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Aurora.3/code/game/objects/structures/machinery/gumball.dm
BatrachophrenoandGitHub 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00

119 lines
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/obj/structure/machinery/gumballmachine
name = "gumball machine"
desc = "A lithe device with a glass globe on top, which can be operated to dispense various candies."
icon = 'icons/obj/vending.dmi'
icon_state = "gumball_100"
anchored = 1
density = 1
idle_power_usage = 10
var/typeofcandy = "gumballs"
var/initialicon = "gumball"
var/amountleft = 20
var/vendingtype = /obj/item/clothing/mask/chewable/candy/gum
var/gumprice = 0.25
var/on = 1
var/broken = 0
/obj/structure/machinery/gumballmachine/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
. += "\The [src] costs [gumprice] credits to use."
/obj/structure/machinery/gumballmachine/Initialize()
. = ..()
/obj/structure/machinery/gumballmachine/process()
if(broken)
return
else
update_power()
update_icon()
/obj/structure/machinery/gumballmachine/update_icon()
switch(amountleft)
if(20)
icon_state = "[initialicon]_100"
desc = "A colorful [typeofcandy] machine. It is full!"
if(15)
icon_state = "[initialicon]_75"
desc = "A colorful [typeofcandy] machine. Some candy is missing."
if(10)
icon_state = "[initialicon]_50"
desc = "A colorful [typeofcandy] machine. It's half full!"
if(5)
icon_state = "[initialicon]_25"
desc = "A colorful [typeofcandy] machine. There are a few candies left."
if(0)
icon_state = "[initialicon]_empty"
desc = "A colorful [typeofcandy] machine. It's empty!"
/obj/structure/machinery/gumballmachine/proc/update_power()
if(stat & (BROKEN|NOPOWER|EMPED))
on = 0
else
on = 1
/obj/structure/machinery/gumballmachine/attackby(obj/item/attacking_item, mob/user)
if (istype(attacking_item, /obj/item/spacecash))
var/obj/item/spacecash/C = attacking_item
if(!on)
to_chat(user, SPAN_WARNING("\The [src] has no power!"))
return TRUE
if(amountleft <= 0)
to_chat(user, SPAN_WARNING("There's no more [typeofcandy] left!"))
return TRUE
if(C.worth < gumprice)
to_chat(user, SPAN_WARNING("You don't think this is enough to buy what you want from this."))
return TRUE
else
visible_message(SPAN_INFO("\The [user] inserts a bill into \the [src]."))
var/changeleftover = C.worth - gumprice
user.drop_from_inventory(C,get_turf(src))
qdel(C)
buygumball()
if(changeleftover)
spawn_money(changeleftover, src.loc, user)
if(istype(attacking_item, /obj/item) && user.a_intent == I_HURT && !istype(attacking_item, /obj/item/spacecash))
if(broken)
return
if(prob(25))
smashgumball()
else
visible_message(SPAN_WARNING("\The [user] bash's \the [src] with \the [attacking_item]."))
return TRUE
/obj/structure/machinery/gumballmachine/proc/buygumball()
playsound(src.loc, 'sound/items/drumroll.ogg', 50, 0, -4)
new vendingtype(src.loc, 1)
amountleft -= 1
/obj/structure/machinery/gumballmachine/proc/smashgumball()
icon_state = "[initialicon]_broken"
playsound(get_turf(src), SFX_BREAK_GLASS, 75, 1)
if(amountleft)
var/amountleftinside = amountleft
for(var/i = 1; i<=amountleftinside; i++)
new vendingtype(src.loc)
src.visible_message("\The [src] shatters and [typeofcandy] fall out on the floor.", "You hear glass shatter!")
stat |= BROKEN
anchored = FALSE
broken = TRUE
amountleft = FALSE
/obj/structure/machinery/gumballmachine/sucker
name = "sucker machine"
icon_state = "sucker_100"
typeofcandy = "sucker"
initialicon = "sucker"
amountleft = 25
vendingtype = /obj/item/clothing/mask/chewable/candy/lolli
gumprice = 0.50