mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-23 08:31:57 +00:00
289 lines
8.8 KiB
Plaintext
289 lines
8.8 KiB
Plaintext
/*
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CONTAINS:
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SAFES
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FLOOR SAFES
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*/
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//SAFES
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/obj/structure/safe
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name = "safe"
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desc = "A huge chunk of metal with a dial embedded in it. Fine print on the dial reads \"Scarborough Arms - 2 tumbler safe, guaranteed thermite resistant, explosion resistant, and assistant resistant.\""
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icon = 'icons/obj/safe.dmi'
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icon_state = "safe"
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anchored = 1
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density = 1
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var/broken = FALSE //is the tumbler broken into
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var/open = 0 //is the safe open?
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var/tumbler_1_pos //the tumbler position- from 0 to 71
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var/tumbler_1_open //the tumbler position to open at- 0 to 71
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var/tumbler_2_pos
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var/tumbler_2_open
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var/dial = 0 //where is the dial pointing?
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var/space = 0 //the combined w_class of everything in the safe
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var/maxspace = 24 //the maximum combined w_class of stuff in the safe
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// Variables (Drill)
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var/obj/item/thermal_drill/drill // The currently placed thermal drill, if any.
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var/time_to_drill = 300 SECONDS // Drill duration of the current thermal drill.
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var/last_drill_time = 0 // Last world.time the drill time was checked. Used to reduce time_to_drill accurately
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var/image/drill_overlay // The drill overlay image to display during the drilling process.
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var/drill_x_offset = -13 // The X pixel offset for the drill
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var/drill_y_offset = -3 // The Y pixel offset for the drill
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/obj/structure/safe/Initialize()
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. = ..()
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tumbler_1_pos = rand(0, 71)
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tumbler_1_open = rand(0, 71)
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tumbler_2_pos = rand(0, 71)
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tumbler_2_open = min(71 , max( 1 , abs(tumbler_1_open + rand(-34, 34))))
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for(var/obj/item/I in loc)
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if(space >= maxspace)
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return
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if(I.w_class + space <= maxspace)
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space += I.w_class
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I.forceMove(src)
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/obj/structure/safe/examine(mob/user)
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. = ..()
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if(broken)
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to_chat(user, SPAN_WARNING("\The [src]'s locking system has been drilled open!"))
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else if(time_to_drill < 300 SECONDS)
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var/time_left = max(round(time_to_drill / 10), 0)
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to_chat(user, SPAN_WARNING("There are only [time_left] second\s of drilling left until \the [src] is broken!"))
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/obj/structure/safe/Destroy()
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if(drill)
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drill.forceMove(loc)
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drill = null
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return ..()
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/obj/structure/safe/proc/check_unlocked(mob/user as mob, canhear)
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if(user && canhear)
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if(tumbler_1_pos == tumbler_1_open)
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to_chat(user, SPAN_NOTICE("You hear a [pick("tonk", "krunk", "plunk")] from [src]."))
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if(tumbler_2_pos == tumbler_2_open)
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to_chat(user, SPAN_NOTICE("You hear a [pick("tink", "krink", "plink")] from [src]."))
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if(tumbler_1_pos == tumbler_1_open && tumbler_2_pos == tumbler_2_open)
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if(user) visible_message("<b>[pick("Spring", "Sprang", "Sproing", "Clunk", "Krunk")]!</b>")
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return 1
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return 0
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/obj/structure/safe/proc/decrement(num)
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num -= 1
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if(num < 0)
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num = 71
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return num
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/obj/structure/safe/proc/increment(num)
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num += 1
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if(num > 71)
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num = 0
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return num
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/obj/structure/safe/update_icon()
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if(open)
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if(broken)
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icon_state = "[initial(icon_state)]-open-broken"
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else
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icon_state = "[initial(icon_state)]-open"
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else
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if(broken)
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icon_state = "[initial(icon_state)]-broken"
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else
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icon_state = initial(icon_state)
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cut_overlay(drill_overlay)
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if(istype(drill, /obj/item/thermal_drill))
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var/drill_icon = istype(drill, /obj/item/thermal_drill/diamond_drill) ? "d" : "h"
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var/state = "[initial(icon_state)]_[drill_icon]-drill-[isprocessing ? "on" : "off"]"
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drill_overlay = image(icon = 'icons/effects/drill.dmi', icon_state = state, pixel_x = drill_x_offset, pixel_y = drill_y_offset)
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add_overlay(drill_overlay)
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/obj/structure/safe/attack_hand(mob/user as mob)
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if(drill)
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switch(alert("What would you like to do?", "Thermal Drill", "Turn [isprocessing ? "Off" : "On"]", "Remove Drill", "Cancel"))
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if("Turn On")
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if(!drill || isprocessing)
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return
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if(broken)
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to_chat(user, SPAN_WARNING("\The [src] is already broken open!"))
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return
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if(do_after(user, 2 SECONDS))
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if(!drill || isprocessing)
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return
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if(broken)
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return
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last_drill_time = world.time
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START_PROCESSING(SSprocessing, src)
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update_icon()
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if("Turn Off")
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if(!drill || !isprocessing)
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return
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if(do_after(user, 2 SECONDS))
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if(!drill || !isprocessing)
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return
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STOP_PROCESSING(SSprocessing, src)
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update_icon()
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if("Remove Drill")
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if(isprocessing)
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to_chat(user, SPAN_WARNING("You cannot remove the drill while it's running!"))
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else if(do_after(user, 2 SECONDS))
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if(isprocessing)
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return
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user.put_in_hands(drill)
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drill = null
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update_icon()
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if("Cancel")
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return
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else
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user.set_machine(src)
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var/dat = "<center>"
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dat += "<a href='?src=\ref[src];open=1'>[open ? "Close" : "Open"] [src]</a>[drill || broken ? "" : " | <a href='?src=\ref[src];decrement=1'>-</a> [dial * 5] <a href='?src=\ref[src];increment=1'>+</a>"]"
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if(open)
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dat += "<table>"
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for(var/i = contents.len, i>=1, i--)
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var/obj/item/P = contents[i]
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dat += "<tr><td><a href='?src=\ref[src];retrieve=\ref[P]'>[P.name]</a></td></tr>"
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dat += "</table></center>"
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user << browse("<html><head><title>[name]</title></head><body>[dat]</body></html>", "window=safe;size=350x300")
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/obj/structure/safe/Topic(href, href_list)
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if(!ishuman(usr)) return
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var/mob/living/carbon/human/user = usr
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var/canhear = 0
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if(istype(user.l_hand, /obj/item/clothing/accessory/stethoscope) || istype(user.r_hand, /obj/item/clothing/accessory/stethoscope))
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canhear = 1
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if(href_list["open"])
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if(drill)
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to_chat(user, SPAN_WARNING("You can't open \the [src] if there's a drill attached."))
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return
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if(broken || check_unlocked())
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to_chat(user, SPAN_NOTICE("You [open ? "close" : "open"] [src]."))
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open = !open
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update_icon()
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updateUsrDialog()
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return
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else
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to_chat(user, SPAN_NOTICE("You can't [open ? "close" : "open"] [src], the lock is engaged!"))
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return
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if(href_list["decrement"])
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dial = decrement(dial)
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if(dial == tumbler_1_pos + 1 || dial == tumbler_1_pos - 71)
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tumbler_1_pos = decrement(tumbler_1_pos)
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if(canhear)
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to_chat(user, SPAN_NOTICE("You hear a [pick("clack", "scrape", "clank")] from [src]."))
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if(tumbler_1_pos == tumbler_2_pos + 37 || tumbler_1_pos == tumbler_2_pos - 35)
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tumbler_2_pos = decrement(tumbler_2_pos)
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if(canhear)
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to_chat(user, SPAN_NOTICE("You hear a [pick("click", "chink", "clink")] from [src]."))
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check_unlocked(user, canhear)
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updateUsrDialog()
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return
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if(href_list["increment"])
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dial = increment(dial)
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if(dial == tumbler_1_pos - 1 || dial == tumbler_1_pos + 71)
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tumbler_1_pos = increment(tumbler_1_pos)
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if(canhear)
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to_chat(user, SPAN_NOTICE("You hear a [pick("clack", "scrape", "clank")] from [src]."))
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if(tumbler_1_pos == tumbler_2_pos - 37 || tumbler_1_pos == tumbler_2_pos + 35)
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tumbler_2_pos = increment(tumbler_2_pos)
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if(canhear)
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to_chat(user, SPAN_NOTICE("You hear a [pick("click", "chink", "clink")] from [src]."))
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check_unlocked(user, canhear)
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updateUsrDialog()
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return
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if(href_list["retrieve"])
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user << browse("", "window=safe") // Close the menu)
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var/obj/item/P = locate(href_list["retrieve"]) in src
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if(open)
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if(P && in_range(src, user))
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user.put_in_hands(P)
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updateUsrDialog()
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/obj/structure/safe/attackby(obj/item/I as obj, mob/user as mob)
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if(open)
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if(I.w_class + space <= maxspace)
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space += I.w_class
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user.drop_from_inventory(I,src)
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to_chat(user, SPAN_NOTICE("You put [I] in [src]."))
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updateUsrDialog()
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return
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else
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to_chat(user, SPAN_NOTICE("[I] won't fit in [src]."))
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return
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else
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if(istype(I, /obj/item/clothing/accessory/stethoscope))
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attack_hand(user)
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else if(istype(I, /obj/item/thermal_drill))
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if(drill)
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to_chat(user, SPAN_WARNING("There is already a drill attached!"))
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else if(do_after(user, 2 SECONDS))
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user.drop_from_inventory(I, src)
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drill = I
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update_icon()
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else
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to_chat(user, SPAN_WARNING("You can't put [I] into the safe while it is closed!"))
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/obj/structure/safe/process()
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if(!drill)
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return
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time_to_drill -= (world.time - last_drill_time) * drill.time_multiplier
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last_drill_time = world.time
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if(prob(15))
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spark(loc, 3, alldirs)
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if(time_to_drill <= 0)
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drill_open()
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/obj/structure/safe/proc/drill_open()
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broken = TRUE
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STOP_PROCESSING(SSprocessing, src)
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update_icon()
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/obj/structure/safe/ex_act(severity)
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return
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//FLOOR SAFES
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/obj/structure/safe/floor
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name = "floor safe"
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icon_state = "floorsafe"
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density = 0
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level = 1 //underfloor
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layer = 2.5
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drill_x_offset = -1
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drill_y_offset = 20
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/obj/structure/safe/floor/Initialize()
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. = ..()
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var/turf/T = loc
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if(istype(T) && !T.is_plating())
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hide(1)
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update_icon()
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/obj/structure/safe/floor/hide(var/intact)
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invisibility = intact ? 101 : 0
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/obj/structure/safe/floor/hides_under_flooring()
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return 1
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//random station safe, may come with some different loot
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/obj/structure/safe/station
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name = "corporate safe"
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/obj/structure/safe/station/Initialize()
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. = ..()
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new /obj/random/highvalue(src)
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new /obj/random/highvalue(src)
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new /obj/random/highvalue(src)
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new /obj/random/highvalue(src) |