Files
Bubberstation/code/game/objects/items/storage/secure.dm
Fikou a6ae1fb78a removes permeability, rolling it into bio armor (#66742)
refactors our disease code a tiny bit
removes permeability_coefficient variable from clothing, it decided how much stuff like chems or disease passed through your clothes, while BIO armor only decided how much you could spread diseases yourself, making it pretty much laughable
permeability_coefficient is now fully rolled into bio armor, so your bio protecting stuff will now protect you from other biological hazards like blobs
2022-05-08 10:10:54 -07:00

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/*
* Absorbs /obj/item/secstorage.
* Reimplements it only slightly to use existing storage functionality.
*
* Contains:
* Secure Briefcase
* Wall Safe
*/
///Generic Safe
/obj/item/storage/secure
name = "secstorage"
desc = "This shouldn't exist. If it does, create an issue report."
w_class = WEIGHT_CLASS_NORMAL
/// icon_state of locked safe
var/icon_locking = "secureb"
/// icon_state of sparking safe
var/icon_sparking = "securespark"
/// icon_state of opened safe
var/icon_opened = "secure0"
/// The code entered by the user
var/entered_code
/// The code that will open this safe
var/lock_code
/// Does this lock have a code set?
var/lock_set = FALSE
/// Is this lock currently being hacked?
var/lock_hacking = FALSE
/// Is the safe service panel open?
var/panel_open = FALSE
/// Is this door hackable?
var/can_hack_open = TRUE
/obj/item/storage/secure/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_w_class = WEIGHT_CLASS_SMALL
STR.max_combined_w_class = 14
/obj/item/storage/secure/examine(mob/user)
. = ..()
if(can_hack_open)
. += "The service panel is currently <b>[panel_open ? "unscrewed" : "screwed shut"]</b>."
/obj/item/storage/secure/tool_act(mob/living/user, obj/item/tool)
if(can_hack_open && SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED))
return ..()
else
return FALSE
/obj/item/storage/secure/wirecutter_act(mob/living/user, obj/item/tool)
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>."))
return
/obj/item/storage/secure/screwdriver_act(mob/living/user, obj/item/tool)
if(tool.use_tool(src, user, 20))
panel_open = !panel_open
to_chat(user, span_notice("You [panel_open ? "open" : "close"] the service panel."))
return TRUE
/obj/item/storage/secure/multitool_act(mob/living/user, obj/item/tool)
. = TRUE
if(lock_hacking)
to_chat(user, span_danger("This safe is already being hacked."))
return
if(panel_open == TRUE)
to_chat(user, span_danger("Now attempting to reset internal memory, please hold."))
lock_hacking = TRUE
if (tool.use_tool(src, user, 400))
to_chat(user, span_danger("Internal memory reset - lock has been disengaged."))
lock_set = FALSE
lock_hacking = FALSE
return
to_chat(user, span_warning("You must <b>unscrew</b> the service panel before you can pulse the wiring!"))
/obj/item/storage/secure/attack_self(mob/user)
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
user.set_machine(src)
var/dat = text("<TT><B>[]</B><BR>\n\nLock Status: []",src, (locked ? "LOCKED" : "UNLOCKED"))
var/message = "Code"
if (lock_set == 0)
dat += text("<p>\n<b>5-DIGIT PASSCODE NOT SET.<br>ENTER NEW PASSCODE.</b>")
message = text("[]", entered_code)
if (!locked)
message = "*****"
dat += text("<HR>\n>[]<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>", message)
user << browse(dat, "window=caselock;size=300x280")
/obj/item/storage/secure/Topic(href, href_list)
..()
if (usr.stat != CONSCIOUS || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED) || (get_dist(src, usr) > 1))
return
if (href_list["type"])
if (href_list["type"] == "E")
if (!lock_set && (length(entered_code) == 5) && (entered_code != "ERROR"))
lock_code = entered_code
lock_set = TRUE
else if ((entered_code == lock_code) && lock_set)
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SET_LOCKSTATE, FALSE)
cut_overlays()
add_overlay(icon_opened)
entered_code = null
else
entered_code = "ERROR"
else
if (href_list["type"] == "R")
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SET_LOCKSTATE, TRUE)
cut_overlays()
entered_code = null
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_HIDE_FROM, usr)
else
entered_code += text("[]", sanitize_text(href_list["type"]))
if (length(entered_code) > 5)
entered_code = "ERROR"
add_fingerprint(usr)
for(var/mob/M in viewers(1, loc))
if ((M.client && M.machine == src))
attack_self(M)
return
return
///Secure Briefcase
/obj/item/storage/secure/briefcase
name = "secure briefcase"
icon = 'icons/obj/storage.dmi'
icon_state = "secure"
inhand_icon_state = "sec-case"
lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi'
desc = "A large briefcase with a digital locking system."
force = 8
hitsound = SFX_SWING_HIT
throw_speed = 2
throw_range = 4
w_class = WEIGHT_CLASS_BULKY
attack_verb_continuous = list("bashes", "batters", "bludgeons", "thrashes", "whacks")
attack_verb_simple = list("bash", "batter", "bludgeon", "thrash", "whack")
/obj/item/storage/secure/briefcase/PopulateContents()
new /obj/item/paper(src)
new /obj/item/pen(src)
/obj/item/storage/secure/briefcase/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_combined_w_class = 21
STR.max_w_class = WEIGHT_CLASS_NORMAL
///Syndie variant of Secure Briefcase. Contains space cash, slightly more robust.
/obj/item/storage/secure/briefcase/syndie
force = 15
/obj/item/storage/secure/briefcase/syndie/PopulateContents()
..()
for(var/iterator in 1 to 5)
new /obj/item/stack/spacecash/c1000(src)
///Secure Safe
/obj/item/storage/secure/safe
name = "secure safe"
icon = 'icons/obj/storage.dmi'
icon_state = "safe"
icon_opened = "safe0"
icon_locking = "safeb"
icon_sparking = "safespark"
desc = "Excellent for securing things away from grubby hands."
w_class = WEIGHT_CLASS_GIGANTIC
anchored = TRUE
density = FALSE
MAPPING_DIRECTIONAL_HELPERS(/obj/item/storage/secure/safe, 32)
/obj/item/storage/secure/safe/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.set_holdable(null, list(/obj/item/storage/secure/briefcase))
STR.max_w_class = 8 //??
/obj/item/storage/secure/safe/PopulateContents()
new /obj/item/paper(src)
new /obj/item/pen(src)
/obj/item/storage/secure/safe/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
return attack_self(user)
/obj/item/storage/secure/safe/hos
name = "head of security's safe"
/**
* This safe is meant to be damn robust. To break in, you're supposed to get creative, or use acid or an explosion.
*
* This makes the safe still possible to break in for someone who is prepared and capable enough, either through
* chemistry, botany or whatever else.
*
* The safe is also weak to explosions, so spending some early TC could allow an antag to blow it upen if they can
* get access to it.
*/
/obj/item/storage/secure/safe/caps_spare
name = "captain's spare ID safe"
desc = "In case of emergency, do not break glass. All Captains and Acting Captains are provided with codes to access this safe. \
It is made out of the same material as the station's Black Box and is designed to resist all conventional weaponry. \
There appears to be a small amount of surface corrosion. It doesn't look like it could withstand much of an explosion."
can_hack_open = FALSE
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 70, BIO = 0, FIRE = 80, ACID = 70)
max_integrity = 300
color = "#ffdd33"
MAPPING_DIRECTIONAL_HELPERS(/obj/item/storage/secure/safe/caps_spare, 32)
/obj/item/storage/secure/safe/caps_spare/Initialize(mapload)
. = ..()
lock_code = SSid_access.spare_id_safe_code
lock_set = TRUE
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SET_LOCKSTATE, TRUE)
/obj/item/storage/secure/safe/caps_spare/PopulateContents()
new /obj/item/card/id/advanced/gold/captains_spare(src)
/obj/item/storage/secure/safe/caps_spare/rust_heretic_act()
take_damage(damage_amount = 100, damage_type = BRUTE, damage_flag = MELEE, armour_penetration = 100)