Files
Bubberstation/code/game/objects/structures/safe.dm
John Willard 6ab6e1c275 Brings the captain's safe off the wall, safes now save their contents (#81762)
## About The Pull Request

I originally was gonna make the captain's spare ID safe float in the air
if the wall under it was taken down, but it looked poor and was going
against the vision for wall items (and go against the wallening) so my
alternative proposition is this, taking the safe off the wall.
It's now a golden safe (like the one in the vault) but is interacted the
exact same, it's now just a thing on the floor rather than being on a
wall.
I'm not a spriter so I didn't give it a custom icon but if anyone wants
to they can feel free to add one, just a golden version of the regular
safe felt kinda eh.

I also added a wallframe version of the secure safe for when it is taken
down. It will conserve its contents and be permanently locked until put
back up. This doesn't apply to the new captain safe since it isn't a
wall item.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/80588
Prevents people from cheesing the spare and/or it being too easy to
destroy.

## Changelog

🆑
fix: The captain's safe is no longer on the wall, therefore cannot be
cheesed by breaking the wall it sits on.
fix: Tearing down a wall that a safe is on now drops the safe with its
contents, rather than dropping the contents onto the floor. The safe's
contents cannot be interacted with while it's not on a wall.
/🆑
2024-03-16 16:07:36 -06:00

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/*
CONTAINS:
SAFES
FLOOR SAFES
*/
/// Chance for a sound clue
#define SOUND_CHANCE 10
/// Explosion number threshold for opening safe
#define BROKEN_THRESHOLD 3
//SAFES
/obj/structure/safe
name = "safe"
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.\""
icon = 'icons/obj/structures.dmi'
icon_state = "safe"
anchored = TRUE
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
/// The maximum combined w_class of stuff in the safe
var/maxspace = 24
/// The amount of tumblers that will be generated
var/number_of_tumblers = 2
/// Whether the safe is open or not
var/open = FALSE
/// Whether the safe is locked or not
var/locked = TRUE
/// The position the dial is pointing to
var/dial = 0
/// The list of tumbler dial positions that need to be hit
var/list/tumblers = list()
/// The index in the tumblers list of the tumbler dial position that needs to be hit
var/current_tumbler_index = 1
/// The combined w_class of everything in the safe
var/space = 0
/// Tough, but breakable if explosion counts reaches set value
var/explosion_count = 0
/obj/structure/safe/Initialize(mapload)
. = ..()
update_appearance(UPDATE_ICON)
// Combination generation
for(var/iterating in 1 to number_of_tumblers)
tumblers.Add(rand(0, 99))
if(!mapload)
return
// Put as many items on our turf inside as possible
for(var/obj/item/inserting_item in loc)
if(space >= maxspace)
return
if(inserting_item.w_class + space <= maxspace)
space += inserting_item.w_class
inserting_item.forceMove(src)
/obj/structure/safe/update_icon_state()
//uses the same icon as the captain's spare safe (therefore lockable storage) so keep it in line with that
icon_state = "[initial(icon_state)][open ? null : "_locked"]"
return ..()
/obj/structure/safe/attackby(obj/item/attacking_item, mob/user, params)
if(open)
. = TRUE //no afterattack
if(attacking_item.w_class + space <= maxspace)
if(!user.transferItemToLoc(attacking_item, src))
to_chat(user, span_warning("\The [attacking_item] is stuck to your hand, you cannot put it in the safe!"))
return
space += attacking_item.w_class
to_chat(user, span_notice("You put [attacking_item] in [src]."))
else
to_chat(user, span_warning("[attacking_item] won't fit in [src]."))
else
if(istype(attacking_item, /obj/item/clothing/neck/stethoscope))
attack_hand(user)
return
else
to_chat(user, span_warning("You can't put [attacking_item] into the safe while it is closed!"))
return
/obj/structure/safe/blob_act(obj/structure/blob/B)
return
/obj/structure/safe/ex_act(severity, target)
if(((severity == EXPLODE_HEAVY && target == src) || severity == EXPLODE_DEVASTATE) && explosion_count < BROKEN_THRESHOLD)
explosion_count++
switch(explosion_count)
if(1)
desc = initial(desc) + "\nIt looks a little banged up."
if(2)
desc = initial(desc) + "\nIt's pretty heavily damaged."
if(3)
desc = initial(desc) + "\nThe lock seems to be broken."
return TRUE
return FALSE
/obj/structure/safe/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/simple/safe),
)
/obj/structure/safe/ui_state(mob/user)
return GLOB.physical_state
/obj/structure/safe/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Safe", name)
ui.open()
/obj/structure/safe/ui_data(mob/user)
var/list/data = list()
data["dial"] = dial
data["open"] = open
data["locked"] = locked
data["broken"] = check_broken()
if(open)
var/list/contents_names = list()
data["contents"] = contents_names
for(var/obj/jewel in contents)
contents_names[++contents_names.len] = list("name" = jewel.name, "sprite" = jewel.icon_state)
user << browse_rsc(icon(jewel.icon, jewel.icon_state), "[jewel.icon_state].png")
return data
/obj/structure/safe/ui_act(action, params)
. = ..()
if(.)
return
if(!ishuman(usr))
return
var/mob/living/carbon/human/user = usr
if(!user.can_perform_action(src))
return
var/canhear = FALSE
if(user.is_holding_item_of_type(/obj/item/clothing/neck/stethoscope))
canhear = TRUE
switch(action)
if("open")
if(!check_unlocked() && !open && !broken)
to_chat(user, span_warning("You cannot open [src], as its lock is engaged!"))
return
to_chat(user, span_notice("You [open ? "close" : "open"] [src]."))
open = !open
update_appearance()
return TRUE
if("turnright")
if(open)
return
if(broken)
to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
return
var/ticks = text2num(params["num"])
for(var/iterate in 1 to ticks)
dial = WRAP(dial - 1, 0, 100)
var/invalid_turn = current_tumbler_index % 2 == 0 || current_tumbler_index > number_of_tumblers
if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
current_tumbler_index = 1
if(!invalid_turn && dial == tumblers[current_tumbler_index])
notify_user(user, canhear, list("tink", "krink", "plink"), ticks, iterate)
current_tumbler_index++
else
notify_user(user, canhear, list("clack", "scrape", "clank"), ticks, iterate)
check_unlocked()
return TRUE
if("turnleft")
if(open)
return
if(broken)
to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
return
var/ticks = text2num(params["num"])
for(var/iterate in 1 to ticks)
dial = WRAP(dial + 1, 0, 100)
var/invalid_turn = current_tumbler_index % 2 != 0 || current_tumbler_index > number_of_tumblers
if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
current_tumbler_index = 1
if(!invalid_turn && dial == tumblers[current_tumbler_index])
notify_user(user, canhear, list("tonk", "krunk", "plunk"), ticks, iterate)
current_tumbler_index++
else
notify_user(user, canhear, list("click", "chink", "clink"), ticks, iterate)
check_unlocked()
return TRUE
if("retrieve")
if(!open)
return
var/index = text2num(params["index"])
if(!index)
return
var/obj/item/retrieved_item = contents[index]
if(!retrieved_item || !in_range(src, user))
return
user.put_in_hands(retrieved_item)
space -= retrieved_item.w_class
return TRUE
/**
* Checks if safe is considered in a broken state for force-opening the safe
*/
/obj/structure/safe/proc/check_broken()
return broken || explosion_count >= BROKEN_THRESHOLD
/**
* Called every dial turn to determine whether the safe should unlock or not.
*/
/obj/structure/safe/proc/check_unlocked()
if(check_broken())
return TRUE
if(current_tumbler_index > number_of_tumblers)
locked = FALSE
visible_message(span_boldnotice("[pick("Spring", "Sprang", "Sproing", "Clunk", "Krunk")]!"))
return TRUE
locked = TRUE
return FALSE
/**
* Called every dial turn to provide feedback if possible.
*/
/obj/structure/safe/proc/notify_user(user, canhear, sounds, total_ticks, current_tick)
if(!canhear)
return
if(current_tick == 2)
to_chat(user, "<span class='italics'>The sounds from [src] are too fast and blend together.</span>")
if(total_ticks == 1 || prob(SOUND_CHANCE))
balloon_alert(user, pick(sounds))
//FLOOR SAFES
/obj/structure/safe/floor
name = "floor safe"
icon_state = "floorsafe"
density = FALSE
layer = LOW_OBJ_LAYER
/obj/structure/safe/floor/Initialize(mapload)
. = ..()
AddElement(/datum/element/undertile)
///Special safe for the station's vault. Not explicitly required, but the piggy bank inside it is.
/obj/structure/safe/vault
/obj/structure/safe/vault/Initialize(mapload)
. = ..()
var/obj/item/piggy_bank/vault/piggy = new(src)
space += piggy.w_class
#undef SOUND_CHANCE
#undef BROKEN_THRESHOLD