Files
Bubberstation/code/game/objects/structures/safe.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -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)
. = ..()
// Combination generation
for(var/i 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/I in loc)
if(space >= maxspace)
return
if(I.w_class + space <= maxspace)
space += I.w_class
I.forceMove(src)
/obj/structure/safe/update_icon_state()
icon_state = "[initial(icon_state)][open ? "-open" : null]"
return ..()
/obj/structure/safe/attackby(obj/item/I, mob/user, params)
if(open)
. = TRUE //no afterattack
if(I.w_class + space <= maxspace)
space += I.w_class
if(!user.transferItemToLoc(I, src))
to_chat(user, span_warning("\The [I] is stuck to your hand, you cannot put it in the safe!"))
return
to_chat(user, span_notice("You put [I] in [src]."))
else
to_chat(user, span_warning("[I] won't fit in [src]."))
else
if(istype(I, /obj/item/clothing/neck/stethoscope))
attack_hand(user)
return
else
to_chat(user, span_warning("You can't put [I] 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."
/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/O in contents)
contents_names[++contents_names.len] = list("name" = O.name, "sprite" = O.icon_state)
user << browse_rsc(icon(O.icon, O.icon_state), "[O.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.canUseTopic(src, BE_CLOSE))
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/i = 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, i)
current_tumbler_index++
else
notify_user(user, canhear, list("clack", "scrape", "clank"), ticks, i)
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/i = 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, i)
current_tumbler_index++
else
notify_user(user, canhear, list("click", "chink", "clink"), ticks, i)
check_unlocked()
return TRUE
if("retrieve")
if(!open)
return
var/index = text2num(params["index"])
if(!index)
return
var/obj/item/I = contents[index]
if(!I || !in_range(src, user))
return
user.put_in_hands(I)
space -= I.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))
to_chat(user, "<span class='italics'>You hear a [pick(sounds)] from [src].</span>")
//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)
#undef SOUND_CHANCE
#undef BROKEN_THRESHOLD