Files
CHOMPStation2/code/game/objects/structures/crates_lockers/__closets.dm
CHOMPStation2StaffMirrorBot e501986575 [MIRROR] only tab indentation (#10517)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-03-24 01:30:43 +01:00

589 lines
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// 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(mapload)
..()
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/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)