Files
Paradise/code/game/objects/structures/safe.dm
S34N 22fbd9aced TGUIv4 - Core backend updates, TGchat, Asset cache updates (#23726)
* TGUI upgrade project: Port initial TGUI 4.0 changes from TG (#23440)

* tgui4.0

* bugfix for un-interaction

* fix for input not resetting on close

* NTOS restore

* fix all interfaces having scrollbars, fix colours

* bundle update

* dep bumps

* bumps the deps as much as possible

* button regression fix

* TGUI test map rev 1

* fix theme and some component regression

* fix login screen regression

* fixes regression with uplink cart

* bundle

* fix regressions

* fix the input issue, again

* regression fixes, stylesheet edition, hash restore

* fixes GPS BSOD

* draggable control regression

* dev server dep regression

* byondUI regression fix

* section regression fix

* fix secure storage weirdness

* Fixed mining vendor scrolling

* Arthri review pass 1

* mining vendor double-scroll

* fix for RPD, AirAlarm, and Radio

* arthri review pass 2

* arthri review pass 3

* sanitize var setting, fix colours, delete unused file

* adds CI to branch

* god damn AI making random changes

* I should remember to compile when changes are made

* fixes scrollbar issues

* fix camera console, fix flexGrow for sections

* CI fix

* nanomap fix

* Update code/modules/atmospherics/machinery/airalarm.dm

* restore margin

* style semicolon

* TGUIv4 - Moves TGUI Window Sizing from DM to JS (#23524)

* Initial commit

* Transferring the remaining windows to JS

* Resizing part 1

* Resizing part 2

* Some reverts and polish

* Forgot that

* undeployed nuke window size

---------

Co-authored-by: Aylong <alexanderkitsa@gmail.com>

* TGUIv4: Remove force_open (#23537)

* First state fixes

* Removes "force_open"

* TGUIv4 - TGUI Version 4.1 (#23547)

* Reduced Logging Changes

* setSharedState early return for non-interactive UI

* TGUI version bump to 4.1

* Fix sending updates for non-interactive UIs

* Scalablue UI Stylesheet Changes

* CSS Tgui Bundle

* JavaScript TGUI Style Changes

* Update tgui/packages/tgui/styles/base.scss

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>

* Additional changes to Input and Button scalability

* TGUI logging proc update

* Indentation fix for logging proc

* Update code/__HELPERS/_logging.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Additional log_tgui changes

---------

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* dev server hotfix (#23584)

* ui_interact object constructor argument check (#23594)

* feat: add smart asset cache, add CDN support for assets, properly group assets (#23585)

* feat: add smart asset cache, add CDN support for assets, properly group assets

* fix: make tgui actually work

* fix: keeping local name for `tgui.bundle.js` and `tgui.bundle.css` for debug and dev server functioning

* fix: make `fontawesome` assets finally work

* fix: make proper identation for `if`

* fix: add `resolveAsset` to `NanoMap.js`

* refactor: update `claw_game` and `chess` to new asset framework

* refactor/tweak: don't use string concatenation for browser `content` and `head_content`, use list instead. Don't use `common.css` for paper UI, keep local name for stamp image assets, replace hard ref of browser to `atom` (rare case) to `UID`

* refactor: remove redundant debug logs

* refactor: remove space betwee `if` and `(`

* refactor: remove one more redundant log, properly reload UI resources

* rafactor: change names of asset files

* fix: adjust existing UIs to properly use assets

* fix: properly pass args to to `onclose` proc

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUI 4.2: TGchat + Refactor Asset Delivery + Yarn Berry (#23643)

* tgchat

* Little cleanup

* Refactor Asset Delivery (Part 2)

* Little tweaks

* fix code styling issues

* fix file name duplications

* Browser window options fix @gaxeer

* transfer valve fixes

* yarn berry initial

* vsc tasks

* yarn berry working

* node 20

* fix dev server (lol wrong yarn)

* bloody regressions

* fixes that damn scrolltracking bug

* Some tweaks and flexGrow deletions

It still doesn't work as it should, which makes me nervous

* remove unneeded deps

* 514 regression fix

* change stuff to not conflict with other servers

* name it as requested

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* revert test_TGUI map addition

* TGUI 4.3: Stack, Webpack 5 & UI Tweaks, Yarn 3.6.4, TS support, Jest (#23677)

* Stack & UI's Refactor

Almost final, polish required

Stack & UI's Refactor (Part 1)

Stack & UI's Refactor (Part 2)

Stack & UI's Refactor (Part 3)

* Prettier

Maybe bad

* ClearChat & some tweaks

* Adds a Chat Reliability Layer https://github.com/tgstation/tgstation/pull/79479

* Fix chat BSOD

https://github.com/tgstation/tgstation/pull/79821

* WebPack 5 (Didn't work)

I hate this shit

* Yarn 3.6.4

* make it all work

* revert snowflake fix

* Stories

* adds TS support

* re-enable test and prettier

* update yarn sdk's

* Fix some box regression

* ping/reply

* Fixes regressions and some things

* Zebra and Fix chat button transfer

+rebuild

* make VSC use the proper local typescript lib

* Popper Tooltips https://github.com/tgstation/tgstation/pull/58980

* Popper Tooltips performancy fixes

* Dropdown v2 https://github.com/tgstation/tgstation/pull/75164

Without Icon.tsx

* BB test map

* run build

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* we moved these

* change test values

* ignore scss files

* change hash function

* TGUIv4: TGchat fix traitor codeword highlighting (#23720)

* Codeword highlighting for TGUIv4

* null safeties

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* TGUIv4 - updates standalone build tooling (#23721)

* swap `xxhash64` for `md4`

* remove hash function

* remove old file

* TGUI 4.3+4.4: Newscaster fix, `inline-block` replacements and other fixes (#23722)

* TGUI 4.3 fixes

Newscaster fix + inline-blocks

* Be gone Box

* Mod Chat -> Mentor Chat

* Some warning filters

* Rebuild

* Delete tgui-common.bundle.js

* please work

* try it like this

* 4.3.1

* 4.3.2

* fix

* i forgot to build

* 4.4.0

* give me more diff details please so I can fix you

* its not binary pls git

* test without svgs

* removes an un-needed SVG file

* inlined SVGs test

* fix code styling

* comment these

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Removes resizable and improves drag code (#23719)

* Initial commit

* bundle rebuild

* Fixes Radio Sizing

* Updates Radio sizing to fix wrapping issues

* fix dev server

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix hotkeys not being passed to BYOND

* Apply suggestions from code review

* bump deps

* forgot these deps

* ci fix

* ChemDispenser fixes and HoloControl cooldown

* Station Traits TGUI

+Rebuild

* CI

* fix CI for real this time

* I have no idea

* fix station trait panel

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSticker.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* deterministic module IDs

* TGUI fixes. Again... (#23762)

* TGUI Fixes: Part 1

ORM icon for reinforced glass now showing correctly

Mining vendor moved to Stack

Exofab UI buttons descended from the heavens to the earth

* TGUI Fixes: Part 2

DestTagger now works, forgot import LabeledList

PowerMonitor graph displays correct

Request Console updated to 2.0, BUT, problem with message priority, it was there before the changes, maybe even before the project, I'll have to check it out

* TGUI Fixes: Part 2

Fixed `onEnter` input

Fixed Cloning Console storage (Im dumbass)

Some windows resizing

Fixed bad picture in security and medical records console

Fixed scrollable dropdown

Added translucent color for buttons

* Fucking uplink DONE, and Button.Input fix

* NT Recruiter and Uplink polish

* Del LabeledList from dest. tagger

* ChemMaster and OreRedemption log deletion

* Update test_tiny.dmm

* Translucent button story

* Filter for SQL error

* del: `log_debug` in `hear_say.dm`

* Some little fixes and SpecMenu Stack

* Panel.js: mx -> mr

* fix ghost spawners

* null check

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix material name in protolathe

* fix various UI interacts

* card machine runtime fix

* remove legacy folders

* TGUIv4 - TGchat Theme Adjustments (#23772)

* Initial commit

* Changes rule grouping

* Robot class style changes and webpack config

* Reverts webpack/font changes and subs robot font

* revert a state changed in error

* fix uninteractable UIs due to chunky fingers

* TGUIv4: More fixes, tweaks and fixes for tweaks (#23781)

* I fuckin hate PDA

* Vending

* Add `|` to highlight splitters and some light mode tweaks

* Teleporter rewrite

* APC and AiAirlock (God forgive me)

* clarify highlight syntax

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Abductor Experiment Machine TGUI (#23776)

* Experiment Console TGUI

* Update for TGUIv4

* UI Size adjustment

* ui state and ghost attack update

* remove this

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix

* TGUIv4 - Adjustments, Fixes, and Tweaks (#23785)

* Photocopier layout adjustments

* Autolathe Text and Button spacing adjustment

* Hotkey fix for moving bug

* Removes rule sets for visited links

* Fixes ordering multiples on cargo console

* fix possible wonky json payloads

* fix admin log input list stuff

* TGUIv4: Reconnect fix and some other fixes + tweaks (#23790)

* Fix reconnecting and transfer it to TSX

* RPD polish

* RCD, AccessList, GuestPass

* Focus reset fix when camera switched. God forgive me again...

* Purple box and identation fixes

For votes and health scanner

* ChemMaster and ChemDispenser

ChemMaster - translucent pills buttons and no grow produce section
ChemDuspenser - dynamic height

* ShuttleManipulator Tabs

* RCD buttons

* make input bar mode more prominent

* fix chem master icons

* tab fix

* Properly sanitizes loaded messages in tgui chat

* TGUIv4 - Adjustments, Fixes, and Tweaks v2 (#23795)

* Fixes icon spacing for nanobank tabs

* Tweaks Dropdown styling

* Fixes sending stuff to old chat

* OpenDream TGUI fix

* Resizes Station Traits window

* Adjusts health analyzer messages for chat tabs

* Revert "Properly sanitizes loaded messages in tgui chat"

This reverts commit 4c32a7094a.

* Revert "Revert "Properly sanitizes loaded messages in tgui chat""

This reverts commit 24afa55922.

* Changes how tgui handles static data

* Reenable no-undef rule. Enable Format On Save for VSCode (#23803)

* Enable Format On Save for VSCode

* Re-enable and fix no-undef

---------

Co-authored-by: Arthri <41360489+a@users.noreply.github.com>

* pda scanner message improvements

* fix mentor/admin PMs being sent to the "unsorted" category

* fix garbled custom vote messages

* moves cyborg analyser to use chatboxes

* fixes regression

* Prevent F5 reload

* TGUIv4: Themes polish and some new ones + misc fixes (#23814)

* Little themes tweaks

* NTOS chat theme

* Update tgui-panel.bundle.js

* Capitalize themes

* Paradise theme v1.0

* Little StationTraitsPanel cleanup

* Update member_content.dmi

* NoCapitalize

* Rebuild

* Delete Paradise.scss

* Create paradise.scss

* Forgot

* Rewritten Security Records Console

For Jesus fucking christ...

* Vending and Wires sizes tweaks

* ThermoMachine

* Syndicate Theme

* Little darker

* Rewritten Medical Records Console

* PDA Nanobank fix

* Syndicate Theme Darker

* Rebuild TGUI

* Wires section grow fix

* fixes the enshittified paradise icon

* Sirryan+Warrior reviews

* bloody define comments

* comment correction

* unprivate these

* errant . begone (how did this not cause a compiler error)

* TGUIv4 - Adjustments, Fixes, and Tweaks v3 (#23807)

* Fixes ERT Manager silenced message function

* Adjusts progress bar on ExosuitFabricator

* Sets Dropdown selected to align left

* Removes the use of self_state select interfaces

* Exosuit Fabricator style adjustments

* fix sextractor UI

* remove empty tochat string

* fix human air alarm interactions

* fix modals

* add F12/IEChooser

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Aylong <alexanderkitsa@gmail.com>
Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Arthri <41360489+a@users.noreply.github.com>
2024-01-21 19:20:35 +01:00

483 lines
15 KiB
Plaintext

/*
CONTAINS:
SAFES
FLOOR SAFES
SAFE INTERNALS
SAFE CODES
*/
#define DRILL_SPARK_CHANCE 15
#define DRILL_TIME 120 SECONDS
#define SOUND_CHANCE 10
GLOBAL_LIST_EMPTY(safes)
/**
* # Safe
*
* A locked container that can only be opened by entering a combination through a dial.
*/
/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 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
// Settings
/// 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 = 3
// Variables
/// 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
// Variables (Drill)
/// The currently placed thermal drill, if any.
var/obj/item/thermal_drill/drill = null
/// The [/proc/addtimer] handle for the current thermal drill.
var/drill_timer
/// Drill duration of the current thermal drill.
var/time_to_drill
/// The world.time at which drilling started.
var/drill_start_time
/// The drill overlay image to display during the drilling process.
var/image/drill_overlay
/// The progress bar image to display during the drilling process.
var/image/progress_bar
/// The X pixel offset for the drilling progress bar.
var/drill_x_offset = -13
/// The Y pixel offset for the drilling progress bar.
var/drill_y_offset = -3
/// Used by [/obj/item/paper/safe_code] to tell the codes through a paper spawned on map load.
var/known_by = list()
/// Who placed the drill on the safe. Used to trigger the status effect
var/mob/living/carbon/human/driller
/obj/structure/safe/Initialize(mapload)
. = ..()
GLOB.safes += src
// Combination generation
for(var/i in 1 to number_of_tumblers)
tumblers.Add(rand(0, 99))
// 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/Destroy()
GLOB.safes -= src
if(drill)
drill.soundloop.stop()
drill.forceMove(loc)
drill = null
driller = null
QDEL_NULL(progress_bar)
QDEL_NULL(drill_overlay)
clear_payback() //Lets not leave the overlay if an admin deletes the safe during the event
return ..()
/obj/structure/safe/process()
if(!drill_timer)
return
cut_overlay(progress_bar)
progress_bar = image('icons/effects/progessbar.dmi', src, "prog_bar_[round((((world.time - drill_start_time) / time_to_drill) * 100), 5)]", HUD_LAYER)
add_overlay(progress_bar)
if(prob(DRILL_SPARK_CHANCE))
drill.spark_system.start()
if(!drill.spotted && drill.payback)
security_check()
/obj/structure/safe/examine(mob/user)
. = ..()
. += "This model appears to have [number_of_tumblers] tumblers."
if(open)
. += "The inside of the the door has numbers written on it: <b>[get_combination()]</b>"
/obj/structure/safe/blob_act(obj/structure/blob/B)
return
/obj/structure/safe/ex_act(severity)
return
/obj/structure/safe/examine_status(mob/user)
return
/obj/structure/safe/update_icon_state()
if(open)
if(broken)
icon_state = "[initial(icon_state)]-open-broken"
else
icon_state = "[initial(icon_state)]-open"
else
if(broken)
icon_state = "[initial(icon_state)]-broken"
else
icon_state = initial(icon_state)
/obj/structure/safe/update_overlays()
. = ..()
if(istype(drill, /obj/item/thermal_drill))
var/drill_icon = istype(drill, /obj/item/thermal_drill/diamond_drill) ? "d" : "h"
var/state = "[initial(icon_state)]_[drill_icon]-drill-[drill_timer ? "on" : "off"]"
drill_overlay = image(icon = 'icons/effects/drill.dmi', icon_state = state, pixel_x = drill_x_offset, pixel_y = drill_y_offset)
. += drill_overlay
/obj/structure/safe/attack_ghost(mob/user)
if(..() || drill)
return TRUE
ui_interact(user)
/obj/structure/safe/attack_hand(mob/user)
if(..())
return TRUE
if(drill && !broken)
switch(alert("What would you like to do?", "Thermal Drill", "Turn [drill_timer ? "Off" : "On"]", "Remove Drill", "Cancel"))
if("Turn On")
if(do_after(user, 2 SECONDS, target = src))
drill_timer = addtimer(CALLBACK(src, PROC_REF(drill_open)), time_to_drill, TIMER_STOPPABLE)
drill_start_time = world.time
drill.soundloop.start()
update_icon()
driller = user
START_PROCESSING(SSobj, src)
if("Turn Off")
if(do_after(user, 10 SECONDS, target = src)) //Can't be too easy to turn off
deltimer(drill_timer)
drill_timer = null
drill.soundloop.stop()
cut_overlay(progress_bar)
update_icon()
driller.remove_status_effect(STATUS_EFFECT_DRILL_PAYBACK)
driller = null
STOP_PROCESSING(SSobj, src)
if("Remove Drill")
if(drill_timer)
to_chat(user, "<span class='warning'>You cannot remove the drill while it's running!</span>")
else if(do_after(user, 2 SECONDS, target = src))
user.put_in_hands(drill)
drill = null
update_icon()
if("Cancel")
return
else if(drill && broken)
user.put_in_hands(drill)
drill = null
update_icon()
else
ui_interact(user)
/obj/structure/safe/attackby(obj/item/I, mob/user, params)
if(open)
if(I.flags && ABSTRACT)
return
if(broken && istype(I, /obj/item/safe_internals) && do_after(user, 2 SECONDS, target = src))
to_chat(user, "<span class='notice'>You replace the broken mechanism.</span>")
qdel(I)
broken = FALSE
locked = FALSE
update_icon()
else if(I.w_class + space <= maxspace)
if(!user.drop_item())
to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the safe!</span>")
return
space += I.w_class
I.forceMove(src)
to_chat(user, "<span class='notice'>You put [I] in [src].</span>")
SStgui.update_uis(src)
else
to_chat(user, "<span class='warning'>[I] won't fit in [src].</span>")
else
if(istype(I, /obj/item/clothing/accessory/stethoscope))
attack_hand(user)
return
else if(istype(I, /obj/item/thermal_drill))
if(drill)
to_chat(user, "<span class='warning'>There is already a drill attached!</span>")
else if(do_after(user, 2 SECONDS, target = src))
if(!user.drop_item())
to_chat(user, "<span class='warning'>[I] is stuck to your hand, you cannot put it in the safe!</span>")
return
I.forceMove(src)
drill = I
time_to_drill = DRILL_TIME * drill.time_multiplier
update_icon()
else
to_chat(user, "<span class='warning'>You can't put [I] into the safe while it is closed!</span>")
return
/obj/structure/safe/ui_state(mob/user)
return GLOB.physical_state
/obj/structure/safe/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Safe", name)
ui.open()
ui.set_autoupdate(FALSE)
/obj/structure/safe/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/simple/safe)
)
/obj/structure/safe/ui_data(mob/user)
var/list/data = list()
data["dial"] = dial
data["open"] = open
data["locked"] = locked && !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(!usr.IsAdvancedToolUser() && !isobserver(usr))
to_chat(usr, "<span class='warning'>You are not able to operate the safe.</span>")
return
var/canhear = FALSE
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
var/list/accessories = H.w_uniform?.accessories
if(H.can_hear()) // This is cursed but is_type_in_list somehow fails
if(H.is_in_hands(/obj/item/clothing/accessory/stethoscope))
canhear = TRUE
else
for(var/obj/item/clothing/accessory/stethoscope/S in accessories)
canhear = TRUE
break
. = TRUE
switch(action)
if("open")
if(check_unlocked() || open || broken)
to_chat(usr, "<span class='notice'>You [open ? "close" : "open"] [src].</span>")
open = !open
update_icon()
else
to_chat(usr, "<span class='warning'>You cannot open [src], as its lock is engaged!</span>")
if("turnright")
if(open)
return
if(broken)
to_chat(usr, "<span class='warning'>The dial will not turn, as the mechanism is destroyed!</span>")
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(usr, canhear, list("tink", "krink", "plink"), ticks, i, TRUE)
current_tumbler_index++
else
notify_user(usr, canhear, list("clack", "scrape", "clank"), ticks, i)
check_unlocked()
if("turnleft")
if(open)
return
if(broken)
to_chat(usr, "<span class='warning'>The dial will not turn, as the mechanism is destroyed!</span>")
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(usr, canhear, list("tonk", "krunk", "plunk"), ticks, i, TRUE)
current_tumbler_index++
else
notify_user(usr, canhear, list("click", "chink", "clink"), ticks, i)
check_unlocked()
if("retrieve")
if(!open)
return
var/index = text2num(params["index"])
if(!ISINDEXSAFE(contents, index))
return
var/obj/item/I = contents[index]
if(I && in_range(src, usr))
usr.put_in_hands(I)
space -= I.w_class
else
return FALSE
add_fingerprint(usr)
/obj/structure/safe/proc/security_check()
if(get_dist(src, driller) >= 9)
return //You need to be near the drill if you want to get the buff.
for(var/mob/living/carbon/human/H in view(9, src))
if(H.job in list("Security Officer", "Detective", "Warden", "Head of Security", "Captain", "Clown") || H.mind.special_role == SPECIAL_ROLE_ERT)
if(H.mind && H.mind.special_role && H.mind.special_role != SPECIAL_ROLE_ERT)
continue
drill.spotted = TRUE
security_assualt_in_progress()
return
for(var/mob/living/carbon/human/H in view(9, driller))
if(H.job in list("Security Officer", "Detective", "Warden", "Head of Security", "Captain", "Clown") || H.mind.special_role == SPECIAL_ROLE_ERT)
if(H.mind && H.mind.special_role && H.mind.special_role != SPECIAL_ROLE_ERT)
continue
drill.spotted = TRUE
security_assualt_in_progress()
return
/obj/structure/safe/proc/security_assualt_in_progress()
drill.atom_say("Security spotted. Nanites deployed. Give them <b>hell.</b>")
driller.apply_status_effect(STATUS_EFFECT_DRILL_PAYBACK, src)
drill.song.start_playing(driller)
notify_ghosts("Security assault in progress in [get_area(src)]!", enter_link="<a href=?src=[UID()];follow=1>(Click to jump to!)</a>", source = src, action = NOTIFY_FOLLOW)
for(var/mob/dead/observer/O in GLOB.player_list)
O.overlay_fullscreen("payback", /obj/screen/fullscreen/payback, 0)
addtimer(CALLBACK(src, PROC_REF(ghost_payback_phase_2)), 2.7 SECONDS)
/obj/structure/safe/proc/ghost_payback_phase_2()
for(var/mob/dead/observer/O in GLOB.player_list)
O.clear_fullscreen("payback")
O.overlay_fullscreen("payback", /obj/screen/fullscreen/payback, 1)
addtimer(CALLBACK(src, PROC_REF(clear_payback)), 2 MINUTES)
/obj/structure/safe/proc/clear_payback()
for(var/mob/dead/observer/O in GLOB.player_list)
O.clear_fullscreen("payback")
/**
* Called every dial turn to determine whether the safe should unlock or not.
*/
/obj/structure/safe/proc/check_unlocked()
if(current_tumbler_index > number_of_tumblers)
locked = FALSE
visible_message("<span class='boldnotice'>[pick("Spring", "Sprang", "Sproing", "Clunk", "Krunk")]!</span>")
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, correct_sound)
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='[correct_sound ? "bolditalics" : "italics"]'>You hear a [pick(sounds)] from [src].</span>")
/**
* Returns the combination to unlock the safe as text.
*/
/obj/structure/safe/proc/get_combination()
return jointext(tumblers, ", ")
/**
* Called when the current thermal drill has finished drilling.
*/
/obj/structure/safe/proc/drill_open()
broken = TRUE
drill_timer = null
drill.soundloop.stop()
playsound(loc, 'sound/machines/ding.ogg', 50, 1)
cut_overlay(progress_bar)
update_icon()
if(drill.payback)
var/datum/status_effect/drill_payback/D = driller.has_status_effect(STATUS_EFFECT_DRILL_PAYBACK)
if(D)
D.drilled_successfully = TRUE
addtimer(CALLBACK(driller, TYPE_PROC_REF(/mob/living, remove_status_effect), STATUS_EFFECT_DRILL_PAYBACK), 30 SECONDS) //Give them time to escape
drill.payback = FALSE //Can't be used again / no more adding timers
drill.song.stop_playing()
STOP_PROCESSING(SSobj, src)
/**
* # Floor Safe
*
* Like a safe, but without density. Can be hidden with flooring.
*/
/obj/structure/safe/floor
name = "floor safe"
icon_state = "floorsafe"
density = FALSE
level = 1 //Under the floor
plane = FLOOR_PLANE
layer = ABOVE_PLATING_LAYER
drill_x_offset = -1
drill_y_offset = 20
/obj/structure/safe/floor/Initialize()
. = ..()
var/turf/T = loc
if(!T.transparent_floor)
hide(T.intact)
/obj/structure/safe/floor/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
/**
* # Safe Internals
*
* Can be used to replace a safe's broken mechanism.
*/
/obj/item/safe_internals
name = "safe internals"
desc = "The mechanism and locking bolts for a Scarborough Arms - 2 tumbler safe."
icon_state = "safe_internals"
/**
* # Safe Codes
*
* Contains the (generated on map load) codes for all publicly known safes.
*/
/obj/item/paper/safe_code
name = "safe codes"
var/owner
info = "<div style='text-align:center;'><img src='ntlogo.png'><center><h3>Safe Codes</h3></center>"
/obj/item/paper/safe_code/Initialize(mapload)
..()
return INITIALIZE_HINT_LATELOAD
/obj/item/paper/safe_code/LateInitialize(mapload)
. = ..()
for(var/safe in GLOB.safes)
var/obj/structure/safe/S = safe
if(owner in S.known_by)
info += "<br> The combination for the safe located in the [get_area_name(S, TRUE)] is: [S.get_combination()]<br>"
info_links = info
update_icon()
#undef DRILL_SPARK_CHANCE
#undef DRILL_TIME
#undef SOUND_CHANCE