mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 18:02:57 +00:00
253 lines
7.3 KiB
Plaintext
253 lines
7.3 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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// Combination generation
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for(var/i 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/I in loc)
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if(space >= maxspace)
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return
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if(I.w_class + space <= maxspace)
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space += I.w_class
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I.forceMove(src)
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/obj/structure/safe/update_icon_state()
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if(open)
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icon_state = "[initial(icon_state)]-open"
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else
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icon_state = initial(icon_state)
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/obj/structure/safe/attackby(obj/item/I, mob/user, params)
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if(open)
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. = TRUE //no afterattack
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if(I.w_class + space <= maxspace)
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space += I.w_class
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if(!user.transferItemToLoc(I, src))
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to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the safe!</span>")
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return
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to_chat(user, "<span class='notice'>You put [I] in [src].</span>")
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else
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to_chat(user, "<span class='warning'>[I] won't fit in [src].</span>")
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else
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if(istype(I, /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 class='warning'>You can't put [I] into the safe while it is closed!</span>")
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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 == 2 && target == src) || severity == 1) && 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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/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/O in contents)
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contents_names[++contents_names.len] = list("name" = O.name, "sprite" = O.icon_state)
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user << browse_rsc(icon(O.icon, O.icon_state), "[O.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.canUseTopic(src, BE_CLOSE))
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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 class='warning'>You cannot open [src], as its lock is engaged!</span>")
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return
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to_chat(user, "<span class='notice'>You [open ? "close" : "open"] [src].</span>")
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open = !open
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update_icon()
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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 class='warning'>The dial will not turn, as the mechanism is destroyed!</span>")
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return
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var/ticks = text2num(params["num"])
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for(var/i = 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, i)
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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, i)
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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 class='warning'>The dial will not turn, as the mechanism is destroyed!</span>")
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return
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var/ticks = text2num(params["num"])
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for(var/i = 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, i)
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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, i)
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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/I = contents[index]
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if(!I || !in_range(src, user))
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return
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user.put_in_hands(I)
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space -= I.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 class='boldnotice'>[pick("Spring", "Sprang", "Sproing", "Clunk", "Krunk")]!</span>")
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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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to_chat(user, "<span class='italics'>You hear a [pick(sounds)] from [src].</span>")
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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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level = 1 //underfloor
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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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if(mapload)
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var/turf/T = loc
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hide(T.intact)
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#undef SOUND_CHANCE
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#undef BROKEN_THRESHOLD
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