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🆑 tweak: Ducts can now be hidden under tiles code: tile hiding is now an element and way cooler and sexier /🆑 Ducts can now be hidden under tiles Plumbing machinery connects can now be hidden aswell Plumbing can now also be properly mapped in without breaking anything Plumbing component now uses the normal overlay systeem instead of being a weird exception You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
206 lines
6.4 KiB
Plaintext
206 lines
6.4 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/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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interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
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var/open = FALSE //is the safe open?
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var/tumbler_1_pos //the tumbler position- from 0 to 72
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var/tumbler_1_open //the tumbler position to open at- 0 to 72
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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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var/explosion_count = 0 //Tough, but breakable
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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 = rand(0, 71)
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/obj/structure/safe/Initialize(mapload)
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. = ..()
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if(!mapload)
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return
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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/proc/check_unlocked(mob/user, canhear)
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if(explosion_count > 2)
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return 1
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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 class='hear'>You hear a [pick("tonk", "krunk", "plunk")] from [src].</span>")
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if(tumbler_2_pos == tumbler_2_open)
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to_chat(user, "<span class='hear'>You hear a [pick("tink", "krink", "plink")] from [src].</span>")
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if(tumbler_1_pos == tumbler_1_open && tumbler_2_pos == tumbler_2_open)
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if(user)
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visible_message("<i><b>[pick("Spring", "Sprang", "Sproing", "Clunk", "Krunk")]!</b></i>")
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return TRUE
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return FALSE
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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_state()
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if(open)
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icon_state = "[initial(icon_state)]-open"
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else
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icon_state = initial(icon_state)
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/obj/structure/safe/ui_interact(mob/user)
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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> | <a href='?src=[REF(src)];decrement=1'>-</a> [dial] <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><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><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))
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return
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var/mob/living/carbon/human/user = usr
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if(!user.canUseTopic(src, BE_CLOSE))
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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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if(href_list["open"])
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if(check_unlocked())
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to_chat(user, "<span class='notice'>You [open ? "close" : "open"] [src].</span>")
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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 class='warning'>You can't [open ? "close" : "open"] [src], the lock is engaged!</span>")
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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 class='hear'>You hear a [pick("clack", "scrape", "clank")] from [src].</span>")
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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 class='hear'>You hear a [pick("click", "chink", "clink")] from [src].</span>")
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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 class='hear'>You hear a [pick("clack", "scrape", "clank")] from [src].</span>")
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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 class='hear'>You hear a [pick("click", "chink", "clink")] from [src].</span>")
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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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space -= P.w_class
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updateUsrDialog()
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/obj/structure/safe/attackby(obj/item/I, mob/user, params)
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if(open)
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. = 1 //no afterattack
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if(I.w_class + space <= maxspace)
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space += I.w_class
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if(!user.transferItemToLoc(I, src))
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to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the safe!</span>")
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return
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to_chat(user, "<span class='notice'>You put [I] in [src].</span>")
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updateUsrDialog()
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return
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else
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to_chat(user, "<span class='notice'>[I] won't fit in [src].</span>")
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return
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else if(istype(I, /obj/item/clothing/neck/stethoscope))
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to_chat(user, "<span class='warning'>Hold [I] in one of your hands while you manipulate the dial!</span>")
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else
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return ..()
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/obj/structure/safe/handle_atom_del(atom/A)
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updateUsrDialog()
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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 == 2 && target == src) || severity == 1) && explosion_count < 3)
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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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//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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/obj/structure/safe/floor/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/undertile)
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