mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-24 00:12:07 +00:00
430 lines
14 KiB
Plaintext
430 lines
14 KiB
Plaintext
/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, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
|
|
var/icon_closed
|
|
var/icon_opened
|
|
var/open_door_sprite = "generic_door"
|
|
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
|
|
|
|
// Please dont override this unless you absolutely have to
|
|
/obj/structure/closet/Initialize(mapload)
|
|
. = ..()
|
|
icon_closed = "[icon_state]"
|
|
if(!icon_opened)
|
|
icon_opened = "[icon_state]_open"
|
|
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/take_contents), 0)
|
|
populate_contents() // Spawn all its stuff
|
|
update_icon() // Set it to the right icon if needed
|
|
|
|
// 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()
|
|
dump_contents()
|
|
return ..()
|
|
|
|
/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0)
|
|
if(height==0 || 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
|
|
|
|
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/proc/open()
|
|
if(opened)
|
|
return FALSE
|
|
|
|
if(!can_open())
|
|
return FALSE
|
|
|
|
dump_contents()
|
|
|
|
opened = TRUE
|
|
update_icon()
|
|
playsound(loc, open_sound, open_sound_volume, TRUE, -3)
|
|
density = FALSE
|
|
return TRUE
|
|
|
|
/obj/structure/closet/proc/close()
|
|
if(!opened)
|
|
return FALSE
|
|
if(!can_close())
|
|
return FALSE
|
|
|
|
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(istype(M, /mob/living/simple_animal/bot/mulebot))
|
|
continue
|
|
if(M.buckled || M.anchored || M.has_buckled_mobs())
|
|
continue
|
|
if(isAI(M))
|
|
continue
|
|
|
|
M.forceMove(src)
|
|
itemcount++
|
|
|
|
opened = FALSE
|
|
update_icon()
|
|
playsound(loc, close_sound, close_sound_volume, TRUE, -3)
|
|
density = TRUE
|
|
return TRUE
|
|
|
|
/obj/structure/closet/proc/toggle(mob/user)
|
|
if(!(opened ? close() : open()))
|
|
to_chat(user, "<span class='notice'>It won't budge!</span>")
|
|
|
|
/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(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, "<span class='notice'>[src] is too small to stuff [G.affecting] into!</span>")
|
|
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))
|
|
return
|
|
if(!user.drop_item()) //couldn't drop the item
|
|
to_chat(user, "<span class='notice'>\The [W] is stuck to your hand, you cannot put it in \the [src]!</span>")
|
|
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/packageWrap))
|
|
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, "<span class='warning'>You can't weld [src] from inside!</span>")
|
|
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("<span class='notice'>[user] begins welding [src] [adjective]...</span>", "<span class='notice'>You begin welding [src] [adjective]...</span>", "<span class='warning'>You hear welding.</span>")
|
|
if(I.use_tool(src, user, 15, volume = I.tool_volume))
|
|
if(opened)
|
|
to_chat(user, "<span class='notice'>Keep [src] shut while doing that!</span>")
|
|
return
|
|
user.visible_message("<span class='notice'>[user] welds [src] [adjective]!</span>", "<span class='notice'>You weld [src] [adjective]!</span>")
|
|
welded = !welded
|
|
update_icon()
|
|
return
|
|
|
|
/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.IsWeakened() || 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("<span class='danger'>[user] stuffs [O] into [src]!</span>", "<span class='danger'>You stuff [O] into [src]!</span>")
|
|
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, "<span class='notice'>It won't budge!</span>")
|
|
if(!lastbang)
|
|
lastbang = 1
|
|
for(var/mob/M in hearers(src, null))
|
|
to_chat(M, text("<FONT size=[]>BANG, bang!</FONT>", 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, "<span class='notice'>It won't budge!</span>")
|
|
|
|
/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, "<span class='warning'>This mob type can't use this verb.</span>")
|
|
|
|
/obj/structure/closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
|
|
if(!opened)
|
|
icon_state = icon_closed
|
|
else
|
|
icon_state = icon_opened
|
|
update_overlays()
|
|
|
|
/obj/structure/closet/proc/update_overlays(transparent = FALSE)
|
|
cut_overlays()
|
|
if(transparent && opened)
|
|
add_overlay("[open_door_sprite]_trans")
|
|
return
|
|
if(opened)
|
|
add_overlay(open_door_sprite)
|
|
return
|
|
if(welded)
|
|
add_overlay("welded")
|
|
|
|
// 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 //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!!!
|
|
to_chat(L, "<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>")
|
|
for(var/mob/O in viewers(usr.loc))
|
|
O.show_message("<span class='danger'>[src] begins to shake violently!</span>", 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 = FALSE
|
|
update_icon()
|
|
to_chat(usr, "<span class='warning'>You successfully break out!</span>")
|
|
for(var/mob/O in viewers(L.loc))
|
|
O.show_message("<span class='danger'>\the [usr] successfully broke out of \the [src]!</span>", 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/get_remote_view_fullscreens(mob/user)
|
|
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
|
|
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/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/bluespace
|
|
name = "bluespace closet"
|
|
desc = "A storage unit that moves and stores through the fourth dimension."
|
|
density = 0
|
|
icon_state = "bluespace"
|
|
open_door_sprite = "bluespace_door"
|
|
storage_capacity = 60
|
|
var/materials = list(MAT_METAL = 5000, MAT_PLASMA = 2500, MAT_TITANIUM = 500, MAT_BLUESPACE = 500)
|
|
|
|
/obj/structure/closet/bluespace/CheckExit(atom/movable/AM)
|
|
UpdateTransparency(AM, loc)
|
|
return TRUE
|
|
|
|
/obj/structure/closet/bluespace/proc/UpdateTransparency(atom/movable/AM, atom/location)
|
|
var/transparent = FALSE
|
|
for(var/atom/A in location)
|
|
if(A.density && A != src && A != AM)
|
|
transparent = TRUE
|
|
break
|
|
icon_opened = transparent ? "bluespace_open_trans" : "bluespace_open"
|
|
icon_closed = transparent ? "bluespace_trans" : "bluespace"
|
|
icon_state = opened ? icon_opened : icon_closed
|
|
update_overlays(transparent)
|
|
|
|
/obj/structure/closet/bluespace/Crossed(atom/movable/AM, oldloc)
|
|
if(AM.density)
|
|
icon_state = opened ? "bluespace_open_trans" : "bluespace_trans"
|
|
update_overlays(TRUE)
|
|
|
|
/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 && istype(A, /obj/machinery/door))
|
|
return
|
|
UpdateTransparency(src, NewLoc)
|
|
forceMove(NewLoc)
|
|
|
|
/obj/structure/closet/bluespace/close()
|
|
. = ..()
|
|
density = FALSE
|