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CHOMPStation2/code/game/objects/structures/inflatable.dm
CHOMPStation2StaffMirrorBot f7de0bb70b [MIRROR] Start of TG Click Code Port (#12071)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-12-06 03:18:32 -05:00

272 lines
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/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"
drop_sound = 'sound/items/drop/rubber.ogg'
w_class = ITEMSIZE_NORMAL
var/deploy_path = /obj/structure/inflatable
/obj/item/inflatable/attack_self(mob/user)
inflate(user,user.loc)
/obj/item/inflatable/afterattack(var/atom/A, var/mob/user)
..(A, user)
if(!user)
return
if(!user.Adjacent(A))
to_chat(user, "You can't reach!")
return
if(istype(A, /turf))
inflate(user,A)
/obj/structure/inflatable
name = "inflatable wall"
desc = "An inflated membrane. Do not puncture."
density = TRUE
anchored = TRUE
opacity = 0
can_atmos_pass = ATMOS_PASS_DENSITY
icon = 'icons/obj/inflatable.dmi'
icon_state = "wall"
var/health = 50.0
/obj/structure/inflatable/Initialize(mapload)
. = ..()
update_nearby_tiles(need_rebuild=1)
/obj/structure/inflatable/Destroy()
update_nearby_tiles()
return ..()
/obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
var/proj_damage = Proj.get_structure_damage()
if(!proj_damage) return
health -= proj_damage
..()
if(health <= 0)
puncture()
return
/obj/structure/inflatable/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
puncture()
return
if(3.0)
if(prob(50))
puncture()
return
/obj/structure/inflatable/blob_act()
puncture()
/obj/structure/inflatable/attack_hand(mob/user as mob)
add_fingerprint(user)
return
/obj/structure/inflatable/attackby(obj/item/W as obj, mob/user as mob)
if(!istype(W)) return
if (can_puncture(W))
visible_message(span_danger("[user] pierces [src] with [W]!"))
puncture()
if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force)
..()
return
/obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1)
health = max(0, health - damage)
if(sound_effect)
playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
if(health <= 0)
puncture()
/obj/structure/inflatable/click_ctrl()
hand_deflate()
/obj/item/inflatable/proc/inflate(var/mob/user,var/location)
playsound(location, 'sound/items/zip.ogg', 75, 1)
to_chat(user, span_notice("You inflate [src]."))
var/obj/structure/inflatable/R = new deploy_path(location)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
qdel(src)
/obj/structure/inflatable/proc/deflate()
playsound(src, 'sound/machines/hiss.ogg', 75, 1)
//to_chat(user, span_notice("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)
qdel(src)
/obj/structure/inflatable/proc/puncture()
playsound(src, 'sound/machines/hiss.ogg', 75, 1)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
src.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]!"))
spawn(1) puncture()
else
user.visible_message(span_danger("[user] [attack_verb] at [src]!"))
return 1
/obj/structure/inflatable/take_damage(var/damage)
health -= damage
if(health <= 0)
visible_message(span_danger("The [src] deflates!"))
spawn(1) puncture()
return 1
/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"
deploy_path = /obj/structure/inflatable/door
/obj/structure/inflatable/door //Based on mineral door code
name = "inflatable door"
density = TRUE
anchored = TRUE
opacity = 0
icon = 'icons/obj/inflatable.dmi'
icon_state = "door_closed"
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
/obj/structure/inflatable/door/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)
/obj/structure/inflatable/door/attack_hand(mob/user as mob)
return TryToSwitchState(user)
/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
/obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)
if(isSwitchingStates) return
if(ismob(user))
var/mob/M = user
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()
/obj/structure/inflatable/door/proc/SwitchState()
if(state)
Close()
else
Open()
update_nearby_tiles()
/obj/structure/inflatable/door/proc/Open()
isSwitchingStates = 1
flick("door_opening",src)
sleep(10)
density = FALSE
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
/obj/structure/inflatable/door/proc/Close()
isSwitchingStates = 1
flick("door_closing",src)
sleep(10)
density = TRUE
opacity = 0
state = 0
update_icon()
isSwitchingStates = 0
/obj/structure/inflatable/door/update_icon()
if(state)
icon_state = "door_open"
else
icon_state = "door_closed"
/obj/structure/inflatable/door/deflate()
playsound(src, 'sound/machines/hiss.ogg', 75, 1)
visible_message("[src] slowly deflates.")
spawn(50)
var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
src.transfer_fingerprints_to(R)
qdel(src)
/obj/structure/inflatable/door/puncture()
playsound(src, 'sound/machines/hiss.ogg', 75, 1)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
src.transfer_fingerprints_to(R)
qdel(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"
/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 = 'icons/obj/inflatable.dmi'
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/briefcase/inflatable
name = "inflatable barrier box"
desc = "Contains inflatable walls and doors."
icon_state = "inf_box"
w_class = ITEMSIZE_NORMAL
max_storage_space = ITEMSIZE_COST_NORMAL * 7
can_hold = list(/obj/item/inflatable)
starts_with = list(/obj/item/inflatable/door = 3, /obj/item/inflatable = 4)