user)
/obj/structure/ladder/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob)
if(isrobot(user))
return
return attack_hand(user)
/obj/structure/ladder/attack_slime(mob/user)
return attack_hand(user)
/obj/structure/ladder/proc/climb(mob/user, turf/destination)
user.forceMove(destination)
for(var/obj/item/weapon/grab/G in user.held_items)
if(G.affecting)
G.affecting.forceMove(destination)
/obj/structure/ladder/attack_ghost(mob/user)
return attack_hand(user)