Files
Paradise/code/game/objects/items/weapons/storage/secure.dm
kyunkyunkyun 8821ab9a66 Updates a couple of /obj/item variables (#29829)
* compiles checkpoint

* fix some

* updatepaths

* fix

* rrr

* linters

* fiexs

* icon fixes

* plasmemes

* fix

* fix

* fix bit more

* fix

* well

* cleanup

* fix glasses layer

* conflict

* fuck gun code

* fixes

* fix

* fixes to energy guns

* review

* conflict

* support that 1 unathi pixel

* fix
2025-09-14 15:23:56 +00:00

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/*
* Absorbs /obj/item/secstorage.
* Reimplements it only slightly to use existing storage functionality.
*
* Contains:
* Secure Briefcase
* Wall Safe
*/
// -----------------------------
// Generic Item
// -----------------------------
/obj/item/storage/secure
name = "secstorage"
var/icon_locking = "secureb"
var/icon_sparking = "securespark"
var/icon_opened = "secure0"
/// Are we locked?
var/locked = TRUE
/// What is our code to open?
var/code
/// Is our hacking panel open?
var/panel_open = FALSE
/// What has the user entered to guess the code
var/user_entered_code
/// Stops people from spamming enter like an idiot
COOLDOWN_DECLARE(enter_spam)
/obj/item/storage/secure/examine(mob/user)
. = ..()
if(in_range(user, src))
. += "The service panel is [panel_open ? "open" : "closed"]."
/obj/item/storage/secure/populate_contents()
new /obj/item/paper(src)
new /obj/item/pen(src)
/obj/item/storage/secure/attackby__legacy__attackchain(obj/item/W as obj, mob/user as mob, params)
if(locked)
if((istype(W, /obj/item/melee/energy/blade)) && (!emagged))
emag_act(user, W)
//At this point you have exhausted all the special things to do when locked
// ... but it's still locked.
return
return ..()
/obj/item/storage/secure/screwdriver_act(mob/living/user, obj/item/I)
if(I.use_tool(src, user, 2 SECONDS * I.toolspeed, volume = 10))
panel_open = !panel_open
user.visible_message("<span class='notice'>[user] [panel_open ? "opens" : "closes"] the service panel on [src].</span>", "<span class='notice'>You [panel_open ? "open" : "close"] the service panel.</span>")
return TRUE
/obj/item/storage/secure/multitool_act(mob/living/user, obj/item/I)
if(!panel_open)
return
if(!I.use_tool(src, user, 0, volume = 0))
return
. = TRUE
to_chat(user, "<span class='notice'>You start fiddling with the internal memory mechanisms.</span>")
if(do_after_once(user, 10 SECONDS * I.toolspeed, target = src))
if(prob(40))
to_chat(user, "<span class='notice'>The screen dims, the internal memory seems to be reset.</span>")
code = null
else
to_chat(user, "<span class='notice'>The screen flashes, and then goes back to normal.</span>")
/obj/item/storage/secure/emag_act(user, weapon)
if(!emagged)
emagged = TRUE
flick_overlay_view(image(icon, src, icon_sparking), src, 0.9 SECONDS)
locked = FALSE
update_icon(UPDATE_OVERLAYS)
if(istype(weapon, /obj/item/melee/energy/blade))
do_sparks(5, 0, loc)
playsound(loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
to_chat(user, "You slice through the lock on [src].")
else
to_chat(user, "You short out the lock on [src].")
return TRUE
/obj/item/storage/secure/AltClick(mob/user)
if(!try_to_open())
return FALSE
return ..()
/obj/item/storage/secure/MouseDrop(over_object, src_location, over_location)
if(!try_to_open())
return FALSE
return ..()
/obj/item/storage/secure/proc/try_to_open()
if(locked)
add_fingerprint(usr)
to_chat(usr, "<span class='warning'>It's locked!</span>")
return FALSE
return TRUE
/obj/item/storage/secure/can_be_inserted(obj/item/W as obj, stop_messages = 0)
if(!locked)
return ..()
if(!stop_messages)
to_chat(usr, "<span class='notice'>[src] is locked!</span>")
return FALSE
/obj/item/storage/secure/update_overlays()
. = ..()
if(isnull(code))
return
if(locked)
. += icon_locking
else
. += icon_opened
/obj/item/storage/secure/hear_talk(mob/living/M as mob, list/message_pieces)
return
/obj/item/storage/secure/hear_message(mob/living/M as mob, msg)
return
/obj/item/storage/secure/attack_self__legacy__attackchain(mob/user)
ui_interact(user)
/obj/item/storage/secure/ui_state(mob/user)
return GLOB.default_state
/obj/item/storage/secure/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "SecureStorage", name)
ui.open()
/obj/item/storage/secure/ui_data(mob/user)
var/list/data = list()
data["locked"] = locked
data["user_entered_code"] = user_entered_code
data["no_passcode"] = isnull(code)
data["emagged"] = emagged
return data
/obj/item/storage/secure/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())
return
add_fingerprint(usr)
if(!COOLDOWN_FINISHED(src, enter_spam))
return
. = TRUE
switch(action)
if("keypad")
if(emagged)
return FALSE
var/digit = params["digit"]
switch(digit)
if("E")
if(isnull(code))
if(length(user_entered_code) != 5)
return FALSE
code = user_entered_code
to_chat(ui.user, "<span class='notice'>You set the code to [code].</span>")
locked = FALSE
else if(!locked)
locked = TRUE
to_chat(ui.user, "<span class='notice'>You lock [src].</span>")
else if(user_entered_code == code) // correct code!
locked = FALSE
to_chat(ui.user, "<span class='notice'>You unlock [src].</span>")
update_icon(UPDATE_OVERLAYS)
COOLDOWN_START(src, enter_spam, 0.1 SECONDS)
if("C")
user_entered_code = null
COOLDOWN_START(src, enter_spam, 0.1 SECONDS)
else
if(!isnum(text2num(digit)))
return FALSE
if(length(user_entered_code) >= 5)
return FALSE
user_entered_code = copytext("[user_entered_code][digit]", 1, 6)
if("backspace")
if(emagged)
return FALSE
user_entered_code = copytext(user_entered_code, 1, length(user_entered_code))
COOLDOWN_START(src, enter_spam, 0.1 SECONDS)
playsound(src, "terminal_type", 10, 1)
// -----------------------------
// Secure Briefcase
// -----------------------------
/obj/item/storage/secure/briefcase
name = "secure briefcase"
desc = "A large briefcase with a digital locking system."
icon_state = "secure"
inhand_icon_state = "sec-case"
flags = CONDUCT
hitsound = "swing_hit"
use_sound = 'sound/effects/briefcase.ogg'
force = 8
throw_range = 4
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_NORMAL
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
/obj/item/storage/secure/briefcase/attack_hand(mob/user as mob)
if(loc == user && locked)
to_chat(usr, "<span class='warning'>[src] is locked and cannot be opened!</span>")
else if((loc == user) && !locked)
playsound(loc, 'sound/effects/briefcase.ogg', 50, TRUE, -5)
if(user.s_active)
user.s_active.close(user) //Close and re-open
show_to(user)
else
..()
for(var/mob/M in range(1))
if(M.s_active == src)
close(M)
orient2hud(user)
add_fingerprint(user)
return
//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/populate_contents()
..()
for(var/I in 1 to 3)
new /obj/item/stack/spacecash/c200(src)
// -----------------------------
// Secure Safe
// -----------------------------
/obj/item/storage/secure/safe
name = "secure safe"
icon_state = "safe"
icon_opened = "safe0"
icon_locking = null
icon_sparking = "safespark"
force = 8
w_class = WEIGHT_CLASS_HUGE
max_w_class = 8
anchored = TRUE
cant_hold = list(/obj/item/storage/secure/briefcase)
/obj/item/storage/secure/safe/attack_hand(mob/user as mob)
ui_interact(user)