Files
Bubberstation/code/game/objects/items/storage/secure.dm
SkyratBot 8e5251ea60 [MIRROR] Captain's Spare ID Safe Can Only Hold ID Cards [MDB IGNORE] (#18631)
* Captain's Spare ID Safe Can Only Hold ID Cards (#72584)

## About The Pull Request

I've personally seen this strategy play out the exact same way on more
than one occasion in an higher frequency lately (I've never played as
either side, just witnessed it)- and it always just seems to be an abuse
of a skewed in-game mechanic. So, this PR makes it so that you can only
put IDs into the spare ID safe. Nothing else.
## Why It's Good For The Game

I think this balance change is needed because it really sort of ruins
what I like about nuclear operatives, having to run around and stay
fluid for whatever the nuclear operatives could have, not "HAHA WE WILL
PUT IT IN OUR (NEARLY) IMPENETRABLE SAFE THAT THEY WILL NEED TO USE A C4
DIRECTLY ON AND JUST END UP PLAYING BLOONS TOWER DEFENSE SIX AS WE AWAIT
THOSE RED FUCKS TO ARRIVE". I miss when it would be fun to inject it
into a monkey who could crawl around vents, put it in a disposals loop
around the station to keep the nukies on a wild goose chase, or just
holding your ground in the brig and retreating if they batter you down.
It's just a very OP location in a very OP place with lots of warranted
OP armor for it's intended use case, which is not really being followed
by putting the all-important disk in the safe.

It's just very strong overall due to how protected-from-damage the spare
ID safe is, and I don't really like the fact that this is emerging as a
new "meta gameplay" (even used when there aren't any nuclear
operatives), it just sullies the different variety of ways you can
defend yourself against nuclear operatives when there appears to be
**the clear choice**. I don't like that concept where you can have a
strategy so good that you _shouldn't_ do it.

Also, it's an _ID Safe_. Not a disk safe.
## Changelog
🆑
balance: Due to materials costing a lot more than ever, Nanotrasen's
Spare ID Safe Supplier have cut down on the space inside of the ID Safe,
meaning you can only cram in things as thin as an ID Card.
/🆑

* Captain's Spare ID Safe Can Only Hold ID Cards

Co-authored-by: san7890 <the@san7890.com>
2023-01-10 15:12:27 -08:00

242 lines
8.1 KiB
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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
/// 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/Initialize(mapload)
. = ..()
atom_storage.max_specific_storage = WEIGHT_CLASS_SMALL
atom_storage.max_total_storage = 14
update_appearance()
/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/update_icon_state()
. = ..()
icon_state = "[initial(icon_state)][atom_storage?.locked ? "_locked" : null]"
/obj/item/storage/secure/tool_act(mob/living/user, obj/item/tool)
if(can_hack_open && atom_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
balloon_alert(user, "panel [panel_open ? "opened" : "closed"]")
return TRUE
/obj/item/storage/secure/multitool_act(mob/living/user, obj/item/tool)
. = TRUE
if(lock_hacking)
balloon_alert(user, "already hacking!")
return
if(panel_open)
balloon_alert(user, "hacking...")
lock_hacking = TRUE
if (tool.use_tool(src, user, 400))
balloon_alert(user, "hacked")
lock_set = FALSE
lock_hacking = FALSE
return
balloon_alert(user, "unscrew panel!")
/obj/item/storage/secure/attack_self(mob/user)
var/locked = atom_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)
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)
atom_storage.locked = FALSE
update_appearance()
entered_code = null
else
entered_code = "ERROR"
else
if (href_list["type"] == "R")
atom_storage.locked = TRUE
update_appearance()
entered_code = null
atom_storage.hide_contents(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/case.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/Initialize(mapload)
. = ..()
atom_storage.max_total_storage = 21
atom_storage.max_specific_storage = 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)
/// A briefcase that contains various sought-after spoils
/obj/item/storage/secure/briefcase/riches
/obj/item/storage/secure/briefcase/riches/PopulateContents()
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/gun/ballistic/automatic/pistol(src)
new /obj/item/suppressor(src)
new /obj/item/melee/baton/telescopic(src)
new /obj/item/clothing/mask/balaclava(src)
new /obj/item/bodybag(src)
new /obj/item/soap/nanotrasen(src)
///Secure Safe
/obj/item/storage/secure/safe
name = "secure safe"
icon = 'icons/obj/storage/storage.dmi'
icon_state = "wall_safe"
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/Initialize(mapload)
. = ..()
atom_storage.set_holdable(cant_hold_list = list(/obj/item/storage/secure/briefcase))
atom_storage.max_specific_storage = WEIGHT_CLASS_GIGANTIC
/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.\
It remains quite flush against the wall, and there only seems to be enough room to fit something as slim as an ID card."
can_hack_open = FALSE
armor_type = /datum/armor/safe_caps_spare
max_integrity = 300
color = "#ffdd33"
MAPPING_DIRECTIONAL_HELPERS(/obj/item/storage/secure/safe/caps_spare, 32)
/datum/armor/safe_caps_spare
melee = 100
bullet = 100
laser = 100
energy = 100
bomb = 70
fire = 80
acid = 70
/obj/item/storage/secure/safe/caps_spare/Initialize(mapload)
. = ..()
atom_storage.set_holdable(can_hold_list = list(/obj/item/card/id))
lock_code = SSid_access.spare_id_safe_code
lock_set = TRUE
atom_storage.locked = TRUE
update_appearance()
/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)