-
-
Notifications
You must be signed in to change notification settings - Fork 538
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR intends to add a new method of organizing and storing items in a way that allows ships to keep more stuff off the floor. ![githubcrate](https://github.com/shiptest-ss13/Shiptest/assets/34109002/4301cb94-907d-40fa-b84a-014b17ae1f29) Todo: - [x] Add shelves - [x] Add the ability for shelves to hold crate - [x] Add the ability for crates to be removed from shelves - [x] Arbitrarily tall shelves? - [x] Add a way to craft them ingame - [x] Add a way to disassemble them ingame - [x] Add a check on unloading to ensure they can't be stacked forever (Kapu's turf.Enter() changes may be ported for this) - [ ] Fix (or mitigate) the layering problems - [x] Bring the code up to consistent standards <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game I believe that adding more options for organization is a good thing. Specifically, this will ideally make players more likely to sort items into crates, rather than just dumping everything in. I built this with balance in mind, so once finished, there should be no way to abuse this to get infinitely dense storage, or anything like that. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: Generic DM, PositiveEntropy add: Shelves! For crates! fix: Racks can no longer be stacked infinitely. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: GenericDM <[email protected]> Co-authored-by: Imaginos16 <[email protected]> Co-authored-by: Mark Suckerberg <[email protected]>
- Loading branch information
1 parent
ef330ef
commit 126e46e
Showing
7 changed files
with
170 additions
and
6 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,139 @@ | ||
#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 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. | ||
|
||
/obj/structure/crate_shelf | ||
name = "crate shelf" | ||
desc = "It's a shelf! For storing crates!" | ||
icon = 'icons/obj/objects.dmi' | ||
icon_state = "shelf_base" | ||
density = TRUE | ||
anchored = TRUE | ||
max_integrity = 50 // Not hard to break | ||
|
||
var/capacity = DEFAULT_SHELF_CAPACITY | ||
var/use_delay = DEFAULT_SHELF_USE_DELAY | ||
var/list/shelf_contents | ||
|
||
/obj/structure/crate_shelf/tall | ||
capacity = 12 | ||
|
||
/obj/structure/crate_shelf/Initialize() | ||
. = ..() | ||
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. | ||
for(var/i in 1 to (capacity - 1)) | ||
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. | ||
overlays += image(icon = 'icons/obj/objects.dmi', icon_state = "shelf_stack", layer = stack_layer, pixel_y = stack_offset) | ||
return | ||
|
||
/obj/structure/crate_shelf/Destroy() | ||
QDEL_LIST(shelf_contents) | ||
return ..() | ||
|
||
/obj/structure/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) | ||
. += " [icon2html(crate, user)] [crate]" | ||
|
||
/obj/structure/crate_shelf/attackby(obj/item/item, mob/living/user, params) | ||
if (item.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1)) | ||
item.play_tool_sound(src) | ||
if(do_after(user, 3 SECONDS, target = src)) | ||
deconstruct(TRUE) | ||
return TRUE | ||
return ..() | ||
|
||
/obj/structure/crate_shelf/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(drop_location()) // Drop the crate onto the shelf, | ||
step_rand(crate, 1) // Then try to push it somewhere. | ||
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/crate_shelf/proc/handle_visuals() | ||
vis_contents = contents // It really do be that shrimple. | ||
return | ||
|
||
/obj/structure/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. | ||
balloon_alert(user, "shelf 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.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/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.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 | ||
unload_turf.balloon_alert(user, "no room!") | ||
return FALSE | ||
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.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/crate_shelf/deconstruct(disassembled = TRUE) | ||
var/turf/dump_turf = drop_location() | ||
for(var/obj/structure/closet/crate/crate in shelf_contents) | ||
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(GLOB.alldirs)) // Shuffle the crates around as though they've fallen down. | ||
crate.SpinAnimation(rand(4,7), 1) // Spin the crates around a little as they fall. Randomness is applied so it doesn't look weird. | ||
switch(pick(1, 1, 1, 1, 2, 2, 3)) // Randomly pick whether to do nothing, open the crate, or break it open. | ||
if(1) // Believe it or not, this does nothing. | ||
if(2) // Open the crate! | ||
if(crate.open()) // Break some open, cause a little chaos. | ||
crate.visible_message("<span class='warning'>[crate]'s lid falls open!</span>") | ||
else // If we somehow fail to open the crate, just break it instead! | ||
crate.visible_message("<span class='warning'>[crate] falls apart!") | ||
crate.deconstruct() | ||
if(3) // Break that crate! | ||
crate.visible_message("<span class='warning'>[crate] falls apart!") | ||
crate.deconstruct() | ||
shelf_contents[shelf_contents.Find(crate)] = null | ||
if(!(flags_1&NODECONSTRUCT_1)) | ||
density = FALSE | ||
var/obj/item/rack_parts/shelf/newparts = new(loc) | ||
transfer_fingerprints_to(newparts) | ||
return ..() | ||
|
||
/obj/item/rack_parts/shelf | ||
name = "crate shelf parts" | ||
desc = "Parts of a shelf." | ||
construction_type = /obj/structure/crate_shelf |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Binary file not shown.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters