Skip to content

Crate Shelves #37151

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 4 commits into from
Sep 25, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions code/game/objects/items/stacks/stack_recipes.dm
Original file line number Diff line number Diff line change
Expand Up @@ -340,6 +340,7 @@ var/list/datum/stack_recipe/metal_recipes = list (
), 2),
new/datum/stack_recipe("table parts", /obj/item/weapon/table_parts, 2 ),
new/datum/stack_recipe("rack parts", /obj/item/weapon/rack_parts, ),
new/datum/stack_recipe("crate shelf parts", /obj/item/weapon/rack_parts/shelf, 5 ),
new/datum/stack_recipe("filing cabinet", /obj/structure/filingcabinet/filingcabinet, 2, one_per_turf = 1, time = 15 ),
new/datum/stack_recipe("closet", /obj/structure/closet/basic, 2, one_per_turf = 1, time = 15 ),
new/datum/stack_recipe("metal crate", /obj/structure/closet/crate/basic, 2, one_per_turf = 1, time = 15 ),
Expand Down
13 changes: 13 additions & 0 deletions code/game/objects/items/weapons/table_rack_parts.dm
Original file line number Diff line number Diff line change
Expand Up @@ -234,3 +234,16 @@
R.add_fingerprint(user)
user.drop_item(src, force_drop = 1)
qdel(src)

/obj/item/weapon/rack_parts/shelf
name = "crate shelf parts"
desc = "Parts of a shelf."
icon_state = "crate_shelf_parts"
starting_materials = list(MAT_IRON = 11250)
sheet_amount = 3

/obj/item/weapon/rack_parts/shelf/attack_self(mob/user)
var/obj/structure/rack/crate_shelf/C = new /obj/structure/rack/crate_shelf(user.loc)
C.add_fingerprint(user)
user.drop_item(src, force_drop = 1)
qdel(src)
18 changes: 18 additions & 0 deletions code/game/objects/structures/crates_lockers/crates.dm
Original file line number Diff line number Diff line change
Expand Up @@ -532,6 +532,8 @@
/obj/structure/closet/crate/attack_hand(var/mob/user)
if(!Adjacent(user))
return
if(istype(src.loc, /obj/structure/rack/crate_shelf))
return // No opening crates in shelves!!
add_fingerprint(user)
if(opened)
close()
Expand Down Expand Up @@ -560,6 +562,22 @@
else
..()

/obj/structure/closet/crate/MouseDrop(atom/drop_atom, src_location, over_location)
. = ..()
var/mob/living/user = usr
if(!isliving(user))
return // Ghosts busted.
if(!isturf(user.loc) || user.incapacitated() || user.resting)
return // If the user is in a weird state, don't bother trying.
if(get_dist(drop_atom, src) != 1 || get_dist(drop_atom, user) != 1)
return // Check whether the crate is exactly 1 tile from the shelf and the user.
if(isturf(drop_atom) && istype(loc, /obj/structure/rack/crate_shelf) && user.Adjacent(drop_atom))
var/obj/structure/rack/crate_shelf/shelf = loc
return shelf.unload(src, user, drop_atom) // If we're being dropped onto a turf, and we're inside of a crate shelf, unload.
if(istype(drop_atom, /obj/structure/rack/crate_shelf) && isturf(loc) && user.Adjacent(src))
var/obj/structure/rack/crate_shelf/shelf = drop_atom
return shelf.load(src, user) // If we're being dropped onto a crate shelf, and we're in a turf, load.

/obj/structure/closet/crate/secure/proc/togglelock(atom/A)
if(istype(A,/mob))
var/mob/user = A
Expand Down
319 changes: 319 additions & 0 deletions code/game/objects/structures/crateshelf.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,319 @@
#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

/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)
. = ..()
. += "<span class='notice'>There are some <b>bolts</b> holding [src] together.</span>"
if(shelf_contents.Find(null)) // If there's an empty space in the shelf, let the examiner know.
. += "<span class='notice'>You could <b>drag</b> a crate into [src]."
if(contents.len) // If there are any crates in the shelf, let the examiner know.
. += "<span class='notice'>You could <b>drag</b> a crate out of [src]."
. += "<span class='notice'>[src] contains:</span>"
for(var/obj/structure/closet/crate/crate in shelf_contents)
. += "[crate]"
if(osha_violation)
. += "<span class='warning'>It doesn't look very sturdy.</span>"

/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(trapping)
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("<span class='warning'>[crate]'s lid falls open!</span>")
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, "<span class='notice'>You begin attempting to knock [crate] out of [src].</span>")
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("<span class='warning'>[crate] falls off of [src]!</span>",
"<span class='notice'>You manage to knock [crate] free of [src].</span>",
"<span class='notice'>You hear a thud.</span>")
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, "<span class='warning'>\The [src] is full!</span>")
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,"<span class='warning'>There is already a crate here.</span>")
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)
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)
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("<span class='warning'>[crate]'s lid falls open!</span>")
shelf_contents[shelf_contents.Find(crate)] = null

for(var/mob/living/carbon/human/H in fallturf)
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("<span class='warning'>\The [src] falls onto [H]!</span>",
"<span class='warning'>You get stuck under \the [src]!.</span>",
"<span class='warning'>Something heavy fell and pinned you to the floor!</span>")
lock_atom(H, /datum/locking_category/shelf)

if(injuredorgan?.take_damage(15, 0, 25, SERRATED_BLADE & SHARP_BLADE))
H.UpdateDamageIcon()
H.updatehealth()

H.update_canmove()
trapping = TRUE
return
5 changes: 5 additions & 0 deletions code/modules/mob/living/living.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1017,6 +1017,11 @@ Thanks.
var/obj/structure/closet/C = L.loc
if(C.opened)
return //Door's open... wait, why are you in it's contents then?
if(istype(C.loc, /obj/structure/rack/crate_shelf) && istype(C,/obj/structure/closet/crate))
var/obj/structure/closet/crate/R = C
var/obj/structure/rack/crate_shelf/CS = C.loc
CS.relay_container_resist_act(src,R)
return
if(!istype(C.loc, /obj/item/delivery/large)) //Wouldn't want to interrupt escaping being wrapped over the next few trivial checks
if(istype(C, /obj/structure/closet/secure_closet))
var/obj/structure/closet/secure_closet/SC = L.loc
Expand Down
Binary file modified icons/obj/items.dmi
Binary file not shown.
Binary file modified icons/obj/objects.dmi
Binary file not shown.
1 change: 1 addition & 0 deletions vgstation13.dme
Original file line number Diff line number Diff line change
Expand Up @@ -1243,6 +1243,7 @@
#include "code\game\objects\structures\catwalk.dm"
#include "code\game\objects\structures\clock.dm"
#include "code\game\objects\structures\coatrack.dm"
#include "code\game\objects\structures\crateshelf.dm"
#include "code\game\objects\structures\curtains.dm"
#include "code\game\objects\structures\displaycase.dm"
#include "code\game\objects\structures\docking_port.dm"
Expand Down
Loading