#define DEFAULT_SHELF_CAPACITY 3 // Default capacity of the shelf
#define DEFAULT_SHELF_USE_DELAY 1 SECONDS // Default interaction delay of the shelf
#define DEFAULT_SHELF_VERTICAL_OFFSET 11 // Vertical pixel offset of shelving-related things.
/obj/structure/rack/crate_shelf
name = "crate shelf"
desc = "It's a shelf! For storing crates!"
icon = 'icons/obj/objects.dmi'
icon_state = "shelf_base"
var/wrecked_icon_state = "shelf_wreck"
density = TRUE
anchored = TRUE
health = 50 // A bit stronger than a regular rack
parts = /obj/item/weapon/rack_parts/shelf
pass_flags_self = null
var/mob/living/carbon/human/trappeduser
var/trapping = FALSE
var/capacity = DEFAULT_SHELF_CAPACITY
var/use_delay = DEFAULT_SHELF_USE_DELAY
var/list/shelf_contents
var/osha_violation = FALSE // Have the screws been loosened by a DEVIOUS FIEND
var/damage_amount= 25 //for badminnery
var/made_in_china = FALSE //gibs if true
var/collapsed = FALSE
/obj/structure/rack/crate_shelf/tall
capacity = 12
/obj/structure/rack/crate_shelf/New()
. = ..()
var/mutable_appearance/base = mutable_appearance(icon = 'icons/obj/objects.dmi', icon_state = "shelf_overlay", layer = BELOW_OBJ_LAYER + 0.01, plane = FLOAT_PLANE)
base.plane = FLOAT_PLANE
overlays += base
shelf_contents = new/list(capacity) // Initialize our shelf's contents list, this will be used later.
var/stack_layer // This is used to generate the sprite layering of the shelf pieces.
var/stack_offset // This is used to generate the vertical offset of the shelf pieces.
var/stack_plane = FLOAT_PLANE
for(var/i in 1 to (capacity - 1))
if(i >= 3) // If we're at or above three, we'll be on the way to going off the tile we're on. This allows mobs to be below the shelf when this happens.
stack_plane = HUMAN_PLANE
stack_layer = BELOW_OBJ_LAYER + (0.02 * i) - 0.01 // Make each shelf piece render above the last, but below the crate that should be on it.
stack_offset = DEFAULT_SHELF_VERTICAL_OFFSET * i // Make each shelf piece physically above the last.
var/mutable_appearance/nextshelf = mutable_appearance(icon = 'icons/obj/objects.dmi', icon_state = "shelf_stack", layer = stack_layer, plane = stack_plane)
stack_layer += 0.2
nextshelf.pixel_y = stack_offset
overlays += nextshelf
var/mutable_appearance/nextshelf_olay = mutable_appearance(icon = 'icons/obj/objects.dmi', icon_state = "shelf_overlay", layer = stack_layer, plane = stack_plane)
nextshelf_olay.pixel_y = stack_offset
overlays += nextshelf_olay
return
/obj/structure/rack/crate_shelf/Destroy()
QDEL_LIST(shelf_contents)
if (trappeduser)
unlock_atom(trappeduser)
trappeduser = null
..()
return ..()
/obj/structure/rack/crate_shelf/examine(mob/user)
. = ..()
. += "There are some bolts holding [src] together."
if(shelf_contents.Find(null)) // If there's an empty space in the shelf, let the examiner know.
. += "You could drag a crate into [src]."
if(contents.len) // If there are any crates in the shelf, let the examiner know.
. += "You could drag a crate out of [src]."
. += "[src] contains:"
for(var/obj/structure/closet/crate/crate in shelf_contents)
. += "[crate]"
if(osha_violation)
. += "It doesn't look very sturdy."
/obj/structure/rack/crate_shelf/attackby(obj/item/weapon/W as obj, mob/living/user, params)
if(W.is_wrench(user) && can_disassemble())
W.playtoolsound(src, 50)
destroy(!trapping)
else if(W.is_screwdriver(user))
W.playtoolsound(src, 50)
osha_violation = !osha_violation
visible_message("[user] [osha_violation?"loosens":"tightens"] \the [src]'s bolts.", "You [osha_violation?"loosen":"tighten"] \the [src]'s bolts.")
/obj/structure/rack/crate_shelf/attack_hand(mob/living/user)
if(collapsed)
visible_message("[user] begins clearing \the [src] debris.", "You begins clearing \the [src] debris.")
if(do_after(user,src,5 SECONDS))
visible_message("[user] clears \the [src] debris.", "You clear \the [src] debris.")
destroy()
/obj/structure/rack/crate_shelf/destroy(dropParts = TRUE)
var/turf/dump_turf = get_turf(src)
for(var/obj/structure/closet/crate/crate in shelf_contents)
crate.plane = initial(crate.plane)
crate.layer = initial(crate.layer) // Reset the crates back to default visual state
crate.pixel_y = initial(crate.pixel_y)
crate.forceMove(dump_turf)
step(crate, pick(cardinal)) // Shuffle the crates around as though they've fallen down.
if(prob(5)) // Open the crate!
if(crate.open())
crate.visible_message("[crate]'s lid falls open!")
shelf_contents[shelf_contents.Find(crate)] = null
if(trapping)
unlock_atom(trappeduser)
trappeduser = null
trapping = FALSE
return ..()
/obj/structure/rack/crate_shelf/proc/relay_container_resist_act(mob/living/user, obj/structure/closet/crate)
to_chat(user, "You begin attempting to knock [crate] out of [src].")
if(do_after(user, 30 SECONDS, target = crate))
if(!user || user.stat != CONSCIOUS || user.loc != crate || crate.loc != src)
return // If the user is in a strange condition, return early.
visible_message("[crate] falls off of [src]!",
"You manage to knock [crate] free of [src].",
"You hear a thud.")
crate.forceMove(get_turf(src)) // Drop the crate onto the shelf,
step_rand(crate, 1) // Then try to push it somewhere.
crate.plane = initial(crate.plane)
crate.layer = initial(crate.layer) // Reset the crate back to having the default layer, otherwise we might get strange interactions.
crate.pixel_y = initial(crate.pixel_y) // Reset the crate back to having no offset, otherwise it will be floating.
shelf_contents[shelf_contents.Find(crate)] = null // Remove the reference to the crate from the list.
handle_visuals()
/obj/structure/rack/crate_shelf/proc/handle_visuals()
vis_contents = contents // It really do be that shrimple.
return
/obj/structure/rack/crate_shelf/proc/load(obj/structure/closet/crate/crate, mob/user)
var/next_free = shelf_contents.Find(null) // Find the first empty slot in the shelf.
if(!next_free) // If we don't find an empty slot, return early.
to_chat(user, "\The [src] is full!")
return FALSE
if(do_after(user, use_delay, target = crate))
if(shelf_contents[next_free] != null)
return FALSE // Something has been added to the shelf while we were waiting, abort!
if(crate.opened) // If the crate is open, try to close it.
if(!crate.close())
return FALSE // If we fail to close it, don't load it into the shelf.
shelf_contents[next_free] = crate // Insert a reference to the crate into the free slot.
crate.forceMove(src) // Insert the crate into the shelf.
crate.pixel_y = DEFAULT_SHELF_VERTICAL_OFFSET * (next_free - 1) // Adjust the vertical offset of the crate to look like it's on the shelf.
crate.plane = FLOAT_PLANE
if(next_free >= 3) // If we're at or above three, we'll be on the way to going off the tile we're on. This allows mobs to be below the crate when this happens.
crate.plane = HUMAN_PLANE
crate.layer = BELOW_OBJ_LAYER + 0.02 * (next_free - 1) // Adjust the layer of the crate to look like it's in the shelf.
handle_visuals()
return TRUE
return FALSE // If the do_after() is interrupted, return FALSE!
/obj/structure/rack/crate_shelf/proc/unload(obj/structure/closet/crate/crate, mob/user, turf/unload_turf)
if(!unload_turf)
unload_turf = get_turf(user) // If a turf somehow isn't passed into the proc, put it at the user's feet.
if(unload_turf.density)
return
if(locate(/obj/structure/closet/crate) in unload_turf)
to_chat(user,"There is already a crate here.")
return
if(do_after(user, use_delay, target = crate))
if(!shelf_contents.Find(crate))
return FALSE // If something has happened to the crate while we were waiting, abort!
crate.plane = initial(crate.plane)
crate.layer = initial(crate.layer) // Reset the crate back to having the default layer, otherwise we might get strange interactions.
crate.pixel_y = initial(crate.pixel_y) // Reset the crate back to having no offset, otherwise it will be floating.
crate.forceMove(unload_turf)
shelf_contents[shelf_contents.Find(crate)] = null // We do this instead of removing it from the list to preserve the order of the shelf.
handle_visuals()
return TRUE
return FALSE // If the do_after() is interrupted, return FALSE!
/obj/structure/rack/crate_shelf/Bumped(atom/movable/AM)
..()
var/bump_amt = 0
if(istype(AM,/obj))
if(istype(AM,/obj/item/projectile))
bump_amt = 1
else
var/obj/O = AM
switch(O.w_class)
if(W_CLASS_TINY, W_CLASS_SMALL)
bump_amt = 1
if(W_CLASS_MEDIUM)
bump_amt = 2
if(W_CLASS_LARGE,W_CLASS_HUGE,W_CLASS_GIANT)
bump_amt = 3
else if(istype(AM,/mob/living))
var/mob/living/M = AM
if(M.reagents)
if(M.reagents.get_sportiness() > 1)
bump_amt = 2
if(M_HULK in M.mutations)
bump_amt = 3
else
bump_amt = 1
else if(istype(AM,/obj/structure/bed/chair/vehicle))
bump_amt = 3
wobble(bump_amt,AM)
/obj/structure/rack/crate_shelf/tackled(mob/living/user) //why would you tackle this you big dumb idiot
..()
var/bump_amt
if(M_HULK in user.mutations)
bump_amt = 4
else
bump_amt = 3
wobble(bump_amt, user)
/obj/structure/rack/crate_shelf/ex_act(severity)
var/bump_amt = 0
switch(severity)
if(1.0)
bump_amt = 2
if(2.0)
if(prob(50))
bump_amt = 3
else
destroy(FALSE)
return
if(3.0)
if(prob(25))
destroy(TRUE)
return
else
bump_amt = 4
wobble(bump_amt)
//Tilt the shelves when hit.
//Power:
//1: Bumped or hit by small object
//2: Hit by med object
//3: Hit by large object or vehicle
//4: Bombed
//Loosening the bolts with a screwdriver doubles power
/obj/structure/rack/crate_shelf/proc/wobble(var/power,var/atom/movable/wobbler = null)
if(collapsed) //it won't fall on you if it already fell over
return
var/wobble_roll = power * 25 * (osha_violation?2:1)
var/wobble_amount = floor(clamp(rand(1,wobble_roll),0,100)/5)
var/wobble_dir
if(wobbler)
wobble_dir = get_dir(src,wobbler)
var/wobble_x = 0
var/wobble_y = 0
if(wobble_dir)
switch(wobble_dir)
if(NORTH)
wobble_x = 0
wobble_y = -wobble_amount
if(SOUTH)
wobble_x = 0
wobble_y = wobble_amount
if(WEST)
wobble_x = wobble_amount
wobble_y = 0
if(EAST)
wobble_x = -wobble_amount
wobble_y = 0
if(NORTHWEST)
wobble_x = wobble_amount/2
wobble_y = -wobble_amount/2
if(NORTHEAST)
wobble_x = -wobble_amount/2
wobble_y = -wobble_amount/2
if(SOUTHWEST)
wobble_x = wobble_amount/2
wobble_y = wobble_amount/2
if(SOUTHEAST)
wobble_x = -wobble_amount/2
wobble_y = wobble_amount/2
else
wobble_x = rand(0,wobble_amount)
wobble_y = rand(0,wobble_amount)
animate(src, pixel_x = pixel_x + wobble_x, pixel_y = pixel_y + wobble_y, time = 0.2 SECONDS)
sleep(0.2 SECONDS)
pixel_x = initial(pixel_x)
pixel_y = initial(pixel_y)
if(wobble_amount > 5)
post2liveleak(wobble_dir)
/datum/locking_category/shelf
flags = LOCKED_SHOULD_LIE
/obj/structure/rack/crate_shelf/proc/post2liveleak(var/tipdir)
collapsed = TRUE
var/turf/fallturf = get_turf(get_step(src,tipdir))
if(fallturf.density) //fall in the opposite direction if there's a wall in the way
fallturf = get_turf(get_step(src,opposite_dirs[tipdir]))
if(fallturf.density) //won't fall if blocked by walls in both dirs
return
forceMove(fallturf)
playsound(src,'sound/effects/plate_drop.ogg',60,1)
icon_state = wrecked_icon_state
overlays.Cut()
plane = HUMAN_PLANE
for(var/obj/structure/closet/crate/crate in shelf_contents)
crate.plane = initial(crate.plane)
crate.layer = initial(crate.layer)
crate.pixel_y = initial(crate.pixel_y)
crate.forceMove(fallturf)
step(crate, pick(cardinal))
if(prob(50))
if(crate.open())
crate.visible_message("[crate]'s lid falls open!")
shelf_contents[shelf_contents.Find(crate)] = null
handle_visuals()
for(var/mob/living/carbon/human/H in fallturf)
if(made_in_china)
H.gib()
return
var/datum/organ/external/injuredorgan = H.pick_usable_organ(LIMB_HEAD,LIMB_CHEST,LIMB_GROIN,LIMB_LEFT_ARM,
LIMB_RIGHT_ARM,LIMB_LEFT_HAND,LIMB_RIGHT_HAND,LIMB_LEFT_LEG,
LIMB_RIGHT_LEG,LIMB_LEFT_FOOT,LIMB_RIGHT_FOOT)
H.audible_scream()
H.visible_message("\The [src] falls onto [H]!",
"You get stuck under \the [src]!.",
"Something heavy fell and pinned you to the floor!")
lock_atom(H, /datum/locking_category/shelf)
if(injuredorgan?.take_damage(damage_amount - 10, 0, damage_amount, SERRATED_BLADE & SHARP_BLADE))
H.UpdateDamageIcon()
H.updatehealth()
H.update_canmove()
trapping = TRUE
return