mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-31 20:53:34 +00:00
252 lines
6.6 KiB
Plaintext
252 lines
6.6 KiB
Plaintext
// MARK: Wall
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/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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var/structure_type = /obj/structure/inflatable
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var/torn = FALSE
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new_attack_chain = TRUE
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/obj/item/inflatable/examine(mob/user)
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. = ..()
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if(!torn)
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. += "<span class='notice'><b>Use this item in hand</b> to create an inflatable wall.</span>"
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else
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. += "<span class='warning'>[src] is torn and cannot hold air anymore. It's completely useless now.</span>"
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/obj/item/inflatable/activate_self(mob/user)
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if(..())
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return
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if(torn)
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add_fingerprint(user)
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to_chat(user, "<span class='warning'>[src] cannot be inflated anymore!</span>")
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return ITEM_INTERACT_COMPLETE
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if(locate(/obj/structure/inflatable) in get_turf(user))
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to_chat(user, "<span class='warning'>There's already an inflatable structure here!</span>")
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return ITEM_INTERACT_COMPLETE
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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to_chat(user, "<span class='notice'>You inflate [src].</span>")
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var/obj/structure/inflatable/R = new structure_type(user.loc)
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src.transfer_fingerprints_to(R)
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R.add_fingerprint(user)
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if(!isrobot(loc))
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qdel(src)
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return ITEM_INTERACT_COMPLETE
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/obj/item/inflatable/torn
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name = "torn inflatable wall"
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icon_state = "folded_wall_torn"
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torn = TRUE
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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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max_integrity = 50
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "wall"
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var/torn = /obj/item/inflatable/torn
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var/intact = /obj/item/inflatable
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/obj/structure/inflatable/examine(mob/user)
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. = ..()
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. += "<span class='notice'><b>Alt-Click</b> to deflate [src].</span>"
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/obj/structure/inflatable/Initialize(mapload, location)
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. = ..()
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recalculate_atmos_connectivity()
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/obj/structure/inflatable/Destroy()
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var/turf/T = get_turf(src)
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. = ..()
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T.recalculate_atmos_connectivity()
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/obj/structure/inflatable/CanPass(atom/movable/mover, border_dir)
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return
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/obj/structure/inflatable/CanAtmosPass(direction)
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return !density
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/obj/structure/inflatable/attack_hand(mob/user)
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add_fingerprint(user)
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/obj/structure/inflatable/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(!used.sharp && !is_type_in_typecache(used, GLOB.pointed_types))
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return ..()
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user.do_attack_animation(src, used_item = used)
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deconstruct(FALSE)
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return ITEM_INTERACT_COMPLETE
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/obj/structure/inflatable/AltClick()
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if(usr.stat || usr.restrained())
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return
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if(!Adjacent(usr))
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return
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deconstruct(TRUE)
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/obj/structure/inflatable/deconstruct(disassembled = TRUE)
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playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
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if(!disassembled)
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visible_message("[src] rapidly deflates!")
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var/obj/item/inflatable/torn/R = new torn(loc)
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transfer_fingerprints_to(R)
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qdel(src)
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else
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visible_message("[src] slowly deflates.")
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addtimer(CALLBACK(src, PROC_REF(deflate)), 5 SECONDS)
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/obj/structure/inflatable/proc/deflate()
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var/obj/item/inflatable/R = new intact(loc)
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transfer_fingerprints_to(R)
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qdel(src)
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// MARK: Door
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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 airtight door on activation."
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icon_state = "folded_door"
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structure_type = /obj/structure/inflatable/door
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/obj/item/inflatable/door/torn
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name = "torn inflatable door"
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icon_state = "folded_door_torn"
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torn = TRUE
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/// Based on mineral door code
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/obj/structure/inflatable/door
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name = "inflatable door"
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icon_state = "door_closed"
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torn = /obj/item/inflatable/door/torn
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intact = /obj/item/inflatable/door
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var/state_open = FALSE
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var/is_operating = FALSE
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/obj/structure/inflatable/door/attack_ai(mob/user as mob)
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if(is_ai(user)) // The AI can't open it.
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return
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if(isrobot(user) && Adjacent(user)) // Cyborgs can, but not remotely.
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return try_to_operate(user)
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/obj/structure/inflatable/door/attack_ghost(mob/user)
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if(user.can_advanced_admin_interact())
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operate()
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/obj/structure/inflatable/door/attack_hand(mob/user as mob)
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return try_to_operate(user)
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/obj/structure/inflatable/door/CanPass(atom/movable/mover, border_dir)
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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/CanAtmosPass(direction)
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return !density
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/obj/structure/inflatable/door/proc/try_to_operate(atom/user)
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if(is_operating)
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return
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if(ismecha(user))
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operate()
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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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operate()
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return
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if(!iscarbon(M))
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operate()
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return
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var/mob/living/carbon/C = M
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if(!C.handcuffed)
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operate()
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/obj/structure/inflatable/door/proc/operate()
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is_operating = TRUE
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//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
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if(!state_open)
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flick("door_opening",src)
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else
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flick("door_closing",src)
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sleep(10)
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density = !density
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state_open = !state_open
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update_icon(UPDATE_ICON_STATE)
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is_operating = FALSE
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recalculate_atmos_connectivity()
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/obj/structure/inflatable/door/update_icon_state()
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if(state_open)
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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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// MARK: Robot Module
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/obj/item/inflatable/cyborg
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var/power_cost = 400
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/// How long it takes to inflate.
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var/delay = 1 SECONDS
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/obj/item/inflatable/cyborg/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_state = "folded_door"
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power_cost = 600
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structure_type = /obj/structure/inflatable/door
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/obj/item/inflatable/cyborg/examine(mob/user)
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. = ..()
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. += "<span class='notice'>As a synthetic, you will synthesise these directly from your cell's energy reserves.</span>"
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/obj/item/inflatable/cyborg/activate_self(mob/user)
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if(!do_after(user, delay, FALSE, user))
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return ITEM_INTERACT_COMPLETE
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if(!useResource(user))
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return ITEM_INTERACT_COMPLETE
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return ..()
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/obj/item/inflatable/cyborg/proc/useResource(mob/user)
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if(!isrobot(user))
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return FALSE
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var/mob/living/silicon/robot/R = user
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if(R.cell.charge < power_cost)
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to_chat(user, "<span class='warning'>Not enough power!</span>")
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return FALSE
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return R.cell.use(power_cost)
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// MARK: Briefcase
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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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inhand_icon_state = "syringe_kit"
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w_class = WEIGHT_CLASS_NORMAL
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can_hold = list(/obj/item/inflatable)
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/obj/item/storage/briefcase/inflatable/populate_contents()
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable/door(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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new /obj/item/inflatable(src)
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