//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
if(L.electrocute_act(17, src))
spark(src, 5, alldirs)
if(usr.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)