Migrates obj/item/inflatable and obj/structure/inflatable to the new attack chain. (#30253)

* creation

* Update inflatable.dm
This commit is contained in:
CRUNCH
2025-08-28 15:56:29 +01:00
committed by GitHub
parent 082f8d3d86
commit 8ea1c3b08e
3 changed files with 107 additions and 90 deletions
+107 -47
View File
@@ -1,20 +1,47 @@
// MARK: Wall
/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"
var/structure_type = /obj/structure/inflatable
var/torn = FALSE
new_attack_chain = TRUE
/obj/item/inflatable/examine(mob/user)
. = ..()
. += "<span class='notice'><b>Use this item in hand</b> to create an inflatable wall.</span>"
if(!torn)
. += "<span class='notice'><b>Use this item in hand</b> to create an inflatable wall.</span>"
else
. += "<span class='warning'>[src] is torn and cannot hold air anymore. It's completely useless now.</span>"
/obj/item/inflatable/activate_self(mob/user)
if(..())
return
if(torn)
add_fingerprint(user)
to_chat(user, "<span class='warning'>[src] cannot be inflated anymore!</span>")
return ITEM_INTERACT_COMPLETE
if(locate(/obj/structure/inflatable) in get_turf(user))
to_chat(user, "<span class='warning'>There's already an inflatable structure here!</span>")
return ITEM_INTERACT_COMPLETE
/obj/item/inflatable/attack_self__legacy__attackchain(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
to_chat(user, "<span class='notice'>You inflate [src].</span>")
var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
var/obj/structure/inflatable/R = new structure_type(user.loc)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
qdel(src)
if(!isrobot(loc))
qdel(src)
return ITEM_INTERACT_COMPLETE
/obj/item/inflatable/torn
name = "torn inflatable wall"
icon_state = "folded_wall_torn"
torn = TRUE
/obj/structure/inflatable
name = "inflatable wall"
@@ -26,6 +53,7 @@
icon_state = "wall"
var/torn = /obj/item/inflatable/torn
var/intact = /obj/item/inflatable
new_attack_chain = TRUE
/obj/structure/inflatable/examine(mob/user)
. = ..()
@@ -49,18 +77,21 @@
/obj/structure/inflatable/attack_hand(mob/user)
add_fingerprint(user)
/obj/structure/inflatable/attackby__legacy__attackchain(obj/item/I, mob/living/user, params)
if(I.sharp || is_type_in_typecache(I, GLOB.pointed_types))
user.do_attack_animation(src, used_item = I)
deconstruct(FALSE)
return FALSE
return ..()
/obj/structure/inflatable/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(!used.sharp && !is_type_in_typecache(used, GLOB.pointed_types))
return ..()
user.do_attack_animation(src, used_item = used)
deconstruct(FALSE)
return ITEM_INTERACT_COMPLETE
/obj/structure/inflatable/AltClick()
if(usr.stat || usr.restrained())
return
if(!Adjacent(usr))
return
deconstruct(TRUE)
/obj/structure/inflatable/deconstruct(disassembled = TRUE)
@@ -79,19 +110,17 @@
transfer_fingerprints_to(R)
qdel(src)
// MARK: Door
/obj/item/inflatable/door
name = "inflatable door"
desc = "A folded membrane which rapidly expands into a simple door on activation."
desc = "A folded membrane which rapidly expands into a simple airtight door on activation."
icon_state = "folded_door"
structure_type = /obj/structure/inflatable/door
/obj/item/inflatable/door/attack_self__legacy__attackchain(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
to_chat(user, "<span class='notice'>You inflate [src].</span>")
var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
qdel(src)
/obj/item/inflatable/door/torn
name = "torn inflatable door"
icon_state = "folded_door_torn"
torn = TRUE
/// Based on mineral door code
/obj/structure/inflatable/door
@@ -103,12 +132,16 @@
var/state_open = FALSE
var/is_operating = FALSE
/obj/structure/inflatable/door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
if(is_ai(user)) //so the AI can't open it
/obj/structure/inflatable/door/attack_ai(mob/user as mob)
if(is_ai(user)) // The AI can't open it.
return
else if(isrobot(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return try_to_operate(user)
if(isrobot(user) && Adjacent(user)) // Cyborgs can, but not remotely.
return try_to_operate(user)
/obj/structure/inflatable/door/attack_ghost(mob/user)
if(user.can_advanced_admin_interact())
operate()
/obj/structure/inflatable/door/attack_hand(mob/user as mob)
return try_to_operate(user)
@@ -124,17 +157,24 @@
/obj/structure/inflatable/door/proc/try_to_operate(atom/user)
if(is_operating)
return
if(ismecha(user))
operate()
return
if(ismob(user))
var/mob/M = user
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
operate()
else
operate()
else if(ismecha(user))
operate()
if(!M.client)
operate()
return
if(!iscarbon(M))
operate()
return
var/mob/living/carbon/C = M
if(!C.handcuffed)
operate()
/obj/structure/inflatable/door/proc/operate()
is_operating = TRUE
@@ -156,24 +196,44 @@
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"
// MARK: Robot Module
/obj/item/inflatable/cyborg
var/power_cost = 400
/// How long it takes to inflate.
var/delay = 1 SECONDS
/obj/item/inflatable/torn/attack_self__legacy__attackchain(mob/user)
to_chat(user, "<span class='warning'>The inflatable wall is too torn to be inflated!</span>")
add_fingerprint(user)
/obj/item/inflatable/cyborg/door
name = "inflatable door"
desc = "A folded membrane which rapidly expands into a simple door on activation."
icon_state = "folded_door"
power_cost = 600
structure_type = /obj/structure/inflatable/door
/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/cyborg/examine(mob/user)
. = ..()
. += "<span class='notice'>As a synthetic, you will synthesise these directly from your cell's energy reserves.</span>"
/obj/item/inflatable/door/torn/attack_self__legacy__attackchain(mob/user)
to_chat(user, "<span class='warning'>The inflatable door is too torn to be inflated!</span>")
add_fingerprint(user)
/obj/item/inflatable/cyborg/activate_self(mob/user)
if(!do_after(user, delay, FALSE, user))
return ITEM_INTERACT_COMPLETE
if(!useResource(user))
return ITEM_INTERACT_COMPLETE
return ..()
/obj/item/inflatable/cyborg/proc/useResource(mob/user)
if(!isrobot(user))
return FALSE
var/mob/living/silicon/robot/R = user
if(R.cell.charge < power_cost)
to_chat(user, "<span class='warning'>Not enough power!</span>")
return FALSE
return R.cell.use(power_cost)
// MARK: Briefcase
/obj/item/storage/briefcase/inflatable
name = "inflatable barrier box"
desc = "Contains inflatable walls and doors."