//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32 /obj/structure/closet/crate name = "crate" desc = "A rectangular steel crate." icon = 'icons/obj/storage.dmi' icon_state = "crate" icon_opened = "crateopen" icon_closed = "crate" climbable = 1 // mouse_drag_pointer = MOUSE_ACTIVE_POINTER //??? var/rigged = 0 var/tablestatus = 0 pass_flags = PASSTABLE /obj/structure/closet/crate/can_open() if (tablestatus != -1)//Can't be opened while under a table return 1 return 0 /obj/structure/closet/crate/can_close() return 1 /obj/structure/closet/crate/open() if(opened) return 0 if(!can_open()) return 0 if(rigged && locate(/obj/item/device/radio/electropack) in src) if(isliving(usr)) var/mob/living/L = usr var/touchy_hand if(L.hand) touchy_hand = "r_hand" else touchy_hand = "l_hand" if(L.electrocute_act(17, src, ground_zero = touchy_hand)) spark(src, 5, alldirs) if(L.stunned) return 2 playsound(loc, 'sound/machines/click.ogg', 15, 1, -3) for(var/obj/O in src) O.forceMove(get_turf(src)) if(climbable) structure_shaken() for (var/mob/M in src) M.forceMove(get_turf(src)) if (M.stat == CONSCIOUS) M.visible_message(span("danger","\The [M.name] bursts out of the [src]!"), span("danger","You burst out of the [src]!")) else M.visible_message(span("danger","\The [M.name] tumbles out of the [src]!")) icon_state = icon_opened opened = 1 pass_flags = 0 return 1 /obj/structure/closet/crate/close() if(!opened) return 0 if(!can_close()) return 0 playsound(loc, 'sound/machines/click.ogg', 15, 1, -3) var/itemcount = 0 for(var/obj/O in get_turf(src)) if(itemcount >= storage_capacity) break if(O.density || O.anchored || istype(O,/obj/structure/closet)) continue if(istype(O, /obj/structure/bed)) //This is only necessary because of rollerbeds and swivel chairs. var/obj/structure/bed/B = O if(B.buckled_mob) continue O.forceMove(src) itemcount++ icon_state = icon_closed opened = 0 pass_flags = PASSTABLE//Crates can only slide under tables when closed return 1 /obj/structure/closet/crate/attackby(obj/item/weapon/W as obj, mob/user as mob) if(opened) return ..() else if(istype(W, /obj/item/weapon/packageWrap)) return else if(iscoil(W)) var/obj/item/stack/cable_coil/C = W if(rigged) user << "[src] is already rigged!" return if (C.use(1)) user << "You rig [src]." rigged = 1 return else if(istype(W, /obj/item/device/radio/electropack)) if(rigged) user << "You attach [W] to [src]." user.drop_item() W.forceMove(src) return else if(iswirecutter(W)) if(rigged) user << "You cut away the wiring." playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1) rigged = 0 return else return attack_hand(user) /obj/structure/closet/crate/ex_act(severity) switch(severity) if(1) health -= rand(120, 240) if(2) health -= rand(60, 120) if(3) health -= rand(30, 60) if (health <= 0) for (var/atom/movable/A as mob|obj in src) A.forceMove(loc) if (prob(50) && severity > 1)//Higher chance of breaking contents A.ex_act(severity-1) else A.ex_act(severity) qdel(src) /* ========================== Table interactions ========================== */ /obj/structure/closet/crate/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if (istype(mover, /obj/structure/closet/crate))//Handle interaction with other crates var/obj/structure/closet/crate/C = mover if (tablestatus == 1 && C.tablestatus != 1 && !C.opened)//Allow the crate to slide under us if we're ontop of a table return 1 else if (tablestatus == -1 && C.tablestatus == 1)//Allow it to slide over us if we're underneath a table return 1 else//Otherwise, block it. Don't allow two crates on the same level of a tile return 0 if(istype(mover,/obj/item/projectile)) if (tablestatus == 1)//They always block shots on a table return 0 else if (!tablestatus && prob(15))//Usually will not block shots when lying on the floor return 0 else return 1 else if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 return ..() /obj/structure/closet/crate/Move(var/turf/destination, dir) if(..()) if (locate(/obj/structure/table) in destination) if (tablestatus != 1) set_tablestatus(-1)//Slide under the table else set_tablestatus(0) /obj/structure/closet/crate/toggle(var/mob/user) if (!opened && tablestatus == -1) user << span("warning", "You can't open that while it's under the table") return 0 else return ..() /obj/structure/closet/crate/proc/set_tablestatus(var/target) if (tablestatus != target) tablestatus = target spawn(3)//Short spawn prevents things popping up where they shouldnt switch (target) if (1) layer = LAYER_ABOVE_TABLE pixel_y = 8 if (0) layer = initial(layer) pixel_y = 0 if (-1) layer = LAYER_UNDER_TABLE pixel_y = -4 //For putting on tables /obj/structure/closet/crate/MouseDrop(atom/over_object) if (istype(over_object, /obj/structure/table)) put_on_table(over_object, usr) return 1 else return ..() /obj/structure/closet/crate/proc/put_on_table(var/obj/structure/table/table, var/mob/user) if (!table || !user || (tablestatus == -1)) return //User must be in reach of the crate if (!user.Adjacent(src)) user << span("warning", "You need to be closer to the crate!") return //One of us has to be near the table if (!user.Adjacent(table) && !Adjacent(table)) user << span("warning", "Take the crate closer to the table!") return for (var/obj/structure/closet/crate/C in get_turf(table)) if (C.tablestatus != -1) user << span("warning", "There's already a crate on this table!") return //Crates are heavy, hauling them onto tables is hard. //The more stuff thats in it, the longer it takes //Good place to factor in Strength in future var/timeneeded = 20 var/success = 0 if (tablestatus == 1 && Adjacent(table)) //Sliding along a tabletop we're already on. Instant and silent timeneeded = 0 success = 1 else //Add time based on mass of contents for (var/obj/O in contents) timeneeded += 3* O.w_class for (var/mob/M in contents) timeneeded += 3* M.mob_size if (timeneeded > 0) user.visible_message("[user] starts hoisting [src] onto the [table]", "You start hoisting [src] onto the [table]. This will take about [timeneeded*0.1] seconds") user.face_atom(src) if (do_after(user, timeneeded, needhand = 1)) success = 1 if (success == 1) forceMove(get_turf(table)) set_tablestatus(1) /* ===================== Secure Crates ===================== */ /obj/structure/closet/crate/secure desc = "A secure crate." name = "Secure crate" icon_state = "securecrate" icon_opened = "securecrateopen" icon_closed = "securecrate" var/redlight = "securecrater" var/greenlight = "securecrateg" var/sparks = "securecratesparks" var/emag = "securecrateemag" var/broken = 0 var/locked = 1 health = 200 /obj/structure/closet/crate/secure/Initialize() . = ..() if(locked) cut_overlays() add_overlay(redlight) else cut_overlays() add_overlay(greenlight) /obj/structure/closet/crate/secure/can_open() if (..()) return !locked /obj/structure/closet/crate/secure/proc/togglelock(mob/user as mob) if(opened) user << "Close the crate first." return if(broken) user << "The crate appears to be broken." return if(allowed(user)) set_locked(!locked, user) return 1 else user << "Access Denied" /obj/structure/closet/crate/secure/proc/set_locked(var/newlocked, mob/user = null) if(locked == newlocked) return locked = newlocked if(user) for(var/mob/O in viewers(user, 3)) O.show_message( "The crate has been [locked ? null : "un"]locked by [user].", 1) cut_overlays() add_overlay(locked ? redlight : greenlight) /obj/structure/closet/crate/secure/verb/verb_togglelock() set src in oview(1) // One square distance set category = "Object" set name = "Toggle Lock" if(!usr.canmove || usr.stat || usr.restrained()) // Don't use it if you're not able to! Checks for stuns, ghost and restrain return if(ishuman(usr)) add_fingerprint(usr) togglelock(usr) else usr << "This mob type can't use this verb." /obj/structure/closet/crate/secure/attack_hand(mob/user as mob) add_fingerprint(user) if(locked) return togglelock(user) else return toggle(user) /obj/structure/closet/crate/secure/attackby(obj/item/weapon/W as obj, mob/user as mob) if(is_type_in_list(W, list(/obj/item/weapon/packageWrap, /obj/item/stack/cable_coil, /obj/item/device/radio/electropack, /obj/item/weapon/wirecutters))) return ..() if(istype(W, /obj/item/weapon/melee/energy/blade)) emag_act(INFINITY, user) if(!opened) togglelock(user) return return ..() /obj/structure/closet/crate/secure/emag_act(var/remaining_charges, var/mob/user) if(!broken) cut_overlays() add_overlay(emag) add_overlay(sparks) CUT_OVERLAY_IN(sparks, 6) playsound(loc, "sparks", 60, 1) locked = 0 broken = 1 user << "You unlock \the [src]." return 1 /obj/structure/closet/crate/secure/emp_act(severity) for(var/obj/O in src) O.emp_act(severity) if(!broken && !opened && prob(50/severity)) if(!locked) locked = 1 cut_overlays() add_overlay(redlight) else cut_overlays() add_overlay(emag) add_overlay(sparks) CUT_OVERLAY_IN(sparks, 6) playsound(loc, 'sound/effects/sparks4.ogg', 75, 1) locked = 0 if(!opened && prob(20/severity)) if(!locked) open() else req_access = list() req_access += pick(get_all_station_access()) ..() /obj/structure/closet/crate/plastic name = "plastic crate" desc = "A rectangular plastic crate." icon_state = "plasticcrate" icon_opened = "plasticcrateopen" icon_closed = "plasticcrate" /obj/structure/closet/crate/internals name = "internals crate" desc = "A internals crate." icon_state = "o2crate" icon_opened = "o2crateopen" icon_closed = "o2crate" /obj/structure/closet/crate/trashcart name = "trash cart" desc = "A heavy, metal trashcart with wheels." icon_state = "trashcart" icon_opened = "trashcartopen" icon_closed = "trashcart" /*these aren't needed anymore /obj/structure/closet/crate/hat desc = "A crate filled with Valuable Collector's Hats!." name = "Hat Crate" icon_state = "crate" icon_opened = "crateopen" icon_closed = "crate" /obj/structure/closet/crate/contraband name = "Poster crate" desc = "A random assortment of posters manufactured by providers NOT listed under Nanotrasen's whitelist." icon_state = "crate" icon_opened = "crateopen" icon_closed = "crate" */ /obj/structure/closet/crate/medical name = "medical crate" desc = "A medical crate." icon_state = "medicalcrate" icon_opened = "medicalcrateopen" icon_closed = "medicalcrate" /obj/structure/closet/crate/rcd name = "\improper RCD crate" desc = "A crate with rapid construction device." icon_state = "crate" icon_opened = "crateopen" icon_closed = "crate" /obj/structure/closet/crate/rcd/fill() new /obj/item/weapon/rcd_ammo(src) new /obj/item/weapon/rcd_ammo(src) new /obj/item/weapon/rcd_ammo(src) new /obj/item/weapon/rcd(src) /obj/structure/closet/crate/solar name = "solar pack crate" /obj/structure/closet/crate/solar/fill() new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/solar_assembly(src) new /obj/item/weapon/circuitboard/solar_control(src) new /obj/item/weapon/tracker_electronics(src) new /obj/item/weapon/paper/solar(src) /obj/structure/closet/crate/freezer name = "freezer" desc = "A freezer." icon_state = "freezer" icon_opened = "freezeropen" icon_closed = "freezer" var/target_temp = T0C - 40 var/cooling_power = 40 return_air() var/datum/gas_mixture/gas = (..()) if(!gas) return null var/datum/gas_mixture/newgas = new/datum/gas_mixture() newgas.copy_from(gas) if(newgas.temperature <= target_temp) return if((newgas.temperature - cooling_power) > target_temp) newgas.temperature -= cooling_power else newgas.temperature = target_temp return newgas /obj/structure/closet/crate/freezer/rations //For use in the escape shuttle name = "emergency rations" desc = "A crate of emergency rations." /obj/structure/closet/crate/freezer/rations/fill() new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src) new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src) new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src) new /obj/item/weapon/reagent_containers/food/snacks/liquidfood(src) /obj/structure/closet/crate/bin name = "large bin" desc = "A large bin." icon_state = "largebin" icon_opened = "largebinopen" icon_closed = "largebin" /obj/structure/closet/crate/radiation name = "radioactive gear crate" desc = "A crate with a radiation sign on it." icon_state = "radiation" icon_opened = "radiationopen" icon_closed = "radiation" /obj/structure/closet/crate/radiation/fill() new /obj/item/clothing/suit/radiation(src) new /obj/item/clothing/head/radiation(src) new /obj/item/clothing/suit/radiation(src) new /obj/item/clothing/head/radiation(src) new /obj/item/clothing/suit/radiation(src) new /obj/item/clothing/head/radiation(src) new /obj/item/clothing/suit/radiation(src) new /obj/item/clothing/head/radiation(src) /obj/structure/closet/crate/secure/weapon name = "weapons crate" desc = "A secure weapons crate." icon_state = "weaponcrate" icon_opened = "weaponcrateopen" icon_closed = "weaponcrate" /obj/structure/closet/crate/secure/phoron name = "phoron crate" desc = "A secure phoron crate." icon_state = "phoroncrate" icon_opened = "phoroncrateopen" icon_closed = "phoroncrate" /obj/structure/closet/crate/secure/gear name = "gear crate" desc = "A secure gear crate." icon_state = "secgearcrate" icon_opened = "secgearcrateopen" icon_closed = "secgearcrate" /obj/structure/closet/crate/secure/hydrosec name = "secure hydroponics crate" desc = "A crate with a lock on it, painted in the scheme of the station's botanists." icon_state = "hydrosecurecrate" icon_opened = "hydrosecurecrateopen" icon_closed = "hydrosecurecrate" /obj/structure/closet/crate/secure/bin name = "secure bin" desc = "A secure bin." icon_state = "largebins" icon_opened = "largebinsopen" icon_closed = "largebins" redlight = "largebinr" greenlight = "largebing" sparks = "largebinsparks" emag = "largebinemag" /obj/structure/closet/crate/large name = "large crate" desc = "A hefty metal crate." icon = 'icons/obj/storage.dmi' icon_state = "largemetal" icon_opened = "largemetalopen" icon_closed = "largemetal" health = 200 /obj/structure/closet/crate/large/close() . = ..() if (.)//we can hold up to one large item var/found = 0 for(var/obj/structure/S in loc) if(S == src) continue if(!S.anchored) found = 1 S.forceMove(src) break if(!found) for(var/obj/machinery/M in loc) if(!M.anchored) M.forceMove(src) break return /obj/structure/closet/crate/secure/large name = "large crate" desc = "A hefty metal crate with an electronic locking system." icon = 'icons/obj/storage.dmi' icon_state = "largemetal" icon_opened = "largemetalopen" icon_closed = "largemetal" redlight = "largemetalr" greenlight = "largemetalg" health = 400 /obj/structure/closet/crate/secure/large/close() . = ..() if (.)//we can hold up to one large item var/found = 0 for(var/obj/structure/S in loc) if(S == src) continue if(!S.anchored) found = 1 S.forceMove(src) break if(!found) for(var/obj/machinery/M in loc) if(!M.anchored) M.forceMove(src) break return //fluff variant /obj/structure/closet/crate/secure/large/reinforced desc = "A hefty, reinforced metal crate with an electronic locking system." icon_state = "largermetal" icon_opened = "largermetalopen" icon_closed = "largermetal" /obj/structure/closet/crate/hydroponics name = "hydroponics crate" desc = "All you need to destroy those pesky weeds and pests." icon_state = "hydrocrate" icon_opened = "hydrocrateopen" icon_closed = "hydrocrate" /obj/structure/closet/crate/hydroponics/prespawned //This exists so the prespawned hydro crates spawn with their contents. fill() new /obj/item/weapon/reagent_containers/spray/plantbgone(src) new /obj/item/weapon/reagent_containers/spray/plantbgone(src) new /obj/item/weapon/material/minihoe(src) // new /obj/item/weapon/weedspray(src) // new /obj/item/weapon/weedspray(src) // new /obj/item/weapon/pestspray(src) // new /obj/item/weapon/pestspray(src) // new /obj/item/weapon/pestspray(src) //A crate that populates itself with randomly selected loot from randomstock.dm //Can be passed in a rarity value, which is used as a multiplier on the rare/uncommon chance //Quantity of spawns is number of discrete selections from the loot lists, default 10 /obj/structure/closet/crate/loot name = "unusual container" desc = "A mysterious container of unknown origins. What mysteries lie within?" var/rarity = 1 var/quantity = 10 var/list/spawntypes //The crate chooses its icon randomly from a number of noticeable options. //None of these are the standard grey crate sprite, and a few are currently unused ingame //This ensures that people stumbling across a lootbox will notice it's different and investigate var/list/iconchoices = list( "radiation" = "radiationopen", "o2crate" = "o2crateopen", "freezer" = "freezeropen", "weaponcrate" = "weaponcrateopen", "largebins" = "largebinsopen", "phoroncrate" = "phoroncrateopen", "trashcart" = "trashcartopen", "critter" = "critteropen", "largemetal" = "largemetalopen", "medicalcrate" = "medicalcrateopen" ) /obj/structure/closet/crate/loot/Initialize(mapload, var/_rarity = 1, var/_quantity = 10) . = ..() rarity = _rarity quantity = _quantity spawntypes = list( "1" = STOCK_RARE_PROB * rarity, "2" = STOCK_UNCOMMON_PROB * rarity, "3" = (100 - ((STOCK_RARE_PROB * rarity) + (STOCK_UNCOMMON_PROB * rarity))) ) icon_closed = pick(iconchoices) icon_opened = iconchoices[icon_closed] update_icon() while (quantity > 0) quantity -- var/newtype = get_spawntype() spawn_stock(newtype,src) /obj/structure/closet/crate/loot/proc/get_spawntype() var/stocktype = pickweight(spawntypes) switch (stocktype) if ("1") return pickweight(random_stock_rare) if ("2") return pickweight(random_stock_uncommon) if ("3") return pickweight(random_stock_common)