/obj/structure/closet name = "closet" desc = "It's a basic storage unit." icon = 'icons/obj/closet.dmi' icon_state = "closed" density = 1 w_class = ITEMSIZE_HUGE layer = UNDER_JUNK_LAYER var/icon_closed = "closed" var/icon_opened = "open" var/opened = 0 var/sealed = 0 var/seal_tool = /obj/item/weapon/weldingtool //Tool used to seal the closet, defaults to welder var/wall_mounted = 0 //never solid (You can always pass over it) var/health = 100 var/breakout = 0 //if someone is currently breaking out. mutex var/breakout_time = 2 //2 minutes by default var/breakout_sound = 'sound/effects/grillehit.ogg' //Sound that plays while breaking out var/storage_capacity = 2 * MOB_MEDIUM //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/storage_cost = 40 //How much space this closet takes up if it's stuffed in another closet var/open_sound = 'sound/machines/click.ogg' var/close_sound = 'sound/machines/click.ogg' var/store_misc = 1 //Chameleon item check var/store_items = 1 //Will the closet store items? var/store_mobs = 1 //Will the closet store mobs? var/max_closets = 0 //Number of other closets allowed on tile before it won't close. var/list/starts_with /obj/structure/closet/Initialize() ..() // Closets need to come later because of spawners potentially creating objects during init. return INITIALIZE_HINT_LATELOAD /obj/structure/closet/LateInitialize() . = ..() if(starts_with) create_objects_in_loc(src, starts_with) starts_with = null if(!opened) // if closed, any item at the crate's loc is put in the contents var/obj/item/I for(I in src.loc) if(I.density || I.anchored || I == src) continue I.forceMove(src) // adjust locker size to hold all items with 5 units of free store room var/content_size = 0 for(I in src.contents) content_size += CEILING(I.w_class/2, 1) if(content_size > storage_capacity-5) storage_capacity = content_size + 5 update_icon() /obj/structure/closet/examine(mob/user) if(!src.opened && (..(user, 1) || isobserver(user))) var/content_size = 0 for(var/obj/item/I in src.contents) if(!I.anchored) content_size += CEILING(I.w_class/2, 1) if(!content_size) to_chat(user, "It is empty.") else if(storage_capacity > content_size*4) to_chat(user, "It is barely filled.") else if(storage_capacity > content_size*2) to_chat(user, "It is less than half full.") else if(storage_capacity > content_size) to_chat(user, "There is still some free space.") else to_chat(user, "It is full.") if(!src.opened && isobserver(user)) to_chat(user, "It contains: [counting_english_list(contents)]") /obj/structure/closet/CanPass(atom/movable/mover, turf/target) if(wall_mounted) return TRUE return ..() /obj/structure/closet/proc/can_open() if(src.sealed) return 0 return 1 /obj/structure/closet/proc/can_close() var/closet_count = 0 for(var/obj/structure/closet/closet in get_turf(src)) if(closet != src) if(!closet.anchored) closet_count ++ if(closet_count > max_closets) return 0 return 1 /obj/structure/closet/proc/dump_contents() //Cham Projector Exception for(var/obj/effect/dummy/chameleon/AD in src) AD.forceMove(src.loc) for(var/obj/I in src) I.forceMove(src.loc) for(var/mob/M in src) M.forceMove(src.loc) if(M.client) M.client.eye = M.client.mob M.client.perspective = MOB_PERSPECTIVE /obj/structure/closet/proc/open() if(src.opened) return 0 if(!src.can_open()) return 0 src.dump_contents() src.icon_state = src.icon_opened src.opened = 1 playsound(src.loc, open_sound, 15, 1, -3) if(initial(density)) density = !density return 1 /obj/structure/closet/proc/close() if(!src.opened) return 0 if(!src.can_close()) return 0 var/stored_units = 0 if(store_misc) stored_units += store_misc(stored_units) if(store_items) stored_units += store_items(stored_units) if(store_mobs) stored_units += store_mobs(stored_units) if(max_closets) stored_units += store_closets(stored_units) src.icon_state = src.icon_closed src.opened = 0 playsound(src.loc, close_sound, 15, 1, -3) if(initial(density)) density = !density return 1 //Cham Projector Exception /obj/structure/closet/proc/store_misc(var/stored_units) var/added_units = 0 for(var/obj/effect/dummy/chameleon/AD in src.loc) if((stored_units + added_units) > storage_capacity) break AD.forceMove(src) added_units++ return added_units /obj/structure/closet/proc/store_items(var/stored_units) var/added_units = 0 for(var/obj/item/I in src.loc) var/item_size = CEILING(I.w_class / 2, 1) if(stored_units + added_units + item_size > storage_capacity) continue if(!I.anchored) I.forceMove(src) added_units += item_size return added_units /obj/structure/closet/proc/store_mobs(var/stored_units) var/added_units = 0 for(var/mob/living/M in src.loc) if(M.buckled || M.pinned.len) continue if(stored_units + added_units + M.mob_size > storage_capacity) break if(M.client) M.client.perspective = EYE_PERSPECTIVE M.client.eye = src M.forceMove(src) added_units += M.mob_size return added_units /obj/structure/closet/proc/store_closets(var/stored_units) var/added_units = 0 for(var/obj/structure/closet/C in src.loc) if(C == src) //Don't store ourself continue if(C.anchored) //Don't worry about anchored things on the same tile continue if(C.max_closets) //Prevents recursive storage continue if(stored_units + added_units + storage_cost > storage_capacity) break C.forceMove(src) added_units += storage_cost return added_units /obj/structure/closet/proc/toggle(mob/user as mob) if(!(src.opened ? src.close() : src.open())) to_chat(user, "It won't budge!") return update_icon() // this should probably use dump_contents() /obj/structure/closet/ex_act(severity) switch(severity) if(1) for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion A.forceMove(src.loc) A.ex_act(severity + 1) qdel(src) if(2) if(prob(50)) for (var/atom/movable/A as mob|obj in src) A.forceMove(src.loc) A.ex_act(severity + 1) qdel(src) if(3) if(prob(5)) for(var/atom/movable/A as mob|obj in src) A.forceMove(src.loc) qdel(src) /obj/structure/closet/blob_act() damage(100) /obj/structure/closet/proc/damage(var/damage) health -= damage if(health <= 0) for(var/atom/movable/A in src) A.forceMove(src.loc) qdel(src) /obj/structure/closet/bullet_act(var/obj/item/projectile/Proj) var/proj_damage = Proj.get_structure_damage() if(!proj_damage) return ..() damage(proj_damage) return /obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob) if(src.opened) if(istype(W, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = W src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet return 0 if(istype(W,/obj/item/tk_grab)) return 0 if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(!WT.remove_fuel(0,user)) if(!WT.isOn()) return else to_chat(user, "You need more welding fuel to complete this task.") return playsound(src, WT.usesound, 50) new /obj/item/stack/material/steel(src.loc) for(var/mob/M in viewers(src)) M.show_message("\The [src] has been cut apart by [user] with \the [WT].", 3, "You hear welding.", 2) qdel(src) return if(istype(W, /obj/item/weapon/storage/laundry_basket) && W.contents.len) var/obj/item/weapon/storage/laundry_basket/LB = W var/turf/T = get_turf(src) for(var/obj/item/I in LB.contents) LB.remove_from_storage(I, T) user.visible_message("[user] empties \the [LB] into \the [src].", \ "You empty \the [LB] into \the [src].", \ "You hear rustling of clothes.") return if(isrobot(user)) return if(W.loc != user) // This should stop mounted modules ending up outside the module. return usr.drop_item() if(W) W.forceMove(src.loc) else if(istype(W, /obj/item/weapon/packageWrap)) return else if(seal_tool) if(istype(W, seal_tool)) var/obj/item/weapon/S = W if(istype(S, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = S if(!WT.remove_fuel(0,user)) if(!WT.isOn()) return else to_chat(user, "You need more welding fuel to complete this task.") return if(do_after(user, 20 * S.toolspeed)) playsound(src, S.usesound, 50) src.sealed = !src.sealed src.update_icon() for(var/mob/M in viewers(src)) M.show_message("[src] has been [sealed?"sealed":"unsealed"] by [user.name].", 3) else if(W.is_wrench()) if(sealed) if(anchored) user.visible_message("\The [user] begins unsecuring \the [src] from the floor.", "You start unsecuring \the [src] from the floor.") else user.visible_message("\The [user] begins securing \the [src] to the floor.", "You start securing \the [src] to the floor.") playsound(src, W.usesound, 50) if(do_after(user, 20 * W.toolspeed)) if(!src) return to_chat(user, "You [anchored? "un" : ""]secured \the [src]!") anchored = !anchored else src.attack_hand(user) return /obj/structure/closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob) 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) return if((!( istype(O, /atom/movable) ) || O.anchored || !Adjacent(user) || !Adjacent(O) || !user.Adjacent(O) || user.contents.Find(src))) return if(!isturf(user.loc)) // are you in a container/closet/pod/etc? return if(!src.opened) return if(istype(O, /obj/structure/closet)) return step_towards(O, src.loc) if(user != O) user.show_viewers("[user] stuffs [O] into [src]!") src.add_fingerprint(user) return /obj/structure/closet/attack_robot(mob/user) if(Adjacent(user)) attack_hand(user) /obj/structure/closet/relaymove(mob/user as mob) if(user.stat || !isturf(src.loc)) return if(!src.open()) to_chat(user, "It won't budge!") /obj/structure/closet/attack_hand(mob/user as mob) src.add_fingerprint(user) src.toggle(user) // tk grab then use on self /obj/structure/closet/attack_self_tk(mob/user as mob) src.add_fingerprint(user) if(!src.toggle()) to_chat(usr, "It won't budge!") /obj/structure/closet/verb/verb_toggleopen() set src in oview(1) set category = "Object" set name = "Toggle Open" if(!usr.canmove || usr.stat || usr.restrained()) return if(ishuman(usr) || isrobot(usr)) src.add_fingerprint(usr) src.toggle(usr) else to_chat(usr, "This mob type can't use this verb.") /obj/structure/closet/update_icon()//Putting the sealed 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(sealed) overlays += "welded" else icon_state = icon_opened /obj/structure/closet/attack_generic(var/mob/user, var/damage, var/attack_message = "destroys") if(damage < STRUCTURE_MIN_DAMAGE_THRESHOLD) return user.do_attack_animation(src) visible_message("[user] [attack_message] the [src]!") dump_contents() spawn(1) qdel(src) return 1 /obj/structure/closet/proc/req_breakout() if(opened) return 0 //Door's open... wait, why are you in it's contents then? if(!sealed) return 0 //closed but not sealed... return 1 /obj/structure/closet/proc/mob_breakout(var/mob/living/escapee) if(breakout || !req_breakout()) return escapee.setClickCooldown(100) //okay, so the closet is either sealed or locked... resist!!! to_chat(escapee, "You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)") visible_message("\The [src] begins to shake violently!") breakout = 1 //can't think of a better way to do this right now. for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2 if(!do_after(escapee, 50)) //5 seconds breakout = 0 return if(!escapee || escapee.incapacitated() || escapee.loc != src) breakout = 0 return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened //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(!req_breakout()) breakout = 0 return playsound(src.loc, breakout_sound, 100, 1) animate_shake() add_fingerprint(escapee) //Well then break it! breakout = 0 to_chat(escapee, "You successfully break out!") visible_message("\The [escapee] successfully broke out of \the [src]!") playsound(src.loc, breakout_sound, 100, 1) break_open() animate_shake() /obj/structure/closet/proc/break_open() sealed = 0 update_icon() //Do this to prevent contents from being opened into nullspace (read: bluespace) if(istype(loc, /obj/structure/bigDelivery)) var/obj/structure/bigDelivery/BD = loc BD.unwrap() open() /obj/structure/closet/proc/animate_shake() var/init_px = pixel_x var/shake_dir = pick(-1, 1) animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1) animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING) /obj/structure/closet/onDropInto(var/atom/movable/AM) return /obj/structure/closet/AllowDrop() return TRUE /obj/structure/closet/return_air_for_internal_lifeform(var/mob/living/L) if(src.loc) if(istype(src.loc, /obj/structure/closet)) return (loc.return_air_for_internal_lifeform(L)) return return_air() /obj/structure/closet/take_damage(var/damage) if(damage < STRUCTURE_MIN_DAMAGE_THRESHOLD) return dump_contents() spawn(1) qdel(src) return 1