Merge pull request #4655 from RavingManiac/dev

Inflatable walls and airlocks
This commit is contained in:
Ccomp5950
2014-04-03 13:31:39 -05:00
8 changed files with 331 additions and 7 deletions

View File

@@ -174,6 +174,16 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
containername = "Emergency Crate"
group = "Engineering"
/datum/supply_packs/evacuation
name = "Inflatable barriers"
contains = list(/obj/item/weapon/storage/briefcase/inflatable,
/obj/item/weapon/storage/briefcase/inflatable,
/obj/item/weapon/storage/briefcase/inflatable)
cost = 20
containertype = /obj/structure/closet/crate
containername = "Inflatable Barrier Crate"
group = "Engineering"
/datum/supply_packs/janitor
name = "Janitorial supplies"
contains = list(/obj/item/weapon/reagent_containers/glass/bucket,

View File

@@ -2,6 +2,7 @@
name = "briefcase"
desc = "It's made of AUTHENTIC faux-leather and has a price-tag still attached. Its owner must be a real professional."
icon_state = "briefcase"
item_state = "briefcase"
flags = FPRINT | TABLEPASS| CONDUCT
force = 8.0
throw_speed = 1

View File

@@ -0,0 +1,304 @@
/obj/item/inflatable
name = "inflatable wall"
desc = "A folded membrane which rapidly expands into a large cubical shape on activation."
icon = 'icons/obj/inflatable.dmi'
icon_state = "folded_wall"
w_class = 3.0
attack_self(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
user << "\blue You inflate [src]."
var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
del(src)
/obj/structure/inflatable
name = "inflatable wall"
desc = "An inflated membrane. Do not puncture."
density = 1
anchored = 1
opacity = 0
icon = 'icons/obj/inflatable.dmi'
icon_state = "wall"
var/health = 50.0
New(location)
..()
update_nearby_tiles(need_rebuild=1)
Del()
update_nearby_tiles()
..()
proc/update_nearby_tiles(need_rebuild) //Copypasta from airlock code
if(!air_master)
return 0
air_master.mark_for_update(get_turf(src))
return 1
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return 0
bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <= 0)
deflate(1)
return
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
deflate(1)
return
if(3.0)
if(prob(50))
deflate(1)
return
blob_act()
deflate(1)
meteorhit()
//world << "glass at [x],[y],[z] Mhit"
deflate(1)
attack_paw(mob/user as mob)
return attack_generic(user, 15)
attack_hand(mob/user as mob)
add_fingerprint(user)
return
proc/attack_generic(mob/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
health -= damage
if(health <= 0)
user.visible_message("<span class='danger'>[user] tears open [src]!</span>")
deflate(1)
else //for nicer text~
user.visible_message("<span class='danger'>[user] tears at [src]!</span>")
attack_alien(mob/user as mob)
if(islarva(user)) return
attack_generic(user, 15)
attack_animal(mob/user as mob)
if(!isanimal(user)) return
var/mob/living/simple_animal/M = user
if(M.melee_damage_upper <= 0) return
attack_generic(M, M.melee_damage_upper)
attack_slime(mob/user as mob)
if(!isslimeadult(user)) return
attack_generic(user, rand(10, 15))
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!istype(W)) return
if (is_sharp(W))
visible_message("\red <b>[user] pierces [src] with [W]!</b>")
deflate(1)
if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force)
..()
return
proc/hit(var/damage, var/sound_effect = 1)
health = max(0, health - damage)
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(health <= 0)
deflate(1)
proc/deflate(var/violent=0)
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
if(violent)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
src.transfer_fingerprints_to(R)
del(src)
else
//user << "\blue You slowly deflate the inflatable wall."
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
src.transfer_fingerprints_to(R)
del(src)
verb/hand_deflate()
set name = "Deflate"
set category = "Object"
set src in oview(1)
deflate()
/obj/item/inflatable/door/
name = "inflatable door"
desc = "A folded membrane which rapidly expands into a simple door on activation."
icon = 'icons/obj/inflatable.dmi'
icon_state = "folded_door"
attack_self(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
user << "\blue You inflate [src]."
var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
del(src)
/obj/structure/inflatable/door //Based on mineral door code
name = "inflatable door"
density = 1
anchored = 1
opacity = 0
icon = 'icons/obj/inflatable.dmi'
icon_state = "door_closed"
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
//Bumped(atom/user)
// ..()
// if(!state)
// return TryToSwitchState(user)
// return
attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
if(isAI(user)) //so the AI can't open it
return
else if(isrobot(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
attack_paw(mob/user as mob)
return TryToSwitchState(user)
attack_hand(mob/user as mob)
return TryToSwitchState(user)
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group)
return state
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
proc/TryToSwitchState(atom/user)
if(isSwitchingStates) return
if(ismob(user))
var/mob/M = user
if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState()
else
SwitchState()
else if(istype(user, /obj/mecha))
SwitchState()
proc/SwitchState()
if(state)
Close()
else
Open()
update_nearby_tiles()
proc/Open()
isSwitchingStates = 1
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
flick("door_opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
proc/Close()
isSwitchingStates = 1
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
flick("door_closing",src)
sleep(10)
density = 1
opacity = 0
state = 0
update_icon()
isSwitchingStates = 0
update_icon()
if(state)
icon_state = "door_open"
else
icon_state = "door_closed"
deflate(var/violent=0)
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
if(violent)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
src.transfer_fingerprints_to(R)
del(src)
else
//user << "\blue You slowly deflate the inflatable wall."
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
src.transfer_fingerprints_to(R)
del(src)
/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 = 'icons/obj/inflatable.dmi'
icon_state = "folded_wall_torn"
attack_self(mob/user)
user << "\blue 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 = 'icons/obj/inflatable.dmi'
icon_state = "folded_door_torn"
attack_self(mob/user)
user << "\blue The inflatable door is too torn to be inflated!"
add_fingerprint(user)
/obj/item/weapon/storage/briefcase/inflatable
name = "inflatable barrier box"
desc = "Contains inflatable walls and doors."
icon_state = "inf_box"
item_state = "syringe_kit"
max_combined_w_class = 21
New()
..()
new /obj/item/inflatable/door(src)
new /obj/item/inflatable/door(src)
new /obj/item/inflatable/door(src)
new /obj/item/inflatable(src)
new /obj/item/inflatable(src)
new /obj/item/inflatable(src)
new /obj/item/inflatable(src)