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* [no gbp] sentience potion reason set via alt-click (#82049) ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/82047 You set the reason for sentience potion via alt clicking potion ## Changelog 🆑 qol: Sentience potion reason is set via alt-click /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds a persistent piggy bank to the vault. (#81900) ## About The Pull Request This PR adds a **persistent** piggy bank to the station vault that, while it can hold up to 3300 credits carried between shifts. However, you can only insert up to 1600 (on top of the 50 creds it auto-generates) each shift, so it does take a small, itsy bitsy of patience to fill it to the brim. ## Why It's Good For The Game I put some effort coding persistent piggy banks when making the cafeteria PR for the museum away mission a while ago (which apparently isn't enabled yet because the key holders forgot to ig). It'd be a shame of all the existing code were only used for a single persistent piggy bank. * Piggers --------- Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
262 lines
7.8 KiB
Plaintext
262 lines
7.8 KiB
Plaintext
/*
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CONTAINS:
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SAFES
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FLOOR SAFES
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*/
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/// Chance for a sound clue
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#define SOUND_CHANCE 10
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/// Explosion number threshold for opening safe
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#define BROKEN_THRESHOLD 3
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//SAFES
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/obj/structure/safe
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name = "safe"
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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.\""
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icon = 'icons/obj/structures.dmi'
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icon_state = "safe"
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anchored = TRUE
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density = TRUE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
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/// The maximum combined w_class of stuff in the safe
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var/maxspace = 24
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/// The amount of tumblers that will be generated
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var/number_of_tumblers = 2
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/// Whether the safe is open or not
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var/open = FALSE
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/// Whether the safe is locked or not
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var/locked = TRUE
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/// The position the dial is pointing to
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var/dial = 0
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/// The list of tumbler dial positions that need to be hit
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var/list/tumblers = list()
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/// The index in the tumblers list of the tumbler dial position that needs to be hit
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var/current_tumbler_index = 1
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/// The combined w_class of everything in the safe
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var/space = 0
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/// Tough, but breakable if explosion counts reaches set value
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var/explosion_count = 0
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/obj/structure/safe/Initialize(mapload)
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. = ..()
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update_appearance(UPDATE_ICON)
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// Combination generation
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for(var/iterating in 1 to number_of_tumblers)
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tumblers.Add(rand(0, 99))
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if(!mapload)
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return
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// Put as many items on our turf inside as possible
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for(var/obj/item/inserting_item in loc)
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if(space >= maxspace)
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return
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if(inserting_item.w_class + space <= maxspace)
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space += inserting_item.w_class
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inserting_item.forceMove(src)
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/obj/structure/safe/update_icon_state()
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//uses the same icon as the captain's spare safe (therefore lockable storage) so keep it in line with that
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icon_state = "[initial(icon_state)][open ? null : "_locked"]"
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return ..()
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/obj/structure/safe/attackby(obj/item/attacking_item, mob/user, params)
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if(open)
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. = TRUE //no afterattack
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if(attacking_item.w_class + space <= maxspace)
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if(!user.transferItemToLoc(attacking_item, src))
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to_chat(user, span_warning("\The [attacking_item] is stuck to your hand, you cannot put it in the safe!"))
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return
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space += attacking_item.w_class
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to_chat(user, span_notice("You put [attacking_item] in [src]."))
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else
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to_chat(user, span_warning("[attacking_item] won't fit in [src]."))
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else
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if(istype(attacking_item, /obj/item/clothing/neck/stethoscope))
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attack_hand(user)
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return
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else
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to_chat(user, span_warning("You can't put [attacking_item] into the safe while it is closed!"))
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return
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/obj/structure/safe/blob_act(obj/structure/blob/B)
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return
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/obj/structure/safe/ex_act(severity, target)
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if(((severity == EXPLODE_HEAVY && target == src) || severity == EXPLODE_DEVASTATE) && explosion_count < BROKEN_THRESHOLD)
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explosion_count++
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switch(explosion_count)
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if(1)
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desc = initial(desc) + "\nIt looks a little banged up."
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if(2)
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desc = initial(desc) + "\nIt's pretty heavily damaged."
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if(3)
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desc = initial(desc) + "\nThe lock seems to be broken."
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return TRUE
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return FALSE
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/obj/structure/safe/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/simple/safe),
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)
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/obj/structure/safe/ui_state(mob/user)
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return GLOB.physical_state
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/obj/structure/safe/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Safe", name)
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ui.open()
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/obj/structure/safe/ui_data(mob/user)
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var/list/data = list()
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data["dial"] = dial
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data["open"] = open
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data["locked"] = locked
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data["broken"] = check_broken()
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if(open)
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var/list/contents_names = list()
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data["contents"] = contents_names
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for(var/obj/jewel in contents)
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contents_names[++contents_names.len] = list("name" = jewel.name, "sprite" = jewel.icon_state)
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user << browse_rsc(icon(jewel.icon, jewel.icon_state), "[jewel.icon_state].png")
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return data
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/obj/structure/safe/ui_act(action, params)
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. = ..()
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if(.)
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return
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if(!ishuman(usr))
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return
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var/mob/living/carbon/human/user = usr
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if(!user.can_perform_action(src))
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return
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var/canhear = FALSE
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if(user.is_holding_item_of_type(/obj/item/clothing/neck/stethoscope))
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canhear = TRUE
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switch(action)
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if("open")
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if(!check_unlocked() && !open && !broken)
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to_chat(user, span_warning("You cannot open [src], as its lock is engaged!"))
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return
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to_chat(user, span_notice("You [open ? "close" : "open"] [src]."))
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open = !open
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update_appearance()
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return TRUE
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if("turnright")
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if(open)
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return
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if(broken)
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to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
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return
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var/ticks = text2num(params["num"])
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for(var/iterate in 1 to ticks)
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dial = WRAP(dial - 1, 0, 100)
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var/invalid_turn = current_tumbler_index % 2 == 0 || current_tumbler_index > number_of_tumblers
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if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
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current_tumbler_index = 1
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if(!invalid_turn && dial == tumblers[current_tumbler_index])
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notify_user(user, canhear, list("tink", "krink", "plink"), ticks, iterate)
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current_tumbler_index++
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else
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notify_user(user, canhear, list("clack", "scrape", "clank"), ticks, iterate)
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check_unlocked()
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return TRUE
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if("turnleft")
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if(open)
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return
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if(broken)
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to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
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return
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var/ticks = text2num(params["num"])
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for(var/iterate in 1 to ticks)
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dial = WRAP(dial + 1, 0, 100)
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var/invalid_turn = current_tumbler_index % 2 != 0 || current_tumbler_index > number_of_tumblers
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if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
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current_tumbler_index = 1
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if(!invalid_turn && dial == tumblers[current_tumbler_index])
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notify_user(user, canhear, list("tonk", "krunk", "plunk"), ticks, iterate)
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current_tumbler_index++
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else
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notify_user(user, canhear, list("click", "chink", "clink"), ticks, iterate)
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check_unlocked()
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return TRUE
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if("retrieve")
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if(!open)
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return
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var/index = text2num(params["index"])
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if(!index)
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return
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var/obj/item/retrieved_item = contents[index]
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if(!retrieved_item || !in_range(src, user))
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return
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user.put_in_hands(retrieved_item)
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space -= retrieved_item.w_class
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return TRUE
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/**
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* Checks if safe is considered in a broken state for force-opening the safe
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*/
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/obj/structure/safe/proc/check_broken()
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return broken || explosion_count >= BROKEN_THRESHOLD
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/**
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* Called every dial turn to determine whether the safe should unlock or not.
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*/
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/obj/structure/safe/proc/check_unlocked()
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if(check_broken())
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return TRUE
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if(current_tumbler_index > number_of_tumblers)
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locked = FALSE
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visible_message(span_boldnotice("[pick("Spring", "Sprang", "Sproing", "Clunk", "Krunk")]!"))
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return TRUE
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locked = TRUE
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return FALSE
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/**
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* Called every dial turn to provide feedback if possible.
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*/
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/obj/structure/safe/proc/notify_user(user, canhear, sounds, total_ticks, current_tick)
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if(!canhear)
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return
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if(current_tick == 2)
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to_chat(user, "<span class='italics'>The sounds from [src] are too fast and blend together.</span>")
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if(total_ticks == 1 || prob(SOUND_CHANCE))
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balloon_alert(user, pick(sounds))
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//FLOOR SAFES
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/obj/structure/safe/floor
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name = "floor safe"
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icon_state = "floorsafe"
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density = FALSE
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layer = LOW_OBJ_LAYER
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/obj/structure/safe/floor/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/undertile)
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///Special safe for the station's vault. Not explicitly required, but the piggy bank inside it is.
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/obj/structure/safe/vault
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/obj/structure/safe/vault/Initialize(mapload)
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. = ..()
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var/obj/item/piggy_bank/vault/piggy = new(src)
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space += piggy.w_class
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#undef SOUND_CHANCE
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#undef BROKEN_THRESHOLD
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