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