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* e * Update code/game/objects/structures/crateshelf.dm Co-authored-by: SapphicOverload <93578146+SapphicOverload@users.noreply.github.com> * Update code/game/objects/structures/tables_racks.dm Co-authored-by: SapphicOverload <93578146+SapphicOverload@users.noreply.github.com> --------- Co-authored-by: SapphicOverload <93578146+SapphicOverload@users.noreply.github.com>
131 lines
6.7 KiB
Plaintext
131 lines
6.7 KiB
Plaintext
#define DEFAULT_SHELF_CAPACITY 3 // Default capacity of the shelf
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#define DEFAULT_SHELF_USE_DELAY 1 SECONDS // Default interaction delay of the shelf
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#define DEFAULT_SHELF_VERTICAL_OFFSET 10 // Vertical pixel offset of shelving-related things. Set to 10 by default due to this leaving more of the crate on-screen to be clicked.
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/obj/structure/crate_shelf
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name = "crate shelf"
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desc = "It's a shelf! For storing crates!"
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icon = 'icons/obj/objects.dmi'
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icon_state = "shelf_base"
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density = TRUE
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anchored = TRUE
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max_integrity = 50 // Not hard to break
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layer = ABOVE_MOB_LAYER
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var/capacity = DEFAULT_SHELF_CAPACITY
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var/use_delay = DEFAULT_SHELF_USE_DELAY
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var/offset = DEFAULT_SHELF_VERTICAL_OFFSET
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var/list/shelf_contents
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/obj/structure/crate_shelf/tall
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capacity = 12
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/obj/structure/crate_shelf/Initialize(mapload)
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. = ..()
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shelf_contents = new/list(capacity) // Initialize our shelf's contents list, this will be used later.
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var/stack_layer // This is used to generate the sprite layering of the shelf pieces.
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var/stack_offset // This is used to generate the vertical offset of the shelf pieces.
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for(var/i in 1 to (capacity - 1))
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stack_layer = ABOVE_MOB_LAYER + (0.02 * i) - 0.01 // Make each shelf piece render above the last, but below the crate that should be on it.
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stack_offset = offset * i // Make each shelf piece physically above the last.
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overlays += image(icon = 'icons/obj/objects.dmi', icon_state = "shelf_stack", layer = stack_layer, pixel_y = stack_offset)
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return
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/obj/structure/crate_shelf/Destroy()
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QDEL_LIST(shelf_contents)
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return ..()
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/obj/structure/crate_shelf/examine(mob/user)
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. = ..()
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. += "<span class='notice'>There are some <b>bolts</b> holding [src] together.</span>"
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if(shelf_contents.Find(null)) // If there's an empty space in the shelf, let the examiner know.
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. += "<span class='notice'>You could <b>drag</b> a crate into [src]."
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if(contents.len) // If there are any crates in the shelf, let the examiner know.
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. += "<span class='notice'>You could <b>drag</b> a crate out of [src]."
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. += "<span class='notice'>[src] contains:</span>"
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for(var/obj/structure/closet/crate/crate in shelf_contents)
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. += " [icon2html(crate, user)] [crate]"
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/obj/structure/crate_shelf/attackby(obj/item/item, mob/living/user, params)
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if (item.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
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item.play_tool_sound(src)
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if(do_after(user, 3 SECONDS, target = src))
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deconstruct(TRUE)
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return TRUE
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return ..()
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/obj/structure/crate_shelf/relay_container_resist(mob/living/user, obj/structure/closet/crate)
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to_chat(user, "<span class='notice'>You begin attempting to knock [crate] out of [src].</span>")
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if(do_after(user, 30 SECONDS, target = crate))
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if(!user || user.stat != CONSCIOUS || user.loc != crate || crate.loc != src)
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return // If the user is in a strange condition, return early.
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visible_message("<span class='warning'>[crate] falls off of [src]!</span>",
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"<span class='notice'>You manage to knock [crate] free of [src].</span>",
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"<span class='notice>You hear a thud.</span>")
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crate.forceMove(drop_location()) // Drop the crate onto the shelf,
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step_rand(crate, 1) // Then try to push it somewhere.
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crate.layer = initial(crate.layer) // Reset the crate back to having the default layer, otherwise we might get strange interactions.
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crate.pixel_y = initial(crate.pixel_y) // Reset the crate back to having no offset, otherwise it will be floating.
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shelf_contents[shelf_contents.Find(crate)] = null // Remove the reference to the crate from the list.
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handle_visuals()
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/obj/structure/crate_shelf/proc/handle_visuals()
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vis_contents = contents // It really do be that shrimple.
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return
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/obj/structure/crate_shelf/proc/load(obj/structure/closet/crate/crate, mob/user)
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var/next_free = shelf_contents.Find(null) // Find the first empty slot in the shelf.
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if(!next_free) // If we don't find an empty slot, return early.
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balloon_alert(user, "shelf full!")
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return FALSE
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if(do_after(user, use_delay, target = crate))
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if(shelf_contents[next_free] != null)
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return FALSE // Something has been added to the shelf while we were waiting, abort!
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if(crate.opened) // If the crate is open, try to close it.
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if(!crate.close())
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return FALSE // If we fail to close it, don't load it into the shelf.
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shelf_contents[next_free] = crate // Insert a reference to the crate into the free slot.
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crate.forceMove(src) // Insert the crate into the shelf.
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crate.pixel_y = offset * (next_free - 1) // Adjust the vertical offset of the crate to look like it's on the shelf.
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crate.layer = ABOVE_MOB_LAYER + 0.02 * (next_free - 1) // Adjust the layer of the crate to look like it's in the shelf.
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handle_visuals()
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return TRUE
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return FALSE // If the do_after() is interrupted, return FALSE!
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/obj/structure/crate_shelf/proc/unload(obj/structure/closet/crate/crate, mob/user, turf/unload_turf)
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if(!unload_turf)
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unload_turf = get_turf(user) // If a turf somehow isn't passed into the proc, put it at the user's feet.
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if(!unload_turf.Enter(crate, no_side_effects = TRUE)) // If moving the crate from the shelf to the desired turf would bump, don't do it! Thanks Kapu1178 for the help here. - Generic DM
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balloon_alert(user, "no room!")
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return FALSE
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if(do_after(user, use_delay, target = crate))
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if(!shelf_contents.Find(crate))
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return FALSE // If something has happened to the crate while we were waiting, abort!
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crate.layer = initial(crate.layer) // Reset the crate back to having the default layer, otherwise we might get strange interactions.
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crate.pixel_y = initial(crate.pixel_y) // Reset the crate back to having no offset, otherwise it will be floating.
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crate.forceMove(unload_turf)
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shelf_contents[shelf_contents.Find(crate)] = null // We do this instead of removing it from the list to preserve the order of the shelf.
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handle_visuals()
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return TRUE
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return FALSE // If the do_after() is interrupted, return FALSE!
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/obj/structure/crate_shelf/deconstruct(disassembled = TRUE)
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var/turf/dump_turf = drop_location()
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for(var/obj/structure/closet/crate/crate in shelf_contents)
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crate.layer = initial(crate.layer) // Reset the crates back to default visual state
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crate.pixel_y = initial(crate.pixel_y)
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crate.forceMove(dump_turf)
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step(crate, pick(GLOB.alldirs)) // Shuffle the crates around as though they've fallen down.
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crate.SpinAnimation(rand(4,7), 1) // Spin the crates around a little as they fall. Randomness is applied so it doesn't look weird.
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shelf_contents[shelf_contents.Find(crate)] = null
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if(!(flags_1&NODECONSTRUCT_1))
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density = FALSE
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var/obj/item/rack_parts/shelf/newparts = new(loc)
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transfer_fingerprints_to(newparts)
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return ..()
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/obj/item/rack_parts/shelf
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name = "crate shelf parts"
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desc = "Parts of a shelf."
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construction_type = /obj/structure/crate_shelf
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