/* 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() if(open) icon_state = "[initial(icon_state)]-open" else icon_state = initial(icon_state) /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, "\The [I] is stuck to your hand, you cannot put it in the safe!") return to_chat(user, "You put [I] in [src].") else to_chat(user, "[I] won't fit in [src].") else if(istype(I, /obj/item/clothing/neck/stethoscope)) attack_hand(user) return else to_chat(user, "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 == 2 && target == src) || severity == 1) && 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, "You cannot open [src], as its lock is engaged!") return to_chat(user, "You [open ? "close" : "open"] [src].") open = !open update_icon() return TRUE if("turnright") if(open) return if(broken) to_chat(user, "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, "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("[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, "The sounds from [src] are too fast and blend together.") if(total_ticks == 1 || prob(SOUND_CHANCE)) to_chat(user, "You hear a [pick(sounds)] from [src].") //FLOOR SAFES /obj/structure/safe/floor name = "floor safe" icon_state = "floorsafe" density = FALSE level = 1 //underfloor layer = LOW_OBJ_LAYER /obj/structure/safe/floor/Initialize(mapload) . = ..() if(mapload) var/turf/T = loc hide(T.intact) #undef SOUND_CHANCE #undef BROKEN_THRESHOLD