/
githubmirror
/
vgstation13
Обзор
Документация
Войти
/
githubmirror
/
vgstation13
Код
Запросы
0
Пакеты
0
Релизы
0
Аналитика
Безопасность
Bleeding-Edge
code/modules/multiz/structures.dm
271 строка
8 KB
SECBATON GRIFFON
fixes a bunch of occurences of "The the" (#36282)
28 мар 2024, 15:46
Не верифицирован
28 мар 2024, 15:46
9687d5e
Код
Авторство
О чём код?
////////////////////////////// //Contents: Ladders, Stairs.// ////////////////////////////// /obj/structure/z_ladder name = "ladder" desc = "A ladder. You can climb it up and down." icon_state = "ladder01" icon = 'icons/obj/structures.dmi' density = 0 opacity = 0 anchored = 1 var/allowed_directions = DOWN var/obj/structure/z_ladder/target_up var/obj/structure/z_ladder/target_down var/const/climb_time = 2 SECONDS /obj/structure/z_ladder/New() if(world.has_round_started()) initialize() ..() /obj/structure/z_ladder/initialize() // the upper will connect to the lower if(allowed_directions & DOWN) //we only want to do the top one, as it will initialize the ones before it. for(var/obj/structure/z_ladder/L in GetBelow(src)) if(L.allowed_directions & UP) target_down = L L.target_up = src return update_icon() /obj/structure/z_ladder/Destroy() if(target_down) target_down.target_up = null target_down = null if(target_up) target_up.target_down = null target_up = null return ..() /obj/structure/z_ladder/attackby(obj/item/C, mob/user) attack_hand(user) /obj/structure/z_ladder/attack_hand(var/mob/M) if(!M.may_climb_ladders(src)) return var/obj/structure/z_ladder/target_ladder = getTargetLadder(M) if(!target_ladder) return if(!M.Move(get_turf(src))) to_chat(M, "<span class='notice'>You fail to reach \the [src].</span>") return var/direction = target_ladder == target_up ? "up" : "down" M.visible_message("<span class='notice'>\The [M] begins climbing [direction] \the [src]!</span>", "You begin climbing [direction] \the [src]!", "You hear the grunting and clanging of a metal ladder being used.") target_ladder.visible_message("<span class='notice'>You hear something coming [direction] \the [src]</span>") if(do_after(M, src, climb_time)) climbLadder(M, target_ladder) /obj/structure/z_ladder/attack_ghost(var/mob/M) var/target_ladder = getTargetLadder(M) if(target_ladder) M.forceMove(get_turf(target_ladder)) /obj/structure/z_ladder/proc/getTargetLadder(var/mob/M) if((!target_up && !target_down) || (target_up && !istype(target_up.loc, /turf) || (target_down && !istype(target_down.loc,/turf)))) to_chat(M, "<span class='notice'>\The [src] is incomplete and can't be climbed.</span>") return if(target_down && target_up) var/direction = alert(M,"Do you want to go up or down?", "Ladder", "Up", "Down", "Cancel") if(direction == "Cancel") return if(!M.may_climb_ladders(src)) return switch(direction) if("Up") return target_up if("Down") return target_down else return target_down || target_up /mob/proc/may_climb_ladders(var/ladder) if(!Adjacent(ladder)) to_chat(src, "<span class='warning'>You need to be next to \the [ladder] to start climbing.</span>") return FALSE if(!held_items.len) to_chat(src, "<span class='warning'>You do not have hands to grab \the [ladder].</span>") return FALSE if(incapacitated()) to_chat(src, "<span class='warning'>You are physically unable to climb \the [ladder].</span>") return FALSE return TRUE /mob/dead/observer/ghost/may_climb_ladders(var/ladder) return TRUE /obj/structure/z_ladder/proc/climbLadder(var/mob/M, var/target_ladder) var/turf/T = get_turf(target_ladder) for(var/atom/A in T) if(!A.Cross(M, M.loc, 1.5, 0)) to_chat(M, "<span class='notice'>\The [A] is blocking \the [src].</span>") return FALSE return M.Move(T) /obj/structure/z_ladder/Cross(obj/mover, turf/source, height, airflow) return airflow || !density /obj/structure/z_ladder/update_icon() icon_state = "ladder[!!(allowed_directions & UP)][!!(allowed_directions & DOWN)]" /obj/structure/z_ladder/up allowed_directions = UP icon_state = "ladder10" /obj/structure/z_ladder/updown allowed_directions = UP|DOWN icon_state = "ladder11" //TODO: Preferably make these work without border_dummy. This was the simplest way to convert their old behavior. /obj/structure/stairs name = "\improper stairs" desc = "Stairs leading to another deck." icon = 'icons/obj/stairs.dmi' icon_state = "stairs" density = 1 opacity = 0 anchored = 1 /obj/structure/stairs/New() ..() if(world.has_round_started()) initialize() setup_border_dummy() /obj/structure/stairs/initialize() for(var/turf/turf in locs) var/turf/simulated/open/above = GetAbove(turf) if(!above) warning("Stair created without level above: ([loc.x], [loc.y], [loc.z])") return qdel(src) if(!istype(above)) above.ChangeTurf(/turf/simulated/open) // And now the actual going, fail uncross to move up, hence bumped() /obj/structure/stairs/Bumped(atom/movable/A) if(A.dir == dir) var/turf/simulated/open/above = GetAbove(A) if(!above || !istype(above)) return var/turf/target = get_step(above, dir) A.Move(target) if(isliving(A)) var/mob/living/L = A if(L.pulling) L.pulling.Move(target) /obj/structure/stairs/Cross(atom/movable/mover, turf/target, height = 1.5, air_group = 0) return !density || !istype(mover) || (bounds_dist(border_dummy, mover) >= 0) /obj/structure/stairs/attackby(obj/item/W, mob/user) if(iswelder(W)) var/obj/item/tool/weldingtool/WT = W if(WT.remove_fuel(1, user)) user.visible_message("<span class='warning'>[user] begins slicing through \the [src]'s step plates.</span>", \ "<span class='notice'>You begin slicing through \the [src]'s step plates.</span>", \ "<span class='warning'>You hear welding noises.</span>") playsound(src, 'sound/items/Welder.ogg', 100, 1) if(do_after(user, src, 100)) if(!istype(src)) return playsound(src, 'sound/items/Welder.ogg', 100, 1) user.visible_message("<span class='warning'>[user] slices through \the [src]'s step plates.</span>", \ "<span class='notice'>You slice through \the [src]'s step plates.</span>", \ "<span class='warning'>You hear welding noises.</span>") var/obj/structure/stairs_frame/SF = null switch(dir) if(NORTH) SF = new /obj/structure/stairs_frame(get_step(loc,SOUTH)) if(EAST) SF = new /obj/structure/stairs_frame(get_step(loc,WEST)) if(SOUTH) SF = new /obj/structure/stairs_frame(loc) if(WEST) SF = new /obj/structure/stairs_frame(loc) SF.dir = dir SF.anchored = anchored qdel(src) // type paths to make mapping easier. /obj/structure/stairs/north dir = NORTH bound_height = 2 * WORLD_ICON_SIZE bound_y = -WORLD_ICON_SIZE pixel_y = -WORLD_ICON_SIZE /obj/structure/stairs/south dir = SOUTH bound_height = 2 * WORLD_ICON_SIZE /obj/structure/stairs/east dir = EAST bound_width = 2 * WORLD_ICON_SIZE bound_x = -WORLD_ICON_SIZE pixel_x = -WORLD_ICON_SIZE /obj/structure/stairs/west dir = WEST bound_width = 2 * WORLD_ICON_SIZE /obj/structure/stairs_frame name = "stair frame" desc = "Frames of stairs that are supposed to lead to another deck." icon = 'icons/obj/stairs.dmi' icon_state = "stairframe" density = 0 /obj/structure/stairs_frame/attackby(obj/item/W, mob/user) if(W.is_wirecutter(user)) W.playtoolsound(src, 100) user.visible_message("<span class='warning'>[user] dissasembles \the [src].</span>", \ "<span class='notice'>You dissasemble \the [src].</span>") new /obj/item/stack/sheet/metal(get_turf(src), 4) qdel(src) if(W.is_wrench(user)) user.visible_message("<span class='warning'>[user] [anchored ? "unanchors" : "anchors"] \the [src].</span>", \ "<span class='notice'>You [anchored ? "unanchor" : "anchor"] \the [src].</span>") add_hiddenprint(user) add_fingerprint(user) anchored = !anchored else if(istype(W, /obj/item/stack/sheet/metal)) var/obj/item/stack/sheet/metal/S = W if(!anchored) to_chat(user, "<span class='warning'>\The [src] must be anchored first!.</span>") return else if(S.amount < 4) return ..() // ? user.visible_message("<span class='notice'>[user] starts installing step plates to \the [src].</span>", \ "<span class='notice'>You start installing step plates to \the [src].</span>") if(do_after(user, src, 80)) if(S.amount < 4) //User being tricky return S.use(4) user.visible_message("<span class='notice'>[user] finishes installing step plates to \the [src].</span>", \ "<span class='notice'>You finish installing step plates to \the [src].</span>") switch(dir) if(NORTH) new /obj/structure/stairs/north(get_step(loc,NORTH)) if(EAST) new /obj/structure/stairs/east(get_step(loc,EAST)) if(SOUTH) new /obj/structure/stairs/south(loc) if(WEST) new /obj/structure/stairs/west(loc) qdel(src) return