/obj/structure/closet name = "closet" desc = "It's a basic storage unit." icon = 'icons/obj/closet.dmi' icon_state = "closed" density = 1 armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0) var/icon_closed = "closed" var/icon_opened = "open" var/opened = 0 var/welded = 0 var/locked = 0 var/wall_mounted = 0 //never solid (You can always pass over it) var/health = 100 var/lastbang var/cutting_tool = /obj/item/weldingtool var/sound = 'sound/machines/click.ogg' var/cutting_sound 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 /obj/structure/closet/New() ..() spawn(1) if(!opened) // if closed, any item at the crate's loc is put in the contents for(var/obj/item/I in loc) if(I.density || I.anchored || I == src) continue I.forceMove(src) // Fix for #383 - C4 deleting fridges with corpses /obj/structure/closet/Destroy() dump_contents() return ..() /obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0) if(height==0 || wall_mounted) return 1 return (!density) /obj/structure/closet/proc/can_open() if(welded) return 0 return 1 /obj/structure/closet/proc/can_close() for(var/obj/structure/closet/closet in get_turf(src)) if(closet != src && closet.anchored != 1) return 0 return 1 /obj/structure/closet/proc/dump_contents() var/turf/T = get_turf(src) for(var/atom/movable/AM in src) AM.forceMove(T) if(throwing) // you keep some momentum when getting out of a thrown closet step(AM, dir) if(throwing) throwing.finalize(FALSE) /obj/structure/closet/proc/open() if(opened) return 0 if(!can_open()) return 0 dump_contents() icon_state = icon_opened opened = 1 if(sound) playsound(loc, sound, 15, 1, -3) else playsound(loc, 'sound/machines/click.ogg', 15, 1, -3) density = 0 return 1 /obj/structure/closet/proc/close() if(!opened) return 0 if(!can_close()) return 0 var/itemcount = 0 //Cham Projector Exception for(var/obj/effect/dummy/chameleon/AD in loc) if(itemcount >= storage_capacity) break AD.forceMove(src) itemcount++ for(var/obj/item/I in loc) if(itemcount >= storage_capacity) break if(!I.anchored) I.forceMove(src) itemcount++ for(var/mob/M in loc) if(itemcount >= storage_capacity) break if(istype (M, /mob/dead/observer)) continue if(M.buckled) continue M.forceMove(src) itemcount++ icon_state = icon_closed opened = 0 if(sound) playsound(loc, sound, 15, 1, -3) else playsound(loc, 'sound/machines/click.ogg', 15, 1, -3) density = 1 return 1 /obj/structure/closet/proc/toggle(mob/user) if(!(opened ? close() : open())) to_chat(user, "It won't budge!") // this should probably use dump_contents() /obj/structure/closet/ex_act(severity) switch(severity) if(1) for(var/atom/movable/A in src)//pulls everything out of the locker and hits it with an explosion A.forceMove(loc) A.ex_act(severity++) qdel(src) if(2) if(prob(50)) for(var/atom/movable/A in src) A.forceMove(loc) A.ex_act(severity++) new /obj/item/stack/sheet/metal(loc) qdel(src) if(3) if(prob(5)) for(var/atom/movable/A in src) A.forceMove(loc) A.ex_act(severity++) new /obj/item/stack/sheet/metal(loc) qdel(src) /obj/structure/closet/bullet_act(var/obj/item/projectile/Proj) ..() if((Proj.damage_type == BRUTE || Proj.damage_type == BURN)) health -= Proj.damage if(health <= 0) for(var/atom/movable/A in src) A.forceMove(loc) qdel(src) /obj/structure/closet/attack_animal(mob/living/simple_animal/user) if(user.environment_smash) user.do_attack_animation(src) visible_message("[user] destroys the [src].") for(var/atom/movable/A in src) A.forceMove(loc) qdel(src) // this should probably use dump_contents() /obj/structure/closet/blob_act() if(prob(75)) for(var/atom/movable/A in src) A.forceMove(loc) qdel(src) /obj/structure/closet/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/rcs) && !opened) if(user in contents) //to prevent self-teleporting. return var/obj/item/rcs/E = W if(E.rcell && (E.rcell.charge >= E.chargecost)) if(!is_level_reachable(z)) to_chat(user, "The rapid-crate-sender can't locate any telepads!") return if(E.mode == 0) if(!E.teleporting) var/list/L = list() var/list/areaindex = list() for(var/obj/machinery/telepad_cargo/R in world) if(R.stage == 0) var/turf/T = get_turf(R) var/tmpname = T.loc.name if(areaindex[tmpname]) tmpname = "[tmpname] ([++areaindex[tmpname]])" else areaindex[tmpname] = 1 L[tmpname] = R var/desc = input("Please select a telepad.", "RCS") in L E.pad = L[desc] if(!Adjacent(user)) to_chat(user, "Unable to teleport, too far from crate.") return playsound(E.loc, E.usesound, 50, 1) to_chat(user, "Teleporting [name]...") E.teleporting = 1 if(!do_after(user, 50 * E.toolspeed, target = src)) E.teleporting = 0 return E.teleporting = 0 if(user in contents) to_chat(user, "Error: User located in container--aborting for safety.") playsound(E.loc, 'sound/machines/buzz-sigh.ogg', 50, 1) return if(!(E.rcell && E.rcell.use(E.chargecost))) to_chat(user, "Unable to teleport, insufficient charge.") return var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread s.set_up(5, 1, src) s.start() do_teleport(src, E.pad, 0) to_chat(user, "Teleport successful. [round(E.rcell.charge/E.chargecost)] charge\s left.") return else E.rand_x = rand(50,200) E.rand_y = rand(50,200) var/L = locate(E.rand_x, E.rand_y, 6) if(!Adjacent(user)) to_chat(user, "Unable to teleport, too far from crate.") return playsound(E.loc, E.usesound, 50, 1) to_chat(user, "Teleporting [name]...") E.teleporting = 1 if(!do_after(user, 50, E.toolspeed, target = src)) E.teleporting = 0 return E.teleporting = 0 if(user in contents) to_chat(user, "Error: User located in container--aborting for safety.") playsound(E.loc, 'sound/machines/buzz-sigh.ogg', 50, 1) return if(!(E.rcell && E.rcell.use(E.chargecost))) to_chat(user, "Unable to teleport, insufficient charge.") return var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread s.set_up(5, 1, src) s.start() do_teleport(src, L) to_chat(user, "Teleport successful. [round(E.rcell.charge/E.chargecost)] charge\s left.") return else to_chat(user, "Out of charges.") return if(opened) if(istype(W, /obj/item/grab)) MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet if(istype(W,/obj/item/tk_grab)) return 0 if(istype(W, cutting_tool)) if(istype(W, /obj/item/weldingtool)) var/obj/item/weldingtool/WT = W if(!WT.remove_fuel(0, user)) return to_chat(user, "You begin cutting \the [src] apart...") playsound(loc, cutting_sound ? cutting_sound : WT.usesound, 40, 1) if(do_after(user, 40 * WT.toolspeed, 1, target = src)) if(!opened || !WT.isOn()) return playsound(loc, cutting_sound ? cutting_sound : WT.usesound, 50, 1) visible_message("[user] slices apart \the [src].", "You cut \the [src] apart with \the [WT].", "You hear welding.") var/turf/T = get_turf(src) new material_drop(T, material_drop_amount) qdel(src) return if(isrobot(user)) 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) W.forceMove(loc) else if(istype(W, /obj/item/stack/packageWrap)) return else if(istype(W, /obj/item/weldingtool)) var/obj/item/weldingtool/WT = W if(src == user.loc) to_chat(user, "You can not [welded?"unweld":"weld"] the locker from inside.") return if(!WT.remove_fuel(0,user)) to_chat(user, "You need more welding fuel to complete this task.") return welded = !welded update_icon() for(var/mob/M in viewers(src)) M.show_message("[src] has been [welded?"welded shut":"unwelded"] by [user.name].", 3, "You hear welding.", 2) else attack_hand(user) /obj/structure/closet/MouseDrop_T(atom/movable/O, mob/user) ..() 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 || user.lying) 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(!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) /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, text("BANG, bang!", max(0, 5 - get_dist(src, M)))) spawn(30) lastbang = 0 /obj/structure/closet/attack_hand(mob/user) 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) if(!toggle()) to_chat(usr, "It won't budge!") /obj/structure/closet/verb/verb_toggleopen() set src in oview(1) set category = null set name = "Toggle Open" if(usr.incapacitated()) return if(ishuman(usr)) add_fingerprint(usr) toggle(usr) else to_chat(usr, "This mob type can't use this verb.") /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 // 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 0 return 1 /obj/structure/closet/container_resist(var/mob/living/L) var/breakout_time = 2 //2 minutes by default 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!!! L.changeNext_move(CLICK_CD_BREAKOUT) L.last_special = world.time + CLICK_CD_BREAKOUT to_chat(L, "You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)") for(var/mob/O in viewers(usr.loc)) O.show_message("The [src] begins to shake violently!", 1) spawn(0) if(do_after(L,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds 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 = 0 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/bigDelivery)) //nullspace ect.. read the comment above var/obj/structure/bigDelivery/BD = loc BD.attack_hand(usr) open() /obj/structure/closet/tesla_act(var/power) ..() visible_message("[src] is blown apart by the bolt of electricity!", "You hear a metallic screeching sound.") qdel(src) /obj/structure/closet/get_remote_view_fullscreens(mob/user) if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS))) user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 1)