Files
Bubberstation/code/game/objects/items/storage/secure.dm
Gandalf 684eab3d31 Converts SFX keys into DEFINES (#65146)
About The Pull Request

Simply converts all instances of soundkeys that use get_sfx from strings into defines.

E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game

It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.

image
Changelog

Not player facing.
2022-03-11 10:09:18 +13:00

230 lines
8.1 KiB
Plaintext

/*
* 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()
..()
var/datum/component/storage/storage_space = GetComponent(/datum/component/storage)
for(var/i in 1 to storage_space.max_items - 2)
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 = 100, 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)