/obj/structure/closet name = "closet" desc = "It's a basic storage unit." icon = 'icons/obj/closet.dmi' icon_state = "generic" density = TRUE max_integrity = 200 integrity_failure = 50 armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 70, ACID = 60) var/icon_closed var/icon_opened /// Overwrites icon_state for the opened door sprite. Only necessary if the opened door sprite has a different name than the icon_state. var/opened_door_sprite /// Overwrites icon_state for the closed door sprite. Only necessary if the closed door sprite has a different name than the icon_state. var/closed_door_sprite /// Added to initial(icon_state) if not null. Used for IC customization, e.g. when painting cardboard boxes. var/custom_skin var/opened = FALSE var/welded = FALSE var/locked = FALSE var/large = TRUE var/can_be_emaged = FALSE var/wall_mounted //never solid (You can always pass over it) var/lastbang var/open_sound = 'sound/machines/closet_open.ogg' var/close_sound = 'sound/machines/closet_close.ogg' var/open_sound_volume = 35 var/close_sound_volume = 50 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/material_drop = /obj/item/stack/sheet/metal var/material_drop_amount = 2 var/transparent var/secure = FALSE /// The overlay for the closet's door var/obj/effect/overlay/closet_door/door_obj /// Whether or not this door is being animated var/is_animating_door = FALSE /// Vertical squish of the door var/door_anim_squish = 0.30 /// The maximum angle the door will be drawn at var/door_anim_angle = 136 /// X position of the closet door hinge var/door_hinge_x = -6.5 /// Amount of time it takes for the door animation to play var/door_anim_time = 2.0 // set to 0 to make the door not animate at all /// Whether this closet uses a door overlay at all. If `FALSE`, it'll switch to a system where the entire icon_state is replaced with `[icon_state]_open` instead. var/enable_door_overlay = TRUE /// Whether this closet uses a door overlay for when it is opened var/has_opened_overlay = TRUE /// Whether this closet uses a door overlay for when it is closed var/has_closed_overlay = TRUE // Please dont override this unless you absolutely have to /obj/structure/closet/Initialize(mapload) . = ..() if(mapload && !opened) // Youre probably asking, why is this a 0 seconds timer AA? // Well, I will tell you. One day, all /obj/effect/spawner will use Initialize // This includes maint loot spawners. The problem with that is if a closet loads before a spawner, // the loot will just be in a pile. Adding a timer with 0 delay will cause it to only take in contents once the MC has loaded, // therefore solving the issue on mapload. During rounds, everything will happen as normal addtimer(CALLBACK(src, PROC_REF(take_contents)), 0) populate_contents() // Spawn all its stuff update_icon() // Set it to the right icon if needed /obj/structure/closet/update_icon() . = ..() if(!enable_door_overlay) if(opened) icon_state = "[initial(icon_state)][custom_skin]_open" else icon_state = "[initial(icon_state)][custom_skin]" /obj/structure/closet/proc/closet_update_overlays(list/new_overlays) . = new_overlays if(enable_door_overlay && !is_animating_door) if(opened && has_opened_overlay) var/mutable_appearance/door_overlay = mutable_appearance(icon, "[opened_door_sprite || icon_state]_opened", alpha = src.alpha) . += door_overlay door_overlay.overlays += emissive_blocker(door_overlay.icon, door_overlay.icon_state, alpha = door_overlay.alpha) // If we don't do this the door doesn't block emissives and it looks weird. else if(!opened && has_closed_overlay) . += "[closed_door_sprite || icon_state]_closed" if(opened) return if(welded) . += "welded" if(broken || !secure || is_animating_door) return //Overlay is similar enough for both that we can use the same mask for both . += emissive_appearance(icon, "locked", alpha = src.alpha) . += locked ? "locked" : "unlocked" /// Animates the closet door opening and closing /obj/structure/closet/proc/animate_door(closing = FALSE) if(!door_anim_time) return if(!door_obj) door_obj = new var/default_door_icon = "[closed_door_sprite || icon_state]_closed" vis_contents += door_obj door_obj.icon = icon door_obj.icon_state = default_door_icon is_animating_door = TRUE var/num_steps = door_anim_time / world.tick_lag for(var/step in 0 to num_steps) var/angle = door_anim_angle * (closing ? 1 - (step / num_steps) : (step / num_steps)) var/matrix/door_transform = get_door_transform(angle) var/door_state var/door_layer if(angle >= 90) door_state = "[opened_door_sprite || icon_state]_back" door_layer = FLOAT_LAYER else door_state = "[closed_door_sprite || icon_state]_closed" door_layer = ABOVE_MOB_LAYER if(step == 0) door_obj.transform = door_transform door_obj.icon_state = door_state door_obj.layer = door_layer else if(step == 1) animate(door_obj, transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW) else animate(transform = door_transform, icon_state = door_state, layer = door_layer, time = world.tick_lag) addtimer(CALLBACK(src, PROC_REF(end_door_animation)), door_anim_time, TIMER_UNIQUE|TIMER_OVERRIDE) /// Ends the door animation and removes the animated overlay /obj/structure/closet/proc/end_door_animation() is_animating_door = FALSE vis_contents -= door_obj update_icon() COMPILE_OVERLAYS(src) /// Calculates the matrix to be applied to the animated door overlay /obj/structure/closet/proc/get_door_transform(angle) var/matrix/door_matrix = matrix() door_matrix.Translate(-door_hinge_x, 0) door_matrix.Multiply(matrix(cos(angle), 0, 0, -sin(angle) * door_anim_squish, 1, 0)) door_matrix.Translate(door_hinge_x, 0) return door_matrix // Override this to spawn your things in. This lets you use probabilities, and also doesnt cause init overrides /obj/structure/closet/proc/populate_contents() return // This is called on Initialize to add contents on the tile /obj/structure/closet/proc/take_contents() var/itemcount = 0 for(var/obj/item/I in loc) if(I.density || I.anchored || I == src) continue I.forceMove(src) // Ensure the storage cap is respected if(++itemcount >= storage_capacity) break // Fix for #383 - C4 deleting fridges with corpses /obj/structure/closet/Destroy(force) if(!force) dump_contents() QDEL_NULL(door_obj) return ..() /obj/structure/closet/CanPass(atom/movable/mover, border_dir) if(wall_mounted) return TRUE return (!density) /obj/structure/closet/proc/can_open() if(welded) return FALSE return TRUE /obj/structure/closet/proc/can_close() for(var/obj/structure/closet/closet in get_turf(src)) if(closet != src && closet.anchored != 1) return FALSE for(var/mob/living/simple_animal/hostile/megafauna/M in get_turf(src)) return FALSE return TRUE /obj/structure/closet/proc/dump_contents() var/turf/T = get_turf(src) for(var/mob/AM1 in src) //Does the same as below but removes the mobs first to avoid forcing players to step on items in the locker (e.g. soap) when opened. AM1.forceMove(T) if(throwing) // you keep some momentum when getting out of a thrown closet step(AM1, dir) for(var/atom/movable/AM2 in src) AM2.forceMove(T) if(throwing) // you keep some momentum when getting out of a thrown closet step(AM2, dir) if(throwing) throwing.finalize(FALSE) /obj/structure/closet/extinguish_light(force) for(var/atom/A in contents) A.extinguish_light(force) /obj/structure/closet/proc/open(mob/user) if(!can_open()) return if(opened) return welded = FALSE locked = FALSE playsound(loc, open_sound, open_sound_volume, TRUE, -3) opened = TRUE density = FALSE dump_contents() if(enable_door_overlay) animate_door(FALSE) update_appearance() return TRUE /obj/structure/closet/proc/close(mob/user) if(!opened) return FALSE if(!can_close()) return FALSE var/itemcount = 0 var/temp_capacity = storage_capacity if(user && user.mind && HAS_TRAIT(user.mind, TRAIT_PACK_RAT)) temp_capacity *= 1.5 //Cham Projector Exception for(var/obj/effect/dummy/chameleon/AD in loc) if(itemcount >= temp_capacity) break AD.forceMove(src) itemcount++ for(var/obj/item/I in loc) if(itemcount >= temp_capacity) break if(!I.anchored) I.forceMove(src) itemcount++ for(var/mob/M in loc) if(itemcount >= temp_capacity) break if(isobserver(M)) continue if(istype(M, /mob/living/simple_animal/bot/mulebot) || iscameramob(M)) continue if(M.buckled || M.anchored || M.has_buckled_mobs()) continue if(is_ai(M)) continue M.forceMove(src) itemcount++ opened = FALSE playsound(loc, close_sound, close_sound_volume, TRUE, -3) if(enable_door_overlay) animate_door(TRUE) update_appearance() density = TRUE return TRUE /obj/structure/closet/proc/toggle(mob/user) if(!(opened ? close(user) : open())) to_chat(user, "It won't budge!") /obj/structure/closet/proc/bust_open() welded = FALSE //applies to all lockers locked = FALSE //applies to critter crates and secure lockers only broken = TRUE //applies to secure lockers only open() /obj/structure/closet/deconstruct(disassembled = TRUE) if(ispath(material_drop) && material_drop_amount && !(flags & NODECONSTRUCT)) new material_drop(loc, material_drop_amount) qdel(src) /obj/structure/closet/obj_break(damage_flag) if(!broken && !(flags & NODECONSTRUCT)) bust_open() /obj/structure/closet/attackby__legacy__attackchain(obj/item/W, mob/user, params) if(istype(W, /obj/item/rcs) && !opened) var/obj/item/rcs/E = W E.try_send_container(user, src) return if(opened) if(istype(W, /obj/item/grab)) var/obj/item/grab/G = W if(large) MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet else to_chat(user, "[src] is too small to stuff [G.affecting] into!") if(istype(W, /obj/item/tk_grab)) return FALSE if(user.a_intent != INTENT_HELP) // Stops you from putting your baton in the closet on accident return if(isrobot(user) && !istype(W.loc, /obj/item/gripper)) return if(!user.drop_item()) //couldn't drop the item to_chat(user, "\The [W] is stuck to your hand, you cannot put it in \the [src]!") return if(W.loc != user.loc) // It went somewhere else, don't teleport it back. return if(W) W.forceMove(loc) return TRUE // It's resolved. No afterattack needed. Stops you from emagging lockers when putting in an emag else if(can_be_emaged && (istype(W, /obj/item/card/emag) || istype(W, /obj/item/melee/energy/blade) && !broken)) emag_act(user) else if(istype(W, /obj/item/stack/package_wrap)) return else if(user.a_intent != INTENT_HARM) closed_item_click(user) else return ..() // What happens when the closet is attacked by a random item not on harm mode /obj/structure/closet/proc/closed_item_click(mob/user) attack_hand(user) /obj/structure/closet/welder_act(mob/user, obj/item/I) . = TRUE if(!opened && user.loc == src) to_chat(user, "You can't weld [src] from inside!") return if(!I.tool_use_check(user, 0)) return if(opened) WELDER_ATTEMPT_SLICING_MESSAGE if(I.use_tool(src, user, 40, volume = I.tool_volume)) WELDER_SLICING_SUCCESS_MESSAGE deconstruct(TRUE) return else var/adjective = welded ? "open" : "shut" user.visible_message("[user] begins welding [src] [adjective]...", "You begin welding [src] [adjective]...", "You hear welding.") if(I.use_tool(src, user, 15, volume = I.tool_volume)) if(opened) to_chat(user, "Keep [src] shut while doing that!") return user.visible_message("[user] welds [src] [adjective]!", "You weld [src] [adjective]!") welded = !welded update_icon() return /obj/structure/closet/MouseDrop_T(atom/movable/O, mob/living/user) ..() if(is_screen_atom(O)) //fix for HUD elements making their way into the world -Pete return if(O.loc == user) return if(user.restrained() || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)) return if((!istype(O, /atom/movable) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src))) return if(!ishuman(user) && !isrobot(user)) //No ghosts, you cannot shove people into fucking lockers 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(!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.visible_message("[user] stuffs [O] into [src]!", "You stuff [O] into [src]!") add_fingerprint(user) return TRUE /obj/structure/closet/attack_ai(mob/user) if(isrobot(user) && Adjacent(user)) //Robots can open/close it, but not the AI attack_hand(user) /obj/structure/closet/relaymove(mob/user) if(user.stat || !isturf(loc)) return if(!open()) to_chat(user, "It won't budge!") if(!lastbang) lastbang = 1 for(var/mob/M in hearers(src, null)) to_chat(M, "BANG, bang!") spawn(30) lastbang = 0 /obj/structure/closet/attack_hand(mob/user) add_fingerprint(user) toggle(user) /obj/structure/closet/attack_animal(mob/living/user) if(user.a_intent == INTENT_HARM || welded || locked) return ..() if(!user.mind) // Stops mindless mobs from opening lockers + endlessly opening/closing crates instead of attacking return ..() if(user.mob_size < MOB_SIZE_HUMAN) return ..() add_fingerprint(user) toggle(user) /obj/structure/closet/attack_alien(mob/user) if(user.a_intent == INTENT_HARM || welded || locked) return ..() if(!user.mind) return ..() add_fingerprint(user) toggle(user) /obj/structure/closet/attack_ghost(mob/user) if(user.can_advanced_admin_interact()) toggle(user) // tk grab then use on self /obj/structure/closet/attack_self_tk(mob/user) add_fingerprint(user) toggle(user) /obj/structure/closet/update_overlays() . = ..() closet_update_overlays(.) // Objects that try to exit a locker by stepping were doing so successfully, // and due to an oversight in turf/Enter() were going through walls. That // should be independently resolved, but this is also an interesting twist. /obj/structure/closet/Exit(atom/movable/AM) open() if(AM.loc == src) return FALSE return TRUE /obj/structure/closet/container_resist(mob/living/L) var/breakout_time = 2 MINUTES if(opened) if(L.loc == src) L.forceMove(get_turf(src)) // Let's just be safe here return //Door's open... wait, why are you in it's contents then? if(!welded) open() //for cardboard boxes return //closed but not welded... // else Meh, lets just keep it at 2 minutes for now // breakout_time++ //Harder to get out of welded lockers than locked lockers //okay, so the closet is either welded or locked... resist!!! to_chat(L, "You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time / 600] minutes)") for(var/mob/O in viewers(usr.loc)) O.show_message("[src] begins to shake violently!", 1) spawn(0) if(do_after(L, breakout_time, target = src, allow_moving = TRUE, allow_moving_target = TRUE)) if(!src || !L || L.stat != CONSCIOUS || L.loc != src || opened) //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened return //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(!welded) return //Well then break it! welded = FALSE update_icon() to_chat(usr, "You successfully break out!") for(var/mob/O in viewers(L.loc)) O.show_message("\the [usr] successfully broke out of \the [src]!", 1) if(istype(loc, /obj/structure/big_delivery)) //nullspace ect.. read the comment above var/obj/structure/big_delivery/BD = loc BD.attack_hand(usr) open() /obj/structure/closet/get_remote_view_fullscreens(mob/user) if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS))) user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/stretch/impaired, 1) /obj/structure/closet/ex_act(severity) for(var/atom/A in contents) A.ex_act(severity) CHECK_TICK ..() /obj/structure/closet/singularity_act() dump_contents() ..() /obj/structure/closet/AllowDrop() return TRUE /obj/structure/closet/force_eject_occupant(mob/target) // Its okay to silently teleport mobs out of lockers, since the only thing affected is their contents list. return /obj/structure/closet/shove_impact(mob/living/target, mob/living/attacker) if(opened && can_close()) target.forceMove(src) visible_message("[attacker] shoves [target] inside [src]!", "You hear a thud, and something clangs shut.") close(attacker) add_attack_logs(attacker, target, "shoved into [src]") return TRUE if(!opened && can_open()) open() visible_message("[attacker] shoves [target] against [src], knocking it open!") target.KnockDown(3 SECONDS) return TRUE return ..() /obj/structure/closet/bluespace name = "bluespace closet" desc = "An experimental storage unit which defies several conventional laws of physics. It appears to only tenuously exist on this plane of reality, allowing it to phase through anything less solid than a wall." density = FALSE icon_state = "bluespace" storage_capacity = 60 var/materials = list(MAT_METAL = 5000, MAT_PLASMA = 2500, MAT_TITANIUM = 500, MAT_BLUESPACE = 500) /obj/structure/closet/bluespace/Initialize(mapload) . = ..() var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = PROC_REF(UpdateTransparency), COMSIG_ATOM_EXITED = PROC_REF(UpdateTransparency), ) AddElement(/datum/element/connect_loc, loc_connections) /obj/structure/closet/bluespace/proc/UpdateTransparency() SIGNAL_HANDLER // COMSIG_ATOM_ENTERED + COMSIG_ATOM_EXITED transparent = FALSE if(!get_turf(loc)) return for(var/atom/A in loc) if(A.density && A != src) transparent = TRUE alpha = 180 update_icon() return alpha = 255 update_icon() /obj/structure/closet/bluespace/Move(NewLoc, direct) // Allows for "phasing" throug objects but doesn't allow you to stuff your EOC homebois in one of these and push them through walls. var/turf/T = get_turf(NewLoc) if(T.density) return for(var/atom/A in T.contents) if(A.density && isairlock(A)) return . = ..() UpdateTransparency() /obj/structure/closet/bluespace/close() . = ..() density = FALSE