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## About The Pull Request Adds a new component, called wall_mounted, which applies on the wallframe objects on construction, as well as a number of wall frame objects and structures to cover mapped in, roundstart objects of the like. I might have forgotten a few, but this covers the vast majority that players will run into in a given round. This will cover wall destruction, turf explosion, the whole nine yards, and call that object/structure/machine's deconstruct proc. We have some special handling for intercoms as well since they're apparently items. So most basic case is this: You have a wall. that wall holds a sign. If you examine the wall, it tells you that the wall is currently supporting the **Example Sign**. It tells you that if the wall is damaged or destroyed, the sign will **fall off the wall.** So, if you were to welder, bomb, or hulk your way through that wall, it would call the deconstruct() proc on that sign, and fall off the wall, leaving an item sign at the foot of the wall. ## To-Do - [x] Stop breaking all wallmounts when operating shuttles (Signal conflict with COMSIG_TURF_CHANGED 😔) - [x] Confirm that the ~~deconstruct~~ designated proc of each wallmount falling is sane for the intended object - [x] Clean up the contents of the wall_mounted component to reduce copy-paste on object init. - [x] Add it to more stuff that may just not have a directional helper? - [x] ~~Change how APC construction is handled to make it easier!~~ - [x] ~~Don't accidently nerf malf AI into the ground I guess~~ ## Why It's Good For The Game Closes #22283. Helps close more of #47526. Closes #54983. Closes https://github.com/wall-nerds/wallening/issues/90. All of these objects are "wall mounts". It stands to reason that they're mounted to the walls they appear to be attached to. This attempts to rectify them by giving them a turf link to the turf they're mounted to, and then upon changes to that turf, dropping or breaking that object. It'll need a little more polish to get to 100%, since I can see a few more issues to iron out first, but I'm dropping this here for now to get some feedback and put some fire under me to get this completed. ## Changelog 🆑 add: Wall mounted objects (Things like APCs, Air Alarms, Light switches, Signs, Posters, Newscasters, you name it) will now fall to the ground and break or deconstruct when their attaching wall is changed or broken. /🆑
243 lines
8.1 KiB
Plaintext
243 lines
8.1 KiB
Plaintext
/*
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* Absorbs /obj/item/secstorage.
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* Reimplements it only slightly to use existing storage functionality.
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*
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* Contains:
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* Secure Briefcase
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* Wall Safe
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*/
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///Generic Safe
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/obj/item/storage/secure
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name = "secstorage"
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desc = "This shouldn't exist. If it does, create an issue report."
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w_class = WEIGHT_CLASS_NORMAL
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/// The code entered by the user
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var/entered_code
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/// The code that will open this safe
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var/lock_code
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/// Does this lock have a code set?
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var/lock_set = FALSE
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/// Is this lock currently being hacked?
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var/lock_hacking = FALSE
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/// Is the safe service panel open?
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var/panel_open = FALSE
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/// Is this door hackable?
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var/can_hack_open = TRUE
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/obj/item/storage/secure/Initialize(mapload)
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. = ..()
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atom_storage.max_specific_storage = WEIGHT_CLASS_SMALL
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atom_storage.max_total_storage = 14
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update_appearance()
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/obj/item/storage/secure/examine(mob/user)
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. = ..()
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if(can_hack_open)
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. += "The service panel is currently <b>[panel_open ? "unscrewed" : "screwed shut"]</b>."
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/obj/item/storage/secure/update_icon_state()
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. = ..()
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icon_state = "[initial(icon_state)][atom_storage?.locked ? "_locked" : null]"
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/obj/item/storage/secure/tool_act(mob/living/user, obj/item/tool)
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if(can_hack_open && atom_storage.locked)
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return ..()
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else
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return FALSE
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/obj/item/storage/secure/wirecutter_act(mob/living/user, obj/item/tool)
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to_chat(user, span_danger("[src] is protected from this sort of tampering, yet it appears the internal memory wires can still be <b>pulsed</b>."))
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return
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/obj/item/storage/secure/screwdriver_act(mob/living/user, obj/item/tool)
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if(tool.use_tool(src, user, 20))
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panel_open = !panel_open
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balloon_alert(user, "panel [panel_open ? "opened" : "closed"]")
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return TRUE
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/obj/item/storage/secure/multitool_act(mob/living/user, obj/item/tool)
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. = TRUE
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if(lock_hacking)
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balloon_alert(user, "already hacking!")
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return
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if(panel_open)
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balloon_alert(user, "hacking...")
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lock_hacking = TRUE
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if (tool.use_tool(src, user, 400))
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balloon_alert(user, "hacked")
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lock_set = FALSE
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lock_hacking = FALSE
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return
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balloon_alert(user, "unscrew panel!")
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/obj/item/storage/secure/attack_self(mob/user)
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var/locked = atom_storage.locked
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user.set_machine(src)
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var/dat = "<TT><B>[src]</B><BR>\n\nLock Status: [locked ? "LOCKED" : "UNLOCKED"]"
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var/message = "Code"
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if (!lock_set)
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dat += "<p>\n<b>5-DIGIT PASSCODE NOT SET.<br>ENTER NEW PASSCODE.</b>"
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message = "[entered_code]"
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if (!locked)
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message = "*****"
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dat += "<HR>\n>[message]<BR>\n<A href='?src=[REF(src)];type=1'>1</A>-<A href='?src=[REF(src)];type=2'>2</A>-<A href='?src=[REF(src)];type=3'>3</A><BR>\n<A href='?src=[REF(src)];type=4'>4</A>-<A href='?src=[REF(src)];type=5'>5</A>-<A href='?src=[REF(src)];type=6'>6</A><BR>\n<A href='?src=[REF(src)];type=7'>7</A>-<A href='?src=[REF(src)];type=8'>8</A>-<A href='?src=[REF(src)];type=9'>9</A><BR>\n<A href='?src=[REF(src)];type=R'>R</A>-<A href='?src=[REF(src)];type=0'>0</A>-<A href='?src=[REF(src)];type=E'>E</A><BR>\n</TT>"
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user << browse(dat, "window=caselock;size=300x280")
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/obj/item/storage/secure/Topic(href, href_list)
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..()
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if (usr.stat != CONSCIOUS || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED) || (get_dist(src, usr) > 1))
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return
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if (href_list["type"])
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if (href_list["type"] == "E")
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if (!lock_set && (length(entered_code) == 5) && (entered_code != "ERROR"))
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lock_code = entered_code
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lock_set = TRUE
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else if ((entered_code == lock_code) && lock_set)
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atom_storage.locked = STORAGE_NOT_LOCKED
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update_appearance()
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entered_code = null
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else
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entered_code = "ERROR"
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else
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if (href_list["type"] == "R")
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atom_storage.locked = STORAGE_FULLY_LOCKED
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update_appearance()
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entered_code = null
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atom_storage.hide_contents(usr)
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else
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entered_code += sanitize_text(href_list["type"])
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if (length(entered_code) > 5)
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entered_code = "ERROR"
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add_fingerprint(usr)
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for(var/mob/M in viewers(1, loc))
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if ((M.client && M.machine == src))
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attack_self(M)
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return
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return
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///Secure Briefcase
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/obj/item/storage/secure/briefcase
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name = "secure briefcase"
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icon = 'icons/obj/storage/case.dmi'
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icon_state = "secure"
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inhand_icon_state = "sec-case"
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lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi'
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desc = "A large briefcase with a digital locking system."
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force = 8
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hitsound = SFX_SWING_HIT
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throw_speed = 2
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throw_range = 4
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w_class = WEIGHT_CLASS_BULKY
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attack_verb_continuous = list("bashes", "batters", "bludgeons", "thrashes", "whacks")
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attack_verb_simple = list("bash", "batter", "bludgeon", "thrash", "whack")
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/obj/item/storage/secure/briefcase/PopulateContents()
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new /obj/item/paper(src)
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new /obj/item/pen(src)
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/obj/item/storage/secure/briefcase/Initialize(mapload)
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. = ..()
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atom_storage.max_total_storage = 21
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atom_storage.max_specific_storage = WEIGHT_CLASS_NORMAL
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///Syndie variant of Secure Briefcase. Contains space cash, slightly more robust.
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/obj/item/storage/secure/briefcase/syndie
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force = 15
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/obj/item/storage/secure/briefcase/syndie/PopulateContents()
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..()
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for(var/iterator in 1 to 5)
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new /obj/item/stack/spacecash/c1000(src)
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/// A briefcase that contains various sought-after spoils
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/obj/item/storage/secure/briefcase/riches
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/obj/item/storage/secure/briefcase/riches/PopulateContents()
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new /obj/item/clothing/suit/armor/vest(src)
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new /obj/item/gun/ballistic/automatic/pistol(src)
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new /obj/item/suppressor(src)
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new /obj/item/melee/baton/telescopic(src)
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new /obj/item/clothing/mask/balaclava(src)
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new /obj/item/bodybag(src)
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new /obj/item/soap/nanotrasen(src)
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///Secure Safe
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/obj/item/storage/secure/safe
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name = "secure safe"
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icon = 'icons/obj/storage/storage.dmi'
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icon_state = "wall_safe"
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desc = "Excellent for securing things away from grubby hands."
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w_class = WEIGHT_CLASS_GIGANTIC
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anchored = TRUE
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density = FALSE
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MAPPING_DIRECTIONAL_HELPERS(/obj/item/storage/secure/safe, 32)
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/obj/item/storage/secure/safe/Initialize(mapload)
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. = ..()
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atom_storage.set_holdable(cant_hold_list = list(/obj/item/storage/secure/briefcase))
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atom_storage.max_specific_storage = WEIGHT_CLASS_GIGANTIC
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find_and_hang_on_wall()
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/obj/item/storage/secure/safe/PopulateContents()
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new /obj/item/paper(src)
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new /obj/item/pen(src)
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/obj/item/storage/secure/safe/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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return attack_self(user)
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/obj/item/storage/secure/safe/hos
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name = "head of security's safe"
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/**
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* This safe is meant to be damn robust. To break in, you're supposed to get creative, or use acid or an explosion.
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*
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* This makes the safe still possible to break in for someone who is prepared and capable enough, either through
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* chemistry, botany or whatever else.
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*
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* The safe is also weak to explosions, so spending some early TC could allow an antag to blow it upen if they can
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* get access to it.
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*/
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/obj/item/storage/secure/safe/caps_spare
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name = "captain's spare ID safe"
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desc = "In case of emergency, do not break glass. All Captains and Acting Captains are provided with codes to access this safe. \
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It is made out of the same material as the station's Black Box and is designed to resist all conventional weaponry. \
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There appears to be a small amount of surface corrosion. It doesn't look like it could withstand much of an explosion.\
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It remains quite flush against the wall, and there only seems to be enough room to fit something as slim as an ID card."
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can_hack_open = FALSE
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armor_type = /datum/armor/safe_caps_spare
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max_integrity = 300
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color = "#ffdd33"
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MAPPING_DIRECTIONAL_HELPERS(/obj/item/storage/secure/safe/caps_spare, 32)
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/datum/armor/safe_caps_spare
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melee = 100
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bullet = 100
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laser = 100
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energy = 100
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bomb = 70
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fire = 80
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acid = 70
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/obj/item/storage/secure/safe/caps_spare/Initialize(mapload)
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. = ..()
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atom_storage.set_holdable(can_hold_list = list(/obj/item/card/id))
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lock_code = SSid_access.spare_id_safe_code
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lock_set = TRUE
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atom_storage.locked = STORAGE_FULLY_LOCKED
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update_appearance()
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/obj/item/storage/secure/safe/caps_spare/PopulateContents()
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new /obj/item/card/id/advanced/gold/captains_spare(src)
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/obj/item/storage/secure/safe/caps_spare/rust_heretic_act()
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take_damage(damage_amount = 100, damage_type = BRUTE, damage_flag = MELEE, armour_penetration = 100)
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