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## About The Pull Request 50 files, plus additonal file that was necessary because I slightly refactored windoor construction. This ended up like three and a half times larger than most of the other ones, I really wasn't meaning for that to happen. Maybe its because I more vigorously enforced the empty line after every return thing. The only way to find out is to read 1700 lines of changes, and I don't feel like doing that again. I pinky promise it all works, and I've tested every item changed individually. Changes beyond conversion: You can't welder down reinforced falsewalls anymore, pretty sure it was an oversight because they're supposed to be taken down by wirecutters You can right click to close gun lockers with an empty hand, because otherwise you can't close the lockers at all if there's a gun in them Meatspikes no longer runtime on construction due to the old trick of balloon alert + qdel Windoor assembly no longer SUCKS DICK!!, it's no longer storing essentially a boolean in an undocumented number in a string, it no longer requires a VERB to flip its direction. on a related note, the creator of the windoor assembly construction steps has been sent to live on a farm far out in the country Also, a quick note about how these prs are gonna fuck everything up until they're all together. There's a lot more places where `attackby()` is directly called than I would have assumed, and given as those are being changed to call `item_interaction()` potentially(usually) in a different pr than the pr in which that atom's `attackby()` is actually converted, that function's not going to work at all until both are merged. The good news is that almost every instance this is happening, it's pure convenience, where the user would have access to both items anyway and could just manually call the attack chain by clicking them together. Instances where this is not the case are being skipped over until they can be packaged together to avoid the issue, but I'm not bothering to do this on ones where the desync won't make an interaction actually unusable, because that would require me to turn a 1700 line pr into a 3500 line pr and I really was aiming for like 500 ## Why It's Good For The Game Ignore the paragraph about how I expect this to create a hostage situation where the only fix to the bugs I make is to merge my other prs, and instead think about how cool swing combat would be and how much you want it ## Changelog 🆑 fix: you now can only use a wirecutter to take down a reinforced falsewall fix: meatspikes no longer runtime on construction fix: you no longer have to use a verb that you can't use to flip windoor assemblies qol: you can right click a gun locker to close it code: 50 files have been moved from attackby() to item_interaction() /🆑
334 lines
10 KiB
Plaintext
334 lines
10 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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/// Chance for a sound clue
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#define SOUND_CHANCE 10
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/// Explosion number threshold for opening safe
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#define BROKEN_THRESHOLD 3
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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/structures.dmi'
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icon_state = "safe"
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anchored = TRUE
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density = TRUE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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obj_flags = CONDUCTS_ELECTRICITY
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interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
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custom_materials = list(
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/datum/material/metalhydrogen = SHEET_MATERIAL_AMOUNT * 15,
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/datum/material/alloy/plastitanium = SHEET_MATERIAL_AMOUNT * 8,
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/datum/material/alloy/plasteel = SHEET_MATERIAL_AMOUNT * 6,
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/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 3,
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/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3,
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)
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material_flags = MATERIAL_EFFECTS
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/// The maximum combined w_class of stuff in the safe
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var/maxspace = 24
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/// The amount of tumblers that will be generated
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var/number_of_tumblers = 2
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/// Whether the safe is open or not
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var/open = FALSE
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/// Whether the safe is locked or not
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var/locked = TRUE
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/// The position the dial is pointing to
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var/dial = 0
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/// The list of tumbler dial positions that need to be hit
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var/list/tumblers = list()
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/// The index in the tumblers list of the tumbler dial position that needs to be hit
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var/current_tumbler_index = 1
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/// The combined w_class of everything in the safe
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var/space = 0
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/// Tough, but breakable if explosion counts reaches set value
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var/explosion_count = 0
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/obj/structure/safe/Initialize(mapload)
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. = ..()
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var/static/list/tool_behaviors = list(
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TOOL_WRENCH = list(
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SCREENTIP_CONTEXT_LMB = "Reset lock",
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),
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)
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AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
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// Combination generation
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for(var/iterating in 1 to number_of_tumblers)
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tumblers.Add(rand(0, 99))
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if(density)
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AddElement(/datum/element/climbable)
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AddElement(/datum/element/elevation, pixel_shift = 22)
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if(open && !locked)
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return
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update_appearance(UPDATE_ICON)
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// Put as many items on our turf inside as possible
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for(var/obj/item/inserting_item in loc)
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if(space >= maxspace)
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return
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if(inserting_item.w_class + space <= maxspace)
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space += inserting_item.w_class
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inserting_item.forceMove(src)
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/obj/structure/safe/examine(mob/user)
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. = ..()
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. += span_notice("The locking mechanism gears are <b>wrenched</b> in place.")
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/obj/structure/safe/update_icon_state()
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//uses the same icon as the captain's spare safe (therefore lockable storage) so keep it in line with that
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icon_state = "[initial(icon_state)][open ? null : "_locked"]"
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return ..()
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/obj/structure/safe/wrench_act(mob/living/user, obj/item/tool)
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if(!open)
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balloon_alert(user, "must be open!")
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return ITEM_INTERACT_BLOCKING
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balloon_alert(user, "resetting lock...")
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to_chat(user, span_notice("You begin resetting the lock for [src]. You'll need to set [number_of_tumblers] numbers."))
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var/list/new_tumblers = list()
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for(var/tumbler_index in 1 to number_of_tumblers)
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var/input_value = tgui_input_number(user, "Set tumbler #[tumbler_index] (0-99):", "Set Lock", 0, 99, 0)
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if(isnull(input_value))
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balloon_alert(user, "reset cancelled!")
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return ITEM_INTERACT_BLOCKING
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if(!user.can_perform_action(src))
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balloon_alert(user, "reset interrupted!")
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return ITEM_INTERACT_BLOCKING
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new_tumblers.Add(input_value)
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tool.play_tool_sound(src)
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if(!do_after(user, 10 SECONDS, target = src))
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return ITEM_INTERACT_BLOCKING
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tumblers = new_tumblers
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current_tumbler_index = 1
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dial = 0
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tool.play_tool_sound(src)
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to_chat(user, span_notice("You successfully reset the lock for [src]. The new combination is: [tumblers.Join("-")]."))
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balloon_alert(user, "lock set!")
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return ITEM_INTERACT_SUCCESS
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/obj/structure/safe/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(!open)
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if(!istype(tool, /obj/item/clothing/neck/stethoscope))
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to_chat(user, span_warning("You can't put [tool] into the safe while it is closed!"))
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return ITEM_INTERACT_BLOCKING
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attack_hand(user)
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return ITEM_INTERACT_SUCCESS
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if(tool.w_class + space > maxspace)
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to_chat(user, span_warning("[tool] won't fit in [src]."))
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return ITEM_INTERACT_BLOCKING
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if(!user.transferItemToLoc(tool, src))
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to_chat(user, span_warning("\The [tool] is stuck to your hand, you cannot put it in the safe!"))
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return ITEM_INTERACT_BLOCKING
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space += tool.w_class
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to_chat(user, span_notice("You put [tool] in [src]."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/safe/blob_act(obj/structure/blob/B)
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return
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/obj/structure/safe/ex_act(severity, target)
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if(((severity == EXPLODE_HEAVY && target == src) || severity == EXPLODE_DEVASTATE) && explosion_count < BROKEN_THRESHOLD)
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explosion_count++
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switch(explosion_count)
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if(1)
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desc = initial(desc) + "\nIt looks a little banged up."
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if(2)
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desc = initial(desc) + "\nIt's pretty heavily damaged."
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if(3)
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desc = initial(desc) + "\nThe lock seems to be broken."
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return TRUE
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return FALSE
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/obj/structure/safe/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/simple/safe),
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)
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/obj/structure/safe/ui_state(mob/user)
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return GLOB.physical_state
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/obj/structure/safe/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Safe", name)
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ui.open()
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/obj/structure/safe/ui_data(mob/user)
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var/list/data = list()
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data["dial"] = dial
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data["open"] = open
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data["locked"] = locked
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data["broken"] = check_broken()
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if(open)
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var/list/contents_names = list()
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data["contents"] = contents_names
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for(var/obj/jewel in contents)
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contents_names[++contents_names.len] = list("name" = jewel.name, "sprite" = jewel.icon_state)
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user << browse_rsc(icon(jewel.icon, jewel.icon_state), "[jewel.icon_state].png")
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return data
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/obj/structure/safe/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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if(!ishuman(usr))
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return
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var/mob/living/carbon/human/user = usr
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if(!user.can_perform_action(src))
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return
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var/canhear = FALSE
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if(user.is_holding_item_of_type(/obj/item/clothing/neck/stethoscope))
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canhear = TRUE
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switch(action)
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if("open")
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if(!check_unlocked() && !open && !broken)
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to_chat(user, span_warning("You cannot open [src], as its lock is engaged!"))
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return
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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_appearance()
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return TRUE
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if("turnright")
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if(open)
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return
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if(broken)
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to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
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return
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var/ticks = text2num(params["num"])
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for(var/iterate in 1 to ticks)
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dial = WRAP(dial - 1, 0, 100)
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var/invalid_turn = current_tumbler_index % 2 == 0 || current_tumbler_index > number_of_tumblers
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if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
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current_tumbler_index = 1
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if(!invalid_turn && dial == tumblers[current_tumbler_index])
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notify_user(user, canhear, list("tink", "krink", "plink"), ticks, iterate)
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current_tumbler_index++
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else
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notify_user(user, canhear, list("clack", "scrape", "clank"), ticks, iterate)
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check_unlocked()
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return TRUE
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if("turnleft")
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if(open)
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return
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if(broken)
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to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
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return
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var/ticks = text2num(params["num"])
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for(var/iterate in 1 to ticks)
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dial = WRAP(dial + 1, 0, 100)
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var/invalid_turn = current_tumbler_index % 2 != 0 || current_tumbler_index > number_of_tumblers
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if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
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current_tumbler_index = 1
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if(!invalid_turn && dial == tumblers[current_tumbler_index])
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notify_user(user, canhear, list("tonk", "krunk", "plunk"), ticks, iterate)
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current_tumbler_index++
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else
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notify_user(user, canhear, list("click", "chink", "clink"), ticks, iterate)
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check_unlocked()
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return TRUE
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if("retrieve")
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if(!open)
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return
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var/index = text2num(params["index"])
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if(!index)
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return
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var/obj/item/retrieved_item = contents[index]
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if(!retrieved_item || !in_range(src, user))
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return
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user.put_in_hands(retrieved_item)
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space -= retrieved_item.w_class
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return TRUE
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/**
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* Checks if safe is considered in a broken state for force-opening the safe
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*/
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/obj/structure/safe/proc/check_broken()
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return broken || explosion_count >= BROKEN_THRESHOLD
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/**
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* Called every dial turn to determine whether the safe should unlock or not.
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*/
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/obj/structure/safe/proc/check_unlocked()
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if(check_broken())
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return TRUE
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if(current_tumbler_index > number_of_tumblers)
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locked = FALSE
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visible_message(span_boldnotice("[pick("Spring", "Sprang", "Sproing", "Clunk", "Krunk")]!"))
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return TRUE
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locked = TRUE
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return FALSE
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/**
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* Called every dial turn to provide feedback if possible.
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*/
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/obj/structure/safe/proc/notify_user(user, canhear, sounds, total_ticks, current_tick)
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if(!canhear)
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return
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if(current_tick == 2)
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to_chat(user, span_italics("The sounds from [src] are too fast and blend together."))
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if(total_ticks == 1 || prob(SOUND_CHANCE))
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balloon_alert(user, pick(sounds))
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/obj/structure/safe/open
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open = TRUE
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locked = FALSE
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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 = FALSE
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layer = LOW_OBJ_LAYER
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custom_materials = list(
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/datum/material/metalhydrogen = SHEET_MATERIAL_AMOUNT * 15,
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/datum/material/alloy/plastitanium = SHEET_MATERIAL_AMOUNT * 8,
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/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.55,
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)
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/obj/structure/safe/floor/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/undertile)
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/obj/structure/safe/floor/open
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open = TRUE
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locked = FALSE
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///Special safe for the station's vault. Not explicitly required, but the piggy bank inside it is.
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/obj/structure/safe/vault
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/obj/structure/safe/vault/Initialize(mapload)
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. = ..()
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var/obj/item/piggy_bank/vault/piggy = new(src)
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space += piggy.w_class
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#undef SOUND_CHANCE
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#undef BROKEN_THRESHOLD
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