Files
Bubberstation/code/game/objects/structures/guncase.dm
SkyratBot d3f6e8d49f [MIRROR] Explosions SS runtime fix + code cleanup (#461)
* Explosions SS runtime fix + code cleanup (#52894)

* runtime fix

* turf references are immortal

* Explosions SS runtime fix + code cleanup

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 21:30:43 +01:00

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//GUNCASES//
/obj/structure/guncase
name = "gun locker"
desc = "A locker that holds guns."
icon = 'icons/obj/closet.dmi'
icon_state = "shotguncase"
anchored = FALSE
density = TRUE
opacity = FALSE
var/case_type = ""
var/gun_category = /obj/item/gun
var/open = TRUE
var/capacity = 4
/obj/structure/guncase/Initialize(mapload)
. = ..()
if(mapload)
for(var/obj/item/I in loc.contents)
if(istype(I, gun_category))
I.forceMove(src)
if(contents.len >= capacity)
break
update_icon()
/obj/structure/guncase/update_overlays()
. = ..()
if(case_type && LAZYLEN(contents))
var/mutable_appearance/gun_overlay = mutable_appearance(icon, case_type)
for(var/i in 1 to contents.len)
gun_overlay.pixel_x = 3 * (i - 1)
. += new /mutable_appearance(gun_overlay)
if(open)
. += "[icon_state]_open"
else
. += "[icon_state]_door"
/obj/structure/guncase/attackby(obj/item/I, mob/user, params)
if(iscyborg(user) || isalien(user))
return
if(istype(I, gun_category) && open)
if(LAZYLEN(contents) < capacity)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You place [I] in [src].</span>")
update_icon()
else
to_chat(user, "<span class='warning'>[src] is full.</span>")
return
else if(user.a_intent != INTENT_HARM)
open = !open
update_icon()
else
return ..()
/obj/structure/guncase/attack_hand(mob/user)
. = ..()
if(.)
return
if(iscyborg(user) || isalien(user))
return
if(contents.len && open)
show_menu(user)
else
open = !open
update_icon()
/**
* show_menu: Shows a radial menu to a user consisting of an available weaponry for taking
*
* Arguments:
* * user The mob to which we are showing the radial menu
*/
/obj/structure/guncase/proc/show_menu(mob/user)
if(!LAZYLEN(contents))
return
var/list/display_names = list()
var/list/items = list()
for(var/i in 1 to length(contents))
var/obj/item/thing = contents[i]
display_names["[thing.name] ([i])"] = REF(thing)
var/image/item_image = image(icon = thing.icon, icon_state = thing.icon_state)
if(length(thing.overlays))
item_image.copy_overlays(thing)
items += list("[thing.name] ([i])" = item_image)
var/pick = show_radial_menu(user, src, items, custom_check = CALLBACK(src, .proc/check_menu, user), radius = 36, require_near = TRUE)
if(!pick)
return
var/weapon_reference = display_names[pick]
var/obj/item/weapon = locate(weapon_reference) in contents
if(!istype(weapon))
return
if(!user.put_in_hands(weapon))
weapon.forceMove(get_turf(src))
update_icon()
/**
* check_menu: Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The mob interacting with a menu
*/
/obj/structure/guncase/proc/check_menu(mob/living/carbon/human/user)
if(!open)
return FALSE
if(!istype(user))
return FALSE
if(user.incapacitated())
return FALSE
return TRUE
/obj/structure/guncase/handle_atom_del(atom/A)
update_icon()
/obj/structure/guncase/contents_explosion(severity, target)
for(var/thing in contents)
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.high_mov_atom += thing
if(EXPLODE_HEAVY)
SSexplosions.med_mov_atom += thing
if(EXPLODE_LIGHT)
SSexplosions.low_mov_atom += thing
/obj/structure/guncase/shotgun
name = "shotgun locker"
desc = "A locker that holds shotguns."
case_type = "shotgun"
gun_category = /obj/item/gun/ballistic/shotgun
/obj/structure/guncase/ecase
name = "energy gun locker"
desc = "A locker that holds energy guns."
icon_state = "ecase"
case_type = "egun"
gun_category = /obj/item/gun/energy/e_gun