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https://github.com/PolarisSS13/Polaris.git
synced 2025-12-28 19:11:37 +00:00
Fixes overbloated closets
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@@ -24,9 +24,39 @@
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/obj/structure/closet/initialize()
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if(!opened) // if closed, any item at the crate's loc is put in the contents
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for(var/obj/item/I in src.loc)
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var/obj/item/I
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for(I in src.loc)
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if(I.density || I.anchored || I == src) continue
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I.loc = src
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// adjust locker size to hold all items with 5 units of free store room
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var/content_size = 0
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for(I in src.contents)
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content_size += Ceiling(I.w_class/2)
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if(content_size > storage_capacity-5)
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storage_capacity = content_size + 5
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/obj/structure/closet/examine(mob/user)
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if(get_dist(src, user) > 1)
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return ..(user)
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if(opened)
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var/content_size = 0
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for(var/obj/item/I in src.contents)
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if(!I.anchored)
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content_size += Ceiling(I.w_class/2)
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if(!content_size)
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user << "It is empty."
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else if(storage_capacity > content_size*4)
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user << "It is barely filled."
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else if(storage_capacity > content_size*2)
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user << "It is less than half full."
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else if(storage_capacity > content_size)
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user << "There is still some free space."
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else
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user << "It is full."
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/obj/structure/closet/alter_health()
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return get_turf(src)
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@@ -329,25 +359,25 @@
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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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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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@@ -166,7 +166,7 @@
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/obj/structure/closet/secure_closet/security
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name = "security officer's locker"
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req_access = list(access_security)
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req_access = list(access_brig)
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icon_state = "sec1"
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icon_closed = "sec"
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icon_locked = "sec1"
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