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S.P.L.U.R.T-Station-13/code/game/objects/structures/crates_lockers/closets.dm
Ghommie ad4d290ea7 WIP
2020-03-08 19:26:01 +01:00

628 lines
20 KiB
Plaintext

/obj/structure/closet
name = "closet"
desc = "It's a basic storage unit."
icon = 'icons/obj/closet.dmi'
icon_state = "generic"
density = TRUE
var/icon_door = null
var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
var/secure = FALSE //secure locker or not, also used if overriding a non-secure locker with a secure door overlay to add fancy lights
var/opened = FALSE
var/welded = FALSE
var/locked = FALSE
var/large = TRUE
var/wall_mounted = 0 //never solid (You can always pass over it)
max_integrity = 200
integrity_failure = 0.25
armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
var/breakout_time = 1200
var/message_cooldown
var/can_weld_shut = TRUE
var/horizontal = FALSE
var/allow_objects = FALSE
var/allow_dense = FALSE
var/dense_when_open = FALSE //if it's dense when open or not
var/max_mob_size = MOB_SIZE_HUMAN //Biggest mob_size accepted by the container
var/mob_storage_capacity = 3 // how many human sized mob/living can fit together inside a closet.
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/cutting_tool = /obj/item/weldingtool
var/open_sound = 'sound/machines/click.ogg'
var/close_sound = 'sound/machines/click.ogg'
var/material_drop = /obj/item/stack/sheet/metal
var/material_drop_amount = 2
var/delivery_icon = "deliverycloset" //which icon to use when packagewrapped. null to be unwrappable.
var/anchorable = TRUE
var/icon_welded = "welded"
var/obj/item/electronics/airlock/lockerelectronics //Installed electronics
var/lock_in_use = FALSE //Someone is doing some stuff with the lock here, better not proceed further
var/eigen_teleport = FALSE //If the closet leads to Mr Tumnus.
var/obj/structure/closet/eigen_target //Where you go to.
/obj/structure/closet/Initialize(mapload)
. = ..()
update_icon()
PopulateContents()
if(mapload && !opened) // if closed, any item at the crate's loc is put in the contents
addtimer(CALLBACK(src, .proc/take_contents), 0)
if(secure)
lockerelectronics = new(src)
lockerelectronics.accesses = req_access
//USE THIS TO FILL IT, NOT INITIALIZE OR NEW
/obj/structure/closet/proc/PopulateContents()
return
/obj/structure/closet/Destroy()
dump_contents(override = FALSE)
return ..()
/obj/structure/closet/update_icon()
. = ..()
if(!opened)
layer = OBJ_LAYER
else
layer = BELOW_OBJ_LAYER
/obj/structure/closet/update_overlays()
. = ..()
closet_update_overlays(.)
/obj/structure/closet/proc/closet_update_overlays(list/new_overlays)
. = new_overlays
if(!opened)
if(icon_door)
. += "[icon_door]_door"
else
. += "[icon_state]_door"
if(welded)
. += "welded"
if(!secure)
return
if(broken)
. += "off"
. += "sparking"
else if(locked)
. += "locked"
else
. += "unlocked"
else
if(icon_door_override)
. += "[icon_door]_open"
else
. += "[icon_state]_open"
/obj/structure/closet/examine(mob/user)
. = ..()
if(welded)
. += "<span class='notice'>It's <b>welded</b> shut.</span>"
if(anchored)
. += "<span class='notice'>It is <b>bolted</b> to the ground.</span>"
if(opened)
. += "<span class='notice'>The parts are <b>welded</b> together.</span>"
else if(secure && !opened)
else if(broken)
. += "<span class='notice'>The lock is <b>screwed</b> in.</span>"
else if(secure)
. += "<span class='notice'>Alt-click to [locked ? "unlock" : "lock"].</span>"
if(isliving(user))
var/mob/living/L = user
if(HAS_TRAIT(L, TRAIT_SKITTISH))
. += "<span class='notice'>Ctrl-Shift-click [src] to jump inside.</span>"
/obj/structure/closet/CanPass(atom/movable/mover, turf/target)
if(wall_mounted)
return TRUE
return !density
/obj/structure/closet/proc/can_open(mob/living/user)
if(welded || locked)
return FALSE
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
if(L.anchored || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
if(user)
to_chat(user, "<span class='danger'>There's something large on top of [src], preventing it from opening.</span>" )
return FALSE
return TRUE
/obj/structure/closet/proc/can_close(mob/living/user)
var/turf/T = get_turf(src)
for(var/obj/structure/closet/closet in T)
if(closet != src && !closet.wall_mounted)
return FALSE
for(var/mob/living/L in T)
if(L.anchored || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
if(user)
to_chat(user, "<span class='danger'>There's something too large in [src], preventing it from closing.</span>")
return FALSE
return TRUE
/obj/structure/closet/proc/can_lock(mob/living/user, var/check_access = TRUE) //set check_access to FALSE if you only need to check if a locker has a functional lock rather than access
if(!secure)
return FALSE
if(broken)
to_chat(user, "<span class='notice'>[src] is broken!</span>")
return FALSE
if(QDELETED(lockerelectronics) && !locked) //We want to be able to unlock it regardless of electronics, but only lockable with electronics
to_chat(user, "<span class='notice'>[src] is missing locker electronics!</span>")
return FALSE
if(!check_access)
return TRUE
if(allowed(user))
return TRUE
to_chat(user, "<span class='notice'>Access denied.</span>")
/obj/structure/closet/proc/togglelock(mob/living/user)
add_fingerprint(user)
if(eigen_target)
return
if(opened)
return
if(!can_lock(user))
return
locked = !locked
user.visible_message("<span class='notice'>[user] [locked ? null : "un"]locks [src].</span>",
"<span class='notice'>You [locked ? null : "un"]lock [src].</span>")
update_icon()
/obj/structure/closet/proc/dump_contents(var/override = TRUE) //Override is for not revealing the locker electronics when you open the locker, for example
var/atom/L = drop_location()
for(var/atom/movable/AM in src)
if(AM == lockerelectronics && override)
continue
AM.forceMove(L)
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/take_contents()
var/atom/L = drop_location()
for(var/atom/movable/AM in L)
if(AM != src && insert(AM) == -1) // limit reached
break
/obj/structure/closet/proc/open(mob/living/user)
if(opened || !can_open(user))
return
playsound(loc, open_sound, 15, 1, -3)
opened = TRUE
if(!dense_when_open)
density = FALSE
climb_time *= 0.5 //it's faster to climb onto an open thing
dump_contents()
update_icon()
return 1
/obj/structure/closet/proc/insert(atom/movable/AM)
if(contents.len >= storage_capacity)
return -1
if(insertion_allowed(AM))
if(eigen_teleport) // For teleporting people with linked lockers.
do_teleport(AM, get_turf(eigen_target), 0)
if(eigen_target.opened == FALSE)
eigen_target.bust_open()
else
AM.forceMove(src)
return TRUE
else
return FALSE
/obj/structure/closet/proc/insertion_allowed(atom/movable/AM)
if(ismob(AM))
if(!isliving(AM)) //let's not put ghosts or camera mobs inside closets...
return FALSE
var/mob/living/L = AM
if(L.anchored || L.buckled || L.incorporeal_move || L.has_buckled_mobs())
return FALSE
if(L.mob_size > MOB_SIZE_TINY) // Tiny mobs are treated as items.
if(horizontal && L.density)
return FALSE
if(L.mob_size > max_mob_size)
return FALSE
var/mobs_stored = 0
for(var/mob/living/M in contents)
if(++mobs_stored >= mob_storage_capacity)
return FALSE
L.stop_pulling()
else if(istype(AM, /obj/structure/closet))
return FALSE
else if(istype(AM, /obj/effect))
return FALSE
else if(isobj(AM))
if((!allow_dense && AM.density) || AM.anchored || AM.has_buckled_mobs())
return FALSE
if(isitem(AM) && !HAS_TRAIT(AM, TRAIT_NODROP))
return TRUE
else if(!allow_objects && !istype(AM, /obj/effect/dummy/chameleon))
return FALSE
else
return FALSE
return TRUE
/obj/structure/closet/proc/close(mob/living/user)
if(!opened || !can_close(user))
return FALSE
take_contents()
playsound(loc, close_sound, 15, 1, -3)
climb_time = initial(climb_time)
opened = FALSE
density = TRUE
update_icon()
return TRUE
/obj/structure/closet/proc/toggle(mob/living/user)
if(opened)
return close(user)
else
return open(user)
/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/proc/handle_lock_addition(mob/user, obj/item/electronics/airlock/E)
add_fingerprint(user)
if(lock_in_use)
to_chat(user, "<span class='notice'>Wait for work on [src] to be done first!</span>")
return
if(secure)
to_chat(user, "<span class='notice'>This locker already has a lock!</span>")
return
if(broken)
to_chat(user, "<span class='notice'><b>Unscrew</b> the broken lock first!</span>")
return
if(!istype(E))
return
user.visible_message("<span class='notice'>[user] begins installing a lock on [src]...</span>","<span class='notice'>You begin installing a lock on [src]...</span>")
lock_in_use = TRUE
playsound(loc, 'sound/items/screwdriver.ogg', 50, 1)
if(!do_after(user, 60, target = src))
lock_in_use = FALSE
return
lock_in_use = FALSE
to_chat(user, "<span class='notice'>You finish the lock on [src]!</span>")
E.forceMove(src)
lockerelectronics = E
req_access = E.accesses
secure = TRUE
update_icon()
return TRUE
/obj/structure/closet/proc/handle_lock_removal(mob/user, obj/item/screwdriver/S)
if(lock_in_use)
to_chat(user, "<span class='notice'>Wait for work on [src] to be done first!</span>")
return
if(locked)
to_chat(user, "<span class='notice'>Unlock it first!</span>")
return
if(!secure)
to_chat(user, "<span class='notice'>[src] doesn't have a lock that you can remove!</span>")
return
if(!istype(S))
return
var/brokenword = broken ? "broken " : null
user.visible_message("<span class='notice'>[user] begins removing the [brokenword]lock on [src]...</span>","<span class='notice'>You begin removing the [brokenword]lock on [src]...</span>")
playsound(loc, S.usesound, 50, 1)
lock_in_use = TRUE
if(!do_after(user, 100 * S.toolspeed, target = src))
lock_in_use = FALSE
return
to_chat(user, "<span class='notice'>You remove the [brokenword]lock from [src]!</span>")
if(!QDELETED(lockerelectronics))
lockerelectronics.add_fingerprint(user)
lockerelectronics.forceMove(user.loc)
lockerelectronics = null
req_access = null
secure = FALSE
broken = FALSE
locked = FALSE
lock_in_use = FALSE
update_icon()
return TRUE
/obj/structure/closet/deconstruct(disassembled = TRUE)
if(ispath(material_drop) && material_drop_amount && !(flags_1 & NODECONSTRUCT_1))
new material_drop(loc, material_drop_amount)
qdel(src)
/obj/structure/closet/obj_break(damage_flag)
if(!broken && !(flags_1 & NODECONSTRUCT_1))
bust_open()
/obj/structure/closet/attackby(obj/item/W, mob/user, params)
if(user in src)
return
if(src.tool_interact(W,user))
return 1 // No afterattack
else
return ..()
/obj/structure/closet/proc/tool_interact(obj/item/W, mob/user)//returns TRUE if attackBy call shouldnt be continued (because tool was used/closet was of wrong type), FALSE if otherwise
. = TRUE
if(opened)
if(istype(W, cutting_tool))
var/welder = FALSE
if(istype(W, /obj/item/weldingtool))
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin [welder ? "slicing" : "deconstructing"] \the [src] apart...</span>")
welder = TRUE
if(W.use_tool(src, user, 40, volume=50))
if(eigen_teleport)
to_chat(user, "<span class='notice'>The unstable nature of \the [src] makes it impossible to [welder ? "slice" : "deconstruct"]!</span>")
return
if(!opened)
return
user.visible_message("<span class='notice'>[user] [welder ? "slice" : "deconstruct"]s apart \the [src].</span>",
"<span class='notice'>You [welder ? "slice" : "deconstruct"] \the [src] apart with \the [W].</span>",
"<span class='italics'>You hear [welder ? "welding" : "rustling of screws and metal"].</span>")
deconstruct(TRUE)
return
if(user.a_intent != INTENT_HARM && user.transferItemToLoc(W, drop_location())) // so we put in unlit welder too
return TRUE
else if(istype(W, /obj/item/electronics/airlock))
handle_lock_addition(user, W)
else if(istype(W, /obj/item/screwdriver))
handle_lock_removal(user, W)
else if(istype(W, /obj/item/weldingtool) && can_weld_shut)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin [welded ? "unwelding":"welding"] \the [src]...</span>")
if(W.use_tool(src, user, 40, volume=50))
if(eigen_teleport)
to_chat(user, "<span class='notice'>The unstable nature of \the [src] makes it impossible to weld!</span>")
return
if(opened)
return
welded = !welded
after_weld(welded)
user.visible_message("<span class='notice'>[user] [welded ? "welds shut" : "unwelds"] \the [src].</span>",
"<span class='notice'>You [welded ? "weld" : "unwelded"] \the [src] with \the [W].</span>",
"<span class='italics'>You hear welding.</span>")
update_icon()
else if(istype(W, /obj/item/wrench) && anchorable)
if(isinspace() && !anchored)
return
setAnchored(!anchored)
W.play_tool_sound(src, 75)
user.visible_message("<span class='notice'>[user] [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground.</span>", \
"<span class='notice'>You [anchored ? "anchored" : "unanchored"] \the [src] [anchored ? "to" : "from"] the ground.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
else if(user.a_intent != INTENT_HARM && !(W.item_flags & NOBLUDGEON))
if(W.GetID() || !toggle(user))
togglelock(user)
else
return FALSE
/obj/structure/closet/proc/after_weld(weld_state)
return
/obj/structure/closet/MouseDrop_T(atom/movable/O, mob/living/user)
if(!istype(O) || O.anchored || istype(O, /obj/screen))
return
if(!istype(user) || user.incapacitated() || user.lying)
return
if(!Adjacent(user) || !user.Adjacent(O))
return
if(user == O) //try to climb onto it
return ..()
if(!opened)
return
if(!isturf(O.loc))
return
var/actuallyismob = 0
if(isliving(O))
actuallyismob = 1
else if(!isitem(O))
return
var/turf/T = get_turf(src)
var/list/targets = list(O, src)
add_fingerprint(user)
user.visible_message("<span class='warning'>[user] [actuallyismob ? "tries to ":""]stuff [O] into [src].</span>", \
"<span class='warning'>You [actuallyismob ? "try to ":""]stuff [O] into [src].</span>", \
"<span class='italics'>You hear clanging.</span>")
if(actuallyismob)
if(do_after_mob(user, targets, 40))
user.visible_message("<span class='notice'>[user] stuffs [O] into [src].</span>", \
"<span class='notice'>You stuff [O] into [src].</span>", \
"<span class='italics'>You hear a loud metal bang.</span>")
var/mob/living/L = O
if(!issilicon(L))
L.DefaultCombatKnockdown(40)
O.forceMove(T)
close()
else
O.forceMove(T)
return 1
/obj/structure/closet/relaymove(mob/user)
if(user.stat || !isturf(loc) || !isliving(user))
return
if(locked)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
return
container_resist(user)
/obj/structure/closet/attack_hand(mob/user)
. = ..()
if(.)
return
if(user.lying && get_dist(src, user) > 0)
return
if(!toggle(user))
togglelock(user)
/obj/structure/closet/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/closet/attack_robot(mob/user)
if(user.Adjacent(src))
return attack_hand(user)
// tk grab then use on self
/obj/structure/closet/attack_self_tk(mob/user)
return attack_hand(user)
/obj/structure/closet/verb/verb_toggleopen()
set src in oview(1)
set category = "Object"
set name = "Toggle Open"
var/mob/living/L = usr
if(!istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
return FALSE
if(iscarbon(usr) || issilicon(usr) || isdrone(usr))
return attack_hand(usr)
else
to_chat(usr, "<span class='warning'>This mob type can't use this verb.</span>")
// 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(mob/living/user)
if(opened)
return
if(ismovableatom(loc))
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
var/atom/movable/AM = loc
AM.relay_container_resist(user, src)
return
if(!welded && !locked)
open()
return
//okay, so the closet is either welded or locked... resist!!!
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='warning'>[src] begins to shake violently!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear banging from [src].</span>")
if(do_after(user,(breakout_time), target = src, required_mobility_flags = MOBILITY_RESIST))
if(!user || user.stat != CONSCIOUS || user.loc != src || opened || (!locked && !welded) )
return
//we check after a while whether there is a point of resisting anymore and whether the user is capable of resisting
user.visible_message("<span class='danger'>[user] successfully broke out of [src]!</span>",
"<span class='notice'>You successfully break out of [src]!</span>")
bust_open()
else
if(user.loc == src) //so we don't get the message if we resisted multiple times and succeeded.
to_chat(user, "<span class='warning'>You fail to break out of [src]!</span>")
/obj/structure/closet/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, be_close=TRUE) || !isturf(loc))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return TRUE
togglelock(user)
return TRUE
/obj/structure/closet/CtrlShiftClick(mob/living/user)
if(!HAS_TRAIT(user, TRAIT_SKITTISH))
return ..()
if(!user.canUseTopic(src) || !isturf(user.loc) || !user.Adjacent(src) || !user.CanReach(src))
return
dive_into(user)
/obj/structure/closet/emag_act(mob/user)
. = ..()
if(!secure || broken)
return
user.visible_message("<span class='warning'>Sparks fly from [src]!</span>",
"<span class='warning'>You scramble [src]'s lock, breaking it open!</span>",
"<span class='italics'>You hear a faint electrical spark.</span>")
playsound(src, "sparks", 50, 1)
broken = TRUE
locked = FALSE
if(!QDELETED(lockerelectronics))
QDEL_NULL(lockerelectronics)
update_icon()
/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/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if (!(. & EMP_PROTECT_CONTENTS))
for(var/obj/O in src)
O.emp_act(severity)
if(!secure || broken)
return ..()
if(prob(50 / severity))
locked = !locked
update_icon()
if(prob(20 / severity) && !opened)
if(!locked)
open()
else
req_access = list()
req_access += pick(get_all_accesses())
if(!QDELETED(lockerelectronics))
lockerelectronics.accesses = req_access
/obj/structure/closet/contents_explosion(severity, target)
for(var/atom/A in contents)
A.ex_act(severity, target)
CHECK_TICK
/obj/structure/closet/singularity_act()
dump_contents()
..()
/obj/structure/closet/AllowDrop()
return TRUE
/obj/structure/closet/return_temperature()
return
/obj/structure/closet/proc/dive_into(mob/living/user)
var/turf/T1 = get_turf(user)
var/turf/T2 = get_turf(src)
if(!opened)
if(locked)
togglelock(user, TRUE)
if(!open(user))
to_chat(user, "<span class='warning'>It won't budge!</span>")
return
step_towards(user, T2)
T1 = get_turf(user)
if(T1 == T2)
user.set_resting(TRUE, TRUE)
if(!close(user))
to_chat(user, "<span class='warning'>You can't get [src] to close!</span>")
user.set_resting(FALSE, TRUE)
return
user.set_resting(FALSE, TRUE)
togglelock(user)
T1.visible_message("<span class='warning'>[user] dives into [src]!</span>")
/obj/structure/closet/canReachInto(atom/user, atom/target, list/next, view_only, obj/item/tool)
return ..() && opened