#define STATE_CLOSED 0 #define STATE_OPEN 1 /obj/item/inflatable name = "inflatable" desc_info = "Inflate by using it in your hand. The inflatable barrier will inflate on the turf you are standing on. To deflate it, use the 'deflate' verb." w_class = ITEMSIZE_SMALL icon = 'icons/contained_items/items/inflatables.dmi' var/deploy_path = null /obj/item/inflatable/attack_self(mob/user) if(!deploy_path) return playsound(loc, 'sound/items/zip.ogg', 75, TRUE) to_chat(user, SPAN_NOTICE("You press the toggle button on \the [src] and it inflates.")) var/obj/structure/inflatable/R = new deploy_path(user.loc) transfer_fingerprints_to(R) R.add_fingerprint(user) qdel(src) /obj/item/inflatable/wall name = "inflatable wall" desc = "A folded membrane which rapidly expands into a large cubical shape on activation." icon_state = "folded_wall" deploy_path = /obj/structure/inflatable/wall /obj/item/inflatable/door name = "inflatable door" desc = "A folded membrane which rapidly expands into a simple door on activation." icon_state = "folded_door" deploy_path = /obj/structure/inflatable/door /obj/structure/inflatable name = "inflatable" desc = "An inflated membrane. Do not puncture." desc_info = "To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever." icon = 'icons/contained_objects/objects/inflatables.dmi' icon_state = "wall" density = TRUE anchored = TRUE atmos_canpass = CANPASS_DENSITY var/deflating = FALSE var/undeploy_path = null var/torn_path = null var/health = 15 /obj/structure/inflatable/wall name = "inflatable wall" undeploy_path = /obj/item/inflatable/wall torn_path = /obj/item/inflatable/torn /obj/structure/inflatable/Initialize(mapload) . = ..() update_nearby_tiles(need_rebuild = TRUE) /obj/structure/inflatable/Destroy() update_nearby_tiles() return ..() /obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(isprojectile(mover)) visible_message(SPAN_DANGER("\The [src] rapidly deflates!")) deflate(TRUE) return TRUE return FALSE /obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj) var/proj_damage = Proj.get_structure_damage() if(!proj_damage) return bullet_ping(Proj) health -= proj_damage ..() if(health <= 0) deflate(TRUE) return /obj/structure/inflatable/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) deflate(TRUE, FALSE) return if(3.0) if(prob(50)) deflate(TRUE, FALSE) return /obj/structure/inflatable/attack_hand(mob/user) add_fingerprint(user) return /obj/structure/inflatable/attackby(obj/item/W, mob/user) if(!istype(W) || istype(W, /obj/item/inflatable_dispenser)) return if(deflating) return if(W.can_puncture()) user.visible_message(SPAN_DANGER("[user] pierces \the [src] with \the [W]!"), SPAN_WARNING("You pierce \the [src] with \the [W]!")) deflate(TRUE) else if(W.damtype == BRUTE || W.damtype == BURN) hit(W.force) ..() /obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = TRUE) health = max(0, health - damage) if(sound_effect) playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1) if(health <= 0) deflate(TRUE) /obj/structure/inflatable/CtrlClick() hand_deflate() /obj/structure/inflatable/proc/deflate(var/violent = FALSE, msg = TRUE) if(deflating) return playsound(loc, 'sound/machines/hiss.ogg', 75, TRUE) if(violent) if(!torn_path) return deflating = TRUE if(msg) visible_message(SPAN_WARNING("\The [src] rapidly deflates!")) var/matrix/M = new M.Scale(0.6) M.Turn(pick(-40, 40)) animate(src, 0.2 SECONDS, transform = M) addtimer(CALLBACK(src, .proc/post_tear), 0.2 SECONDS) else if(!undeploy_path) return deflating = TRUE if(msg) visible_message(SPAN_NOTICE("\The [src] slowly deflates.")) var/matrix/M = new M.Scale(0.6) animate(src, 2.6 SECONDS, transform = M) addtimer(CALLBACK(src, .proc/post_deflate), 2.6 SECONDS) /obj/structure/inflatable/proc/post_deflate() var/obj/item/inflatable/R = new undeploy_path(loc) transfer_fingerprints_to(R) qdel(src) /obj/structure/inflatable/proc/post_tear() var/obj/item/inflatable/torn/R = new torn_path(loc) transfer_fingerprints_to(R) qdel(src) /obj/structure/inflatable/verb/hand_deflate() set name = "Deflate" set category = "Object" set src in oview(1) if(isobserver(usr) || usr.restrained() || !usr.Adjacent(src)) return verbs -= /obj/structure/inflatable/verb/hand_deflate deflate() /obj/structure/inflatable/attack_generic(var/mob/user, var/damage, var/attack_verb) health -= damage user.do_attack_animation(src) if(health <= 0) user.visible_message(SPAN_DANGER("[user] [attack_verb] open the [src]!")) INVOKE_ASYNC(src, .proc/deflate, TRUE) else user.visible_message(SPAN_DANGER("[user] [attack_verb] at [src]!")) return TRUE /obj/structure/inflatable/door //Based on mineral door code name = "inflatable door" desc_info = "Click the door to open or close it. It only stops air while closed.
\ To remove these safely, use the 'deflate' verb. Hitting these with any objects will probably puncture and break it forever." density = TRUE anchored = TRUE opacity = FALSE icon_state = "door_closed" undeploy_path = /obj/item/inflatable/door torn_path = /obj/item/inflatable/door/torn var/state = STATE_CLOSED var/isSwitchingStates = FALSE /obj/structure/inflatable/door/attack_ai(mob/user) if(isAI(user)) //so the AI can't open it return else if(isrobot(user) && Adjacent(user)) //but cyborgs can return TryToSwitchState(user) /obj/structure/inflatable/door/attack_hand(mob/user) return TryToSwitchState(user) /obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group) return state if(istype(mover, /obj/effect/beam)) return !opacity if(isprojectile(mover)) visible_message(SPAN_DANGER("\The [src] rapidly deflates!")) deflate(TRUE) return TRUE return !density /obj/structure/inflatable/door/proc/TryToSwitchState(mob/user) if(isSwitchingStates) return if(use_check_and_message(user)) return SwitchState() /obj/structure/inflatable/door/proc/SwitchState() if(state) Close() else Open() update_nearby_tiles() /obj/structure/inflatable/door/proc/Open() set waitfor = FALSE if(isSwitchingStates) return isSwitchingStates = TRUE density = FALSE state = STATE_OPEN flick("door_opening",src) addtimer(CALLBACK(src, .proc/ResetOpen), 1 SECOND) /obj/structure/inflatable/door/proc/ResetOpen() update_icon() isSwitchingStates = FALSE /obj/structure/inflatable/door/proc/Close() set waitfor = FALSE if(isSwitchingStates) return isSwitchingStates = TRUE flick("door_closing", src) addtimer(CALLBACK(src, .proc/ResetClose), 1 SECOND) /obj/structure/inflatable/door/proc/ResetClose() density = TRUE state = STATE_CLOSED update_icon() isSwitchingStates = FALSE /obj/structure/inflatable/door/update_icon() if(state) icon_state = "door_open" else icon_state = "door_closed" /obj/item/inflatable/torn name = "torn inflatable wall" desc = "A folded membrane which rapidly expands into a large cubical shape on activation. It is too torn to be usable." icon_state = "folded_wall_torn" /obj/item/inflatable/torn/attack_self(mob/user) to_chat(user, SPAN_NOTICE("The inflatable wall is too torn to be inflated!")) add_fingerprint(user) /obj/item/inflatable/door/torn name = "torn inflatable door" desc = "A folded membrane which rapidly expands into a simple door on activation. It is too torn to be usable." icon_state = "folded_door_torn" /obj/item/inflatable/door/torn/attack_self(mob/user) to_chat(user, SPAN_NOTICE("The inflatable door is too torn to be inflated!")) add_fingerprint(user) /obj/item/storage/bag/inflatable name = "inflatable barrier box" desc = "Contains inflatable walls and doors." icon = 'icons/contained_items/items/inflatables_box.dmi' icon_state = "inf_box" item_state = "inf_box" contained_sprite = TRUE w_class = ITEMSIZE_NORMAL display_contents_with_number = TRUE max_storage_space = 28 force_column_number = 3 // we want 4 slots to appear, so 3 columns + 1 free (to insert stuff) storage_slots = 14 can_hold = list(/obj/item/inflatable) starts_with = list(/obj/item/inflatable/door = 5, /obj/item/inflatable/wall = 7) use_sound = 'sound/items/storage/briefcase.ogg' drop_sound = 'sound/items/drop/backpack.ogg' pickup_sound = 'sound/items/pickup/backpack.ogg' /obj/item/storage/bag/inflatable/emergency name = "emergency inflatable barrier box" desc = "Contains inflatable walls and doors. This box has emergency labelling on it and outlines that there's only enough inflatables within to secure a small area." starts_with = list(/obj/item/inflatable/door = 2, /obj/item/inflatable/wall = 3) #undef STATE_CLOSED #undef STATE_OPEN