mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 07:57:00 +00:00
272 lines
7.2 KiB
Plaintext
272 lines
7.2 KiB
Plaintext
/obj/item/inflatable
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name = "inflatable wall"
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desc = "A folded membrane which rapidly expands into a large cubical shape on activation."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall"
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drop_sound = 'sound/items/drop/rubber.ogg'
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w_class = ITEMSIZE_NORMAL
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var/deploy_path = /obj/structure/inflatable
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/obj/item/inflatable/attack_self(mob/user)
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inflate(user,user.loc)
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/obj/item/inflatable/afterattack(var/atom/A, var/mob/user)
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..(A, user)
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if(!user)
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return
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if(!user.Adjacent(A))
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to_chat(user, "You can't reach!")
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return
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if(istype(A, /turf))
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inflate(user,A)
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/obj/structure/inflatable
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name = "inflatable wall"
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desc = "An inflated membrane. Do not puncture."
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density = TRUE
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anchored = TRUE
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opacity = 0
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can_atmos_pass = ATMOS_PASS_DENSITY
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "wall"
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var/health = 50.0
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/obj/structure/inflatable/Initialize(mapload)
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. = ..()
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update_nearby_tiles(need_rebuild=1)
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/obj/structure/inflatable/Destroy()
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update_nearby_tiles()
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return ..()
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/obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
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var/proj_damage = Proj.get_structure_damage()
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if(!proj_damage) return
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health -= proj_damage
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..()
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if(health <= 0)
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puncture()
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return
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/obj/structure/inflatable/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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puncture()
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return
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if(3.0)
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if(prob(50))
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puncture()
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return
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/obj/structure/inflatable/blob_act()
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puncture()
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/obj/structure/inflatable/attack_hand(mob/user as mob)
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add_fingerprint(user)
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return
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/obj/structure/inflatable/attackby(obj/item/W as obj, mob/user as mob)
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if(!istype(W)) return
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if (can_puncture(W))
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visible_message(span_danger("[user] pierces [src] with [W]!"))
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puncture()
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if(W.damtype == BRUTE || W.damtype == BURN)
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hit(W.force)
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..()
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return
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/obj/structure/inflatable/proc/hit(var/damage, var/sound_effect = 1)
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health = max(0, health - damage)
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if(sound_effect)
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playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
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if(health <= 0)
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puncture()
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/obj/structure/inflatable/click_ctrl()
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hand_deflate()
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/obj/item/inflatable/proc/inflate(var/mob/user,var/location)
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playsound(location, 'sound/items/zip.ogg', 75, 1)
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to_chat(user, span_notice("You inflate [src]."))
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var/obj/structure/inflatable/R = new deploy_path(location)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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qdel(src)
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/obj/structure/inflatable/proc/deflate()
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playsound(src, 'sound/machines/hiss.ogg', 75, 1)
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//to_chat(user, span_notice("You slowly deflate the inflatable wall."))
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visible_message("[src] slowly deflates.")
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spawn(50)
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var/obj/item/inflatable/R = new /obj/item/inflatable(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/structure/inflatable/proc/puncture()
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playsound(src, 'sound/machines/hiss.ogg', 75, 1)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/torn/R = new /obj/item/inflatable/torn(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/structure/inflatable/verb/hand_deflate()
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set name = "Deflate"
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set category = "Object"
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set src in oview(1)
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if(isobserver(usr) || usr.restrained() || !usr.Adjacent(src))
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return
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verbs -= /obj/structure/inflatable/verb/hand_deflate
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deflate()
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/obj/structure/inflatable/attack_generic(var/mob/user, var/damage, var/attack_verb)
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health -= damage
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user.do_attack_animation(src)
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if(health <= 0)
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user.visible_message(span_danger("[user] [attack_verb] open the [src]!"))
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spawn(1) puncture()
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else
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user.visible_message(span_danger("[user] [attack_verb] at [src]!"))
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return 1
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/obj/structure/inflatable/take_damage(var/damage)
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health -= damage
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if(health <= 0)
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visible_message(span_danger("The [src] deflates!"))
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spawn(1) puncture()
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return 1
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/obj/item/inflatable/door/
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name = "inflatable door"
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desc = "A folded membrane which rapidly expands into a simple door on activation."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door"
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deploy_path = /obj/structure/inflatable/door
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/obj/structure/inflatable/door //Based on mineral door code
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name = "inflatable door"
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density = TRUE
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anchored = TRUE
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opacity = 0
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "door_closed"
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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/obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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else if(isrobot(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return TryToSwitchState(user)
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/obj/structure/inflatable/door/attack_hand(mob/user as mob)
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return TryToSwitchState(user)
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/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target)
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if(istype(mover, /obj/effect/beam))
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return !opacity
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return !density
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/obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)
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if(isSwitchingStates) return
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if(ismob(user))
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var/mob/M = user
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if(M.client)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!C.handcuffed)
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SwitchState()
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else
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SwitchState()
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else if(istype(user, /obj/mecha))
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SwitchState()
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/obj/structure/inflatable/door/proc/SwitchState()
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if(state)
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Close()
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else
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Open()
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update_nearby_tiles()
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/obj/structure/inflatable/door/proc/Open()
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isSwitchingStates = 1
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flick("door_opening",src)
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sleep(10)
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density = FALSE
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opacity = 0
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state = 1
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update_icon()
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isSwitchingStates = 0
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/obj/structure/inflatable/door/proc/Close()
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isSwitchingStates = 1
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flick("door_closing",src)
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sleep(10)
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density = TRUE
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opacity = 0
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state = 0
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update_icon()
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isSwitchingStates = 0
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/obj/structure/inflatable/door/update_icon()
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if(state)
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icon_state = "door_open"
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else
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icon_state = "door_closed"
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/obj/structure/inflatable/door/deflate()
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playsound(src, 'sound/machines/hiss.ogg', 75, 1)
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visible_message("[src] slowly deflates.")
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spawn(50)
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var/obj/item/inflatable/door/R = new /obj/item/inflatable/door(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/structure/inflatable/door/puncture()
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playsound(src, 'sound/machines/hiss.ogg', 75, 1)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/door/torn/R = new /obj/item/inflatable/door/torn(loc)
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src.transfer_fingerprints_to(R)
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qdel(src)
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/obj/item/inflatable/torn
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name = "torn inflatable wall"
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desc = "A folded membrane which rapidly expands into a large cubical shape on activation. It is too torn to be usable."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall_torn"
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/obj/item/inflatable/torn/attack_self(mob/user)
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to_chat(user, span_notice("The inflatable wall is too torn to be inflated!"))
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add_fingerprint(user)
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/obj/item/inflatable/door/torn
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name = "torn inflatable door"
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desc = "A folded membrane which rapidly expands into a simple door on activation. It is too torn to be usable."
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door_torn"
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/obj/item/inflatable/door/torn/attack_self(mob/user)
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to_chat(user, span_notice("The inflatable door is too torn to be inflated!"))
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add_fingerprint(user)
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/obj/item/storage/briefcase/inflatable
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name = "inflatable barrier box"
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desc = "Contains inflatable walls and doors."
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icon_state = "inf_box"
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w_class = ITEMSIZE_NORMAL
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max_storage_space = ITEMSIZE_COST_NORMAL * 7
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can_hold = list(/obj/item/inflatable)
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starts_with = list(/obj/item/inflatable/door = 3, /obj/item/inflatable = 4)
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