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CHOMPStation2/code/game/objects/structures/inflatable.dm
Nerezza d522f6d931 Inflatable QoL tweaks
Features:
- Ctrl-click can deflate inflatables now.
- Using inflatables on adjacent tiles deploys them to that tile. Currently this doesn't care about objects in the way, ie computers or welding tanks, but it does respect glass and imo it works fine this way.

Bugfix:
- Bumping an inflatable door no longer freezes it closed for a few moments.
2016-11-22 01:13:29 -06:00

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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"
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 = 1
anchored = 1
opacity = 0
icon = 'icons/obj/inflatable.dmi'
icon_state = "wall"
var/health = 50.0
/obj/structure/inflatable/New(location)
..()
update_nearby_tiles(need_rebuild=1)
/obj/structure/inflatable/Destroy()
update_nearby_tiles()
..()
/obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return 0
/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)
deflate(1)
return
/obj/structure/inflatable/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
deflate(1)
return
if(3.0)
if(prob(50))
deflate(1)
return
/obj/structure/inflatable/attack_hand(mob/user as mob)
add_fingerprint(user)
return
/obj/structure/inflatable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!istype(W)) return
if (can_puncture(W))
visible_message("<span class='danger'>[user] pierces [src] with [W]!</span>")
deflate(1)
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(loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(health <= 0)
deflate(1)
/obj/structure/inflatable/CtrlClick()
hand_deflate()
/obj/item/inflatable/proc/inflate(var/mob/user,var/location)
playsound(location, 'sound/items/zip.ogg', 75, 1)
to_chat(user,"<span class='notice'>You inflate [src].</span>")
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(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)
qdel(src)
else
//user << "<span class='notice'>You slowly deflate the inflatable wall.</span>"
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/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 class='danger'>[user] [attack_verb] open the [src]!</span>")
spawn(1) deflate(1)
else
user.visible_message("<span class='danger'>[user] [attack_verb] at [src]!</span>")
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 = 1
anchored = 1
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, height=0, air_group=0)
if(air_group)
return state
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 = 0
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
/obj/structure/inflatable/door/proc/Close()
isSwitchingStates = 1
flick("door_closing",src)
sleep(10)
density = 1
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(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)
qdel(src)
else
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/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 << "<span class='notice'>The inflatable wall is too torn to be inflated!</span>"
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 << "<span class='notice'>The inflatable door is too torn to be inflated!</span>"
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"
w_class = ITEMSIZE_NORMAL
max_storage_space = ITEMSIZE_COST_NORMAL * 7
can_hold = list(/obj/item/inflatable)
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)