mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-10 09:22:05 +00:00
364 lines
12 KiB
Plaintext
364 lines
12 KiB
Plaintext
#define SPIN_PRICE 5
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#define SMALL_PRIZE 400
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#define BIG_PRIZE 1000
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#define JACKPOT 10000
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#define SPIN_TIME 65 //As always, deciseconds.
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#define REEL_DEACTIVATE_DELAY 7
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#define SEVEN "<font color='red'>7</font>"
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#define CREDITCHIP 1
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#define COIN 2
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/obj/machinery/computer/slot_machine
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name = "slot machine"
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desc = "Gambling for the antisocial."
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icon = 'icons/obj/machines/slotmachine.dmi'
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icon_state = "slots"
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density = TRUE
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clicksound = null
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idle_power_usage = 250
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active_power_usage = 500
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circuit = /obj/item/circuitboard/slot_machine
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var/emmaged = FALSE
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light_color = LIGHT_COLOR_BROWN
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var/money = 3000 //How much money it has CONSUMED
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var/plays = 0
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var/working = FALSE
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var/balance = 0 //How much money is in the machine, ready to be CONSUMED.
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var/jackpots = 0
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var/paymode = CREDITCHIP //toggles between CREDITCHIP/COIN, defined above
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var/cointype = /obj/item/coin/iron //default cointype
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var/list/coinvalues = list()
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var/list/reels = list(list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0)
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var/list/symbols = list(SEVEN = 1, "<font color='orange'>&</font>" = 2, "<font color='yellow'>@</font>" = 2, "<font color='green'>$</font>" = 2, "<font color='blue'>?</font>" = 2, "<font color='grey'>#</font>" = 2, "<font color='white'>!</font>" = 2, "<font color='fuchsia'>%</font>" = 2) //if people are winning too much, multiply every number in this list by 2 and see if they are still winning too much.
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/obj/machinery/computer/slot_machine/Initialize()
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. = ..()
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jackpots = rand(1, 4) //false hope
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plays = rand(75, 200)
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money = round(rand(2500, 3500), 5)
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toggle_reel_spin(TRUE) //The reels won't spin unless we activate them
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var/list/reel = reels[1]
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for(var/i in 1 to reel.len) //Populate the reels.
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randomize_reels()
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toggle_reel_spin(FALSE)
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for(cointype in typesof(/obj/item/coin))
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var/obj/item/coin/C = new cointype
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coinvalues["[cointype]"] = get_value(C)
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qdel(C) //Sigh
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/obj/machinery/computer/slot_machine/Destroy()
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if(balance)
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give_payout(balance)
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return ..()
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/obj/machinery/computer/slot_machine/process(delta_time)
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. = ..() //Sanity checks.
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if(!.)
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return .
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money += round(delta_time / 2) //SPESSH MAJICKS
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/obj/machinery/computer/slot_machine/update_icon()
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if(working)
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icon_screen = "slots_screen_working"
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else
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icon_screen = "slots_screen"
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. = ..()
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/obj/machinery/computer/slot_machine/attack_hand(mob/user)
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add_fingerprint(user)
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if(stat & (BROKEN|NOPOWER))
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return
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ui_interact(user)
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/obj/machinery/computer/slot_machine/power_change()
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..()
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update_icon()
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/obj/machinery/computer/slot_machine/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/coin))
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var/obj/item/coin/C = I
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if(paymode == COIN)
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if(prob(2))
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if(!user.drop_from_inventory(C, user.loc))
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return TRUE
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C.throw_at(user, 3, 10)
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if(prob(10))
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balance = max(balance - SPIN_PRICE, 0)
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to_chat(user, SPAN_WARNING("[src] spits your coin back out!"))
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else
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to_chat(user, SPAN_NOTICE("You insert [C] into [src]'s slot!"))
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playsound(loc, 'sound/arcade/sloto_token.ogg', 10, 1, extrarange = -3, falloff = 10, required_asfx_toggles = ASFX_ARCADE)
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balance += get_value(C)
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updateUsrDialog()
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qdel(C)
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else
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to_chat(user, SPAN_WARNING("This machine is only accepting credit chips!"))
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return TRUE
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else if(istype(I, /obj/item/spacecash))
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if(paymode == CREDITCHIP)
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var/obj/item/spacecash/H = I
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to_chat(user, SPAN_NOTICE("You insert [H.worth] credits into [src]'s slot!"))
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playsound(loc, 'sound/arcade/sloto_token.ogg', 10, 1, extrarange = -3, falloff = 10, required_asfx_toggles = ASFX_ARCADE)
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balance += H.worth
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updateUsrDialog()
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qdel(H)
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else
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to_chat(user, SPAN_WARNING("This machine is only accepting coins!"))
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return TRUE
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else if(I.ismultitool())
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if(balance > 0)
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visible_message("<b>[src]</b> says, 'ERROR! Please empty the machine balance before altering paymode'") //Prevents converting coins into credits and vice versa
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else
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if(paymode == CREDITCHIP)
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paymode = COIN
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visible_message("<b>[src]</b> says, 'This machine now works with COINS!'")
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else
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paymode = CREDITCHIP
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visible_message("<b>[src]</b> says, 'This machine now works with CREDITCHIPS!'")
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return TRUE
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else
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return ..()
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/obj/machinery/computer/slot_machine/emag_act()
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if(!emagged)
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emmaged = TRUE
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spark(src, 3)
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playsound(src, /decl/sound_category/spark_sound, 50, 1)
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return TRUE
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/obj/machinery/computer/slot_machine/ui_interact(mob/living/user)
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. = ..()
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var/reeltext = {"<center><font face=\"courier new\">
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/*****^*****^*****^*****^*****\\<BR>
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| \[[reels[1][1]]\] | \[[reels[2][1]]\] | \[[reels[3][1]]\] | \[[reels[4][1]]\] | \[[reels[5][1]]\] |<BR>
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| \[[reels[1][2]]\] | \[[reels[2][2]]\] | \[[reels[3][2]]\] | \[[reels[4][2]]\] | \[[reels[5][2]]\] |<BR>
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| \[[reels[1][3]]\] | \[[reels[2][3]]\] | \[[reels[3][3]]\] | \[[reels[4][3]]\] | \[[reels[5][3]]\] |<BR>
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\\*****v*****v*****v*****v*****/<BR>
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</center></font>"}
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var/dat
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if(working)
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dat = reeltext
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else
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dat = {"Five credits to play!<BR>
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<B>Prize Money Available:</B> [money] (jackpot payout is ALWAYS 100%!)<BR>
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<B>Credit Remaining:</B> [balance]<BR>
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[plays] players have tried their luck today, and [jackpots] have won a jackpot!<BR>
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<HR><BR>
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<A href='?src=\ref[src];spin=1'>Play!</A><BR>
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<BR>
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[reeltext]
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<BR>
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<font size='1'><A href='?src=\ref[src];refund=1'>Refund balance</font></A><BR>"}
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var/datum/browser/popup = new(user, "slotmachine", "Slot Machine")
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popup.set_content(dat)
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popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
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popup.open()
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/obj/machinery/computer/slot_machine/Topic(href, href_list)
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. = ..() //Sanity checks.
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if(.)
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return .
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if(href_list["spin"])
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spin(usr)
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else if(href_list["refund"])
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playsound(src, /decl/sound_category/button_sound, clickvol)
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if(balance > 0)
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give_payout(balance, usr)
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balance = 0
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updateUsrDialog()
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/obj/machinery/computer/slot_machine/emp_act(severity)
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. = ..()
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if(stat & (NOPOWER|BROKEN))
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return
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if(prob(15 * severity))
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return
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if(prob(1)) // :^)
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emagged = TRUE
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var/severity_ascending = 4 - severity
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money = max(rand(money - (200 * severity_ascending), money + (200 * severity_ascending)), 0)
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balance = max(rand(balance - (50 * severity_ascending), balance + (50 * severity_ascending)), 0)
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money -= max(0, give_payout(min(rand(-50, 100 * severity_ascending)), money)) //This starts at -50 because it shouldn't always dispense coins yo
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spin()
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/obj/machinery/computer/slot_machine/proc/spin(mob/user)
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if(!can_spin(user))
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return
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var/the_name
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if(user)
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the_name = user.real_name
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visible_message(SPAN_NOTICE("[user] pulls the lever and the slot machine starts spinning!"))
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playsound(loc, 'sound/arcade/sloto_lever.ogg', 10, 0, extrarange = -3, falloff = 10, required_asfx_toggles = ASFX_ARCADE)
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flick("slots_pull", src)
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else
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the_name = "Exaybachay"
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balance -= SPIN_PRICE
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money += SPIN_PRICE
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plays += 1
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working = TRUE
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toggle_reel_spin(TRUE)
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update_icon()
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updateUsrDialog()
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INVOKE_ASYNC(src, .proc/do_spin)
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addtimer(CALLBACK(src, .proc/finish_spinning, user, the_name), SPIN_TIME - (REEL_DEACTIVATE_DELAY * reels.len)) //WARNING: no sanity checking for user since it's not needed and would complicate things (machine should still spin even if user is gone), be wary of this if you're changing this code.
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/obj/machinery/computer/slot_machine/proc/do_spin(mob/user, the_name)
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while(working)
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randomize_reels()
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updateUsrDialog()
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sleep(2)
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/obj/machinery/computer/slot_machine/proc/finish_spinning(mob/user, the_name)
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toggle_reel_spin(0, REEL_DEACTIVATE_DELAY)
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working = FALSE
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give_prizes(the_name, user)
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update_icon()
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updateUsrDialog()
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/obj/machinery/computer/slot_machine/proc/can_spin(mob/user)
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if(stat & NOPOWER)
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to_chat(user, SPAN_WARNING("The slot machine has no power!"))
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return FALSE
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if(stat & BROKEN)
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to_chat(user, SPAN_WARNING("The slot machine is broken!"))
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return FALSE
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if(working)
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to_chat(user, SPAN_WARNING("You need to wait until the machine stops spinning before you can play again!"))
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return FALSE
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if(balance < SPIN_PRICE)
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to_chat(user, SPAN_WARNING("Insufficient money to play!"))
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return FALSE
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return TRUE
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/obj/machinery/computer/slot_machine/proc/toggle_reel_spin(value, delay = 0) //value is 1 or 0 aka on or off
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for(var/list/reel in reels)
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reels[reel] = value
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sleep(delay)
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/obj/machinery/computer/slot_machine/proc/randomize_reels()
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for(var/reel in reels)
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if(reels[reel])
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reel[3] = reel[2]
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reel[2] = reel[1]
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reel[1] = pick(symbols)
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/obj/machinery/computer/slot_machine/proc/give_prizes(usrname, mob/user)
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var/linelength = get_lines()
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if(reels[1][2] + reels[2][2] + reels[3][2] + reels[4][2] + reels[5][2] == "[SEVEN][SEVEN][SEVEN][SEVEN][SEVEN]")
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visible_message("<b>[src]</b> says, 'JACKPOT! You win [money] credits!'")
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global_announcer.autosay("Congratulations to [user ? user.real_name : usrname] for winning the jackpot at the slot machine in [get_area(src)]!", "Automated Announcement System")
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playsound(loc, 'sound/arcade/sloto_jackpot.ogg', 20, 1, required_asfx_toggles = ASFX_ARCADE) // ham it up
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jackpots += 1
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balance += money - give_payout(JACKPOT)
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money = 0
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if(paymode == CREDITCHIP)
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spawn_money(JACKPOT, get_turf(user), user)
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else
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for(var/i in 1 to 5)
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cointype = pick(subtypesof(/obj/item/coin))
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var/obj/item/coin/C = new cointype(loc)
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C.forceMove(get_turf(src))
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else if(linelength == 5)
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visible_message("<b>[src]</b> says, 'Big Winner! You win a thousand credits!'")
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playsound(loc, 'sound/arcade/sloto_jackpot.ogg', 10, 1, required_asfx_toggles = ASFX_ARCADE)
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give_money(BIG_PRIZE)
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else if(linelength == 4)
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visible_message("<b>[src]</b> says, 'Winner! You win four hundred credits!'")
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playsound(loc, 'sound/arcade/sloto_jackpot.ogg', 10, 1, required_asfx_toggles = ASFX_ARCADE)
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give_money(SMALL_PRIZE)
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else if(linelength == 3)
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to_chat(user, SPAN_NOTICE("You win three free games!"))
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playsound(loc, 'sound/arcade/sloto_token.ogg', 10, 1, required_asfx_toggles = ASFX_ARCADE)
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balance += SPIN_PRICE * 4
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money = max(money - SPIN_PRICE * 4, money)
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updateUsrDialog()
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/obj/machinery/computer/slot_machine/proc/get_lines()
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var/amountthesame
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for(var/i in 1 to 3)
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var/inputtext = reels[1][i] + reels[2][i] + reels[3][i] + reels[4][i] + reels[5][i]
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for(var/symbol in symbols)
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var/j = 3 //The lowest value we have to check for.
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var/symboltext = symbol + symbol + symbol
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while(j <= 5)
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if(findtext(inputtext, symboltext))
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amountthesame = max(j, amountthesame)
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j++
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symboltext += symbol
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if(amountthesame)
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break
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return amountthesame
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/obj/machinery/computer/slot_machine/proc/give_money(amount)
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var/amount_to_give = money >= amount ? amount : money
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var/surplus = amount_to_give - give_payout(amount_to_give)
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money = max(0, money - amount)
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balance += surplus
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/obj/machinery/computer/slot_machine/proc/give_payout(amount, usr)
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if(paymode == CREDITCHIP)
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cointype = /obj/item/spacecash
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else
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cointype = emagged ? /obj/item/coin/iron : /obj/item/coin/silver
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if(!(emagged))
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amount = dispense(amount, cointype, usr, 0)
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else
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var/mob/living/target = locate() in range(2, src)
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amount = dispense(amount, cointype, target, 1)
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return amount
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/obj/machinery/computer/slot_machine/proc/dispense(amount = 0, cointype = /obj/item/coin/silver, mob/living/target, throwit = 0)
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if(paymode == CREDITCHIP)
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spawn_money(amount, src.loc, target)
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if(throwit && target)
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for(var/obj/item/spacecash/S in loc)
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S.throw_at(target, 3, 10)
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else
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var/value = coinvalues["[cointype]"]
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if(value <= 0)
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CRASH("Coin value of zero, refusing to payout in dispenser")
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while(amount >= value)
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var/obj/item/coin/C = new cointype(loc) //DOUBLE THE PAIN
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amount -= value
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if(throwit && target)
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C.throw_at(target, 3, 10)
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return amount
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#undef SEVEN
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#undef SPIN_TIME
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#undef JACKPOT
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#undef BIG_PRIZE
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#undef SMALL_PRIZE
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#undef SPIN_PRICE
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#undef CREDITCHIP
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#undef COIN
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