Files
Aurora.3/code/game/objects/structures/crates_lockers/crates.dm
BurgerLUA 1620d81661 Extinguisher + Container Reworks (#4793)
Reworked how slipping on tiles work. If there is too much lube/water on one tile, it will spread to all adjacent tiles.

Fixed a potential bug where spilling copious amounts of water on a tile will turn it to ice.

Containers are much more saner now. They all share a standard system, unless specified.

You can drink from any open holdable container using help intent. You can splash the contents of the container on anything via harm intent.

Sinks are more saner, you can refill or empty them easier with various refill amounts.

Removed silly exclusive cyborg limb checking for hyposprays.

Added a new chemsprayer, the "Xenoblaster" which is a significantly weaker chem sprayer. Two can be found in xenobiology.

Large reagent containers (beer kegs, water tanks, fuel tanks) now share a system together. Both can leak their reagents via harm intent with a wrench, and bother can accept any sort of reagent, with exception to the fuel tank.

Large reagent container leaking happens over time as opposed to just leaking every time it moves.

New chemical, Monoammonium phosphate. Monoammonium phosphate is a fertilizer and also a potent fire extinguishing and preventing chemical. It can be made with 1 part ammonia, 1 part sulfuric acid, 1 part sodium, 1 part phosphorus.

All extinguishers now have monoammonium phosphate in them instead of water.

Extinguishers can hold any reagent, however they must be filled using an extinguisher refiller cartridge. These can be ordered or found in atmospherics.

Nerfed the extinguisher range so it only sprays in a 3x3 radius.

Mini-extinguishers spray in a 1x1 radius.

Adds Monoammonium phosphate containers across the station.

Most watertanks are replaced with Monoammonium phosphate containers.
2018-08-05 20:14:00 +03:00

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//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 << "<span class='notice'>[src] is already rigged!</span>"
return
if (C.use(1))
user << "<span class='notice'>You rig [src].</span>"
rigged = 1
return
else if(istype(W, /obj/item/device/radio/electropack))
if(rigged)
user << "<span class='notice'>You attach [W] to [src].</span>"
user.drop_from_inventory(W,src)
return
else if(iswirecutter(W))
if(rigged)
user << "<span class='notice'>You cut away the wiring.</span>"
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 << "<span class='notice'>Close the crate first.</span>"
return
if(broken)
user << "<span class='warning'>The crate appears to be broken.</span>"
return
if(allowed(user))
set_locked(!locked, user)
return 1
else
user << "<span class='notice'>Access Denied</span>"
/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( "<span class='notice'>The crate has been [locked ? null : "un"]locked by [user].</span>", 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 << "<span class='warning'>This mob type can't use this verb.</span>"
/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 << "<span class='notice'>You unlock \the [src].</span>"
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)
/obj/structure/closet/crate/extinguisher_catridges
name = "crate of extinguisher cartridges"
desc = "Contains a dozen empty extinguisher cartridges."
/obj/structure/closet/crate/extinguisher_catridges/fill()
for(var/a = 1 to 12)
new /obj/item/weapon/reagent_containers/extinguisher_refill(src)