// Someone should really merge secure closets and crates into this, which Bay has done already. /obj/structure/closet name = "closet" desc = "It's a basic storage unit." icon = 'icons/obj/closets/bases/closet.dmi' icon_state = "base" density = TRUE w_class = ITEMSIZE_HUGE layer = UNDER_JUNK_LAYER blocks_emissive = EMISSIVE_BLOCK_GENERIC var/opened = 0 var/sealed = 0 var/seal_tool = /obj/item/weldingtool //Tool used to seal the closet, defaults to welder 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/breakout_time = 2 //2 minutes by default var/breakout_sound = 'sound/effects/grillehit.ogg' //Sound that plays while breaking out var/storage_capacity = 2 * MOB_MEDIUM //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/storage_cost = 40 //How much space this closet takes up if it's stuffed in another closet var/open_sound = 'sound/effects/closet_open.ogg' var/close_sound = 'sound/effects/closet_close.ogg' var/store_misc = 1 //Chameleon item check var/store_items = 1 //Will the closet store items? var/store_mobs = 1 //Will the closet store mobs? var/max_closets = 0 //Number of other closets allowed on tile before it won't close. var/list/starts_with // List of type = count (or just type for 1) var/decl/closet_appearance/closet_appearance = /decl/closet_appearance // The /decl that defines what decals we end up with, that makes our look unique /// Currently animating the door transform var/is_animating_door = FALSE /// Our visual object for the closet door, if we're animating var/obj/effect/overlay/closet_door/door_obj var/vore_sound = 'sound/effects/metalscrape2.ogg' /obj/structure/closet/Initialize() ..() return INITIALIZE_HINT_LATELOAD /obj/structure/closet/LateInitialize() . = ..() if(starts_with) create_objects_in_loc(src, starts_with) starts_with = null if(!opened) // if closed, any item at the crate's loc is put in the contents if(isliving(loc)) return var/obj/item/I for(I in loc) 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, 1) if(content_size > storage_capacity-5) storage_capacity = content_size + 5 if(ispath(closet_appearance)) closet_appearance = GLOB.closet_appearances[closet_appearance] if(istype(closet_appearance)) icon = closet_appearance.icon color = null update_icon() /obj/structure/closet/Destroy() qdel_null(door_obj) closet_appearance = null return ..() /obj/structure/closet/examine(mob/user) . = ..() if(Adjacent(user) || isobserver(user)) var/content_size = 0 for(var/obj/item/I in contents) if(!I.anchored) content_size += CEILING(I.w_class/2, 1) if(!content_size) . += "It is empty." else if(storage_capacity > content_size*4) . += "It is barely filled." else if(storage_capacity > content_size*2) . += "It is less than half full." else if(storage_capacity > content_size) . += "There is still some free space." else . += "It is full." if(!opened && isobserver(user)) . += "It contains: [counting_english_list(contents, user)]" //CHOMPEdit /obj/structure/closet/CanPass(atom/movable/mover, turf/target) if(wall_mounted) return TRUE return ..() /obj/structure/closet/proc/can_open() if(sealed) return 0 return 1 /obj/structure/closet/proc/can_close() var/closet_count = 0 for(var/obj/structure/closet/closet in get_turf(src)) if(closet != src) if(!closet.anchored) closet_count ++ if(closet_count > max_closets) 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) 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() opened = 1 playsound(src, open_sound, 50, 1, -3) if(initial(density)) density = !density animate_door() 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) if(max_closets) stored_units += store_closets(stored_units) opened = 0 playsound(src, close_sound, 50, 1, -3) if(initial(density)) density = !density animate_door(TRUE) return 1 //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, 1) 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/store_closets(var/stored_units) var/added_units = 0 for(var/obj/structure/closet/C in loc) if(C == src) //Don't store ourself continue if(C.anchored) //Don't worry about anchored things on the same tile continue if(C.max_closets) //Prevents recursive storage continue if(stored_units + added_units + storage_cost > storage_capacity) break C.forceMove(src) added_units += storage_cost return added_units /obj/structure/closet/proc/toggle(mob/user as mob) if(is_animating_door) return if(!(opened ? close() : open())) to_chat(user, span_notice("It won't budge!")) return // this should probably use dump_contents() /obj/structure/closet/ex_act(severity) switch(severity) if(1) for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion A.forceMove(loc) A.ex_act(severity + 1) qdel(src) if(2) if(prob(50)) for (var/atom/movable/A as mob|obj in src) A.forceMove(loc) A.ex_act(severity + 1) qdel(src) if(3) if(prob(5)) for(var/atom/movable/A as mob|obj in src) A.forceMove(loc) qdel(src) /obj/structure/closet/blob_act() damage(100) /obj/structure/closet/proc/damage(var/damage) health -= damage if(health <= 0) for(var/atom/movable/A in src) A.forceMove(loc) qdel(src) /obj/structure/closet/bullet_act(var/obj/item/projectile/Proj) var/proj_damage = Proj.get_structure_damage() if(!proj_damage) return ..() damage(proj_damage) return /obj/structure/closet/attackby(obj/item/W as obj, mob/user as mob) if(W.has_tool_quality(TOOL_WRENCH)) if(opened) if(anchored) user.visible_message("\The [user] begins unsecuring \the [src] from the floor.", "You start unsecuring \the [src] from the floor.") else user.visible_message("\The [user] begins securing \the [src] to the floor.", "You start securing \the [src] to the floor.") if(do_after(user, 20 * W.toolspeed)) if(!src) return to_chat(user, span_notice("You [anchored? "un" : ""]secured \the [src]!")) anchored = !anchored return else to_chat(user, span_notice("You can't reach the anchoring bolts when the door is closed!")) else 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(istype(W,/obj/item/tk_grab)) return 0 if(W.has_tool_quality(TOOL_WELDER)) var/obj/item/weldingtool/WT = W.get_welder() if(!WT.remove_fuel(0,user)) if(!WT.isOn()) return else to_chat(user, span_notice("You need more welding fuel to complete this task.")) return playsound(src, WT.usesound, 50) new /obj/item/stack/material/steel(loc) for(var/mob/M in viewers(src)) M.show_message(span_notice("\The [src] has been cut apart by [user] with \the [WT]."), 3, "You hear welding.", 2) qdel(src) 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(span_notice("[user] empties \the [LB] into \the [src]."), \ span_notice("You empty \the [LB] into \the [src]."), \ span_notice("You hear rustling of clothes.")) return if(isrobot(user)) return if(W.loc != user) // This should stop mounted modules ending up outside the module. return user.drop_item() if(W) W.forceMove(loc) else if(istype(W, /obj/item/packageWrap)) return else if(seal_tool) if(istype(W, seal_tool)) var/obj/item/S = W if(S.has_tool_quality(TOOL_WELDER)) var/obj/item/weldingtool/WT = S.get_welder() if(!WT.remove_fuel(0,user)) if(!WT.isOn()) return else to_chat(user, span_notice("You need more welding fuel to complete this task.")) return if(do_after(user, 20 * S.toolspeed)) if(opened) //ChompEDIT - cancel weld if opened mid-progress to prevent welder-traps return //ChompEDIT playsound(src, S.usesound, 50) sealed = !sealed update_icon() for(var/mob/M in viewers(src)) M.show_message(span_warning("[src] has been [sealed?"sealed":"unsealed"] by [user.name]."), 3) else attack_hand(user) return /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(span_danger("[user] stuffs [O] into [src]!")) add_fingerprint(user) return /obj/structure/closet/attack_robot(mob/user) if(Adjacent(user)) attack_hand(user) /obj/structure/closet/relaymove(mob/user as mob) if(user.stat || !isturf(loc)) return if(!open()) to_chat(user, span_notice("It won't budge!")) /obj/structure/closet/attack_hand(mob/user as mob) add_fingerprint(user) toggle(user) // tk grab then use on self /obj/structure/closet/attack_self_tk(mob/user as mob) add_fingerprint(user) if(!toggle()) to_chat(user, span_notice("It won't budge!")) /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) || isrobot(usr)) add_fingerprint(usr) toggle(usr) else if(isanimal(usr)) //VOREStation Addition Start var/mob/living/simple_mob/s = usr if(s.has_hands) add_fingerprint(usr) toggle(usr) else to_chat(usr, span_warning("This mob type can't use this verb.")) //VOREStation Addition End else to_chat(usr, span_warning("This mob type can't use this verb.")) /obj/structure/closet/update_icon() if(opened) icon_state = "open" else icon_state = "closed_unlocked[sealed ? "_welded" : ""]" /obj/structure/closet/attack_generic(var/mob/user, var/damage, var/attack_message = "destroys") if(damage < STRUCTURE_MIN_DAMAGE_THRESHOLD) return user.do_attack_animation(src) visible_message(span_danger("[user] [attack_message] the [src]!")) dump_contents() spawn(1) qdel(src) 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(!sealed) return 0 //closed but not sealed... return 1 /obj/structure/closet/container_resist(var/mob/living/escapee) if(breakout || !req_breakout()) return escapee.setClickCooldown(100) //okay, so the closet is either sealed or locked... resist!!! to_chat(escapee, span_warning("You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)")) visible_message(span_danger("\The [src] begins to shake violently!")) breakout = 1 //can't think of a better way to do this right now. for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2 if(!do_after(escapee, 50)) //5 seconds breakout = 0 return if(!escapee || escapee.incapacitated() || escapee.loc != src) breakout = 0 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 return playsound(src, breakout_sound, 100, 1) animate_shake() add_fingerprint(escapee) //Well then break it! breakout = 0 to_chat(escapee, span_warning("You successfully break out!")) visible_message(span_danger("\The [escapee] successfully broke out of \the [src]!")) playsound(src, breakout_sound, 100, 1) break_open() animate_shake() /obj/structure/closet/proc/break_open() sealed = 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/proc/animate_shake() var/init_px = pixel_x var/shake_dir = pick(-1, 1) animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1) animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING) /obj/structure/closet/onDropInto(var/atom/movable/AM) return /obj/structure/closet/AllowDrop() return TRUE /obj/structure/closet/return_air_for_internal_lifeform(var/mob/living/L) if(loc) if(istype(loc, /obj/structure/closet)) return (loc.return_air_for_internal_lifeform(L)) return return_air() /obj/structure/closet/take_damage(var/damage) if(damage < STRUCTURE_MIN_DAMAGE_THRESHOLD) return dump_contents() spawn(1) qdel(src) return 1 /obj/structure/closet/proc/animate_door(closing = FALSE) if(!closet_appearance?.door_anim_time) update_icon() return if(!door_obj) door_obj = new vis_contents |= door_obj door_obj.icon = icon door_obj.icon_state = "door_front" is_animating_door = TRUE if(!closing) update_icon() var/num_steps = closet_appearance.door_anim_time / world.tick_lag for(var/I in 0 to num_steps) var/angle = closet_appearance.door_anim_angle * (closing ? 1 - (I/num_steps) : (I/num_steps)) var/matrix/M = get_door_transform(angle) var/door_state = angle >= 90 ? "door_back" : "door_front" var/door_layer = angle >= 90 ? FLOAT_LAYER : ABOVE_MOB_LAYER if(I == 0) door_obj.transform = M door_obj.icon_state = door_state door_obj.layer = door_layer else if(I == 1) animate(door_obj, transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW) else animate(transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag) addtimer(CALLBACK(src, PROC_REF(end_door_animation), closing), closet_appearance.door_anim_time, TIMER_UNIQUE|TIMER_OVERRIDE) /obj/structure/closet/proc/end_door_animation(closing = FALSE) is_animating_door = FALSE if(closing) // There's not really harm in leaving it on, but, one less atom to send to clients to render when lockers are closed vis_contents -= door_obj update_icon() /obj/structure/closet/proc/get_door_transform(angle) var/matrix/M = matrix() if(!closet_appearance) return M M.Translate(-closet_appearance.door_hinge, 0) M.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * closet_appearance.door_anim_squish, 1, 0)) M.Translate(closet_appearance.door_hinge, 0) return M //verb to eat people in the same closet as yourself /obj/structure/closet/verb/hidden_vore() set src in oview(1) set category = "Object" set name = "Devour Occupants" //ChompEDIT vore as a verb is cronge if(!isliving(usr)) //no ghosts return if(!(usr in src.contents)) to_chat(usr, span_warning("You need to be inside \the [src] to do this.")) return var/list/targets = list() //IF IT IS NOT BROKEN. DO NOT FIX IT. for(var/mob/living/L in src.contents) if(!isliving(L)) //Don't eat anything that isn't mob/living. Failsafe. continue if(L == usr) //no eating yourself. 1984. continue if(L.devourable) targets += L if(targets == 0) to_chat(src, span_notice("No eligible targets found.")) return var/mob/living/target = tgui_input_list(usr, "Please select a target.", "Victim", targets) if(!target) return if(!isliving(target)) //Safety. to_chat(src, span_warning("You need to select a living target!")) return if (get_dist(src,target) >= 1 || get_dist(src,usr) >= 1) //in case they leave the locker to_chat(src, span_warning("You are no longer both in \the [src].")) return playsound(src, vore_sound, 25) var/mob/living/M = usr M.perform_the_nom(usr,target,usr,usr.vore_selected,1)