Files
Cody BrittainandGitHub 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.

---------

Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-01 05:14:26 +00:00

1018 lines
33 KiB
Plaintext

/**
* Datum used to hold information about a product in a vending machine
*/
/datum/data/vending_product
/// Display name for the product
var/product_name = "generic"
/// Typepath of the product that is created when this record "sells"
var/product_path = null
/// Amount held in the vending machine
var/amount = 0
/// How many we can store at maximum
var/max_amount = 0
/// Price to buy one
var/price = 0
/// Whether crew with an ID with an age below AGE_MINOR (20 by default) can buy this item
/// Imported from TG during rework and not implemented, but if we decided on this how FUNNY would that be.
// var/age_restricted = FALSE
/// Display color for vending machine listing
var/display_color = null
/// `CAT_HIDDEN` for contraband, `CAT_COIN` for premium
var/category = CAT_NORMAL
var/icon/product_icon
var/icon/icon_state
name = "generic"
/datum/data/vending_product/New(var/path, var/name = null, var/amount = 1, var/price = 0, var/color = null, var/category = CAT_NORMAL)
. = ..()
product_path = path
var/atom/A = new path(null)
if(!name)
product_name = initial(A.name)
else
product_name = name
src.amount = amount
src.price = price
src.display_color = color
src.category = category
if(istype(A, /obj/item/seeds))
// thanks seeds for being overlays defined at runtime
var/obj/item/seeds/S = A
product_icon = S.update_appearance(TRUE)
else
product_icon = new /icon(A.icon, A.icon_state)
icon_state = product_icon
QDEL_NULL(A)
/**
* Vending machine.
*
* Captalism in the year 2467: everything in a vending machine. Even love.
*/
/obj/machinery/vending
name = "\improper Vendomat"
desc = "A generic vending machine."
icon = 'icons/obj/vending.dmi'
icon_state = "generic"
layer = STRUCTURE_LAYER
anchored = 1
density = 1
clicksound = SFX_BUTTON
manufacturer = "idris"
// Every vending machine has one of these.
/// `icon_state` when off. Defined on init.
var/icon_off
/// `icon_state` when vending. Defined on init.
var/icon_vend
/// 'icon_state' when broken. Defined on init.
var/icon_broken
/// 'icon_state' when on, if overlay exists.
var/icon_screen
/// `icon_state` when denying.
var/icon_deny
// Power
idle_power_usage = 10
/// Actuators and stuff. How much power is used when vending an item
var/vend_power_usage = 150
// Vending-related
/// No sales pitches if off!
var/active = TRUE
/// Are we ready to vend?? Is it time??
var/vend_ready = TRUE
/// How long does it take to vend?
var/vend_delay = 10
var/vending = FALSE
/// Bitmask of categories we're currently showing. Defines in `machinery.dm`
var/categories = CAT_NORMAL
/// What we're requesting payment for right now
var/datum/data/vending_product/currently_vending = null
/// Status screen messages like "insufficient funds", displayed in NanoUI
var/status_message = ""
/// Set to 1 if status_message is an error
var/status_error = 0
/**
* Variables used to initialize the product list These are used for initialization only, and so are
* optional if product_records is specified.
*
* For each, use the following pattern:
* list(/type/path = amount,/type/path2 = amount2)
* No specified amount = only one in stock
* Prices for each item, list(/type/path = price), items not in the list don't have a price.
**/
var/list/products = list()
var/list/contraband = list()
var/list/premium = list()
var/list/prices = list()
/// List of vending_product items available.
var/list/product_records = list()
// Variables used to initialize advertising
/// String of slogans spoken out loud, separated by semicolons
var/product_slogans = ""
/// Set on init. Populated by `product_slogans`
var/list/slogan_list = list()
/// String of small ad messages in the vending screen
var/product_ads = ""
/// Set on init. Populated by `product_ads`
var/list/ads_list = list()
/// Currently displayed avertisement
var/display_ad = ""
/// When did we last update the displayed ad?
var/last_ad = 0
/// How long until we refresh our ad?
var/ad_delay = 10 SECONDS
/// String of messages spoken when item is vended, seperated by semicolons
var/vend_reply = ""
/// Set on init. Populated by `vend_reply`
var/list/reply_list = list()
// Stuff relating vocalizations
/// Stop spouting those godawful pitches!
var/shut_up = TRUE
/// When did we last reply?
var/last_reply = 0
/// When did we last pitch?
var/last_slogan = 0
/// How long until we can pitch again?
var/slogan_delay = 20 MINUTES
// Things that can go wrong
/// Ignores if somebody doesn't have card access to that machine.
emagged = FALSE
/// Shock customers like an airlock.
var/seconds_electrified = 0
/// Fire items at customers! We're broken!
var/shoot_inventory = FALSE
var/shoot_inventory_chance = 1
/// If `TRUE`, this vendor checks IDs.
var/scan_id = TRUE
var/obj/item/coin/coin
var/datum/wires/vending/wires = null
/// If you can wrench the machine out of place
var/can_move = TRUE
/// ID of the refill cartridge that has to be used
var/vend_id = "generic"
/// If items can be restocked into the vending machine
var/restock_items = FALSE
/// Items that can not be restocked if `restock_items` is enabled
var/list/restock_blocked_items = list()
/// If the number of items should be randomized
var/random_itemcount = TRUE
var/sel_key = 0
/// -1 means cooling, 1 means heating, 0 means doing nothing.
var/temperature_setting = 0
/// Best temp for soda. Called when `temperature_setting` = -1
var/cooling_temperature = T0C + 5
/// Best temp for coffee. Called when `temperature_setting` = 1
var/heating_temperature = T0C + 57
/// Sound made when an item is vended
var/vending_sound = 'sound/machines/vending/vending_drop.ogg'
/// This is for scaling the ui buttons - i've settled on 80x80 for machines with prices, and 60x60 for those without and with large inventories (boozeomat)
var/ui_size = 80
var/datum/asset/spritesheet/vending/v_asset
// Null/set to 0 for vending machines that shouldn't glow for some reason (Horizon recovery ward)
/// Lighting mask for vending machine
var/light_mask
light_range = 2
light_power = 0.9
/**
* Is this item on station or not
*
* if it doesn't originate from off-station during mapload, all_products_free gets automatically set to TRUE if it was unset previously.
* if it's off-station during mapload, it's also safe from the brand intelligence event
*/
var/onstation = TRUE
/**
* DO NOT APPLY THIS GLOBALLY. For mapping var edits only.
* A variable to change on a per instance basis that allows the instance to avoid having onstation set for them during mapload.
* Setting this to TRUE means that the vending machine is treated as if it were still onstation if it spawns off-station during mapload.
* Useful to specify an off-station machine that will still have costs for any given reason.
*/
var/onstation_override = FALSE
/**
* If this is set to TRUE, all products sold by the vending machine are free (cost nothing).
* Takes precedence over any price setting.
* If unset, this will get automatically set to TRUE during init if the machine originates from off-station during mapload.
* Defaults to null, set it to TRUE or FALSE explicitly on a per-machine basis if you want to force it to be a certain value.
*/
var/all_products_free
/**
* Recommended to set multipliers on these for a given vending machine's parent obj, to make things broadly more or less expensive.
* Vending machine products with no price explicitly set will use the defined prices- otherwise, an explicit price will override.
* If all_products_free is TRUE, all of this will be ignored.
* NOT YET IMPLEMENTED
*/
/// Default price of items if not overridden
var/default_price = 20
/// Default price of premium items if not overridden
var/extra_price = 50
/obj/machinery/vending/mechanics_hints(mob/user, distance, is_adjacent)
. += ..()
. += "A vending machine infected with a launcher virus can be fixed by using a debugger on it. This takes longer than using a wiring panel."
. += "All vending machines can be hacked to obtain some contraband items from them, and some can be fed with coins to gain access to premium items."
/obj/machinery/vending/Initialize(mapload)
. = ..()
wires = new(src)
if(src.product_slogans)
src.slogan_list += text2list(src.product_slogans, ";")
// So not all machines speak at the exact same time.
// The first time this machine says something will be at slogantime + this random value,
// so if slogantime is 10 minutes, it will say it at somewhere between 10 and 20 minutes after the machine is crated.
src.last_slogan = world.time + rand(0, slogan_delay)
if(src.product_ads)
src.ads_list += text2list(src.product_ads, ";")
src.last_ad = world.time + rand(0, ad_delay)
if(src.vend_reply)
src.reply_list += text2list(src.vend_reply, ";")
icon_vend = "[initial(icon_state)]-vend"
icon_broken = "[initial(icon_state)]-broken"
icon_off = "[initial(icon_state)]-off"
reset_light()
build_products()
build_inventory()
power_change()
// Check if we were created off-station during mapload. Non-station vending machines are always free.
var/turf/T = get_turf(src)
if(mapload && T)
if(!is_station_level(T.z))
if(!onstation_override)
onstation = FALSE
// Only auto-set the free products var if we haven't explicitly assigned a value to it yet.
if(isnull(all_products_free))
all_products_free = TRUE
return INITIALIZE_HINT_LATELOAD
/obj/machinery/vending/LateInitialize()
. = ..()
v_asset = get_asset_datum(/datum/asset/spritesheet/vending)
/obj/machinery/vending/mouse_drop_receive(atom/dropping, mob/user, params)
//Adds the component only once. We do it here & not in Initialize() because there are tons of walls & we don't want to add to their init times
LoadComponent(/datum/component/leanable, dropping)
/obj/machinery/vending/proc/reset_light()
set_light(initial(light_range), initial(light_power), initial(light_color))
/obj/machinery/vending/update_icon()
ClearOverlays()
if(stat & BROKEN || stat & NOPOWER)
return
if(src.light_mask)
var/image/E = emissive_appearance(icon, light_mask)
AddOverlays(E)
if(src.icon_screen)
var/image/I = image(icon, icon_screen)
AddOverlays(I)
/**
* Build src.products
*
* To be overriden if building the products list is dynamic at runtime or needs any complex logic
*/
/obj/machinery/vending/proc/build_products()
SHOULD_NOT_SLEEP(TRUE)
return
/**
* Build src.product_records from the products lists
*
* src.products, src.contraband, src.premium, and src.prices allow specifying
* products that the vending machine is to carry without manually populating
* src.product_records.
*/
/obj/machinery/vending/proc/build_inventory(list/productlist, list/recordlist, list/categories, start_empty = FALSE, premium = FALSE)
var/list/all_products = list(
list(src.products, CAT_NORMAL),
list(src.contraband, CAT_HIDDEN),
list(src.premium, CAT_COIN))
for(var/current_list in all_products)
var/category = current_list[2]
for(var/entry in current_list[1])
var/datum/data/vending_product/product = new/datum/data/vending_product(entry)
product.price = (entry in src.prices) ? src.prices[entry] : 0
product.max_amount = product.amount = product.amount = (current_list[1][entry]) ? current_list[1][entry] : 1
if (random_itemcount == 1 && category == CAT_NORMAL) //Only the normal category is randomized.
product.amount = rand(1,product.max_amount)
else
product.amount = product.max_amount
product.category = category
src.product_records.Add(product)
/obj/machinery/vending/Destroy()
qdel(wires)
wires = null
qdel(coin)
coin = null
return ..()
/obj/machinery/vending/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if(prob(50))
qdel(src)
return
if(3.0)
if(prob(25))
src.malfunction()
return
return
/obj/machinery/vending/emag_act(var/remaining_charges, var/mob/user)
if (!emagged)
src.emagged = 1
to_chat(user, "You short out the product lock on \the [src]")
return 1
/obj/machinery/vending/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/debugger))
if(!shut_up)
to_chat(user, SPAN_WARNING("\The [attacking_item] reads, \"Software error detected. Rectifying.\"."))
if(attacking_item.use_tool(src, user, 100, volume = 50))
to_chat(user, SPAN_NOTICE("\The [attacking_item] reads, \"Solution found. Fix applied.\"."))
shut_up = TRUE
if(shoot_inventory)
if(wires.is_cut(WIRE_THROW))
to_chat(user, SPAN_WARNING("\The [attacking_item] reads, \"Hardware error detected. Manual repair required.\"."))
return TRUE
to_chat(user, SPAN_WARNING("\The [attacking_item] reads, \"Software error detected. Rectifying.\"."))
if(attacking_item.use_tool(src, user, 100, volume = 50))
to_chat(user, SPAN_NOTICE("\The [attacking_item] reads, \"Solution found. Fix applied. Have a NanoTrasen day!\"."))
shoot_inventory = FALSE
else
to_chat(user, SPAN_NOTICE("\The [attacking_item] reads, \"All systems nominal.\"."))
return TRUE
var/obj/item/card/id/I = attacking_item.GetID()
var/datum/money_account/vendor_account = SSeconomy.get_department_account("Vendor")
if (currently_vending && vendor_account && !vendor_account.suspended)
var/paid = 0
var/handled = 0
if (currently_vending.amount < 1)
visible_message(SPAN_WARNING("\The [src] buzzes and flashes a message on its LCD: <b>\"Out of stock.\"</b>"))
src.status_error = 1
playsound(src.loc, 'sound/machines/buzz-two.ogg', 35, 1)
currently_vending = null
return TRUE
if (I) //for IDs and PDAs and wallets with IDs
paid = pay_with_card(I,attacking_item)
handled = 1
else if (istype(attacking_item, /obj/item/spacecash/ewallet))
var/obj/item/spacecash/ewallet/C = attacking_item
paid = pay_with_ewallet(C)
handled = 1
else if (istype(attacking_item, /obj/item/spacecash))
var/obj/item/spacecash/C = attacking_item
paid = pay_with_cash(C, user)
handled = 1
if(paid)
SStgui.update_uis(src)
src.vend(currently_vending, usr)
else if(handled)
SStgui.update_uis(src)
return TRUE // don't smack that machine with your 2 credits
if (I || istype(attacking_item, /obj/item/spacecash))
return attack_hand(user)
else if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER)
src.panel_open = !src.panel_open
to_chat(user, "You [src.panel_open ? "open" : "close"] the maintenance panel.")
ClearOverlays()
if(src.panel_open)
AddOverlays("[initial(icon_state)]-panel")
return TRUE
else if(attacking_item.tool_behaviour == TOOL_MULTITOOL||attacking_item.tool_behaviour == TOOL_WIRECUTTER)
if(src.panel_open)
return attack_hand(user)
return TRUE
else if(istype(attacking_item, /obj/item/coin) && premium.len > 0)
user.drop_from_inventory(attacking_item,src)
coin = attacking_item
categories |= CAT_COIN
if(coin.string_attached)
to_chat(user, SPAN_NOTICE("You insert \the [attacking_item] into \the [src], but with the attached string hanging outside the vendor ready to be pulled out!"))
else
to_chat(user, SPAN_NOTICE("You insert \the [attacking_item] into \the [src]."))
SStgui.update_uis(src)
return TRUE
else if(attacking_item.tool_behaviour == TOOL_WRENCH)
if(!can_move)
return TRUE
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
attacking_item.play_tool_sound(get_turf(src), 50)
user.visible_message("<b>[user]</b> begins [anchored? "un" : ""]securing \the [src] [anchored? "from" : "to"] the floor.", SPAN_NOTICE("You start [anchored? "un" : ""]securing \the [src] [anchored? "from" : "to"] the floor."))
if(attacking_item.use_tool(src, user, 20, volume = 50))
if(!src) return
to_chat(user, SPAN_NOTICE("You [anchored? "un" : ""]secured \the [src]!"))
anchored = !anchored
power_change()
return TRUE
else if(istype(attacking_item,/obj/item/vending_refill))
if(panel_open)
var/obj/item/vending_refill/VR = attacking_item
if(VR.charges)
if(VR.vend_id == vend_id)
VR.restock_inventory(src)
to_chat(user, SPAN_NOTICE("You restock \the [src] with \the [VR]!"))
if(!VR.charges)
to_chat(user, SPAN_WARNING("\The [VR] is depleted!"))
else
to_chat(user, SPAN_WARNING("\The [VR] is not stocked for this type of vendor!"))
else
to_chat(user, SPAN_WARNING("\The [VR] is depleted!"))
else
to_chat(user, SPAN_WARNING("You must open \the [src]'s maintenance panel first!"))
return TRUE
else if(!is_borg_item(attacking_item))
if(!restock_items)
to_chat(user, SPAN_WARNING("\the [src] can not be restocked manually!"))
return TRUE
for(var/path in restock_blocked_items)
if(istype(attacking_item, path))
to_chat(user, SPAN_WARNING("\the [src] does not accept this item!"))
return TRUE
for(var/datum/data/vending_product/R in product_records)
if(attacking_item.type == R.product_path)
stock(R, user)
user.remove_from_mob(attacking_item) //Catches gripper duplication
qdel(attacking_item)
return TRUE
return ..()
/**
* Receive payment with cashmoney.
*
* usr is the mob who gets the change.
*/
/obj/machinery/vending/proc/pay_with_cash(var/obj/item/spacecash/cashmoney, mob/user)
if(currently_vending.price > cashmoney.worth)
// This is not a status display message, since it's something the character
// themselves is meant to see BEFORE putting the money in
to_chat(user, "[icon2html(cashmoney, user)] <span class='warning'>That is not enough money.</span>")
return 0
if(istype(cashmoney, /obj/item/spacecash/bundle))
// Bundles can just have money subtracted, and will work
visible_message("<span class='info'>\The [user] inserts some cash into \the [src].</span>")
var/obj/item/spacecash/bundle/cashmoney_bundle = cashmoney
cashmoney_bundle.worth -= currently_vending.price
if(cashmoney_bundle.worth <= 0)
usr.drop_from_inventory(cashmoney_bundle,get_turf(src))
qdel(cashmoney_bundle)
else
cashmoney_bundle.update_icon()
else
// Bills (banknotes) cannot really have worth different than face value,
// so we have to eat the bill and spit out change in a bundle
// This is really dirty, but there's no superclass for all bills, so we
// just assume that all spacecash that's not something else is a bill
visible_message("<span class='info'>\The [user] inserts a bill into \the [src].</span>")
var/left = cashmoney.worth - currently_vending.price
user.drop_from_inventory(cashmoney,get_turf(src))
qdel(cashmoney)
if(left)
spawn_money(left, get_turf(user), user)
// Vending machines have no idea who paid with cash
credit_purchase("(cash)")
return 1
/**
* Scan a chargecard and deduct payment from it.
*
* Takes payment for whatever is the currently_vending item. Returns 1 if
* successful, 0 if failed.
*/
/obj/machinery/vending/proc/pay_with_ewallet(var/obj/item/spacecash/ewallet/wallet)
visible_message("<span class='info'>\The [usr] swipes \the [wallet] through \the [src].</span>")
playsound(src.loc, 'sound/machines/id_swipe.ogg', 50, 1)
if(currently_vending.price > wallet.worth)
src.status_message = "Insufficient funds on chargecard."
src.status_error = 1
return 0
else
wallet.worth -= currently_vending.price
credit_purchase("[wallet.owner_name] (chargecard)")
return 1
/**
* Scan a card and attempt to transfer payment from associated account.
*
* Takes payment for whatever is the currently_vending item. Returns 1 if
* successful, 0 if failed
*/
/obj/machinery/vending/proc/pay_with_card(var/obj/item/card/id/I, var/obj/item/ID_container)
if(I==ID_container || ID_container == null)
visible_message("<span class='info'>\The [usr] swipes \the [I] through \the [src].</span>")
else
visible_message("<span class='info'>\The [usr] swipes \the [ID_container] through \the [src].</span>")
playsound(src.loc, 'sound/machines/id_swipe.ogg', 50, 1)
var/datum/money_account/vendor_account = SSeconomy.get_department_account("Vendor")
var/datum/money_account/customer_account = SSeconomy.get_account(I.associated_account_number)
if (!customer_account)
//Allow BSTs to take stuff from vendors, for debugging and adminbus purposes
if (istype(I, /obj/item/card/id/bst))
return 1
src.status_message = "Error: Unable to access account. Please contact technical support if problem persists."
src.status_error = 1
return 0
if(customer_account.suspended)
src.status_message = "Unable to access account: account suspended."
src.status_error = 1
return 0
// Have the customer punch in the PIN before checking if there's enough money. Prevents people from figuring out acct is
// empty at high security levels
if(customer_account.security_level != 0) //If card requires pin authentication (ie seclevel 1 or 2)
var/attempt_pin = input("Enter pin code", "Vendor transaction") as num
customer_account = SSeconomy.attempt_account_access(I.associated_account_number, attempt_pin, 2)
if(!customer_account)
src.status_message = "Unable to access account: incorrect credentials."
src.status_error = 1
return 0
if(currently_vending.price > customer_account.money)
src.status_message = "Insufficient funds in account."
src.status_error = 1
return 0
else
// Okay to move the money at this point
// debit money from the purchaser's account
customer_account.money -= currently_vending.price
// create entry in the purchaser's account log
var/datum/transaction/T = new()
T.target_name = "[vendor_account.owner_name] (via [src.name])"
T.purpose = "Purchase of [currently_vending.product_name]"
if(currently_vending.price > 0)
T.amount = "([currently_vending.price])"
else
T.amount = "[currently_vending.price]"
T.source_terminal = src.name
T.date = worlddate2text()
T.time = worldtime2text()
SSeconomy.add_transaction_log(customer_account,T)
// Give the vendor the money. We use the account owner name, which means
// that purchases made with stolen/borrowed card will look like the card
// owner made them
credit_purchase(customer_account.owner_name)
return 1
/**
* Add money for current purchase to the vendor account.
*
* Called after the money has already been taken from the customer.
*/
/obj/machinery/vending/proc/credit_purchase(var/target as text)
var/datum/money_account/vendor_account = SSeconomy.get_department_account("Vendor")
vendor_account.money += currently_vending.price
var/datum/transaction/T = new()
T.target_name = target
T.purpose = "Purchase of [currently_vending.product_name]"
T.amount = "[currently_vending.price]"
T.source_terminal = src.name
T.date = worlddate2text()
T.time = worldtime2text()
SSeconomy.add_transaction_log(vendor_account,T)
/obj/machinery/vending/attack_ai(mob/user as mob)
if(!ai_can_interact(user))
return
return attack_hand(user)
/obj/machinery/vending/attack_hand(mob/user as mob)
if(stat & (BROKEN|NOPOWER))
return
if(src.seconds_electrified != 0)
if(src.shock(user, 100))
return
if (panel_open)
wires.interact(user)
else
ui_interact(user)
/obj/machinery/vending/ui_interact(mob/user, var/datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Vending", capitalize_first_letters(name))
ui.open()
/obj/machinery/vending/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/vending)
)
/obj/machinery/vending/ui_data(mob/user)
var/list/data = list()
data["manufacturer"] = manufacturer
data["products"] = list()
data["ui_size"] = ui_size
data["display_ad"] = display_ad
if(currently_vending || !vend_ready)
data["vending_item"] = TRUE
data["sel_key"] = sel_key
data["sel_name"] = capitalize_first_letters(strip_improper(currently_vending.product_name))
data["sel_price"] = currently_vending.price
data["sel_icon"] = v_asset.icon_tag(ckey("[currently_vending.product_path]"), FALSE)
data["message"] = status_message
data["message_err"] = status_error
else
data["vending_item"] = FALSE
data["sel_key"] = 0
data["sel_name"] = 0
data["sel_price"] = 0
data["sel_icon"] = 0
data["message"] = ""
data["message_err"] = 0
if(!(LAZYLEN(data["products"])) || LAZYLEN(data["products"]) != LAZYLEN(product_records))
data["products"] = list()
for(var/key = 1 to LAZYLEN(product_records))
var/t_key = num2text(key)
var/datum/data/vending_product/I = product_records[key]
if(!(I.category & categories))
continue
var/product_name = capitalize_first_letters(strip_improper(I.product_name))
var/icon_tag = v_asset.icon_tag(ckey("[I.product_path]"), FALSE)
var/list/product = list()
product["key"] = t_key
product["name"] = product_name
product["price"] = I.price
product["amount"] = I.amount
product["icon_tag"] = icon_tag
data["products"] += list(product)
else if(sel_key && product_records[text2num(sel_key)])
var/datum/data/vending_product/V = product_records[text2num(sel_key)]
data["products"] = list("sel_key" = sel_key, "amount" = V.amount)
if(coin)
data["coin"] = coin.name
else
data["coin"] = null
return data
/obj/machinery/vending/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
var/datum/money_account/vendor_account = SSeconomy.get_department_account("Vendor")
if(action == "remove_coin" && !issilicon(usr))
if(!coin)
to_chat(usr, SPAN_WARNING("There is no coin in this machine."))
return
usr.put_in_hands(coin)
to_chat(usr, SPAN_NOTICE("You remove the [coin] from the [src]."))
coin = null
categories &= ~CAT_COIN
. = TRUE
if (usr.contents.Find(src) || (in_range(src, usr) && isturf(loc)))
if (action == "vendItem" && vend_ready && !currently_vending)
if((!allowed(usr)) && !emagged && scan_id) //For SECURE VENDING MACHINES YEAH
to_chat(usr, SPAN_WARNING("Access denied.")) //Unless emagged of course
flick(src.icon_deny, src)
set_light(initial(light_range), initial(light_power), COLOR_RED_LIGHT)
update_icon()
return
var/key = text2num(params["vendItem"])
sel_key = params["vendItem"]
var/datum/data/vending_product/R = product_records[key]
// This should not happen unless the request from NanoUI was bad
if(!(R.category & categories))
return
if(R.price <= 0)
currently_vending = R
vend(R, usr)
. = TRUE
else if(issilicon(usr)) //If the item is not free, provide feedback if a synth is trying to buy something.
to_chat(usr, SPAN_WARNING("Artificial unit recognized. Artificial units cannot complete this transaction. Purchase canceled."))
return
else
currently_vending = R
if(!vendor_account || vendor_account.suspended)
status_message = "This machine is currently unable to process payments due to problems with the associated account."
status_error = 1
. = TRUE
else
status_message = "Please swipe a card or insert cash to pay for the item."
status_error = 0
. = TRUE
else if (action == "cancelpurchase")
currently_vending = null
. = TRUE
else if (action == "reset")
// reset button that nobody should ever (hopefully) see
currently_vending = null
vend_ready = 1
. = TRUE
else if ((action == "togglevoice") && panel_open)
shut_up = !shut_up
add_fingerprint(usr)
/obj/machinery/vending/proc/vend(datum/data/vending_product/R, mob/user)
if (!R || R.amount < 1)
return
if((!allowed(usr)) && !emagged && scan_id) //For SECURE VENDING MACHINES YEAH
to_chat(usr, SPAN_WARNING("Access denied.")) //Unless emagged of course)
flick(src.icon_deny, src)
set_light(initial(light_range), initial(light_power), COLOR_RED_LIGHT)
return
src.vend_ready = 0 //One thing at a time!!
src.status_message = "Vending..."
src.status_error = 0
if (R.category & CAT_COIN)
if(!coin)
to_chat(user, SPAN_NOTICE("You need a coin to vend this item."))
return
if(coin.string_attached)
if(prob(50))
to_chat(user, SPAN_NOTICE("You successfully pull the coin out before \the [src] could swallow it!"))
coin.forceMove(src.loc)
user.put_in_hands(coin)
coin = null
else
to_chat(user, SPAN_WARNING("You weren't able to pull the coin out fast enough, and the machine ate it!"))
QDEL_NULL(coin)
visible_message(SPAN_NOTICE("\The [src] putters to life, coughing out its 'premium' item after a moment."))
playsound(loc, 'sound/items/poster_being_created.ogg', 50, 1)
R.amount--
SStgui.update_uis(src)
if(!coin)
categories &= ~CAT_COIN
else
R.amount--
SStgui.update_uis(src)
if(!src.shut_up && ((src.last_reply + (src.vend_delay + 200)) <= world.time) && length(src.reply_list))
src.speak(pick(src.reply_list))
src.last_reply = world.time
use_power_oneoff(vend_power_usage) //actuators and stuff
if (src.icon_vend) //Show the vending animation if needed
flick(src.icon_vend,src)
playsound(src.loc, vending_sound, 100, 1)
intent_message(MACHINE_SOUND)
addtimer(CALLBACK(src, PROC_REF(vend_product), R, user), vend_delay)
/obj/machinery/vending/proc/vend_product(var/datum/data/vending_product/R, mob/user)
var/vending_usr_dir = get_dir(src, user)
var/obj/vended = new R.product_path(get_step(src, vending_usr_dir))
vended_product_post(vended)
if(Adjacent(user))
user.put_in_hands(vended)
src.status_message = ""
src.status_error = 0
src.vend_ready = 1
currently_vending = null
SStgui.update_uis(src)
if(istype(vended,/obj/item/reagent_containers/))
var/obj/item/reagent_containers/RC = vended
if(RC.reagents)
switch(temperature_setting)
if(-1)
use_power_oneoff(RC.reagents.set_temperature(cooling_temperature))
if(1)
use_power_oneoff(RC.reagents.set_temperature(heating_temperature))
/// To be overriden if vended out products need any post-processing, setting its vars.
/// Called by `vend_product`.
/// `vended` is the item that is being vended out.
/obj/machinery/vending/proc/vended_product_post(var/obj/vended)
return
/obj/machinery/vending/proc/stock(var/datum/data/vending_product/R, var/mob/user)
to_chat(user, SPAN_NOTICE("You insert \the [R.product_name] in the product receptor."))
R.amount++
SStgui.update_uis(src)
/obj/machinery/vending/process()
if(stat & (BROKEN|NOPOWER))
return
if(!src.active)
return
if(src.seconds_electrified > 0)
src.seconds_electrified--
//Pitch to the people! Really sell it!
if(((src.last_ad + src.ad_delay) <= world.time) && length(ads_list))
display_ad = pick(ads_list)
src.last_ad = world.time
if(((src.last_slogan + src.slogan_delay) <= world.time) && length(slogan_list) && !src.shut_up && prob(2))
var/slogan = pick(slogan_list)
src.last_slogan = world.time
src.speak(slogan)
if(src.shoot_inventory && prob(shoot_inventory_chance))
src.throw_item()
return
/obj/machinery/vending/proc/speak(var/message)
if(stat & NOPOWER)
return FALSE
if (!message)
return FALSE
for(var/mob/O in hearers(src, null))
O.show_message("<span class='game say'><span class='name'>\The [src]</span> beeps, \"[message]\"</span>",2)
return TRUE
/obj/machinery/vending/power_change()
..()
if(!anchored)
stat |= NOPOWER
if(stat & BROKEN)
icon_state = icon_broken
ClearOverlays()
set_light(0)
else if(!(stat & NOPOWER))
icon_state = initial(icon_state)
update_icon()
else
icon_state = icon_off
ClearOverlays()
set_light(0)
/// Oh no we're malfunctioning! Dump out some product and break.
/obj/machinery/vending/proc/malfunction()
for(var/datum/data/vending_product/R in src.product_records)
if (R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = R.product_path
if (!dump_path)
continue
while(R.amount>0)
new dump_path(get_random_turf_in_range(src, 1, 1, TRUE))
R.amount--
SStgui.update_uis(src)
break
stat |= BROKEN
src.icon_state = icon_broken
return
/// Somebody cut an important wire and now we're following a new definition of "pitch."
/obj/machinery/vending/proc/throw_item()
var/obj/item/throw_item = null
var/mob/living/target = locate() in view(7,src)
if(!target)
return FALSE
for(var/datum/data/vending_product/R in shuffle(product_records))
if (R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = R.product_path
if (!dump_path)
continue
R.amount--
SStgui.update_uis(src)
throw_item = new dump_path(src.loc)
break
if(!throw_item)
return FALSE
intent_message(MACHINE_SOUND)
throw_item.vendor_action(src)
INVOKE_ASYNC(throw_item, TYPE_PROC_REF(/atom/movable, throw_at), target, rand(3, 10), rand(1, 3))
src.visible_message(SPAN_WARNING("[src] launches [throw_item.name] at [target.name]!"))
return TRUE
/// Screens go over the lighting layer. Sorry.
/obj/machinery/vending/can_attach_sticker(var/mob/user, var/obj/item/sticker/S)
to_chat(user, SPAN_WARNING("\The [src]'s non-stick surface prevents you from attaching a sticker to it!"))
return FALSE
/**
* Refill a vending machine from a refill canister
*
* This takes the products from the refill canister and then fills the products, contraband and premium product categories
*
* Arguments:
* * canister - the vending canister we are refilling from
*/
/obj/item/vending_refill
name = "resupply canister"
desc = "A vending machine restock cart."
icon = 'icons/obj/assemblies/electronic_setups.dmi'
icon_state = "setup_medium-open"
item_state = "restock_unit"
force = 16
throwforce = 10
throw_speed = 1
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
var/vend_id = "generic"
var/charges = 0
/obj/item/vending_refill/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
if(charges > 0)
. += "It can restock [charges] item(s)."
else
. += SPAN_WARNING("It's empty!")
/obj/item/vending_refill/proc/restock_inventory(var/obj/machinery/vending/vendor)
if(vendor)
for(var/datum/data/vending_product/product in vendor.product_records)
if(product.amount < product.max_amount)
var/expense = product.max_amount - product.amount
if(charges < expense)
expense = charges
product.amount += expense
charges -= expense
if(!charges)
break