mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-23 20:16:19 +01:00
Merge remote-tracking branch 'upstream/master' into dev
Conflicts: code/ZAS/Turf.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/living.dm code/modules/recycling/sortingmachinery.dm
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@@ -10,7 +10,7 @@
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var/welded = 0
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var/wall_mounted = 0 //never solid (You can always pass over it)
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var/health = 100
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var/lastbang
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var/breakout = 0 //if someone is currently breaking out. mutex
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var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
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//then open it in a populated area to crash clients.
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var/open_sound = 'sound/machines/click.ogg'
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@@ -262,12 +262,6 @@
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if(!src.open())
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user << "<span class='notice'>It won't budge!</span>"
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if(!lastbang)
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lastbang = 1
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for (var/mob/M in hearers(src, null))
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M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
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spawn(30)
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lastbang = 0
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/obj/structure/closet/attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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@@ -315,3 +309,64 @@
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dump_contents()
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spawn(1) qdel(src)
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return 1
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/obj/structure/closet/proc/req_breakout()
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if(breakout)
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return 0 //Already breaking out.
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if(opened)
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return 0 //Door's open... wait, why are you in it's contents then?
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if(!welded)
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return 0 //closed but not welded...
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return 1
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/obj/structure/closet/proc/mob_breakout(var/mob/living/escapee)
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var/breakout_time = 2 //2 minutes by default
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if(!req_breakout())
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return
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//okay, so the closet is either welded or locked... resist!!!
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escapee.next_move = world.time + 100
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escapee.last_special = world.time + 100
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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>"
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visible_message("<span class='danger'>The [src] begins to shake violently!</span>")
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breakout = 1 //can't think of a better way to do this right now.
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for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2
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playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
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animate_shake()
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if(!do_after(escapee, 50)) //5 seconds
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breakout = 0
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return
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if(!escapee || escapee.stat || escapee.loc != src)
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breakout = 0
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return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened
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//Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'...
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if(!req_breakout())
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breakout = 0
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return
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//Well then break it!
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breakout = 0
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escapee << "<span class='warning'>You successfully break out!</span>"
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visible_message("<span class='danger'>\the [escapee] successfully broke out of \the [src]!</span>")
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playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1)
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break_open()
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animate_shake()
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/obj/structure/closet/proc/break_open()
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welded = 0
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update_icon()
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//Do this to prevent contents from being opened into nullspace (read: bluespace)
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if(istype(loc, /obj/structure/bigDelivery))
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var/obj/structure/bigDelivery/BD = loc
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BD.unwrap()
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open()
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/obj/structure/closet/proc/animate_shake()
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var/init_px = pixel_x
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var/shake_dir = pick(-1, 1)
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animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1)
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animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)
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@@ -132,3 +132,25 @@
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overlays += "welded"
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else
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icon_state = icon_opened
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/obj/structure/closet/secure_closet/req_breakout()
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if(!opened && locked) return 1
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return ..() //It's a secure closet, but isn't locked.
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/obj/structure/closet/secure_closet/break_open()
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desc += " It appears to be broken."
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icon_state = icon_off
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spawn()
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flick(icon_broken, src)
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sleep(10)
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flick(icon_broken, src)
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sleep(10)
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broken = 1
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locked = 0
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update_icon()
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//Do this to prevent contents from being opened into nullspace (read: bluespace)
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if(istype(loc, /obj/structure/bigDelivery))
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var/obj/structure/bigDelivery/BD = loc
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BD.unwrap()
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open()
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