Files
Polaris/code/game/objects/structures/inflatable.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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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
attack_self(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
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 = 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/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)) //to stop ghosts from deflating
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"
attack_self(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
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/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(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
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)