Files
Paradise/code/game/objects/structures/inflatable.dm
warriorstar-orion 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00

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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 = WEIGHT_CLASS_NORMAL
/obj/item/inflatable/examine(mob/user)
. = ..()
. += "<span class='notice'><b>Use this item in hand</b> to create an inflatable wall.</span>"
/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)
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
qdel(src)
/obj/structure/inflatable
name = "inflatable wall"
desc = "An inflated membrane. Do not puncture."
density = TRUE
anchored = TRUE
opacity = FALSE
max_integrity = 50
icon = 'icons/obj/inflatable.dmi'
icon_state = "wall"
var/torn = /obj/item/inflatable/torn
var/intact = /obj/item/inflatable
/obj/structure/inflatable/examine(mob/user)
. = ..()
. += "<span class='notice'><b>Alt-Click</b> to deflate [src].</span>"
/obj/structure/inflatable/Initialize(mapload, location)
. = ..()
recalculate_atmos_connectivity()
/obj/structure/inflatable/Destroy()
var/turf/T = get_turf(src)
. = ..()
T.recalculate_atmos_connectivity()
/obj/structure/inflatable/CanPass(atom/movable/mover, turf/target)
return
/obj/structure/inflatable/CanAtmosPass(direction)
return !density
/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/AltClick()
if(usr.stat || usr.restrained())
return
if(!Adjacent(usr))
return
deconstruct(TRUE)
/obj/structure/inflatable/deconstruct(disassembled = TRUE)
playsound(loc, 'sound/machines/hiss.ogg', 75, 1)
if(!disassembled)
visible_message("[src] rapidly deflates!")
var/obj/item/inflatable/torn/R = new torn(loc)
transfer_fingerprints_to(R)
qdel(src)
else
visible_message("[src] slowly deflates.")
addtimer(CALLBACK(src, PROC_REF(deflate)), 5 SECONDS)
/obj/structure/inflatable/proc/deflate()
var/obj/item/inflatable/R = new intact(loc)
transfer_fingerprints_to(R)
qdel(src)
/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"
/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)
/// Based on mineral door code
/obj/structure/inflatable/door
name = "inflatable door"
icon_state = "door_closed"
torn = /obj/item/inflatable/door/torn
intact = /obj/item/inflatable/door
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(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 try_to_operate(user)
/obj/structure/inflatable/door/attack_hand(mob/user as mob)
return try_to_operate(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/CanAtmosPass(direction)
return !density
/obj/structure/inflatable/door/proc/try_to_operate(atom/user)
if(is_operating)
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()
/obj/structure/inflatable/door/proc/operate()
is_operating = TRUE
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
if(!state_open)
flick("door_opening",src)
else
flick("door_closing",src)
sleep(10)
density = !density
state_open = !state_open
update_icon(UPDATE_ICON_STATE)
is_operating = FALSE
recalculate_atmos_connectivity()
/obj/structure/inflatable/door/update_icon_state()
if(state_open)
icon_state = "door_open"
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 = 'icons/obj/inflatable.dmi'
icon_state = "folded_wall_torn"
/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/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__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/storage/briefcase/inflatable
name = "inflatable barrier box"
desc = "Contains inflatable walls and doors."
icon_state = "inf_box"
item_state = "syringe_kit"
w_class = WEIGHT_CLASS_NORMAL
can_hold = list(/obj/item/inflatable)
/obj/item/storage/briefcase/inflatable/populate_contents()
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)