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330 lines
13 KiB
Plaintext
330 lines
13 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 11 // Vertical pixel offset of shelving-related things.
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/obj/structure/rack/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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var/wrecked_icon_state = "shelf_wreck"
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density = TRUE
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anchored = TRUE
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health = 50 // A bit stronger than a regular rack
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parts = /obj/item/weapon/rack_parts/shelf
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pass_flags_self = null
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var/mob/living/carbon/human/trappeduser
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var/trapping = FALSE
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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/list/shelf_contents
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var/osha_violation = FALSE // Have the screws been loosened by a DEVIOUS FIEND
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var/damage_amount= 25 //for badminnery
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var/made_in_china = FALSE //gibs if true
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var/collapsed = FALSE
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/obj/structure/rack/crate_shelf/tall
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capacity = 12
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/obj/structure/rack/crate_shelf/New()
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. = ..()
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var/mutable_appearance/base = mutable_appearance(icon = 'icons/obj/objects.dmi', icon_state = "shelf_overlay", layer = BELOW_OBJ_LAYER + 0.01, plane = FLOAT_PLANE)
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base.plane = FLOAT_PLANE
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overlays += base
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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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var/stack_plane = FLOAT_PLANE
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for(var/i in 1 to (capacity - 1))
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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.
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stack_plane = HUMAN_PLANE
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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.
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stack_offset = DEFAULT_SHELF_VERTICAL_OFFSET * i // Make each shelf piece physically above the last.
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var/mutable_appearance/nextshelf = mutable_appearance(icon = 'icons/obj/objects.dmi', icon_state = "shelf_stack", layer = stack_layer, plane = stack_plane)
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stack_layer += 0.2
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nextshelf.pixel_y = stack_offset
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overlays += nextshelf
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var/mutable_appearance/nextshelf_olay = mutable_appearance(icon = 'icons/obj/objects.dmi', icon_state = "shelf_overlay", layer = stack_layer, plane = stack_plane)
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nextshelf_olay.pixel_y = stack_offset
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overlays += nextshelf_olay
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return
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/obj/structure/rack/crate_shelf/Destroy()
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QDEL_LIST(shelf_contents)
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if (trappeduser)
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unlock_atom(trappeduser)
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trappeduser = null
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..()
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return ..()
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/obj/structure/rack/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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. += "[crate]"
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if(osha_violation)
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. += "<span class='warning'>It doesn't look very sturdy.</span>"
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/obj/structure/rack/crate_shelf/attackby(obj/item/weapon/W as obj, mob/living/user, params)
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if(W.is_wrench(user) && can_disassemble())
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W.playtoolsound(src, 50)
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destroy(!trapping)
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else if(W.is_screwdriver(user))
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W.playtoolsound(src, 50)
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osha_violation = !osha_violation
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visible_message("[user] [osha_violation?"loosens":"tightens"] \the [src]'s bolts.", "You [osha_violation?"loosen":"tighten"] \the [src]'s bolts.")
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/obj/structure/rack/crate_shelf/attack_hand(mob/living/user)
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if(collapsed)
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visible_message("[user] begins clearing \the [src] debris.", "You begins clearing \the [src] debris.")
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if(do_after(user,src,5 SECONDS))
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visible_message("[user] clears \the [src] debris.", "You clear \the [src] debris.")
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destroy()
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/obj/structure/rack/crate_shelf/destroy(dropParts = TRUE)
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var/turf/dump_turf = get_turf(src)
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for(var/obj/structure/closet/crate/crate in shelf_contents)
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crate.plane = initial(crate.plane)
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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(cardinal)) // Shuffle the crates around as though they've fallen down.
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if(prob(5)) // Open the crate!
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if(crate.open())
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crate.visible_message("<span class='warning'>[crate]'s lid falls open!</span>")
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shelf_contents[shelf_contents.Find(crate)] = null
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if(trapping)
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unlock_atom(trappeduser)
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trappeduser = null
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trapping = FALSE
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return ..()
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/obj/structure/rack/crate_shelf/proc/relay_container_resist_act(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(get_turf(src)) // 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.plane = initial(crate.plane)
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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/rack/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/rack/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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to_chat(user, "<span class='warning'>\The [src] is full!</span>")
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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 = DEFAULT_SHELF_VERTICAL_OFFSET * (next_free - 1) // Adjust the vertical offset of the crate to look like it's on the shelf.
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crate.plane = FLOAT_PLANE
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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.
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crate.plane = HUMAN_PLANE
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crate.layer = BELOW_OBJ_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/rack/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.density)
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return
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if(locate(/obj/structure/closet/crate) in unload_turf)
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to_chat(user,"<span class='warning'>There is already a crate here.</span>")
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return
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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.plane = initial(crate.plane)
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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/rack/crate_shelf/Bumped(atom/movable/AM)
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..()
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var/bump_amt = 0
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if(istype(AM,/obj))
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if(istype(AM,/obj/item/projectile))
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bump_amt = 1
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else
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var/obj/O = AM
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switch(O.w_class)
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if(W_CLASS_TINY, W_CLASS_SMALL)
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bump_amt = 1
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if(W_CLASS_MEDIUM)
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bump_amt = 2
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if(W_CLASS_LARGE,W_CLASS_HUGE,W_CLASS_GIANT)
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bump_amt = 3
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else if(istype(AM,/mob/living))
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var/mob/living/M = AM
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if(M.reagents)
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if(M.reagents.get_sportiness() > 1)
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bump_amt = 2
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if(M_HULK in M.mutations)
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bump_amt = 3
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else
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bump_amt = 1
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else if(istype(AM,/obj/structure/bed/chair/vehicle))
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bump_amt = 3
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wobble(bump_amt,AM)
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/obj/structure/rack/crate_shelf/tackled(mob/living/user) //why would you tackle this you big dumb idiot
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..()
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var/bump_amt
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if(M_HULK in user.mutations)
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bump_amt = 4
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else
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bump_amt = 3
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wobble(bump_amt, user)
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/obj/structure/rack/crate_shelf/ex_act(severity)
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var/bump_amt = 0
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switch(severity)
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if(1.0)
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bump_amt = 2
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if(2.0)
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if(prob(50))
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bump_amt = 3
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else
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destroy(FALSE)
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return
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if(3.0)
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if(prob(25))
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destroy(TRUE)
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return
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else
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bump_amt = 4
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wobble(bump_amt)
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//Tilt the shelves when hit.
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//Power:
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//1: Bumped or hit by small object
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//2: Hit by med object
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//3: Hit by large object or vehicle
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//4: Bombed
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//Loosening the bolts with a screwdriver doubles power
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/obj/structure/rack/crate_shelf/proc/wobble(var/power,var/atom/movable/wobbler = null)
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if(collapsed) //it won't fall on you if it already fell over
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return
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var/wobble_roll = power * 25 * (osha_violation?2:1)
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var/wobble_amount = floor(clamp(rand(1,wobble_roll),0,100)/5)
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var/wobble_dir
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if(wobbler)
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wobble_dir = get_dir(src,wobbler)
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var/wobble_x = 0
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var/wobble_y = 0
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if(wobble_dir)
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switch(wobble_dir)
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if(NORTH)
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wobble_x = 0
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wobble_y = -wobble_amount
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if(SOUTH)
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wobble_x = 0
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wobble_y = wobble_amount
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if(WEST)
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wobble_x = wobble_amount
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wobble_y = 0
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if(EAST)
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wobble_x = -wobble_amount
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wobble_y = 0
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if(NORTHWEST)
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wobble_x = wobble_amount/2
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wobble_y = -wobble_amount/2
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if(NORTHEAST)
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wobble_x = -wobble_amount/2
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wobble_y = -wobble_amount/2
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if(SOUTHWEST)
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wobble_x = wobble_amount/2
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wobble_y = wobble_amount/2
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if(SOUTHEAST)
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wobble_x = -wobble_amount/2
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wobble_y = wobble_amount/2
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else
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wobble_x = rand(0,wobble_amount)
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wobble_y = rand(0,wobble_amount)
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animate(src, pixel_x = pixel_x + wobble_x, pixel_y = pixel_y + wobble_y, time = 0.2 SECONDS)
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sleep(0.2 SECONDS)
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pixel_x = initial(pixel_x)
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pixel_y = initial(pixel_y)
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if(wobble_amount > 5)
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post2liveleak(wobble_dir)
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/datum/locking_category/shelf
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flags = LOCKED_SHOULD_LIE
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/obj/structure/rack/crate_shelf/proc/post2liveleak(var/tipdir)
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collapsed = TRUE
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var/turf/fallturf = get_turf(get_step(src,tipdir))
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if(fallturf.density) //fall in the opposite direction if there's a wall in the way
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fallturf = get_turf(get_step(src,opposite_dirs[tipdir]))
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if(fallturf.density) //won't fall if blocked by walls in both dirs
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return
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forceMove(fallturf)
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playsound(src,'sound/effects/plate_drop.ogg',60,1)
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icon_state = wrecked_icon_state
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overlays.Cut()
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plane = HUMAN_PLANE
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for(var/obj/structure/closet/crate/crate in shelf_contents)
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crate.plane = initial(crate.plane)
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crate.layer = initial(crate.layer)
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crate.pixel_y = initial(crate.pixel_y)
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crate.forceMove(fallturf)
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step(crate, pick(cardinal))
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if(prob(50))
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if(crate.open())
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crate.visible_message("<span class='warning'>[crate]'s lid falls open!</span>")
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shelf_contents[shelf_contents.Find(crate)] = null
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handle_visuals()
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for(var/mob/living/carbon/human/H in fallturf)
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if(made_in_china)
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H.gib()
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return
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var/datum/organ/external/injuredorgan = H.pick_usable_organ(LIMB_HEAD,LIMB_CHEST,LIMB_GROIN,LIMB_LEFT_ARM,
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LIMB_RIGHT_ARM,LIMB_LEFT_HAND,LIMB_RIGHT_HAND,LIMB_LEFT_LEG,
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LIMB_RIGHT_LEG,LIMB_LEFT_FOOT,LIMB_RIGHT_FOOT)
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H.audible_scream()
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H.visible_message("<span class='warning'>\The [src] falls onto [H]!</span>",
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"<span class='warning'>You get stuck under \the [src]!.</span>",
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"<span class='warning'>Something heavy fell and pinned you to the floor!</span>")
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lock_atom(H, /datum/locking_category/shelf)
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if(injuredorgan?.take_damage(damage_amount - 10, 0, damage_amount, SERRATED_BLADE & SHARP_BLADE))
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H.UpdateDamageIcon()
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H.updatehealth()
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H.update_canmove()
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trapping = TRUE
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return
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