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CHOMPStation2/code/game/objects/structures/crates_lockers/closets.dm

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/obj/structure/closet
name = "closet"
desc = "It's a basic storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "closed"
density = 1
var/icon_closed = "closed"
var/icon_opened = "open"
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 = 30 //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/machines/click.ogg'
var/close_sound = 'sound/machines/click.ogg'
var/store_misc = 1
var/store_items = 1
var/store_mobs = 1
var/const/default_mob_size = 15
/obj/structure/closet/initialize()
if(!opened) // if closed, any item at the crate's loc is put in the contents
var/obj/item/I
for(I in src.loc)
if(I.density || I.anchored || I == src) continue
I.loc = src
// adjust locker size to hold all items with 5 units of free store room
var/content_size = 0
for(I in src.contents)
content_size += Ceiling(I.w_class/2)
if(content_size > storage_capacity-5)
storage_capacity = content_size + 5
/obj/structure/closet/examine(mob/user)
if(..(user, 1) && !opened)
var/content_size = 0
for(var/obj/item/I in src.contents)
if(!I.anchored)
content_size += Ceiling(I.w_class/2)
if(!content_size)
user << "It is empty."
else if(storage_capacity > content_size*4)
user << "It is barely filled."
else if(storage_capacity > content_size*2)
user << "It is less than half full."
else if(storage_capacity > content_size)
user << "There is still some free space."
else
user << "It is full."
/obj/structure/closet/alter_health()
return get_turf(src)
/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0 || wall_mounted)) return 1
return (!density)
/obj/structure/closet/proc/can_open()
if(src.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.loc = src.loc
for(var/obj/I in src)
I.loc = src.loc
for(var/mob/M in src)
M.loc = src.loc
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
/obj/structure/closet/proc/open()
if(src.opened)
return 0
if(!src.can_open())
return 0
src.dump_contents()
src.icon_state = src.icon_opened
src.opened = 1
playsound(src.loc, open_sound, 15, 1, -3)
density = 0
return 1
/obj/structure/closet/proc/close()
if(!src.opened)
return 0
if(!src.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)
src.icon_state = src.icon_closed
src.opened = 0
playsound(src.loc, close_sound, 15, 1, -3)
density = 1
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 src.loc)
if((stored_units + added_units) > storage_capacity)
break
AD.loc = 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 src.loc)
var/item_size = Ceiling(I.w_class / 2)
if(stored_units + added_units + item_size > storage_capacity)
continue
if(!I.anchored)
I.loc = 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 src.loc)
if(M.buckled || M.pinned.len)
continue
var/current_mob_size = (M.mob_size ? M.mob_size : default_mob_size)
if(stored_units + added_units + current_mob_size > storage_capacity)
break
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
added_units += current_mob_size
return added_units
/obj/structure/closet/proc/toggle(mob/user as mob)
if(!(src.opened ? src.close() : src.open()))
user << "<span class='notice'>It won't budge!</span>"
return
update_icon()
// 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.loc = src.loc
A.ex_act(severity++)
qdel(src)
if(2)
if(prob(50))
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.ex_act(severity++)
qdel(src)
if(3)
if(prob(5))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.ex_act(severity++)
qdel(src)
/obj/structure/closet/proc/damage(var/damage)
health -= damage
if(health <= 0)
for(var/atom/movable/A in src)
A.loc = src.loc
qdel(src)
/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN))
return
..()
damage(Proj.damage)
return
// this should probably use dump_contents()
/obj/structure/closet/blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
qdel(src)
/obj/structure/closet/meteorhit(obj/O as obj)
if(O.icon_state == "flaming")
for(var/mob/M in src)
M.meteorhit(O)
src.dump_contents()
qdel(src)
/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(src.opened)
if(istype(W, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = W
src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet
if(istype(W,/obj/item/tk_grab))
return 0
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.remove_fuel(0,user))
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
new /obj/item/stack/material/steel(src.loc)
for(var/mob/M in viewers(src))
M.show_message("<span class='notice'>\The [src] has been cut apart by [user] with \the [WT].</span>", 3, "You hear welding.", 2)
qdel(src)
return
if(isrobot(user))
return
if(W.loc != user) // This should stop mounted modules ending up outside the module.
return
usr.drop_item()
if(W)
W.loc = src.loc
else if(istype(W, /obj/item/weapon/packageWrap))
return
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.remove_fuel(0,user))
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
src.welded = !src.welded
src.update_icon()
for(var/mob/M in viewers(src))
M.show_message("<span class='warning'>[src] has been [welded?"welded shut":"unwelded"] by [user.name].</span>", 3, "You hear welding.", 2)
else
src.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 || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src)))
return
if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems
return
if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc?
return
if(!src.opened)
return
if(istype(O, /obj/structure/closet))
return
step_towards(O, src.loc)
if(user != O)
user.show_viewers("<span class='danger'>[user] stuffs [O] into [src]!</span>")
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(src.loc))
return
if(!src.open())
user << "<span class='notice'>It won't budge!</span>"
/obj/structure/closet/attack_hand(mob/user as mob)
src.add_fingerprint(user)
src.toggle(user)
// tk grab then use on self
/obj/structure/closet/attack_self_tk(mob/user as mob)
src.add_fingerprint(user)
if(!src.toggle())
usr << "<span class='notice'>It won't budge!</span>"
/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))
src.add_fingerprint(usr)
src.toggle(usr)
else
usr << "<span class='warning'>This mob type can't use this verb.</span>"
/obj/structure/closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
overlays.Cut()
if(!opened)
icon_state = icon_closed
if(welded)
overlays += "welded"
else
icon_state = icon_opened
/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("<span class='danger'>[user] [attack_message] the [src]!</span>")
dump_contents()
spawn(1) qdel(src)
return 1
/obj/structure/closet/proc/req_breakout()
if(breakout)
return 0 //Already breaking out.
if(opened)
return 0 //Door's open... wait, why are you in it's contents then?
if(!welded)
return 0 //closed but not welded...
return 1
/obj/structure/closet/proc/mob_breakout(var/mob/living/escapee)
var/breakout_time = 2 //2 minutes by default
if(!req_breakout())
return
//okay, so the closet is either welded or locked... resist!!!
escapee.next_move = world.time + 100
escapee.last_special = world.time + 100
escapee << "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>"
visible_message("<span class='danger'>The [src] begins to shake violently!</span>")
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
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
animate_shake()
if(!do_after(escapee, 50)) //5 seconds
breakout = 0
return
if(!escapee || escapee.stat || 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
//Well then break it!
breakout = 0
escapee << "<span class='warning'>You successfully break out!</span>"
visible_message("<span class='danger'>\the [escapee] successfully broke out of \the [src]!</span>")
playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
break_open()
animate_shake()
/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/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)