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Bubberstation/code/game/objects/structures/safe.dm
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

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oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

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not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

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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, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
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_italics("The sounds from [src] are too fast and blend together."))
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