Files
Paradise/code/game/objects/structures/crates_lockers/crates.dm
Qwertytoforty c398e4a617 Adds 2 cybernetic implants, makes emag_act return TRUE (#23876)
* Adds 2 cybernetic implants, makes emag_act return TRUE

* the rest of the fucking owl

* yeah that would do it

* remove this

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* request changes, scaling burn damage, 3 tile range, lowers tech level

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/game/objects/structures/crates_lockers/crates.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update scanners.dm

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* Lewcs good to them?

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* fuck me

* there are no message admins in ba-sing

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2024-02-08 12:52:11 +00:00

621 lines
19 KiB
Plaintext

/obj/structure/closet/crate
name = "crate"
desc = "A rectangular steel crate."
icon = 'icons/obj/crates.dmi'
icon_state = "crate"
icon_opened = "crate_open"
icon_closed = "crate"
climbable = TRUE
var/rigged = FALSE
open_sound = 'sound/machines/crate_open.ogg'
close_sound = 'sound/machines/crate_close.ogg'
open_sound_volume = 35
close_sound_volume = 50
var/obj/item/paper/manifest/manifest
/// A list of beacon names that the crate will announce the arrival of, when delivered.
var/list/announce_beacons = list()
/// How much this crate is worth if you sell it via the cargo shuttle, needed for balance :)
var/crate_value = DEFAULT_CRATE_VALUE
/obj/structure/closet/crate/update_overlays()
. = ..()
if(manifest)
. += "manifest"
/obj/structure/closet/crate/can_open()
return TRUE
/obj/structure/closet/crate/can_close()
return TRUE
/obj/structure/closet/crate/open(by_hand = FALSE)
if(opened)
return FALSE
if(!can_open())
return FALSE
if(by_hand)
for(var/obj/O in src)
if(O.density)
var/response = alert(usr, "This crate has been packed with bluespace compression, an item inside won't fit back inside. Are you sure you want to open it?","Bluespace Compression Warning", "Yes", "No")
if(response == "No" || !Adjacent(usr))
return FALSE
break
if(rigged && locate(/obj/item/electropack) in src)
if(isliving(usr))
var/mob/living/L = usr
if(L.electrocute_act(17, src))
do_sparks(5, 1, src)
return 2
playsound(loc, open_sound, open_sound_volume, TRUE, -3)
for(var/obj/O in src) //Objects
O.forceMove(loc)
for(var/mob/M in src) //Mobs
M.forceMove(loc)
icon_state = icon_opened
opened = TRUE
if(climbable)
structure_shaken()
return TRUE
/obj/structure/closet/crate/close()
if(!opened)
return FALSE
if(!can_close())
return FALSE
playsound(loc, close_sound, close_sound_volume, TRUE, -3)
var/itemcount = 0
for(var/atom/movable/O in get_turf(src))
if(itemcount >= storage_capacity)
break
if(O.density || O.anchored || istype(O,/obj/structure/closet))
continue
if(ismob(O) && !HAS_TRAIT(O, TRAIT_CONTORTED_BODY))
continue
if(istype(O, /obj/structure/bed)) //This is only necessary because of rollerbeds and swivel chairs.
var/obj/structure/bed/B = O
if(B.has_buckled_mobs())
continue
O.forceMove(src)
itemcount++
icon_state = icon_closed
opened = FALSE
return TRUE
/obj/structure/closet/crate/attackby(obj/item/W, mob/user, params)
if(!opened && try_rig(W, user))
return
return ..()
/obj/structure/closet/crate/toggle(mob/user, by_hand = FALSE)
if(!(opened ? close() : open(by_hand)))
to_chat(user, "<span class='notice'>It won't budge!</span>")
/obj/structure/closet/crate/proc/try_rig(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if(rigged)
to_chat(user, "<span class='notice'>[src] is already rigged!</span>")
return TRUE
if(C.use(15))
to_chat(user, "<span class='notice'>You rig [src].</span>")
rigged = TRUE
else
to_chat(user, "<span class='warning'>You need at least 15 wires to rig [src]!</span>")
return TRUE
if(istype(W, /obj/item/electropack))
if(rigged)
if(!user.drop_item())
to_chat(user, "<span class='warning'>[W] seems to be stuck to your hand!</span>")
return TRUE
to_chat(user, "<span class='notice'>You attach [W] to [src].</span>")
W.forceMove(src)
return TRUE
/obj/structure/closet/crate/wirecutter_act(mob/living/user, obj/item/I)
if(opened)
return
if(!rigged)
return
if(I.use_tool(src, user))
to_chat(user, "<span class='notice'>You cut away the wiring.</span>")
playsound(loc, I.usesound, 100, 1)
rigged = FALSE
return TRUE
/obj/structure/closet/crate/welder_act()
return
/obj/structure/closet/crate/attack_hand(mob/user)
if(manifest)
to_chat(user, "<span class='notice'>You tear the manifest off of the crate.</span>")
playsound(loc, 'sound/items/poster_ripped.ogg', 75, TRUE)
manifest.forceMove(loc)
if(ishuman(user))
user.put_in_hands(manifest)
manifest = null
update_icon()
return
else
if(rigged && locate(/obj/item/electropack) in src)
if(isliving(user))
var/mob/living/L = user
if(L.electrocute_act(17, src))
do_sparks(5, 1, src)
return
add_fingerprint(user)
toggle(user, by_hand = TRUE)
/obj/structure/closet/crate/shove_impact(mob/living/target, mob/living/attacker)
return FALSE
// Called when a crate is delivered by MULE at a location, for notifying purposes
/obj/structure/closet/crate/proc/notifyRecipient(destination)
var/list/msg = list("[capitalize(name)] has arrived at [destination].")
if(destination in announce_beacons)
for(var/obj/machinery/requests_console/D in GLOB.allRequestConsoles)
if(D.department in announce_beacons[destination])
D.createMessage(name, "Your Crate has Arrived!", msg, 1)
/obj/structure/closet/crate/secure
desc = "A secure crate."
name = "Secure crate"
icon_state = "securecrate"
icon_opened = "securecrate_open"
icon_closed = "securecrate"
max_integrity = 500
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 80, ACID = 80)
damage_deflection = 25
broken = FALSE
locked = TRUE
can_be_emaged = TRUE
crate_value = 25 // rarer and cannot be crafted, bonus credits for exporting them
var/redlight = "securecrater"
var/greenlight = "securecrateg"
var/emag = "securecrateemag"
var/tamperproof = FALSE
/obj/structure/closet/crate/secure/update_overlays()
. = ..()
if(broken)
. += emag
return
if(locked)
. += redlight
else
. += greenlight
/obj/structure/closet/crate/secure/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
if(prob(tamperproof) && damage_amount >= DAMAGE_PRECISION)
boom()
else
return ..()
/obj/structure/closet/crate/secure/proc/boom(mob/user)
if(user)
to_chat(user, "<span class='danger'>The crate's anti-tamper system activates!</span>")
investigate_log("[key_name(user)] has detonated a [src]", INVESTIGATE_BOMB)
add_attack_logs(user, src, "has detonated", ATKLOG_MOST)
for(var/atom/movable/AM in src)
qdel(AM)
explosion(get_turf(src), 0, 1, 5, 5)
qdel(src)
/obj/structure/closet/crate/secure/can_open()
return !locked
/obj/structure/closet/crate/secure/proc/togglelock(mob/user)
if(opened)
to_chat(user, "<span class='notice'>Close the crate first.</span>")
return
if(broken)
to_chat(user, "<span class='warning'>The crate appears to be broken.</span>")
return
if(allowed(user))
locked = !locked
visible_message("<span class='notice'>The crate has been [locked ? null : "un"]locked by [user].</span>")
update_icon()
else
to_chat(user, "<span class='notice'>Access Denied.</span>")
/obj/structure/closet/crate/secure/AltClick(mob/user)
if(Adjacent(user) && !opened)
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || user.stat) // Don't use it if you're not able to! Checks for stuns, ghost and restrain
return
togglelock(user)
return
. = ..()
/obj/structure/closet/crate/secure/attack_hand(mob/user)
if(manifest)
to_chat(user, "<span class='notice'>You tear the manifest off of the crate.</span>")
playsound(loc, 'sound/items/poster_ripped.ogg', 75, 1)
manifest.forceMove(loc)
if(ishuman(user))
user.put_in_hands(manifest)
manifest = null
update_icon()
return
if(locked)
togglelock(user)
else
toggle(user, by_hand = TRUE)
/obj/structure/closet/crate/secure/closed_item_click(mob/user)
togglelock(user)
/obj/structure/closet/crate/secure/emag_act(mob/user)
if(locked)
locked = FALSE
broken = TRUE
update_icon()
do_sparks(2, TRUE, src)
to_chat(user, "<span class='notice'>You unlock \the [src].</span>")
return TRUE
/obj/structure/closet/crate/secure/emp_act(severity)
for(var/obj/O in src)
O.emp_act(severity)
if(!broken && !opened && prob(50/severity))
if(!locked)
locked = TRUE
else
do_sparks(2, 1, src)
locked = FALSE
update_icon()
if(!opened && prob(20/severity))
if(!locked)
open()
else
req_access = list()
req_access += pick(get_all_accesses())
..()
/obj/structure/closet/crate/plastic
name = "plastic crate"
desc = "A rectangular plastic crate."
icon_state = "plasticcrate"
icon_opened = "plasticcrate_open"
icon_closed = "plasticcrate"
material_drop = /obj/item/stack/sheet/plastic
material_drop_amount = 4
crate_value = 3 // You can mass produce plastic crates, this is needed to prevent cargo from making tons of money too easily
/obj/structure/closet/crate/internals
desc = "A internals crate."
name = "internals crate"
icon_state = "o2crate"
icon_opened = "o2crate_open"
icon_closed = "o2crate"
/obj/structure/closet/crate/trashcart
desc = "A heavy, metal trashcart with wheels."
name = "trash Cart"
icon_state = "trashcart"
icon_opened = "trashcart_open"
icon_closed = "trashcart"
/obj/structure/closet/crate/medical
desc = "A medical crate."
name = "medical crate"
icon_state = "medicalcrate"
icon_opened = "medicalcrate_open"
icon_closed = "medicalcrate"
/obj/structure/closet/crate/rcd
desc = "A crate for the storage of the RCD."
name = "\improper RCD crate"
/obj/structure/closet/crate/rcd/populate_contents()
new /obj/item/rcd_ammo(src)
new /obj/item/rcd_ammo(src)
new /obj/item/rcd_ammo(src)
new /obj/item/rcd(src)
/obj/structure/closet/crate/freezer
desc = "A freezer."
name = "Freezer"
icon_state = "freezer"
icon_opened = "freezer_open"
icon_closed = "freezer"
var/target_temp = T0C - 40
var/cooling_power = 40
/obj/structure/closet/crate/freezer/return_air()
RETURN_TYPE(/datum/gas_mixture)
var/datum/gas_mixture/gas = (..())
if(!gas) return null
var/datum/gas_mixture/newgas = new/datum/gas_mixture()
newgas.oxygen = gas.oxygen
newgas.carbon_dioxide = gas.carbon_dioxide
newgas.nitrogen = gas.nitrogen
newgas.toxins = gas.toxins
newgas.volume = gas.volume
newgas.temperature = gas.temperature
if(newgas.temperature <= target_temp) return
if((newgas.temperature - cooling_power) > target_temp)
newgas.temperature -= cooling_power
else
newgas.temperature = target_temp
return newgas
/obj/structure/closet/crate/freezer/iv_storage
name = "IV storage freezer"
desc = "A freezer used to store IV bags containing various blood types."
/obj/structure/closet/crate/freezer/iv_storage/populate_contents()
new /obj/item/reagent_containers/iv_bag/blood/OMinus(src)
new /obj/item/reagent_containers/iv_bag/blood/OPlus(src)
new /obj/item/reagent_containers/iv_bag/blood/AMinus(src)
new /obj/item/reagent_containers/iv_bag/blood/APlus(src)
new /obj/item/reagent_containers/iv_bag/blood/BMinus(src)
new /obj/item/reagent_containers/iv_bag/blood/BPlus(src)
new /obj/item/reagent_containers/iv_bag/blood/random(src)
new /obj/item/reagent_containers/iv_bag/blood/random(src)
new /obj/item/reagent_containers/iv_bag/blood/random(src)
new /obj/item/reagent_containers/iv_bag/salglu(src)
new /obj/item/reagent_containers/iv_bag/slime(src)
new /obj/item/reagent_containers/iv_bag/blood/vox(src)
/obj/structure/closet/crate/can
desc = "A large can, looks like a bin to me."
name = "garbage can"
icon_state = "largebin"
icon_opened = "largebin_open"
icon_closed = "largebin"
anchored = TRUE
open_sound = 'sound/effects/bin_open.ogg'
close_sound = 'sound/effects/bin_close.ogg'
/obj/structure/closet/crate/can/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
default_unfasten_wrench(user, I, 40)
/obj/structure/closet/crate/radiation
desc = "A crate with a radiation sign on it."
name = "radioactive gear crate"
icon_state = "radiation"
icon_opened = "radiation_open"
icon_closed = "radiation"
/obj/structure/closet/crate/secure/weapon
desc = "A secure weapons crate."
name = "weapons crate"
icon_state = "weaponcrate"
icon_opened = "weaponcrate_open"
icon_closed = "weaponcrate"
/obj/structure/closet/crate/secure/plasma
desc = "A secure plasma crate."
name = "plasma crate"
icon_state = "plasmacrate"
icon_opened = "plasmacrate_open"
icon_closed = "plasmacrate"
/obj/structure/closet/crate/secure/gear
desc = "A secure gear crate."
name = "gear crate"
icon_state = "secgearcrate"
icon_opened = "secgearcrate_open"
icon_closed = "secgearcrate"
/obj/structure/closet/crate/secure/hydrosec
desc = "A crate with a lock on it, painted in the scheme of the station's botanists."
name = "secure hydroponics crate"
icon_state = "hydrosecurecrate"
icon_opened = "hydrosecurecrate_open"
icon_closed = "hydrosecurecrate"
/obj/structure/closet/crate/secure/bin
desc = "A secure bin."
name = "secure bin"
icon_state = "largebins"
icon_opened = "largebins_open"
icon_closed = "largebins"
redlight = "largebinr"
greenlight = "largebing"
emag = "largebinemag"
open_sound = 'sound/effects/bin_open.ogg'
close_sound = 'sound/effects/bin_close.ogg'
/obj/structure/closet/crate/hydroponics
name = "hydroponics crate"
desc = "All you need to destroy those pesky weeds and pests."
icon_state = "hydrocrate"
icon_opened = "hydrocrate_open"
icon_closed = "hydrocrate"
/obj/structure/closet/crate/hydroponics/prespawned
//This exists so the prespawned hydro crates spawn with their contents.
// Do I need the definition above? Who knows!
/obj/structure/closet/crate/hydroponics/prespawned/populate_contents()
new /obj/item/reagent_containers/glass/bucket(src)
new /obj/item/reagent_containers/glass/bucket(src)
new /obj/item/screwdriver(src)
new /obj/item/screwdriver(src)
new /obj/item/wrench(src)
new /obj/item/wrench(src)
new /obj/item/wirecutters(src)
new /obj/item/wirecutters(src)
new /obj/item/shovel/spade(src)
new /obj/item/shovel/spade(src)
new /obj/item/storage/box/beakers(src)
new /obj/item/storage/box/beakers(src)
new /obj/item/hand_labeler(src)
new /obj/item/hand_labeler(src)
/obj/structure/closet/crate/sci
name = "science crate"
desc = "A science crate."
icon_state = "scicrate"
icon_opened = "scicrate_open"
icon_closed = "scicrate"
/obj/structure/closet/crate/secure/scisec
name = "secure science crate"
desc = "A crate with a lock on it, painted in the scheme of the station's scientists."
icon_state = "scisecurecrate"
icon_opened = "scisecurecrate_open"
icon_closed = "scisecurecrate"
/obj/structure/closet/crate/engineering
name = "engineering crate"
desc = "An engineering crate."
icon_state = "engicrate"
icon_opened = "engicrate_open"
icon_closed = "engicrate"
/obj/structure/closet/crate/secure/engineering
name = "secure engineering crate"
desc = "A crate with a lock on it, painted in the scheme of the station's engineers."
icon_state = "engisecurecrate"
icon_opened = "engisecurecrate_open"
icon_closed = "engisecurecrate"
/obj/structure/closet/crate/engineering/electrical
name = "electrical engineering crate"
desc = "An electrical engineering crate."
icon_state = "electricalcrate"
icon_opened = "electricalcrate_open"
icon_closed = "electricalcrate"
/obj/structure/closet/crate/mail
name = "mail crate"
desc = "A plastic crate for mail delivery."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "mailsealed"
icon_opened = "mailopen"
icon_closed = "mailsealed"
material_drop = /obj/item/stack/sheet/plastic
material_drop_amount = 4
var/list/possible_contents = list(/obj/item/envelope/security,
/obj/item/envelope/science,
/obj/item/envelope/supply,
/obj/item/envelope/medical,
/obj/item/envelope/engineering,
/obj/item/envelope/bread,
/obj/item/envelope/circuses,
/obj/item/envelope/command,
/obj/item/envelope/misc)
/obj/structure/closet/crate/mail/populate_contents()
. = ..()
for(var/i in 1 to rand(5, 10))
var/item = pick(possible_contents)
new item(src)
/obj/structure/closet/crate/tape/populate_contents()
if(prob(10))
new /obj/item/bikehorn/rubberducky(src)
//crates of gear in the free golem ship
/obj/structure/closet/crate/golemgear/populate_contents()
new /obj/item/storage/backpack/industrial(src)
new /obj/item/shovel(src)
new /obj/item/pickaxe(src)
new /obj/item/t_scanner/adv_mining_scanner/lesser(src)
new /obj/item/storage/bag/ore(src)
new /obj/item/clothing/glasses/meson(src)
new /obj/item/card/id/golem(src)
new /obj/item/flashlight/lantern(src)
#define RECURSION_PANIC_AMOUNT 10
/obj/structure/closet/crate/surplus
/obj/structure/closet/crate/surplus/Initialize(mapload, obj/item/uplink/U, crate_value, cost)
. = ..()
var/list/temp_uplink_list = get_uplink_items(U)
var/list/buyable_items = list()
for(var/category in temp_uplink_list)
buyable_items += temp_uplink_list[category]
for(var/datum/uplink_item/uplink_item in buyable_items)
if(!uplink_item.surplus) // Otherwise we'll just have an element with a weight of 0 in our weighted list
continue
buyable_items[uplink_item] = uplink_item.surplus
if(!length(buyable_items)) // UH OH - Will almost always happen when an admin will try to spawn a crate
fucked_shit_up_alert(loc, "[src] spawning failed: had no buyable items on purchase which would have caused an infinite loop, refunding [cost] telecrystals instead. (Original cost of the crate). Report this to coders please.")
generate_refund(cost, loc)
return
var/remaining_TC = crate_value
var/list/bought_items = list()
var/list/itemlog = list()
var/datum/uplink_item/uplink_item
var/danger_counter = 0 // lets make sure we dont get into an infinite loop...
while(remaining_TC)
if(danger_counter > RECURSION_PANIC_AMOUNT)
fucked_shit_up_alert(loc, "[src] spawning failed: approached an infinite loop by cost checking, giving the remaining [remaining_TC] telecrystals instead.")
generate_refund(remaining_TC, loc)
break
if(!length(buyable_items)) // UH OH V.2
fucked_shit_up_alert(loc, "[src] spawning failed: ran out of buyable items while looping, refunding [remaining_TC] telecrystals and cancelling crate. (Original cost of the crate). Report this to coders please.")
generate_refund(remaining_TC, loc)
bought_items.Cut()
break
uplink_item = pickweight(buyable_items)
if(uplink_item.cost > remaining_TC)
danger_counter++
buyable_items -= uplink_item
continue
bought_items += uplink_item.item
remaining_TC -= uplink_item.cost
buyable_items[uplink_item] *= 0.66 // To prevent people from getting the same thing over and over again
itemlog += uplink_item.name // To make the name more readable for the log compared to just uplink_item.item
danger_counter = 0
U.purchase_log += "<BIG>[bicon(src)]</BIG>"
for(var/item in bought_items)
var/obj/purchased = new item(src)
U.purchase_log += "<BIG>[bicon(purchased)]</BIG>"
log_game("[key_name(usr)] purchased a surplus crate with [jointext(itemlog, ", ")]")
/obj/structure/closet/crate/surplus/proc/generate_refund(amount)
var/changing_amount = amount
var/prohibitor = 0
var/given_out_TC = 0
while(changing_amount >= 1)
var/obj/item/stack/telecrystal/TC = new /obj/item/stack/telecrystal(src)
var/give_amount = min(changing_amount, TC.max_amount)
TC.amount = give_amount
changing_amount -= give_amount
given_out_TC += give_amount
if(prohibitor > RECURSION_PANIC_AMOUNT) // idk how they got 1000+ tc, dont ask me
new /obj/item/stack/telecrystal(src, changing_amount)
// Return of Bogdanoff: doomp it
var/turf/T = get_turf(loc)
given_out_TC += changing_amount
message_admins("While refunding telecrystals, [src] went over the expected limit, for a total of [amount] TC. Expected refund is likely [given_out_TC]. [ADMIN_COORDJMP(T)]")
break
prohibitor++
/obj/structure/closet/crate/surplus/proc/fucked_shit_up_alert(turf/loc, msg) // yeah just fuckin tell everyone, this shit is bad
stack_trace(msg)
message_admins("[msg] [ADMIN_COORDJMP(loc)]")
log_admin(msg)
#undef RECURSION_PANIC_AMOUNT