/obj/structure/closet name = "closet" desc = "It's a basic storage unit." icon = 'icons/obj/closet.dmi' icon_state = "closed" density = 1 w_class = ITEMSIZE_HUGE layer = OBJ_LAYER - 0.01 build_amt = 2 var/icon_closed = "closed" var/icon_opened = "open" var/welded_overlay_state = "welded" var/opened = 0 var/welded = 0 var/wall_mounted = 0 //never solid (You can always pass over it) var/health = 100 var/breakout = 0 //if someone is currently breaking out. mutex var/storage_capacity = 40 //Tying this to mob sizes was dumb //This is so that someone can't pack hundreds of items in a locker/crate //then open it in a populated area to crash clients. var/open_sound = 'sound/effects/closet_open.ogg' var/close_sound = 'sound/effects/closet_close.ogg' var/store_misc = 1 var/store_items = 1 var/store_mobs = 1 var/const/default_mob_size = 15 var/obj/item/closet_teleporter/linked_teleporter slowdown = 5 /obj/structure/closet/LateInitialize() if (opened) // if closed, any item at the crate's loc is put in the contents return var/obj/I for(I in loc) if (!istype(I, /obj/item) && !istype(I, /obj/random)) continue if (I.density || I.anchored || I == src) continue I.forceMove(src) // adjust locker size to hold all items with 5 units of free store room var/content_size = 0 for(I in contents) content_size += Ceiling(I.w_class/2) if(content_size > storage_capacity-5) storage_capacity = content_size + 5 /obj/structure/closet/Initialize(mapload) ..() fill() return mapload ? INITIALIZE_HINT_LATELOAD : INITIALIZE_HINT_NORMAL // Fill lockers with this. /obj/structure/closet/proc/fill() /obj/structure/closet/proc/content_info(mob/user, content_size) if(!content_size) to_chat(user, "\The [src] is empty.") else if(storage_capacity > content_size*4) to_chat(user, "\The [src] is barely filled.") else if(storage_capacity > content_size*2) to_chat(user, "\The [src] is less than half full.") else if(storage_capacity > content_size) to_chat(user, "\The [src] still has some free space.") else to_chat(user, "\The [src] is full.") /obj/structure/closet/examine(mob/user) if(..(user, 1) && !opened) var/content_size = 0 for(var/obj/item/I in contents) if(!I.anchored) content_size += Ceiling(I.w_class/2) content_info(user, content_size) if(linked_teleporter && Adjacent(user) && opened) to_chat(user, FONT_SMALL(SPAN_NOTICE("There appears to be a device attached to the interior backplate of \the [src]..."))) /obj/structure/closet/proc/stored_weight() var/content_size = 0 for(var/obj/item/I in contents) if(!I.anchored) content_size += Ceiling(I.w_class/2) return content_size /obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0 || wall_mounted)) return 1 if(istype(mover) && mover.checkpass(PASSTRACE)) return 1 return (!density) /obj/structure/closet/proc/can_open() if(welded) return 0 return 1 /obj/structure/closet/proc/can_close() for(var/obj/structure/closet/closet in get_turf(src)) if(closet != src) return 0 return 1 /obj/structure/closet/proc/dump_contents() //Cham Projector Exception for(var/obj/effect/dummy/chameleon/AD in src) AD.forceMove(loc) for(var/obj/I in src) if(linked_teleporter && I == linked_teleporter) continue I.forceMove(loc) for(var/mob/M in src) M.forceMove(loc) if(M.client) M.client.eye = M.client.mob M.client.perspective = MOB_PERSPECTIVE /obj/structure/closet/proc/open() if(opened) return 0 if(!can_open()) return 0 dump_contents() icon_state = icon_opened opened = 1 playsound(loc, open_sound, 25, 0, -3) density = 0 return 1 /obj/structure/closet/proc/close() if(!opened) return 0 if(!can_close()) return 0 var/stored_units = 0 if(store_misc) stored_units += store_misc(stored_units) if(store_items) stored_units += store_items(stored_units) if(store_mobs) stored_units += store_mobs(stored_units) icon_state = icon_closed opened = 0 if(linked_teleporter) if(linked_teleporter.last_use + 600 > world.time) return for(var/mob/M in contents) linked_teleporter.do_teleport(M) linked_teleporter.last_use = world.time playsound(get_turf(src), close_sound, 25, 0, -3) density = TRUE return TRUE //Cham Projector Exception /obj/structure/closet/proc/store_misc(var/stored_units) var/added_units = 0 for(var/obj/effect/dummy/chameleon/AD in loc) if((stored_units + added_units) > storage_capacity) break AD.forceMove(src) added_units++ return added_units /obj/structure/closet/proc/store_items(var/stored_units) var/added_units = 0 for(var/obj/item/I in loc) var/item_size = Ceiling(I.w_class / 2) if(stored_units + added_units + item_size > storage_capacity) continue if(!I.anchored) I.forceMove(src) added_units += item_size return added_units /obj/structure/closet/proc/store_mobs(var/stored_units) var/added_units = 0 for(var/mob/living/M in loc) if(M.buckled || M.pinned.len) continue if(stored_units + added_units + M.mob_size > storage_capacity) break if(M.client) M.client.perspective = EYE_PERSPECTIVE M.client.eye = src M.forceMove(src) added_units += M.mob_size return added_units /obj/structure/closet/proc/toggle(mob/user as mob) if(!(opened ? close() : open())) to_chat(user, "It won't budge!") return update_icon() return 1 /obj/structure/closet/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.ex_act(severity + 1) dump_contents() new /obj/item/stack/material/steel(get_turf(src)) qdel(src) /obj/structure/closet/proc/damage(var/damage) health -= damage if(health <= 0) dump_contents() new /obj/item/stack/material/steel(get_turf(src)) qdel(src) /obj/structure/closet/bullet_act(var/obj/item/projectile/Proj) var/proj_damage = Proj.get_structure_damage() if(!proj_damage) return if(Proj.penetrating || istype(Proj, /obj/item/projectile/bullet)) var/distance = get_dist(Proj.starting, get_turf(loc)) for(var/mob/living/L in contents) Proj.attack_mob(L, distance) ..() damage(proj_damage) /obj/structure/closet/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/closet_teleporter)) if(linked_teleporter) to_chat(user, SPAN_WARNING("\The [src] already has a linked teleporter!")) return var/obj/item/closet_teleporter/CT = W user.visible_message(SPAN_NOTICE("\The [user] starts attaching \the [CT] to \the [src]..."), SPAN_NOTICE("You begin attaching \the [CT] to \the [src]..."), range = 3) if(do_after(user, 30, TRUE, src)) user.visible_message(SPAN_NOTICE("\The [user] attaches \the [CT] to \the [src]."), SPAN_NOTICE("You attach \the [CT] to \the [src]."), range = 3) linked_teleporter = CT CT.attached_closet = src user.drop_from_inventory(CT, src) return if(W.isscrewdriver()) if(!linked_teleporter) to_chat(user, SPAN_WARNING("There is nothing to remove with a screwdriver here.")) return user.visible_message(SPAN_NOTICE("\The [user] starts detaching \the [linked_teleporter] from \the [src]..."), SPAN_NOTICE("You begin detaching \the [linked_teleporter] from \the [src]..."), range = 3) if(do_after(user, 30, TRUE, src)) user.visible_message(SPAN_NOTICE("\The [user] detaches \the [linked_teleporter] from \the [src]."), SPAN_NOTICE("You detach \the [linked_teleporter] from \the [src]."), range = 3) linked_teleporter.attached_closet = null user.put_in_hands(linked_teleporter) linked_teleporter = null return if(opened) if(istype(W, /obj/item/grab)) var/obj/item/grab/G = W MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet return 0 if(W.iswelder()) var/obj/item/weldingtool/WT = W if(WT.isOn()) user.visible_message( "[user] begins cutting [src] apart.", "You begin cutting [src] apart.", "You hear a welding torch on metal." ) playsound(loc, 'sound/items/welder_pry.ogg', 50, 1) if (!do_after(user, 2 SECONDS, act_target = src, extra_checks = CALLBACK(src, .proc/is_open))) return if(!WT.remove_fuel(0,user)) to_chat(user, "You need more welding fuel to complete this task.") return else user.visible_message( "[src] has been cut apart by [user] with [WT].", "You cut apart [src] with [WT]." ) if(linked_teleporter) linked_teleporter.forceMove(get_turf(src)) linked_teleporter = null dismantle() return if(istype(W, /obj/item/storage/laundry_basket) && W.contents.len) var/obj/item/storage/laundry_basket/LB = W var/turf/T = get_turf(src) for(var/obj/item/I in LB.contents) LB.remove_from_storage(I, T) user.visible_message( "[user] empties \the [LB] into \the [src].", "You empty \the [LB] into \the [src].", "You hear rustling of clothes." ) return if(!dropsafety(W)) return if(W) user.drop_from_inventory(W,loc) else user.drop_item() else if(istype(W, /obj/item/stack/packageWrap)) return else if(W.iswelder()) var/obj/item/weldingtool/WT = W if(WT.isOn()) user.visible_message( "[user] begins welding [src] [welded ? "open" : "shut"].", "You begin welding [src] [welded ? "open" : "shut"].", "You hear a welding torch on metal." ) playsound(loc, 'sound/items/welder_pry.ogg', 50, 1) if (!do_after(user, 2/W.toolspeed SECONDS, act_target = src, extra_checks = CALLBACK(src, .proc/is_closed))) return if(!WT.remove_fuel(0,user)) to_chat(user, "You need more welding fuel to complete this task.") return welded = !welded update_icon() user.visible_message( "[src] has been [welded ? "welded shut" : "unwelded"] by [user].", "You weld [src] [!welded ? "open" : "shut"]." ) else attack_hand(user) else attack_hand(user) return // helper procs for callbacks /obj/structure/closet/proc/is_closed() . = !opened /obj/structure/closet/proc/is_open() . = opened /obj/structure/closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob) if(istype(O, /obj/screen)) //fix for HUD elements making their way into the world -Pete return if(O.loc == user) return if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis) return if((!( istype(O, /atom/movable) ) || O.anchored || !Adjacent(user) || !Adjacent(O) || !user.Adjacent(O) || user.contents.Find(src))) return if(!isturf(user.loc)) // are you in a container/closet/pod/etc? return if(!opened) return if(istype(O, /obj/structure/closet)) return step_towards(O, loc) if(user != O) user.show_viewers("[user] stuffs [O] into [src]!") add_fingerprint(user) return /obj/structure/closet/attack_ai(mob/user) if(istype(user, /mob/living/silicon/robot) && Adjacent(user)) // Robots can open/close it, but not the AI. attack_hand(user) /obj/structure/closet/relaymove(mob/user as mob) if(user.stat || !isturf(loc)) return if(!open()) to_chat(user, "It won't budge!") /obj/structure/closet/attack_hand(mob/user as mob) add_fingerprint(user) return toggle(user) /obj/structure/closet/verb/verb_toggleopen() set src in oview(1) set category = "Object" set name = "Toggle Open" if(!usr.canmove || usr.stat || usr.restrained()) return if(ishuman(usr)) add_fingerprint(usr) toggle(usr) else to_chat(usr, "This mob type can't use this verb.") /obj/structure/closet/update_icon()//Putting the welded stuff in update_icon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot) cut_overlays() if(!opened) icon_state = icon_closed if(welded) add_overlay(welded_overlay_state) else icon_state = icon_opened /obj/structure/closet/hear_talk(mob/M as mob, text, verb, datum/language/speaking) for (var/atom/A in src) if(istype(A,/obj/)) var/obj/O = A O.hear_talk(M, text, verb, speaking) /obj/structure/closet/attack_generic(var/mob/user, var/damage, var/attack_message = "destroys", var/wallbreaker) if(!damage || !wallbreaker) return user.do_attack_animation(src) visible_message("[user] [attack_message] the [src]!") dump_contents() QDEL_IN(src, 1) return 1 /obj/structure/closet/proc/req_breakout() if(opened) return 0 //Door's open... wait, why are you in it's contents then? if(welded) return 1 //closed but not welded... if(breakout) return -1 //Already breaking out. return 0 /obj/structure/closet/proc/mob_breakout(var/mob/living/escapee) //Improved by nanako //Now it actually works, also locker breakout time stacks with locking and welding //This means secure lockers are more useful for imprisoning people var/breakout_time = 1.5 * req_breakout()//1.5 minutes if locked or welded, 3 minutes if both if(breakout_time <= 0) return //okay, so the closet is either welded or locked... resist!!! escapee.next_move = world.time + 100 escapee.last_special = world.time + 100 to_chat(escapee, "You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)") visible_message("\The [src] begins to shake violently!") var/time = 6 * breakout_time * 2 var/datum/progressbar/bar if (escapee.client && escapee.client.prefs.toggles_secondary & PROGRESS_BARS) bar = new(escapee, time, src) breakout = 1 for(var/i in 1 to time) //minutes * 6 * 5seconds * 2 playsound(loc, 'sound/effects/grillehit.ogg', 100, 1) animate_shake() if (bar) bar.update(i) if(!do_after(escapee, 50, display_progress = FALSE)) //5 seconds breakout = 0 qdel(bar) return if(!escapee || escapee.stat || escapee.loc != src) breakout = 0 qdel(bar) return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened //Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'... if(!req_breakout()) breakout = 0 qdel(bar) return //Well then break it! breakout = 0 to_chat(escapee, "You successfully break out!") visible_message("\the [escapee] successfully broke out of \the [src]!") playsound(loc, 'sound/effects/grillehit.ogg', 100, 1) break_open() animate_shake() qdel(bar) /obj/structure/closet/proc/break_open() welded = 0 update_icon() //Do this to prevent contents from being opened into nullspace (read: bluespace) if(istype(loc, /obj/structure/bigDelivery)) var/obj/structure/bigDelivery/BD = loc BD.unwrap() open() /obj/structure/closet/onDropInto(var/atom/movable/AM) return /obj/structure/closet/crush_act() for (var/atom/movable/A in src) if(istype(A, /mob/living)) var/mob/living/M = A M.gib() else if(A.simulated) A.ex_act(1) if(linked_teleporter) linked_teleporter.forceMove(get_turf(src)) linked_teleporter = null dump_contents() new /obj/item/stack/material/steel(get_turf(src)) qdel(src) /obj/structure/closet/Destroy() if(linked_teleporter) QDEL_NULL(linked_teleporter) return ..()