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https://github.com/Aurorastation/Aurora.3.git
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Material door updates: lock and damage (#5659)
-ported locks and keys from baystation -fixed the simple door damage interaction, now you can properly destroy it and etc
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81
code/modules/lock/lock.dm
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81
code/modules/lock/lock.dm
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@@ -0,0 +1,81 @@
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#define LOCK_LOCKED 1
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#define LOCK_BROKEN 2
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/datum/lock
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var/status = 1 //unlocked, 1 == locked 2 == broken
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var/lock_data = "" //basically a randomized string. The longer the string the more complex the lock.
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var/atom/holder
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/datum/lock/New(var/atom/h, var/complexity = 1)
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holder = h
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if(istext(complexity))
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lock_data = complexity
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else
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lock_data = generateRandomString(complexity)
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/datum/lock/Destroy()
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holder = null
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..()
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/datum/lock/proc/unlock(var/key = "", var/mob/user)
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if(status ^ LOCK_LOCKED)
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to_chat(user, "<span class='warning'>Its already unlocked!</span>")
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return 2
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key = get_key_data(key, user)
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if(cmptext(lock_data,key) && (status ^ LOCK_BROKEN))
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to_chat(user, "<span class='warning'>You unlock the lock.</span>")
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status &= ~LOCK_LOCKED
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return 1
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return 0
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/datum/lock/proc/lock(var/key = "", var/mob/user)
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if(status & LOCK_LOCKED)
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to_chat(user, "<span class='warning'>Its already locked!</span>")
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return 2
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key = get_key_data(key, user)
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if(cmptext(lock_data,key) && (status ^ LOCK_BROKEN))
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to_chat(user, "<span class='warning'>You close the lock.</span>")
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status |= LOCK_LOCKED
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return 1
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return 0
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/datum/lock/proc/toggle(var/key = "", var/mob/user)
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if(status & LOCK_LOCKED)
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return unlock(key, user)
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else
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return lock(key, user)
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/datum/lock/proc/getComplexity()
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return length(lock_data)
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/datum/lock/proc/get_key_data(var/key = "", var/mob/user)
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if(istype(key,/obj/item/weapon/key))
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var/obj/item/weapon/key/K = key
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return K.get_data(user)
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if(istext(key))
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return key
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return null
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/datum/lock/proc/isLocked()
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return status & LOCK_LOCKED
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/datum/lock/proc/pick_lock(var/obj/item/I, var/mob/user)
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if(!istype(I) || (status ^ LOCK_LOCKED))
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return 0
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var/unlock_power = I.lock_picking_level
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if(!unlock_power)
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return 0
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user.visible_message("\The [user] takes out \the [I], picking \the [holder]'s lock.")
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if(!do_after(user, 20, holder))
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return 0
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if(prob(20*(unlock_power/getComplexity())))
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to_chat(user, "<span class='notice'>You pick open \the [holder]'s lock!</span>")
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unlock(lock_data)
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return 1
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else if(prob(5 * unlock_power))
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to_chat(user, "<span class='warning'>You accidently break \the [holder]'s lock with \the [I]!</span>")
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status |= LOCK_BROKEN
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else
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to_chat(user, "<span class='warning'>You fail to pick open \the [holder].</span>")
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return 0
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