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ladders.dm
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// 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"
anchored = TRUE
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
var/obj/structure/ladder/down //the ladder below this one
var/obj/structure/ladder/up //the ladder above this one
var/crafted = FALSE
/// travel time for ladder in deciseconds
var/travel_time = 1 SECONDS
/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
..()
GLOB.ladders += src
if (up)
src.up = up
up.down = src
up.update_appearance()
if (down)
src.down = down
down.up = src
down.update_appearance()
return INITIALIZE_HINT_LATELOAD
/obj/structure/ladder/Destroy(force)
if ((resistance_flags & INDESTRUCTIBLE) && !force)
return QDEL_HINT_LETMELIVE
GLOB.ladders -= src
disconnect()
return ..()
/obj/structure/ladder/LateInitialize()
// By default, discover ladders above and below us vertically
var/turf/T = get_turf(src)
var/obj/structure/ladder/L
if (!down)
L = locate() in GET_TURF_BELOW(T)
if (L)
if(crafted == L.crafted)
down = L
L.up = src // Don't waste effort looping the other way
L.update_appearance()
if (!up)
L = locate() in GET_TURF_ABOVE(T)
if (L)
if(crafted == L.crafted)
up = L
L.down = src // Don't waste effort looping the other way
L.update_appearance()
update_appearance()
/obj/structure/ladder/proc/disconnect()
if(up && up.down == src)
up.down = null
up.update_appearance()
if(down && down.up == src)
down.up = null
down.update_appearance()
up = down = null
/obj/structure/ladder/update_icon_state()
icon_state = "ladder[up ? 1 : 0][down ? 1 : 0]"
return ..()
/obj/structure/ladder/singularity_pull()
if (!(resistance_flags & INDESTRUCTIBLE))
visible_message(span_danger("[src] is torn to pieces by the gravitational pull!"))
qdel(src)
/obj/structure/ladder/proc/use(mob/user, going_up = TRUE)
if(!in_range(src, user) || DOING_INTERACTION(user, DOAFTER_SOURCE_CLIMBING_LADDER))
return
if(!up && !down)
balloon_alert(user, "doesn't lead anywhere!")
return
if(going_up ? !up : !down)
balloon_alert(user, "can't go any further [going_up ? "up" : "down"]")
return
if(user.buckled && user.buckled.anchored)
balloon_alert(user, "buckled to something anchored!")
return
if(travel_time)
INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
else
travel(user, going_up)
add_fingerprint(user)
/obj/structure/ladder/proc/start_travelling(mob/user, going_up)
show_initial_fluff_message(user, going_up)
if(do_after(user, travel_time, target = src, interaction_key = DOAFTER_SOURCE_CLIMBING_LADDER))
travel(user, going_up)
/// The message shown when the player starts climbing the ladder
/obj/structure/ladder/proc/show_initial_fluff_message(mob/user, going_up)
var/up_down = going_up ? "up" : "down"
user.balloon_alert_to_viewers("climbing [up_down]...")
/obj/structure/ladder/proc/travel(mob/user, going_up = TRUE, is_ghost = FALSE)
var/obj/structure/ladder/ladder = going_up ? up : down
if(!ladder)
balloon_alert(user, "there's nothing that way!")
return
var/response = SEND_SIGNAL(user, COMSIG_LADDER_TRAVEL, src, ladder, going_up)
if(response & LADDER_TRAVEL_BLOCK)
return
var/turf/target = get_turf(ladder)
user.zMove(target = target, z_move_flags = ZMOVE_CHECK_PULLEDBY|ZMOVE_ALLOW_BUCKLED|ZMOVE_INCLUDE_PULLED)
if(!is_ghost)
show_final_fluff_message(user, ladder, going_up)
// to avoid having players hunt for the pixels of a ladder that goes through several stories and is
// partially covered by the sprites of their mobs, a radial menu will be displayed over them.
// this way players can keep climbing up or down with ease until they reach an end.
if(ladder.up && ladder.down)
ladder.show_options(user, is_ghost)
/// The messages shown after the player has finished climbing. Players can see this happen from either src or the destination so we've 2 POVs here
/obj/structure/ladder/proc/show_final_fluff_message(mob/user, obj/structure/ladder/destination, going_up)
var/up_down = going_up ? "up" : "down"
//POV of players around the source
visible_message(span_notice("[user] climbs [up_down] [src]."))
//POV of players around the destination
user.balloon_alert_to_viewers("climbed [up_down]")
/// Shows a radial menu that players can use to climb up and down a stair.
/obj/structure/ladder/proc/show_options(mob/user, is_ghost = FALSE)
var/list/tool_list = list()
tool_list["Up"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH)
tool_list["Down"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH)
var/datum/callback/check_menu
if(!is_ghost)
check_menu = CALLBACK(src, PROC_REF(check_menu), user)
var/result = show_radial_menu(user, src, tool_list, custom_check = check_menu, require_near = !is_ghost, tooltips = TRUE)
var/going_up
switch(result)
if("Up")
going_up = TRUE
if("Down")
going_up = FALSE
else
return
if(is_ghost || !travel_time)
travel(user, going_up, is_ghost)
else
INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
/obj/structure/ladder/proc/check_menu(mob/user, is_ghost)
if(user.incapacitated() || (!user.Adjacent(src)))
return FALSE
return TRUE
/obj/structure/ladder/CtrlClick(mob/user)
. = ..()
if(.)
return
if(down)
use(user, going_up = FALSE)
else
to_chat(user, span_warning("[src] doesn't seem to lead anywhere!"))
return TRUE
/obj/structure/ladder/AltClick(mob/user)
. = ..()
if(.)
return
if(up)
use(user)
else
to_chat(user, span_warning("[src] doesn't seem to lead anywhere!"))
/obj/structure/ladder/attack_hand(mob/user)
. = ..()
if(.)
return
use(user)
/obj/structure/ladder/attack_hand_secondary(mob/user, modifiers)
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_paw(mob/user)
use(user)
return TRUE
/obj/structure/ladder/attackby(obj/item/W, mob/user, params)
return use(user)
/obj/structure/ladder/attack_robot(mob/living/silicon/robot/R)
if(R.Adjacent(src))
return use(R)
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
ghost_use(user)
return ..()
///Ghosts use the byond default popup menu function on right click, so this is going to work a little differently for them.
/obj/structure/ladder/proc/ghost_use(mob/user)
if (!up && !down)
balloon_alert(user, "doesn't lead anywhere!")
return
if(!up) //only goes down
travel(user, going_up = FALSE, is_ghost = TRUE)
else if(!down) //only goes up
travel(user, going_up = TRUE, is_ghost = TRUE)
else //goes both ways
show_options(user, is_ghost = TRUE)
// 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/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_appearance()
return
for(var/obj/structure/ladder/unbreakable/unbreakable_ladder in GLOB.ladders)
if (unbreakable_ladder.id != id)
continue // not one of our pals
if (!down && unbreakable_ladder.height == height - 1)
down = unbreakable_ladder
unbreakable_ladder.up = src
unbreakable_ladder.update_appearance()
if (up)
break // break if both our connections are filled
else if (!up && unbreakable_ladder.height == height + 1)
up = unbreakable_ladder
unbreakable_ladder.down = src
unbreakable_ladder.update_appearance()
if (down)
break // break if both our connections are filled
update_appearance()
/obj/structure/ladder/crafted
crafted = TRUE
/obj/structure/ladder/unbreakable/binary
name = "mysterious ladder"
desc = "Where does it go?"
height = 0
id = "lavaland_binary"
var/area_to_place = /area/lavaland/surface/outdoors
var/active = FALSE
/obj/structure/ladder/unbreakable/binary/proc/ActivateAlmonds()
if(area_to_place && !active)
var/turf/T = getTargetTurf()
if(T)
var/obj/structure/ladder/unbreakable/U = new (T)
U.id = id
U.height = height+1
LateInitialize() // LateInit both of these to build the links. It's fine.
U.LateInitialize()
for(var/turf/TT in range(2,U))
TT.TerraformTurf(/turf/open/indestructible/binary, /turf/open/indestructible/binary, CHANGETURF_INHERIT_AIR)
active = TRUE
/obj/structure/ladder/unbreakable/binary/proc/getTargetTurf()
var/list/turfList = get_area_turfs(area_to_place)
while (turfList.len && !.)
var/i = rand(1, turfList.len)
var/turf/potentialTurf = turfList[i]
if (is_centcom_level(potentialTurf.z)) // These ladders don't lead to centcom.
turfList.Cut(i,i+1)
continue
if(!istype(potentialTurf, /turf/open/lava) && !potentialTurf.density) // Or inside dense turfs or lava
var/clear = TRUE
for(var/obj/O in potentialTurf) // Let's not place these on dense objects either. Might be funny though.
if(O.density)
clear = FALSE
break
if(clear)
. = potentialTurf
if (!.)
turfList.Cut(i,i+1)
/obj/structure/ladder/unbreakable/binary/space
id = "space_binary"
area_to_place = /area/space
/obj/structure/ladder/unbreakable/binary/unlinked //Crew gets to complete one
id = "unlinked_binary"
area_to_place = null