Files
kiwistation/code/game/machinery/suit_storage_unit.dm
T
xxalpha 55b81363cc Merge remote-tracking branch 'upstream/master' into hardjet
Conflicts:
	code/modules/clothing/spacesuits/hardsuit.dm
2015-03-27 19:35:10 +00:00

600 lines
22 KiB
Plaintext

//////////////////////////////////////
// SUIT STORAGE UNIT /////////////////
//////////////////////////////////////
/obj/machinery/suit_storage_unit
name = "suit storage unit"
desc = "An industrial U-Stor-It Storage unit designed to accomodate all kinds of space suits. Its on-board equipment also allows the user to decontaminate the contents through a UV-ray purging cycle. There's a warning label dangling from the control pad, reading \"STRICTLY NO BIOLOGICALS IN THE CONFINES OF THE UNIT\"."
icon = 'icons/obj/suitstorage.dmi'
icon_state = "close"
anchored = 1
density = 1
var/mob/living/OCCUPANT = null
var/obj/item/clothing/suit/space/SUIT = null
var/SUIT_TYPE = null
var/obj/item/clothing/head/helmet/space/HELMET = null
var/HELMET_TYPE = null
var/obj/item/clothing/mask/MASK = null //All the stuff that's gonna be stored insiiiiiiiiiiiiiiiiiiide, nyoro~n
var/MASK_TYPE = null //Erro's idea on standarising SSUs whle keeping creation of other SSU types easy: Make a child SSU, name it something then set the TYPE vars to your desired suit output. New() should take it from there by itself.
var/obj/item/STORAGE = null //One-slot storage slot for anything... food not recommended
var/STORAGE_TYPE = null
var/isopen = 0
var/islocked = 0
var/isUV = 0
var/ispowered = 1 //starts powered
var/isbroken = 0
var/issuperUV = 0
var/panelopen = 0
var/safetieson = 1
var/cycletime_left = 0
//The units themselves/////////////////
/obj/machinery/suit_storage_unit/standard_unit
SUIT_TYPE = /obj/item/clothing/suit/space/eva
HELMET_TYPE = /obj/item/clothing/head/helmet/space/eva
MASK_TYPE = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/captain
SUIT_TYPE = /obj/item/clothing/suit/space/captain
HELMET_TYPE = /obj/item/clothing/head/helmet/space/captain
MASK_TYPE = /obj/item/clothing/mask/gas
STORAGE_TYPE = /obj/item/weapon/tank/jetpack/oxygen
/obj/machinery/suit_storage_unit/engine
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/engine
MASK_TYPE = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/ce
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/engine/elite
MASK_TYPE = /obj/item/clothing/mask/breath
STORAGE_TYPE= /obj/item/clothing/shoes/magboots/advance
/obj/machinery/suit_storage_unit/security
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/security
MASK_TYPE = /obj/item/clothing/mask/gas/sechailer
/obj/machinery/suit_storage_unit/hos
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/security/hos
MASK_TYPE = /obj/item/clothing/mask/gas/sechailer
/obj/machinery/suit_storage_unit/atmos
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/engine/atmos
MASK_TYPE = /obj/item/clothing/mask/gas
STORAGE_TYPE = /obj/item/weapon/watertank/atmos
/obj/machinery/suit_storage_unit/mining
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/mining
MASK_TYPE = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/cmo
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/medical
MASK_TYPE = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/syndicate
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/syndi
MASK_TYPE = /obj/item/clothing/mask/gas/syndicate
STORAGE_TYPE = /obj/item/weapon/tank/jetpack/oxygen/harness
/obj/machinery/suit_storage_unit/ertCom
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/ert
MASK_TYPE = /obj/item/clothing/mask/breath
STORAGE_TYPE = /obj/item/weapon/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/ertSec
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/ert/sec
MASK_TYPE = /obj/item/clothing/mask/breath
STORAGE_TYPE = /obj/item/weapon/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/ertEngi
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/ert/engi
MASK_TYPE = /obj/item/clothing/mask/breath
STORAGE_TYPE = /obj/item/weapon/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/ertMed
SUIT_TYPE = /obj/item/clothing/suit/space/hardsuit/ert/med
MASK_TYPE = /obj/item/clothing/mask/breath
STORAGE_TYPE = /obj/item/weapon/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/New()
src.update_icon()
if(SUIT_TYPE)
SUIT = new SUIT_TYPE(src)
if(HELMET_TYPE)
HELMET = new HELMET_TYPE(src)
if(MASK_TYPE)
MASK = new MASK_TYPE(src)
if(STORAGE_TYPE)
STORAGE = new STORAGE_TYPE(src)
/obj/machinery/suit_storage_unit/update_icon() //overlays yaaaay - Jordie
src.overlays = 0
if(!isopen)
overlays += "close"
if(OCCUPANT)
overlays += "human"
if(OCCUPANT && isUV)
overlays += "uvhuman"
if(isUV)
overlays += "uv"
if(issuperUV && isUV)
overlays += "super"
if(isopen)
overlays += "open"
if(SUIT)
overlays += "suit"
if(HELMET)
overlays += "helm"
if(STORAGE)
overlays += "storage"
if(isbroken)
overlays += "broken"
return
/obj/machinery/suit_storage_unit/power_change()
..()
ispowered = !(stat & NOPOWER)
if((stat & NOPOWER) && isopen)
dump_everything()
update_icon()
/obj/machinery/suit_storage_unit/ex_act(severity, target)
switch(severity)
if(1.0)
if(prob(50))
src.dump_everything() //So suits dont survive all the time
qdel(src)
return
if(2.0)
if(prob(50))
src.dump_everything()
qdel(src)
return
else
return
return
/obj/machinery/suit_storage_unit/attack_hand(mob/user as mob)
var/dat
if(..())
return
if(stat & NOPOWER)
return
if(src.panelopen) //The maintenance panel is open. Time for some shady stuff
dat+= "<HEAD><TITLE>Suit storage unit: Maintenance panel</TITLE></HEAD>"
dat+= "<B>Maintenance panel controls</B><HR>"
dat+= "The panel is ridden with controls, button and meters, labeled in strange signs and symbols that <BR>you cannot understand. Probably the manufactoring world's language.<BR> Among other things, a few controls catch your eye.<BR><BR>"
dat+= text("A small dial with a \"ë\" symbol embroidded on it. It's pointing towards a gauge that reads [].<BR> <A href='?src=\ref[];toggleUV=1'> Turn towards []</A><BR>",(src.issuperUV ? "15nm" : "185nm"),src,(src.issuperUV ? "185nm" : "15nm") )
dat+= text("A thick old-style button, with 2 grimy LED lights next to it. The [] LED is on.<BR><A href='?src=\ref[];togglesafeties=1'>Press button</a>",(src.safetieson? "<font color='green'><B>GREEN</B></font>" : "<font color='red'><B>RED</B></font>"),src)
dat+= text("<HR><BR><A href='?src=\ref[];mach_close=suit_storage_unit'>Close panel</A>", user)
//user << browse(dat, "window=ssu_m_panel;size=400x500")
//onclose(user, "ssu_m_panel")
else if(src.isUV) //The thing is running its cauterisation cycle. You have to wait.
dat += "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
dat+= "<font color ='red'><B>Unit is cauterising contents with selected UV ray intensity. Please wait.</font></B><BR>"
//dat+= "<font colr='black'><B>Cycle end in: [src.cycletimeleft()] seconds. </font></B>"
//user << browse(dat, "window=ssu_cycling_panel;size=400x500")
//onclose(user, "ssu_cycling_panel")
else
if(!src.isbroken)
dat+= "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
dat+= "<font size = 4><B>U-Stor-It Suit Storage Unit, model DS1900</B></FONT><BR>"
dat+= "<B>Welcome to the Unit control panel.</B><HR>"
dat+= text("Helmet storage compartment: <B>[]</B><BR>",(src.HELMET ? HELMET.name : "<font color ='grey'>No helmet detected.</font>") )
if(HELMET && src.isopen)
dat+=text("<A href='?src=\ref[];dispense_helmet=1'>Dispense helmet</A><BR>",src)
dat+= text("Suit storage compartment: <B>[]</B><BR>",(src.SUIT ? SUIT.name : "<font color ='grey'>No exosuit detected.</font>") )
if(SUIT && src.isopen)
dat+=text("<A href='?src=\ref[];dispense_suit=1'>Dispense suit</A><BR>",src)
dat+= text("Breathmask storage compartment: <B>[]</B><BR>",(src.MASK ? MASK.name : "<font color ='grey'>No breathmask detected.</font>") )
if(MASK && src.isopen)
dat+=text("<A href='?src=\ref[];dispense_mask=1'>Dispense mask</A><BR>",src)
dat+= text("Auxiliary storage compartment: <B>[]</B><BR>",(src.STORAGE ? STORAGE.name : "<font color ='grey'>Contents empty.</font>") )
if(STORAGE && src.isopen)
dat+=text("<A href='?src=\ref[];eject_storage=1'>Eject contents</A><BR>",src)
if(src.OCCUPANT)
dat+= "<HR><B><font color ='red'>WARNING: Biological entity detected inside the Unit's storage. Please remove.</B></font><BR>"
dat+= "<A href='?src=\ref[src];eject_guy=1'>Eject extra load</A>"
dat+= text("<HR>Unit is: [] - <A href='?src=\ref[];toggle_open=1'>[] Unit</A> ",(src.isopen ? "Open" : "Closed"),src,(src.isopen ? "Close" : "Open"))
if(src.isopen)
dat+="<HR>"
else
dat+= text(" - <A href='?src=\ref[];toggle_lock=1'><font color ='orange'>*[] Unit*</A></font><HR>",src,(src.islocked ? "Unlock" : "Lock") )
dat+= text("Unit status: []",(src.islocked? "<font color ='red'><B>**LOCKED**</B></font><BR>" : "<font color ='green'><B>**UNLOCKED**</B></font><BR>") )
dat+= text("<A href='?src=\ref[];start_UV=1'>Start Disinfection cycle</A><BR>",src)
dat += text("<BR><BR><A href='?src=\ref[];mach_close=suit_storage_unit'>Close control panel</A>", user)
//user << browse(dat, "window=Suit Storage Unit;size=400x500")
//onclose(user, "Suit Storage Unit")
else //Ohhhh shit it's dirty or broken! Let's inform the guy.
dat+= "<HEAD><TITLE>Suit storage unit</TITLE></HEAD>"
dat+= "<B>Unit chamber is too contaminated to continue usage. Please call for a qualified individual to perform maintenance.</B><BR><BR>"
dat+= text("<HR><A href='?src=\ref[];mach_close=suit_storage_unit'>Close control panel</A>", user)
//user << browse(dat, "window=suit_storage_unit;size=400x500")
//onclose(user, "suit_storage_unit")
var/datum/browser/popup = new(user, "suit_storage_unit", "Suit Storage Unit", 440, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
/obj/machinery/suit_storage_unit/Topic(href, href_list) //I fucking HATE this proc
if(..())
return
if(usr == src.OCCUPANT) //No unlocking yourself out!
return
if ((usr.contents.Find(src) || ((get_dist(src, usr) <= 1) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon/ai)))
usr.set_machine(src)
if (href_list["toggleUV"])
src.toggleUV(usr)
if (href_list["togglesafeties"])
src.togglesafeties(usr)
if (href_list["dispense_helmet"])
src.dispense_helmet(usr)
if (href_list["dispense_suit"])
src.dispense_suit(usr)
if (href_list["dispense_mask"])
src.dispense_mask(usr)
if (href_list["eject_storage"])
src.eject_storage(usr)
if (href_list["toggle_open"])
src.toggle_open(usr)
if (href_list["toggle_lock"])
src.toggle_lock(usr)
if (href_list["start_UV"])
src.start_UV(usr)
if (href_list["eject_guy"])
src.eject_occupant(usr)
src.updateUsrDialog()
src.update_icon()
/*if (href_list["refresh"])
src.updateUsrDialog()*/
src.add_fingerprint(usr)
return
/obj/machinery/suit_storage_unit/proc/toggleUV(mob/user as mob)
// var/protected = 0
// var/mob/living/carbon/human/H = user
if(!src.panelopen)
return
/*if(istype(H)) //Let's check if the guy's wearing electrically insulated gloves
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(istype(G,/obj/item/clothing/gloves/yellow))
protected = 1
if(!protected)
playsound(src.loc, "sparks", 75, 1, -1)
user << "<font color='red'>You try to touch the controls but you get zapped. There must be a short circuit somewhere.</font>"
return*/
else //welp, the guy is protected, we can continue
if(src.issuperUV)
user << "You slide the dial back towards \"185nm\"."
src.issuperUV = 0
else
user << "You crank the dial all the way up to \"15nm\"."
src.issuperUV = 1
return
/obj/machinery/suit_storage_unit/proc/togglesafeties(mob/user as mob)
// var/protected = 0
// var/mob/living/carbon/human/H = user
if(!src.panelopen) //Needed check due to bugs
return
/*if(istype(H)) //Let's check if the guy's wearing electrically insulated gloves
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(istype(G,/obj/item/clothing/gloves/yellow) )
protected = 1
if(!protected)
playsound(src.loc, "sparks", 75, 1, -1)
user << "<font color='red'>You try to touch the controls but you get zapped. There must be a short circuit somewhere.</font>"
return*/
else
user << "You push the button. The coloured LED next to it changes."
src.safetieson = !src.safetieson
/obj/machinery/suit_storage_unit/proc/dispense_helmet()
eject(HELMET)
HELMET = null
/obj/machinery/suit_storage_unit/proc/dispense_suit()
eject(SUIT)
SUIT = null
/obj/machinery/suit_storage_unit/proc/dispense_mask()
eject(MASK)
MASK = null
/obj/machinery/suit_storage_unit/proc/eject_storage()
eject(STORAGE)
STORAGE = null
/obj/machinery/suit_storage_unit/proc/eject(atom/movable/ITEM)
ITEM.loc = src.loc
/obj/machinery/suit_storage_unit/proc/dump_everything()
for(var/obj/item/ITEM in src)
eject(ITEM)
src.SUIT = null
src.HELMET = null
src.MASK = null
src.STORAGE = null
if(src.OCCUPANT)
src.eject_occupant(OCCUPANT)
return
/obj/machinery/suit_storage_unit/proc/toggle_open(mob/user as mob)
if(src.islocked || src.isUV)
user << "<font color='red'>Unable to open unit.</font>"
return 0
if(src.OCCUPANT)
src.eject_occupant(user)
return 1 // eject_occupant opens the door, so we need to return
src.isopen = !src.isopen
return 1
/obj/machinery/suit_storage_unit/proc/toggle_lock(mob/user as mob)
if(src.OCCUPANT && src.safetieson)
user << "<font color='red'>The Unit's safety protocols disallow locking when a biological form is detected inside its compartments.</font>"
return
if(src.isopen)
return
src.islocked = !src.islocked
return
/obj/machinery/suit_storage_unit/proc/start_UV(mob/user as mob)
if(src.isUV || src.isopen) //I'm bored of all these sanity checks
return
if(src.OCCUPANT && src.safetieson)
user << "<font color='red'><B>WARNING:</B> Biological entity detected in the confines of the Unit's storage. Cannot initiate cycle.</font>"
return
if(!src.HELMET && !src.MASK && !src.SUIT && !src.STORAGE && !src.OCCUPANT ) //shit's empty yo
user << "<font color='red'>Unit storage bays empty. Nothing to disinfect -- Aborting.</font>"
return
user << "You start the Unit's cauterisation cycle."
src.cycletime_left = 20
src.isUV = 1
if(src.OCCUPANT && !src.islocked)
src.islocked = 1 //Let's lock it for good measure
src.update_icon()
src.updateUsrDialog()
var/i //our counter
spawn(0)
for(i=0,i<4,++i)
sleep(50)
if(src.OCCUPANT)
var/burndamage = rand(6,10)
if(src.issuperUV)
burndamage = rand(28,35)
if(iscarbon(OCCUPANT))
OCCUPANT.take_organ_damage(0,burndamage)
OCCUPANT.emote("scream")
else
OCCUPANT.take_organ_damage(burndamage)
if(i==3) //End of the cycle
if(!src.issuperUV)
for(var/obj/item/ITEM in src)
ITEM.clean_blood()
if(istype(STORAGE, /obj/item/weapon/reagent_containers/food))
del(STORAGE)
else //It was supercycling, destroy everything
src.HELMET = null
src.SUIT = null
src.MASK = null
del(STORAGE)
visible_message("<font color='red'>With a loud whining noise, the Suit Storage Unit's door grinds open. Puffs of ashen smoke come out of its chamber.</font>", 3)
src.isbroken = 1
src.isopen = 1
src.islocked = 0
src.eject_occupant(OCCUPANT) //Mixing up these two lines causes bug. DO NOT DO IT.
src.isUV = 0 //Cycle ends
src.update_icon()
src.updateUsrDialog()
return
/obj/machinery/suit_storage_unit/proc/cycletimeleft()
if(src.cycletime_left >= 1)
src.cycletime_left--
return src.cycletime_left
/obj/machinery/suit_storage_unit/proc/eject_occupant(mob/user as mob)
if (src.islocked)
return
if (!src.OCCUPANT)
return
// for(var/obj/O in src)
// O.loc = src.loc
if (src.OCCUPANT.client)
if(user != OCCUPANT)
OCCUPANT << "<font color='blue'>The machine kicks you out!</font>"
if(user.loc != src.loc)
OCCUPANT << "<font color='blue'>You leave the not-so-cozy confines of the SSU.</font>"
src.OCCUPANT.client.eye = src.OCCUPANT.client.mob
src.OCCUPANT.client.perspective = MOB_PERSPECTIVE
if(src.OCCUPANT.loc == src)
src.OCCUPANT.loc = src.loc
src.OCCUPANT = null
if(!src.isopen)
src.isopen = 1
src.update_icon()
return
/obj/machinery/suit_storage_unit/container_resist()
var/mob/living/user = usr
if(islocked)
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
var/breakout_time = 2
user << "<span class='notice'>You start kicking against the doors to escape! (This will take about [breakout_time] minutes.)</span>"
visible_message("You see [user] kicking against the doors of \the [src]!")
if(do_after(user,(breakout_time*60*10)))
if(!user || user.stat != CONSCIOUS || user.loc != src || isopen || !islocked)
return
else
isopen = 1
islocked = 0
visible_message("<span class='danger'>[user] successfully broke out of [src]!</span>")
else
return
src.eject_occupant(user)
add_fingerprint(user)
src.updateUsrDialog()
src.update_icon()
return
/obj/machinery/suit_storage_unit/MouseDrop_T(mob/M as mob, mob/user as mob)
store_mob(M, user)
/obj/machinery/suit_storage_unit/proc/store_mob(mob/living/M as mob, mob/user as mob)
if(!istype(M))
return
if (user.stat != 0)
return
if (!src.isopen)
user << "<font color='red'>The unit's doors are shut.</font>"
return
if (!src.ispowered || src.isbroken)
user << "<font color='red'>The unit is not operational.</font>"
return
if ( (src.OCCUPANT) || (src.HELMET) || (src.SUIT) || (src.STORAGE))
user << "<font color='red'>It's too cluttered inside to fit in!</font>"
return
if(M == user)
visible_message("[user] starts squeezing into the suit storage unit!", 3)
else
visible_message("[user] starts putting [M.name] into the Suit Storage Unit.", 3)
if(do_mob(user, M, 10))
user.stop_pulling()
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
src.OCCUPANT = M
src.isopen = 0 //Close the thing after the guy gets inside
src.update_icon()
src.add_fingerprint(user)
src.updateUsrDialog()
return
return
/obj/machinery/suit_storage_unit/attackby(obj/item/I as obj, mob/user as mob, params)
if(!src.ispowered)
if(istype(I, /obj/item/weapon/crowbar) && !isopen)
if(toggle_open(user))
dump_everything()
user << text("<span class='notice'>You pry \the [src] open.</span>")
update_icon()
return
if(istype(I, /obj/item/weapon/screwdriver))
src.panelopen = !src.panelopen
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << text("<span class='notice'>You [] the unit's maintenance panel.</span>",(src.panelopen ? "open up" : "close") )
src.updateUsrDialog()
return
if ( istype(I, /obj/item/weapon/grab) )
var/obj/item/weapon/grab/G = I
store_mob(G.affecting, user)
return
if( istype(I,/obj/item/clothing/suit/space) )
if(!src.isopen || src.isbroken)
return
var/obj/item/clothing/suit/space/S = I
if(src.SUIT)
user << "<span class='notice'>The unit already contains a suit.</span>"
return
if(!user.drop_item())
user << "<span class='notice'>\The [S] is stuck to your hand, you cannot put it in the Suit Storage Unit!</span>"
return
user << "You load the [S.name] into the suit storage compartment."
S.loc = src
src.SUIT = S
src.update_icon()
src.updateUsrDialog()
return
if( istype(I,/obj/item/clothing/head/helmet) )
if(!src.isopen || src.isbroken)
return
var/obj/item/clothing/head/helmet/H = I
if(src.HELMET)
user << "<font color='blue'>The unit already contains a helmet.</font>"
return
if(!user.drop_item())
user << "<span class='notice'>\The [H] is stuck to your hand, you cannot put it in the Suit Storage Unit!</span>"
return
user << "You load the [H.name] into the helmet storage compartment."
H.loc = src
src.HELMET = H
src.update_icon()
src.updateUsrDialog()
return
if( istype(I,/obj/item/clothing/mask) )
if(!src.isopen || src.isbroken)
return
var/obj/item/clothing/mask/M = I
if(src.MASK)
user << "<font color='blue'>The unit already contains a mask.</font>"
return
if(!user.drop_item())
user << "<span class='notice'>\The [M] is stuck to your hand, you cannot put it in the Suit Storage Unit!</span>"
return
user << "You load the [M.name] into the mask storage compartment."
M.loc = src
src.MASK = M
src.update_icon()
src.updateUsrDialog()
return
if( istype(I,/obj/item) )
if(!src.isopen || src.isbroken)
return
var/obj/item/ITEM = I
if(src.STORAGE)
user << "<font color='blue'>The auxiliary storage compartment is full.</font>"
return
if(!user.drop_item())
user << "<span class='notice'>\The [ITEM] is stuck to your hand, you cannot put it in the Suit Storage Unit!</span>"
return
user << "You load the [ITEM.name] into the auxiliary storage compartment."
ITEM.loc = src
src.STORAGE = ITEM
src.update_icon()
src.updateUsrDialog()
return
/obj/machinery/suit_storage_unit/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/suit_storage_unit/attack_paw(mob/user as mob)
user << "<font color='blue'>The console controls are far too complicated for your tiny brain!</font>"
return
//////////////////////////////REMINDER: Make it lock once you place some fucker inside.