Files
Aurora.3/code/game/machinery/computer/slotmachine.dm
Matt Atlas d4666caaac Ports Goonchat from Baystation. (#9635)
changes:

    rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
    rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
    rscadd: "You can change icon style to any font on your system."
    tweak: "The game window has been altered a bit to adjust for this."
    rscdel: "Removed skin style prefs as they are no longer used."
2020-09-24 23:06:04 +03:00

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#define SPIN_PRICE 5
#define SMALL_PRIZE 400
#define BIG_PRIZE 1000
#define JACKPOT 10000
#define SPIN_TIME 65
#define REEL_DEACTIVATE_DELAY 7
#define SEVEN "<span class='warning'>7</span>"
/obj/machinery/computer/slot_machine
name = "slot machine"
desc = "A large slot machine with various colourful slots on its face and a lever on its side. It takes various material coins."
icon = 'icons/obj/machines/slotmachine.dmi'
icon_state = "slots1"
density = TRUE
use_power = 1
idle_power_usage = 250
active_power_usage = 500
circuit = /obj/item/circuitboard/slot_machine
var/emmaged = FALSE
var/money = 3000 //How much money it has CONSUMED
var/plays = 0
var/working = 0
var/balance = 0 //How much money is in the machine, ready to be CONSUMED.
var/jackpots = 0
var/list/coinvalues = list()
var/list/reels = list(list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0)
var/list/symbols = list(SEVEN = 1, "<font color='orange'>&</font>" = 2, "<font color='yellow'>@</font>" = 2, "<font color='green'>$</font>" = 2, "<span class='notice'>?</span>" = 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.
light_color = LIGHT_COLOR_BROWN
/obj/machinery/computer/slot_machine/Initialize()
. = ..()
jackpots = rand(1, 4) //false hope
plays = rand(75, 200)
toggle_reel_spin(1) //The reels won't spin unless we activate them
var/list/reel = reels[1]
for(var/i = 0, i < reel.len, i++) //Populate the reels.
randomize_reels()
toggle_reel_spin(0)
for(var/cointype in typesof(/obj/item/coin))
var/obj/item/coin/C = cointype
var/value = get_value(C)
coinvalues["[cointype]"] = value
/obj/machinery/computer/slot_machine/Destroy()
if(balance)
give_coins(balance)
return ..()
/obj/machinery/computer/slot_machine/process()
. = ..()
if(!.)
return .
money++
/obj/machinery/computer/slot_machine/update_icon()
if(stat & NOPOWER)
icon_state = "slots0"
else if(stat & BROKEN)
icon_state = "slotsb"
else if(working)
icon_state = "slots2"
else
icon_state = "slots1"
/obj/machinery/computer/slot_machine/attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER))
return
ui_interact(user)
/obj/machinery/computer/slot_machine/power_change()
..()
update_icon()
/obj/machinery/computer/slot_machine/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/coin))
var/obj/item/coin/C = I
to_chat(user, "<span class='notice'>You insert a \the [C] into \the [src]'s slot!</span>")
var/value = get_value(C)
balance += value
qdel(C)
else
return ..()
/obj/machinery/computer/slot_machine/emag_act()
if(!emagged)
emmaged = TRUE
spark(src, 3)
playsound(src, /decl/sound_category/spark_sound, 50, 1)
return TRUE
/obj/machinery/computer/slot_machine/ui_interact(mob/living/user)
. = ..()
var/reeltext = {"<center><font face=\"courier new\">
/*****^*****^*****^*****^*****\\<BR>
| \[[reels[1][1]]\] | \[[reels[2][1]]\] | \[[reels[3][1]]\] | \[[reels[4][1]]\] | \[[reels[5][1]]\] |<BR>
| \[[reels[1][2]]\] | \[[reels[2][2]]\] | \[[reels[3][2]]\] | \[[reels[4][2]]\] | \[[reels[5][2]]\] |<BR>
| \[[reels[1][3]]\] | \[[reels[2][3]]\] | \[[reels[3][3]]\] | \[[reels[4][3]]\] | \[[reels[5][3]]\] |<BR>
\\*****v*****v*****v*****v*****/<BR>
</center></font>"}
var/dat
if(working)
dat = reeltext
else
dat = {"Five credits to play!<BR>
<B>Prize Money Available:</B> [money] (jackpot payout is ALWAYS 100%!)<BR>
<B>Credit Remaining:</B> [balance]<BR>
[plays] players have tried their luck today, and [jackpots] have won a jackpot!<BR>
<HR><BR>
<A href='?src=\ref[src];spin=1'>Play!</A><BR>
<BR>
[reeltext]
<BR>
<font size='1'><A href='?src=\ref[src];refund=1'>Refund balance</font></A><BR>"}
var/datum/browser/popup = new(user, "slotmachine", "Slot Machine")
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/computer/slot_machine/Topic(href, href_list)
. = ..() //Sanity checks.
if(.)
return .
if(href_list["spin"])
spin(usr)
else if(href_list["refund"])
give_coins(balance)
balance = 0
/obj/machinery/computer/slot_machine/emp_act(severity)
. = ..()
if(stat & (NOPOWER|BROKEN))
return
var/severity_ascending = 4 - severity
money = max(rand(money - (200 * severity_ascending), money + (200 * severity_ascending)), 0)
balance = max(rand(balance - (50 * severity_ascending), balance + (50 * severity_ascending)), 0)
money -= max(0, give_coins(min(rand(-50, 100 * severity_ascending)), money))
spin()
/obj/machinery/computer/slot_machine/proc/spin(mob/user)
if(!can_spin(user))
return
var/the_name
if(user)
the_name = user.real_name
visible_message("<span class='notice'>[user] pulls the lever and the slot machine starts spinning!</span>")
else
the_name = "Exaybachay"
balance -= SPIN_PRICE
money += SPIN_PRICE
plays += 1
working = 1
toggle_reel_spin(1)
update_icon()
updateUsrDialog()
INVOKE_ASYNC(src, .proc/do_reels)
addtimer(CALLBACK(src, .proc/finish_spin, 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.
/obj/machinery/computer/slot_machine/proc/finish_spin(mob/user, var/the_name)
toggle_reel_spin(0, REEL_DEACTIVATE_DELAY)
working = 0
give_prizes(the_name, user)
update_icon()
updateUsrDialog()
/obj/machinery/computer/slot_machine/proc/do_reels()
while(working)
randomize_reels()
updateUsrDialog()
sleep(2)
/obj/machinery/computer/slot_machine/proc/can_spin(mob/user)
if(stat & NOPOWER)
to_chat(user, "<span class='warning'>The slot machine has no power!</span>")
if(stat & BROKEN)
to_chat(user, "<span class='warning'>The slot machine is broken!</span>")
if(working)
to_chat(user, "<span class='warning'>You need to wait until the machine stops spinning before you can play again!</span>")
return FALSE
if(balance < SPIN_PRICE)
to_chat(user, "<span class='warning'>Insufficient money to play!</span>")
return FALSE
return TRUE
/obj/machinery/computer/slot_machine/proc/toggle_reel_spin(value, delay = 0) //value is 1 or 0 aka on or off
for(var/list/reel in reels)
reels[reel] = value
sleep(delay)
/obj/machinery/computer/slot_machine/proc/randomize_reels()
for(var/reel in reels)
if(reels[reel])
reel[3] = reel[2]
reel[2] = reel[1]
reel[1] = pick(symbols)
/obj/machinery/computer/slot_machine/proc/give_prizes(usrname, mob/user)
var/linelength = get_lines()
if(reels[1][2] + reels[2][2] + reels[3][2] + reels[4][2] + reels[5][2] == "[SEVEN][SEVEN][SEVEN][SEVEN][SEVEN]")
visible_message("<b>[src]</b> says, 'JACKPOT! You win [money] credits worth of coins!'")
jackpots += 1
balance += money - give_coins(JACKPOT)
money = 0
for(var/i = 0, i < 5, i++)
var/cointype = pick(subtypesof(/obj/item/coin))
var/obj/item/coin/C = new cointype(loc)
C.forceMove(get_turf(src))
else if(linelength == 5)
visible_message("<b>[src]</b> says, 'Big Winner! You win a thousand credits worth of coins!'")
give_money(BIG_PRIZE)
else if(linelength == 4)
visible_message("<b>[src]</b> says, 'Winner! You win four hundred credits worth of coins!'")
give_money(SMALL_PRIZE)
else if(linelength == 3)
to_chat(user, "<span class='notice'>You win three free games!</span>")
balance += SPIN_PRICE * 4
money = max(money - SPIN_PRICE * 4, money)
else
to_chat(user, "<span class='warning'>No luck!</span>")
/obj/machinery/computer/slot_machine/proc/get_lines()
var/amountthesame
for(var/i = 1, i <= 3, i++)
var/inputtext = reels[1][i] + reels[2][i] + reels[3][i] + reels[4][i] + reels[5][i]
for(var/symbol in symbols)
var/j = 3 //The lowest value we have to check for.
var/symboltext = symbol + symbol + symbol
while(j <= 5)
if(findtext(inputtext, symboltext))
amountthesame = max(j, amountthesame)
j++
symboltext += symbol
if(amountthesame)
break
return amountthesame
/obj/machinery/computer/slot_machine/proc/give_money(amount)
var/amount_to_give = money >= amount ? amount : money
var/surplus = amount_to_give - give_coins(amount_to_give)
money = max(0, money - amount)
balance += surplus
/obj/machinery/computer/slot_machine/proc/give_coins(amount)
var/cointype = emagged ? /obj/item/coin/iron : /obj/item/coin/silver
if(!(emagged))
amount = dispense(amount, cointype, null, 0)
else
var/mob/living/target = locate() in range(2, src)
amount = dispense(amount, cointype, target, 1)
return amount
/obj/machinery/computer/slot_machine/proc/dispense(amount = 0, cointype = /obj/item/coin/silver, mob/living/target, throwit = 0)
var/value = coinvalues["[cointype]"]
while(amount >= value)
var/obj/item/coin/C = new cointype(loc)
amount -= value
if(throwit && target)
C.throw_at(target, 3, 10)
return amount
#undef SEVEN
#undef SPIN_TIME
#undef JACKPOT
#undef BIG_PRIZE
#undef SMALL_PRIZE
#undef SPIN_PRICE