General maintenance for vending machines (#91987)

## About The Pull Request
**1. Code Improvements**
- Removed unused vars `coin`, `bill` & other stuff
- Removed duplicate definition of `on_deconstruction()`
- Autodoc for a lot of procs
- Merged smaller procs into larger ones to avoid scrolling in the code
editor & reduced overhead
- Split the vending machine file into several smaller files for easy
code management

**2. Qol**
- Implemented vending machine ads. They now display random stuff on the
UI


https://github.com/user-attachments/assets/9720ea60-f268-4ca2-940d-243e3d0ac75f
- More error messages for custom & normal vendors as to why an item
could not be loaded
- Custom vending machines can be deconstructed safely via crowbar
without any explosion only after unlinking your account from the machine
else you get the same explosion. Upon deconstruction all loaded items
are moved into its restock canister meaning the machine can be safely
moved with all its products just like a regular vending machine to a new
location

**3. Fixes**
- Fixes #81917. Any returned items in the vending machine now show up as
free in the UI & won't cost credits to buy them
- Fixes #87416. Custom & normal vendors now keep track of products
removed via `Exited()` so the UI gets always updated
- Fixes #83151. Items with different names & custom prices now show up
in unique rows
- Fixes #92170 Custom vendors now show the correct icon for inserted
items
- Closes #80010. From the above fix this situation is impossible so it's
safe to close this as a duplicate
- Closes #78016 same problem as above with `Exited()` duplicate
- Custom vendors can now actually be used by players who are not the
owner instead of locking down the UI
- Vending machines keep track of `max_amount` of stocked items by hand
as well & not just RPED

**4. Refactor**
- Separates custom vending machine code from normal vending machine
code. This prime Marely focus on the `vending_machine_input` list which
now only exists inside the custom vending machine
- Compressed the UI code for vending machine so both custom & normal
vending machines can send the same data instead of separating the 2.
Overall less code
- Moved attack chain from `attackby()` to `item_interaction()` for
loading items

## Changelog
🆑
code: cleaned up vending machine code
qol: vending machines now have more product slogans you never heard
before
qol: custom & normal vending machines now have more feedback on why an
item could not be loaded
qol: vending machines now display random ads on the UI
qol: custom vending machines can be deconstructed via crowbar safely
only after unlinking your account from the machine.
qol: upon deconstructing a custom vendor all its products are moved into
its refill canister & it will be restored when reconstructing the
machine elsewhere
fix: Returned items to the vending machine now show up as free in the UI
and won't be greyed out if you don't have credits to get them back
fix: items that leave the vending machine by any means will update the
UI in all cases
fix: loading items by hand to the vending machine now respects the
max_amount for that category
fix: custom vendors can now actually be used by players who are not the
owner thus enabling them to transfer credits to the owner during
purchases & basically they do their job again
fix: custom vendors now show the correct icon for inserted items
fix: Items with different names & custom prices now show up in unique
rows in custom vendors
refactor: separated custom & normal vending machine code. Reduced UI
code & improved attack chain
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
This commit is contained in:
SyncIt21
2025-08-11 18:07:13 +05:30
committed by GitHub
parent 11035731bb
commit 0b6101a37e
22 changed files with 2133 additions and 2118 deletions

View File

@@ -247,6 +247,32 @@ SUBSYSTEM_DEF(economy)
var/obj/machinery/vending/vending = prices_to_update[i]
vending.reset_prices(vending.product_records, vending.coin_records + vending.hidden_records)
/**
* Reassign the prices of the vending machine as a result of the inflation value, as provided by SSeconomy
*
* This rebuilds both /datum/data/vending_products lists for premium and standard products based on their most relevant pricing values.
* Arguments:
* * recordlist - the list of standard product datums in the vendor to refresh their prices.
* * premiumlist - the list of premium product datums in the vendor to refresh their prices.
*/
/obj/machinery/vending/proc/reset_prices(list/recordlist, list/premiumlist)
var/inflation_value = HAS_TRAIT(SSeconomy, TRAIT_MARKET_CRASHING) ? SSeconomy.inflation_value() : 1
default_price = round(initial(default_price) * inflation_value)
extra_price = round(initial(extra_price) * inflation_value)
for(var/datum/data/vending_product/record as anything in recordlist)
var/obj/item/potential_product = record.product_path
var/custom_price = round(initial(potential_product.custom_price) * inflation_value)
record.price = custom_price | default_price
for(var/datum/data/vending_product/premium_record as anything in premiumlist)
var/obj/item/potential_product = premium_record.product_path
var/premium_custom_price = round(initial(potential_product.custom_premium_price) * inflation_value)
var/custom_price = initial(potential_product.custom_price)
if(!premium_custom_price && custom_price) //For some ungodly reason, some premium only items only have a custom_price
premium_record.price = extra_price + round(custom_price * inflation_value)
else
premium_record.price = premium_custom_price || extra_price
/datum/controller/subsystem/economy/proc/inflict_moneybags(datum/bank_account/moneybags)
if(!moneybags)
return FALSE

View File

@@ -93,3 +93,24 @@
vending_machine.scan_id = mend
if(WIRE_SPEAKER)
vending_machine.shut_up = mend
/**
* Shock the passed in user
*
* This checks we have power and that the passed in prob is passed, then generates some sparks
* and calls electrocute_mob on the user
*
* Arguments:
* * user - the user to shock
* * shock_chance - probability the shock happens
*/
/obj/machinery/vending/proc/shock(mob/living/user, shock_chance)
if(!istype(user) || machine_stat & (BROKEN|NOPOWER)) // unpowered, no shock
return FALSE
if(!prob(shock_chance))
return FALSE
do_sparks(5, TRUE, src)
if(electrocute_mob(user, get_area(src), src, 0.7, dist_check = TRUE))
return TRUE
return FALSE

View File

@@ -161,11 +161,11 @@
acid = 70
///Needed by machine frame & flatpacker i.e the named arg board
/obj/machinery/New(loc, obj/item/circuitboard/board, ...)
/obj/machinery/New(location, obj/item/circuitboard/board, ...)
if(istype(board))
circuit = board
//we don't want machines that override Initialize() have the board passed as a param e.g. atmos
return ..(loc)
return ..(location)
return ..()

View File

@@ -672,14 +672,21 @@
valid_vendor_names_paths[vendor_type::name] = vendor_type
/obj/item/circuitboard/machine/vendor/screwdriver_act(mob/living/user, obj/item/tool)
. = ITEM_INTERACT_FAILURE
var/choice = tgui_input_list(user, "Choose a new brand", "Select an Item", sort_list(valid_vendor_names_paths))
if(isnull(choice))
return
if(isnull(valid_vendor_names_paths[choice]))
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
set_type(valid_vendor_names_paths[choice])
return TRUE
return ITEM_INTERACT_SUCCESS
/**
* Sets circuitboard details based on the vending machine type to create
*
* Arguments
* * obj/machinery/vending/typepath - the vending machine type to create
*/
/obj/item/circuitboard/machine/vendor/proc/set_type(obj/machinery/vending/typepath)
build_path = typepath
name = "[typepath::name] Vendor"
@@ -687,11 +694,7 @@
flatpack_components = list(initial(typepath.refill_canister))
/obj/item/circuitboard/machine/vendor/apply_default_parts(obj/machinery/machine)
for(var/key in valid_vendor_names_paths)
// == instead of istype so subtypes don't pass check for their supertypes
if(machine.type == valid_vendor_names_paths[key])
set_type(valid_vendor_names_paths[key])
break
set_type(machine.type)
return ..()
/obj/item/circuitboard/machine/vending/donksofttoyvendor

View File

@@ -3,8 +3,6 @@
*/
/obj/item/vending_refill
name = "resupply canister"
var/machine_name = "Generic"
icon = 'icons/obj/vending_restock.dmi'
icon_state = "refill_snack"
inhand_icon_state = "restock_unit"
@@ -19,13 +17,14 @@
w_class = WEIGHT_CLASS_BULKY
armor_type = /datum/armor/item_vending_refill
/**
* Built automatically from the corresponding vending machine.
* If null, considered to be full. Otherwise, is list(/typepath = amount).
*/
///Name of the vending machine this canister is associated with
var/machine_name = "Generic"
///corresponds to /obj/machinery/vending::list/products
var/list/products
var/list/product_categories
///corresponds to /obj/machinery/vending::list/contraband
var/list/contraband
///corresponds to /obj/machinery/vending::list/premium
var/list/premium
/datum/armor/item_vending_refill
@@ -36,19 +35,25 @@
. = ..()
name = "\improper [machine_name] restocking unit"
if(istype(loc, /obj/machinery/vending))
var/obj/machinery/vending/vendor = loc
products = vendor.products.Copy()
contraband = vendor.contraband.Copy()
premium = vendor.premium.Copy()
else
products = list()
contraband = list()
premium = list()
/obj/item/vending_refill/examine(mob/user)
. = ..()
var/num = get_part_rating()
if (num == INFINITY)
. += "It's sealed tight, completely full of supplies."
else if (num == 0)
if (!num)
. += "It's empty!"
else
. += "It can restock [num] item\s."
/obj/item/vending_refill/get_part_rating()
if (!products || !product_categories || !contraband || !premium)
return INFINITY
. = 0
for(var/key in products)
. += products[key]
@@ -57,9 +62,3 @@
for(var/key in premium)
. += premium[key]
for (var/list/category as anything in product_categories)
var/list/products = category["products"]
for (var/product_key in products)
. += products[product_key]
return .

View File

@@ -385,19 +385,24 @@
/datum/fish_source/vending/custom
catalog_description = null //no duplicate entries on autowiki or catalog
/datum/fish_source/vending/custom/get_vending_table(obj/item/fishing_rod/rod, mob/fisherman, obj/machinery/vending/location)
/datum/fish_source/vending/custom/get_vending_table(obj/item/fishing_rod/rod, mob/fisherman, obj/machinery/vending/custom/location)
var/list/table = list()
///Create a list of products, ordered by price from highest to lowest
var/list/products = location.vending_machine_input.Copy()
var/list/products = location.contents - location.component_parts
sortTim(products, GLOBAL_PROC_REF(cmp_item_vending_prices))
var/bait_value = rod.bait?.get_item_credit_value() || 1
var/highest_record_price = 0
for(var/obj/item/stocked as anything in products)
if(location.vending_machine_input[stocked] <= 0)
products -= stocked
table[FISHING_DUD] += PAYCHECK_LOWER //it gets harder the emptier the machine is
//count how many items of this type are in the machine
var/item_count = 1
for(var/obj/item/thing as anything in products)
if(stocked.type == thing.type)
item_count += 1
//find what percentage of the total storage space this item occupies.
if(ROUND_UP((item_count / location.max_loaded_items) * 100) <= 20)
table[FISHING_DUD] += PAYCHECK_LOWER //it gets harder if it occupies less than 20% of the available space i.e the more free space is inside this machine
continue
if(!highest_record_price)
highest_record_price = stocked.custom_price
@@ -405,7 +410,7 @@
var/low = min(highest_record_price, bait_value)
//the smaller the difference between product price and bait value, the more likely you're to get it.
table[stocked] = low/high * 1000 //multiply the value by 1000 for accuracy. pick_weight() doesn't work with zero decimals yet.
table[stocked] = (low / high) * 1000 //multiply the value by 1000 for accuracy. pick_weight() doesn't work with zero decimals yet.
add_risks(table, bait_value, highest_record_price, length(products) * 0.5)
return table

View File

@@ -1,25 +1,4 @@
//lavaland_surface_syndicate_base1.dmm and it's modules
/obj/machinery/vending/syndichem
name = "\improper SyndiChem"
desc = "A vending machine full of grenades and grenade accessories. Sponsored by Donk Co."
products = list(/obj/item/stack/cable_coil = 5,
/obj/item/assembly/igniter = 20,
/obj/item/assembly/prox_sensor = 5,
/obj/item/assembly/signaler = 5,
/obj/item/assembly/timer = 5,
/obj/item/assembly/voice = 5,
/obj/item/assembly/health = 5,
/obj/item/assembly/infra = 5,
/obj/item/grenade/chem_grenade = 5,
/obj/item/grenade/chem_grenade/large = 5,
/obj/item/grenade/chem_grenade/pyro = 5,
/obj/item/grenade/chem_grenade/cryo = 5,
/obj/item/grenade/chem_grenade/adv_release = 5,
/obj/item/reagent_containers/cup/glass/bottle/holywater = 1)
product_slogans = "It's not pyromania if you're getting paid!;You smell that? Plasma, son. Nothing else in the world smells like that.;I love the smell of Plasma in the morning."
resistance_flags = FIRE_PROOF
/obj/modular_map_root/syndicatebase
config_file = "strings/modular_maps/syndicatebase.toml"

View File

@@ -14,16 +14,17 @@
var/list/data = list()
var/list/vending_list = list()
var/id_increment = 1
for(var/obj/machinery/vending/vendor as anything in GLOB.vending_machines_to_restock)
var/stock = vendor.total_loaded_stock()
var/max_stock = vendor.total_max_stock()
if((max_stock == 0 || (stock >= max_stock)) && vendor.credits_contained == 0)
for(var/obj/machinery/vending/vendor as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/vending))
if(vendor.all_products_free)
continue
var/list/total_legal_stock = vendor.total_stock(contrabrand = FALSE)
if((!total_legal_stock[2] || (total_legal_stock[1] >= total_legal_stock[2])) && !vendor.credits_contained)
continue
vending_list += list(list(
"name" = vendor.name,
"location" = get_area_name(vendor),
"credits" = vendor.credits_contained,
"percentage" = (stock / max_stock) * 100,
"percentage" = (total_legal_stock[1] / total_legal_stock[2]) * 100,
"id" = id_increment,
))
id_increment++

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,354 @@
///This unique key decides how items are stacked on the UI. We separate them based on name,price & type
#define ITEM_HASH(item)("[item.name][item.custom_price][item.type]")
/obj/machinery/vending/custom
name = "Custom Vendor"
icon_state = "custom"
icon_deny = "custom-deny"
max_integrity = 400
payment_department = NO_FREEBIES
light_mask = "custom-light-mask"
panel_type = "panel20"
allow_custom = TRUE
refill_canister = /obj/item/vending_refill/custom
fish_source_path = /datum/fish_source/vending/custom
/// max number of items that the custom vendor can hold
var/max_loaded_items = 20
/// where the money is sent
VAR_PRIVATE/datum/bank_account/linked_account
/// Base64 cache of custom icons.
VAR_PRIVATE/static/list/base64_cache = list()
/obj/machinery/vending/custom/on_deconstruction(disassembled)
var/obj/item/vending_refill/custom/installed_refill = locate() in component_parts
if(linked_account)
//we delete the canister so players don't resell our products as their own
component_parts -= installed_refill
qdel(installed_refill)
//self destruct protocol for unauthorized destruction
explosion(get_turf(src), devastation_range = -1, light_impact_range = 3)
return
//copy product hash keys
installed_refill.products.Cut()
installed_refill.products += products
//move products to canister
for(var/obj/item/stored_item in contents - component_parts)
stored_item.forceMove(installed_refill)
/obj/machinery/vending/custom/add_context(atom/source, list/context, obj/item/held_item, mob/user)
if(panel_open && istype(held_item, refill_canister))
context[SCREENTIP_CONTEXT_LMB] = "Restock vending machine"
return CONTEXTUAL_SCREENTIP_SET
if(isliving(user) && istype(held_item, /obj/item/card/id))
var/obj/item/card/id/card_used = held_item
if(card_used?.registered_account)
if(!linked_account)
context[SCREENTIP_CONTEXT_LMB] = "Link account"
return ITEM_INTERACT_SUCCESS
else if(linked_account == card_used.registered_account)
context[SCREENTIP_CONTEXT_LMB] = "Unlink account"
return ITEM_INTERACT_SUCCESS
return ..()
/obj/machinery/vending/custom/examine(mob/user)
. = ..()
if(linked_account)
. += span_warning("Machine is ID locked. Be sure to unlink before deconstructing the machine.")
/obj/machinery/vending/custom/Exited(obj/item/gone, direction)
. = ..()
var/hash_key = ITEM_HASH(gone)
if(products[hash_key])
var/new_amount = products[hash_key] - 1
if(!new_amount)
products -= hash_key
update_static_data_for_all_viewers()
else
products[hash_key] = new_amount
///Returns the number of products loaded in this machine
/obj/machinery/vending/custom/proc/loaded_items()
PRIVATE_PROC(TRUE)
SHOULD_BE_PURE(TRUE)
. = 0
for(var/product_hash in products)
. += products[product_hash]
/obj/machinery/vending/custom/canLoadItem(obj/item/loaded_item, mob/user, send_message = TRUE)
if(loaded_item.flags_1 & HOLOGRAM_1)
if(send_message)
speak("This vendor cannot accept nonexistent items.")
return FALSE
if(isstack(loaded_item))
if(send_message)
speak("Loose items may cause problems, try to use it inside wrapping paper.")
return FALSE
if(!loaded_item.custom_price)
if(send_message)
speak("Item needs to have a custom price set.")
return FALSE
return TRUE
/obj/machinery/vending/custom/loadingAttempt(obj/item/inserted_item, mob/user)
if(!canLoadItem(inserted_item, user))
return FALSE
if(loaded_items() == max_loaded_items)
speak("There are too many items in stock.")
return FALSE
if(!user.transferItemToLoc(inserted_item, src))
to_chat(user, span_warning("[inserted_item] is stuck in your hand!"))
return FALSE
//the hash key decides how items stack in the UI. We diffrentiate them based on name & price
var/hash_key = ITEM_HASH(inserted_item)
if(products[hash_key])
products[hash_key]++
else
products[hash_key] = 1
update_static_data_for_all_viewers()
return TRUE
/obj/machinery/vending/custom/RefreshParts()
SHOULD_CALL_PARENT(FALSE)
restock(locate(refill_canister) in component_parts)
/obj/machinery/vending/custom/restock(obj/item/vending_refill/canister)
. = 0
if(!canister.products?.len)
return
var/update_static_data = FALSE
var/available_load = max_loaded_items - loaded_items()
for(var/product_hash in canister.products)
//get available space
var/load_count = min(canister.products[product_hash], available_load)
if(!load_count)
break
//update canister record
canister.products[product_hash] -= load_count
if(!canister.products[product_hash])
canister.products -= product_hash
//update vendor record
products[product_hash] += load_count
//reduce from available space
available_load -= load_count
//update product
for(var/obj/item/product in canister)
if(!load_count)
break
if(ITEM_HASH(product) == product_hash)
. += 1
product.forceMove(src)
load_count--
if(update_static_data)
update_static_data_for_all_viewers()
/obj/machinery/vending/custom/post_restock(mob/living/user, restocked)
if(!restocked)
to_chat(user, span_warning("There's nothing to restock!"))
return
to_chat(user, span_notice("You loaded [restocked] items in [src]"))
/obj/machinery/vending/custom/crowbar_act(mob/living/user, obj/item/attack_item)
if(linked_account)
visible_message(
span_warning("Security warning"),
span_warning("Unauthorized deconstruction of vending machine is prohibited. Please read the warning alert")
)
if(tgui_alert(user, "Vending machine is ID locked.\
Deconstruction will result in an catrostrophic self destruct.\
If you are the owner of this machine please unlink your account with an ID swipe before proceeding.\
Still proceed?",
"Vandalism protection protocol",
list("Yes", "No")) == "No")
return ITEM_INTERACT_FAILURE
return ..()
/obj/machinery/vending/custom/compartmentLoadAccessCheck(mob/user)
. = FALSE
if(!isliving(user))
return FALSE
var/mob/living/living_user = user
var/obj/item/card/id/id_card = living_user.get_idcard(FALSE)
if(id_card?.registered_account && id_card.registered_account == linked_account)
return TRUE
/obj/machinery/vending/custom/item_interaction(mob/living/user, obj/item/attack_item, list/modifiers)
if(isliving(user) && istype(attack_item, /obj/item/card/id))
var/obj/item/card/id/card_used = attack_item
if(card_used?.registered_account)
if(!linked_account)
linked_account = card_used.registered_account
speak("\The [src] has been linked to [card_used].")
else if(linked_account == card_used.registered_account)
linked_account = null
speak("account unlinked.")
else
to_chat(user, "verification failed. unlinking process has been cancelled.")
return ITEM_INTERACT_SUCCESS
if(!compartmentLoadAccessCheck(user) || !IS_WRITING_UTENSIL(attack_item))
return ..()
. ITEM_INTERACT_FAILURE
var/new_name = reject_bad_name(tgui_input_text(user, "Set name", "Name", name, max_length = 20), allow_numbers = TRUE, strict = TRUE, cap_after_symbols = FALSE)
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
if (new_name)
name = new_name
var/new_desc = reject_bad_text(tgui_input_text(user, "Set description", "Description", desc, max_length = 60))
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
if (new_desc)
desc = new_desc
var/new_slogan = reject_bad_text(tgui_input_text(user, "Set slogan", "Slogan", "Epic", max_length = 60))
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
if (new_slogan)
slogan_list += new_slogan
last_slogan = world.time + rand(0, slogan_delay)
return ITEM_INTERACT_SUCCESS
/obj/machinery/vending/custom/collect_records_for_static_data(list/records, list/categories, premium)
. = list()
if(records != product_records) //no coin or hidden stuff only product records
return
categories["Products"] = list("icon" = "cart-shopping")
for(var/stocked_hash in products)
var/base64 = ""
var/obj/item/target = null
for(var/obj/item/stored_item in contents - component_parts)
if(ITEM_HASH(stored_item) == stocked_hash)
base64 = base64_cache[stocked_hash]
if(!base64) //generate an icon of the item to use in UI
base64 = icon2base64(getFlatIcon(stored_item, no_anim = TRUE))
base64_cache[stocked_hash] = base64
target = stored_item
break
. += list(list(
path = stocked_hash,
name = target.name,
price = target.custom_price,
category = "Products",
ref = stocked_hash,
colorable = FALSE,
image = base64
))
/obj/machinery/vending/custom/ui_interact(mob/user, datum/tgui/ui)
if(!linked_account)
balloon_alert(user, "no registered owner!")
return FALSE
return ..()
/obj/machinery/vending/custom/ui_data(mob/user)
. = ..()
var/is_owner = compartmentLoadAccessCheck(user)
.["stock"] = list()
for(var/stocked_hash in products)
.["stock"][stocked_hash] = list(
amount = products[stocked_hash],
free = is_owner
)
/obj/machinery/vending/custom/vend(list/params, mob/living/user, list/greyscale_colors)
. = FALSE
if(!isliving(user))
return
var/obj/item/dispensed_item = params["ref"]
for(var/obj/item/product in contents - component_parts)
if(ITEM_HASH(product) == dispensed_item)
dispensed_item = product
break
if(QDELETED(dispensed_item))
return
var/obj/item/card/id/id_card = user.get_idcard(TRUE)
if(!id_card || !id_card.registered_account || !id_card.registered_account.account_job)
balloon_alert(user, "no card found!")
flick(icon_deny, src)
return
/// Charges the user if its not the owner
var/datum/bank_account/payee = id_card.registered_account
if(!compartmentLoadAccessCheck(user))
if(!payee.has_money(dispensed_item.custom_price))
balloon_alert(user, "insufficient funds!")
return
/// Make the transaction
payee.adjust_money(-dispensed_item.custom_price, , "Vending: [dispensed_item]")
linked_account.adjust_money(dispensed_item.custom_price, "Vending: [dispensed_item] Bought")
linked_account.bank_card_talk("[payee.account_holder] made a [dispensed_item.custom_price] \
cr purchase at your custom vendor.")
/// Log the transaction
SSblackbox.record_feedback("amount", "vending_spent", dispensed_item.custom_price)
log_econ("[dispensed_item.custom_price] credits were spent on [src] buying a \
[dispensed_item] by [payee.account_holder], owned by [linked_account.account_holder].")
/// Make an alert
var/ref = REF(user)
if(last_shopper != ref || purchase_message_cooldown < world.time)
speak("Thank you for your patronage [user]!")
purchase_message_cooldown = world.time + 5 SECONDS
last_shopper = ref
/// Remove the item
use_energy(active_power_usage)
try_put_in_hand(dispensed_item, user)
return TRUE
/obj/item/vending_refill/custom
machine_name = "Custom Vendor"
icon_state = "refill_custom"
custom_premium_price = PAYCHECK_CREW
/obj/machinery/vending/custom/unbreakable
name = "Indestructible Vendor"
resistance_flags = INDESTRUCTIBLE
allow_custom = FALSE
/obj/machinery/vending/custom/greed //name and like decided by the spawn
icon_state = "greed"
icon_deny = "greed-deny"
panel_type = "panel4"
max_integrity = 700
max_loaded_items = 40
light_mask = "greed-light-mask"
allow_custom = FALSE
custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT * 5)
/obj/machinery/vending/custom/greed/Initialize(mapload)
. = ..()
//starts in a state where you can move it
set_anchored(FALSE)
set_panel_open(TRUE)
//and references the deity
name = "[GLOB.deity]'s Consecrated Vendor"
desc = "A vending machine created by [GLOB.deity]."
slogan_list = list("[GLOB.deity] says: It's your divine right to buy!")
add_filter("vending_outline", 9, list("type" = "outline", "color" = COLOR_VERY_SOFT_YELLOW))
add_filter("vending_rays", 10, list("type" = "rays", "size" = 35, "color" = COLOR_VIVID_YELLOW))
#undef ITEM_HASH

View File

@@ -15,19 +15,18 @@
var/type_to_vend = /obj/item/food/grown/citrus
/obj/machinery/vending/subtype_vendor/Initialize(mapload, type_to_vend)
. = ..()
if(type_to_vend)
src.type_to_vend = type_to_vend
load_subtypes()
/obj/machinery/vending/subtype_vendor/proc/load_subtypes()
products = list()
product_records = list()
return ..()
///Adds the subtype to the product list
/obj/machinery/vending/subtype_vendor/RefreshParts()
products.Cut()
for(var/type in typesof(type_to_vend))
LAZYADDASSOC(products, type, 50)
build_inventories()
//no refill canister so we fill the records with their max amounts directly
build_inventories(start_empty = FALSE)
/obj/machinery/vending/subtype_vendor/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
@@ -48,5 +47,5 @@
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
type_to_vend = type_to_vend_now
load_subtypes()
RefreshParts()
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN

View File

@@ -27,6 +27,18 @@
payment_department = NO_FREEBIES
allow_custom = TRUE
/obj/machinery/vending/sustenance/interact(mob/living/living_user)
if(!isliving(living_user))
return
if(!istype(living_user.get_idcard(TRUE), /obj/item/card/id/advanced/prisoner))
if(!req_access)
speak("No valid prisoner account found. Vending is not permitted.")
return
if(!allowed(living_user))
speak("No valid permissions. Vending is not permitted.")
return
return ..()
/obj/item/vending_refill/sustenance
machine_name = "Sustenance Vendor"
icon_state = "refill_snack"
@@ -42,33 +54,15 @@
displayed_currency_name = " LP"
allow_custom = FALSE
/obj/machinery/vending/sustenance/interact(mob/user)
if(!isliving(user))
return ..()
var/mob/living/living_user = user
if(!is_operational)
to_chat(user, span_warning("Machine does not respond to your ID swipe"))
return
if(!istype(living_user.get_idcard(TRUE), /obj/item/card/id/advanced/prisoner))
if(!req_access)
speak("No valid prisoner account found. Vending is not permitted.")
return
if(!allowed(user))
speak("No valid permissions. Vending is not permitted.")
return
return ..()
/obj/machinery/vending/sustenance/labor_camp/proceed_payment(obj/item/card/id/paying_id_card, mob/living/mob_paying, datum/data/vending_product/product_to_vend, price_to_use)
if(!istype(paying_id_card, /obj/item/card/id/advanced/prisoner))
/obj/machinery/vending/sustenance/labor_camp/proceed_payment(obj/item/card/id/advanced/prisoner/paying_scum_id, mob/living/mob_paying, datum/data/vending_product/product_to_vend, price_to_use)
if(!istype(paying_scum_id))
speak("I don't take bribes! Pay with labor points!")
return FALSE
var/obj/item/card/id/advanced/prisoner/paying_scum_id = paying_id_card
if(LAZYLEN(product_to_vend.returned_products))
price_to_use = 0 //returned items are free
if(price_to_use && !(paying_scum_id.points >= price_to_use)) //not enough good prisoner points
speak("You do not possess enough points to purchase [product_to_vend.name].")
flick(icon_deny, src)
vend_ready = TRUE
return FALSE
paying_scum_id.points -= price_to_use

View File

@@ -0,0 +1,21 @@
/obj/machinery/vending/syndichem
name = "\improper SyndiChem"
desc = "A vending machine full of grenades and grenade accessories. Sponsored by Donk Co."
products = list(
/obj/item/stack/cable_coil = 5,
/obj/item/assembly/igniter = 20,
/obj/item/assembly/prox_sensor = 5,
/obj/item/assembly/signaler = 5,
/obj/item/assembly/timer = 5,
/obj/item/assembly/voice = 5,
/obj/item/assembly/health = 5,
/obj/item/assembly/infra = 5,
/obj/item/grenade/chem_grenade = 5,
/obj/item/grenade/chem_grenade/large = 5,
/obj/item/grenade/chem_grenade/pyro = 5,
/obj/item/grenade/chem_grenade/cryo = 5,
/obj/item/grenade/chem_grenade/adv_release = 5,
/obj/item/reagent_containers/cup/glass/bottle/holywater = 1
)
product_slogans = "It's not pyromania if you're getting paid!;You smell that? Plasma, son. Nothing else in the world smells like that.;I love the smell of Plasma in the morning."
resistance_flags = FIRE_PROOF

477
code/modules/vending/vendor/_vending.dm vendored Normal file
View File

@@ -0,0 +1,477 @@
///Maximum credits dump threshold
#define CREDITS_DUMP_THRESHOLD 50
/**
* # vending record datum
* A datum that represents a product that is vendable
*/
/datum/data/vending_product
name = "generic"
///Typepath of the product that is created when this record "sells"
var/product_path = null
///How many of this product we currently have
var/amount = 0
///How many we can store at maximum
var/max_amount = 0
///The price of the item
var/price
///Whether spessmen with an ID with an age below AGE_MINOR (20 by default) can buy this item
var/age_restricted = FALSE
///Whether the product can be recolored by the GAGS system
var/colorable
/// The category the product was in, if any.
/// Sourced directly from product_categories.
var/category
///List of items that have been returned to the vending machine.
var/list/returned_products
/datum/data/vending_product/Destroy(force)
returned_products = null
return ..()
/**
* # vending machines
*
* Captalism in the year 2525, everything in a vending machine, even love
*/
/obj/machinery/vending
name = "\improper Vendomat"
desc = "A generic vending machine."
icon = 'icons/obj/machines/vending.dmi'
icon_state = "generic"
layer = BELOW_OBJ_LAYER
density = TRUE
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
max_integrity = 300
integrity_failure = 0.33
armor_type = /datum/armor/machinery_vending
circuit = /obj/item/circuitboard/machine/vendor
payment_department = ACCOUNT_SRV
light_power = 0.7
light_range = MINIMUM_USEFUL_LIGHT_RANGE
voice_filter = "alimiter=0.9,acompressor=threshold=0.2:ratio=20:attack=10:release=50:makeup=2,highpass=f=1000"
///Next world time to send a purchase message
var/purchase_message_cooldown
///The ref of the last mob to shop with us
var/last_shopper
///Whether the vendor is tilted or not
var/tilted = FALSE
/// If tilted, this variable should always be the rotation that was applied when we were tilted. Stored for the purposes of unapplying it.
var/tilted_rotation = 0
///Whether this vendor can be tilted over or not
var/tiltable = TRUE
///Damage this vendor does when tilting onto an atom
var/squish_damage = 75
/// The chance, in percent, of this vendor performing a critical hit on anything it crushes via [tilt].
var/crit_chance = 15
///List of mobs stuck under the vendor
var/list/pinned_mobs = list()
///Icon for the maintenance panel overlay
var/panel_type = "panel1"
///Whether this vendor can be selected when building a custom vending machine
var/allow_custom = FALSE
/**
* List of products this machine sells
*
* form should be list(/type/path = amount, /type/path2 = amount2)
*/
var/list/products = list()
/**
* List of products this machine sells, categorized.
* Can only be used as an alternative to `products`, not alongside it.
*
* Form should be list(
* "name" = "Category Name",
* "icon" = "UI Icon (Font Awesome or tgfont)",
* "products" = list(/type/path = amount, ...),
* )
*/
var/list/product_categories = null
/**
* List of products this machine sells when you hack it
*
* form should be list(/type/path = amount, /type/path2 = amount2)
*/
var/list/contraband = list()
/**
* List of premium products this machine sells
*
* form should be list(/type/path = amount, /type/path2 = amount2)
*/
var/list/premium = list()
///String of slogans separated by semicolons, optional
var/product_slogans = ""
///String of small ad messages in the vending screen - random chance
var/product_ads = ""
///List of standard product records
var/list/datum/data/vending_product/product_records = list()
///List of contraband product records
var/list/datum/data/vending_product/hidden_records = list()
///List of premium product records
var/list/datum/data/vending_product/coin_records = list()
///List of slogans to scream at potential customers; built upon Iniitialize() of the vendor from product_slogans
var/list/slogan_list = list()
///List of ads built from product_ads upon Iniitialize()
var/list/ad_list = list()
///Message sent post vend (Thank you for shopping!)
var/vend_reply
///Last world tick we sent a vent reply
var/last_reply = 0
///Last world tick we sent a slogan message out
var/last_slogan = 0
///How many ticks until we can send another
var/slogan_delay = 10 MINUTES
///Icon when vending an item to the user
var/icon_vend
///Icon to flash when user is denied a vend
var/icon_deny
///World ticks the machine is electified for
var/seconds_electrified = MACHINE_NOT_ELECTRIFIED
///When this is TRUE, we fire items at customers! We're broken!
var/shoot_inventory = FALSE
///How likely this is to happen (prob 100) per second
var/shoot_inventory_chance = 1
//Stop spouting those godawful pitches!
var/shut_up = FALSE
///can we access the hidden inventory?
var/extended_inventory = FALSE
///Are we checking the users ID
var/scan_id = TRUE
///Default price of items if not overridden
var/default_price = 25
///Default price of premium items if not overridden
var/extra_price = 50
///fontawesome icon name to use in to display the user's balance in the vendor UI
var/displayed_currency_icon = "coins"
///String of the used currency to display in the vendor UI
var/displayed_currency_name = " cr"
///Whether our age check is currently functional
var/age_restrictions = TRUE
/// How many credits does this vending machine have? 20% of all sales go to this pool, and are given freely when the machine is restocked, or successfully tilted. Lost on deconstruction.
var/credits_contained = 0
/**
* 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 be affected by machine-brand intelligence for whatever reason.
*/
var/onstation_override = FALSE
/**
* If this is set to TRUE, all products sold by the vending machine are free (cost nothing).
* 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
//The type of refill canisters used by this machine.
var/obj/item/vending_refill/refill_canister = null
///Name of lighting mask for the vending machine
var/light_mask
//the path of the fish_source datum to use for the fishing_spot component
var/fish_source_path = /datum/fish_source/vending
/datum/armor/machinery_vending
melee = 20
fire = 50
acid = 70
/**
* Initialize the vending machine
*
* Builds the vending machine inventory, sets up slogans and other such misc work
*
* This also sets the onstation var to:
* * FALSE - if the machine was maploaded on a zlevel that doesn't pass the is_station_level check
* * TRUE - all other cases
*/
/obj/machinery/vending/Initialize(mapload)
//means we produce products with fixed amounts
if(!refill_canister)
circuit = null
RefreshParts()
. = ..()
set_wires(new /datum/wires/vending(src))
if(SStts.tts_enabled)
var/static/vendor_voice_by_type = list()
if(!vendor_voice_by_type[type])
vendor_voice_by_type[type] = pick(SStts.available_speakers)
voice = vendor_voice_by_type[type]
slogan_list = splittext(product_slogans, ";")
ad_list = splittext(product_ads, ";")
// 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.
last_slogan = world.time + rand(0, slogan_delay)
power_change()
if(mapload) //check if it was initially created off station during mapload.
if(!is_station_level(z))
if(!onstation_override)
onstation = FALSE
if(isnull(all_products_free)) // Only auto-set the free products var if we haven't explicitly assigned a value to it yet.
all_products_free = TRUE
if(circuit)
circuit.all_products_free = all_products_free //sync up the circuit so the pricing schema is carried over if it's reconstructed.
else if(circuit)
all_products_free = circuit.all_products_free //if it was constructed outside mapload, sync the vendor up with the circuit's var so you can't bypass price requirements by moving / reconstructing it off station.
if(!all_products_free)
AddComponent(/datum/component/payment, 0, SSeconomy.get_dep_account(payment_department), PAYMENT_VENDING)
register_context()
if(fish_source_path)
AddComponent(/datum/component/fishing_spot, fish_source_path)
/obj/machinery/vending/atom_break(damage_flag)
. = ..()
if(!.)
return
var/dump_amount = 0
var/found_anything = TRUE
while (found_anything)
found_anything = FALSE
for(var/datum/data/vending_product/record as anything in shuffle(product_records))
//first dump any of the items that have been returned, in case they contain the nuke disk or something
for(var/i in 1 to LAZYLEN(record.returned_products))
var/obj/item/returned_obj_to_dump = dispense(record, get_turf(src), dispense_returned = TRUE)
step(returned_obj_to_dump, pick(GLOB.alldirs))
if(record.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = record.product_path
if(!dump_path)
continue
// busting open a vendor will destroy some of the contents
if(found_anything && prob(80))
record.amount--
continue
var/obj/obj_to_dump = dispense(record, loc)
step(obj_to_dump, pick(GLOB.alldirs))
found_anything = TRUE
dump_amount++
if (dump_amount >= 16)
return
/obj/machinery/vending/on_deconstruction(disassembled)
var/obj/item/vending_refill/installed_refill = locate() in component_parts
if(!installed_refill)
return
var/list/datum/data/vending_product/record_list
var/list/canister_list
for(var/i in 1 to 3)
switch(i)
if (1)
record_list = product_records
canister_list = installed_refill.products
if (2)
record_list = hidden_records
canister_list = installed_refill.contraband
else
record_list = coin_records
canister_list = installed_refill.premium
canister_list.Cut()
for(var/datum/data/vending_product/record as anything in record_list)
var/stock = record.amount - LAZYLEN(record.returned_products)
if(stock)
canister_list[record.product_path] = stock
/obj/machinery/vending/Destroy()
QDEL_LIST(product_records)
QDEL_LIST(hidden_records)
QDEL_LIST(coin_records)
return ..()
/obj/machinery/vending/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = NONE
if(tilted && !held_item)
context[SCREENTIP_CONTEXT_LMB] = "Right machine"
return CONTEXTUAL_SCREENTIP_SET
if(held_item?.tool_behaviour == TOOL_SCREWDRIVER)
context[SCREENTIP_CONTEXT_LMB] = "[panel_open ? "Close" : "Open"] Panel"
return CONTEXTUAL_SCREENTIP_SET
if(panel_open && held_item?.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = anchored ? "Unsecure" : "Secure"
return CONTEXTUAL_SCREENTIP_SET
if(panel_open && held_item?.tool_behaviour == TOOL_CROWBAR)
context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
return CONTEXTUAL_SCREENTIP_SET
if(!isnull(held_item) && canLoadItem(held_item, user, send_message = FALSE))
context[SCREENTIP_CONTEXT_LMB] = "Load item"
return CONTEXTUAL_SCREENTIP_SET
if(panel_open && istype(held_item, refill_canister))
context[SCREENTIP_CONTEXT_LMB] = "Restock vending machine[credits_contained ? " and collect credits" : null]"
return CONTEXTUAL_SCREENTIP_SET
/**
* Returns the total loaded & max amount of items i.e list(total_loaded, total_maximum) in the vending machine based on the product records and premium records
*
* Arguments
* * contraband - should we count contrabrand as well
*/
/obj/machinery/vending/proc/total_stock(contrabrand = TRUE)
SHOULD_BE_PURE(TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
RETURN_TYPE(/list)
var/total_loaded = 0
var/total_max = 0
var/list/stock = product_records + coin_records
if(contrabrand)
stock += hidden_records
for(var/datum/data/vending_product/record as anything in stock)
total_loaded += record.amount
total_max += record.max_amount
return list(total_loaded, total_max)
/obj/machinery/vending/examine(mob/user)
. = ..()
if(isnull(refill_canister))
return // you can add the comment here instead
. += span_notice("Its maintainence panel can be [EXAMINE_HINT("screwed")] [panel_open ? "closed" : "open"]")
if(panel_open)
. += span_notice("The machine may be [EXAMINE_HINT("pried")] apart.")
var/list/total_stock = total_stock()
if(total_stock[2])
if(total_stock[1] < total_stock[2])
. += span_notice("\The [src] can be restocked with [span_boldnotice("\a [initial(refill_canister.machine_name)] [initial(refill_canister.name)]")] with the panel open.")
else
. += span_notice("\The [src] is fully stocked.")
if(credits_contained < CREDITS_DUMP_THRESHOLD && credits_contained > 0)
. += span_notice("It should have a handfull of credits stored based on the missing items.")
else if (credits_contained > PAYCHECK_CREW)
. += span_notice("It should have at least a full paycheck worth of credits inside!")
/obj/machinery/vending/update_appearance(updates = ALL)
. = ..()
if(machine_stat & BROKEN)
set_light(0)
return
set_light(powered() ? MINIMUM_USEFUL_LIGHT_RANGE : 0)
/obj/machinery/vending/update_icon_state()
if(machine_stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
return ..()
icon_state = "[initial(icon_state)][powered() ? null : "-off"]"
return ..()
/obj/machinery/vending/update_overlays()
. = ..()
if(panel_open)
. += panel_type
if(light_mask && !(machine_stat & BROKEN) && powered())
. += emissive_appearance(icon, light_mask, src)
/obj/machinery/vending/vv_edit_var(vname, vval)
. = ..()
if (vname == NAMEOF(src, all_products_free))
if (all_products_free)
RemoveComponentSource(src, /datum/component/payment)
else
AddComponent(/datum/component/payment, 0, SSeconomy.get_dep_account(payment_department), PAYMENT_VENDING)
/obj/machinery/vending/emp_act(severity)
. = ..()
var/datum/language_holder/vending_languages = get_language_holder()
var/datum/wires/vending/vending_wires = wires
// if the language wire got pulsed during an EMP, this will make sure the language_iterator is synched correctly
vending_languages.selected_language = vending_languages.spoken_languages[vending_wires.language_iterator]
/obj/machinery/vending/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
if(!force)
return
. = ..()
/obj/machinery/vending/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
obj_flags |= EMAGGED
balloon_alert(user, "product lock disabled")
return TRUE
/obj/machinery/vending/power_change()
. = ..()
if(powered())
START_PROCESSING(SSmachines, src)
/obj/machinery/vending/process(seconds_per_tick)
if(!is_operational)
return PROCESS_KILL
if(seconds_electrified > MACHINE_NOT_ELECTRIFIED)
seconds_electrified--
//Pitch to the people! Really sell it!
if(last_slogan + slogan_delay <= world.time && slogan_list.len && !shut_up && SPT_PROB(2.5, seconds_per_tick))
say(pick(slogan_list))
last_slogan = world.time
if(shoot_inventory && SPT_PROB(shoot_inventory_chance, seconds_per_tick))
throw_item()
//===============================SPEACH===================================================
/obj/machinery/vending/can_speak(allow_mimes)
return is_operational && !shut_up && ..()
/**
* Speak the given message verbally
* Checks if the machine is powered and the message exists
*
* Arguments:
* * message - the message to speak
*/
/obj/machinery/vending/proc/speak(message)
if(!is_operational)
return
if(!message)
return
say(message)
/datum/aas_config_entry/vendomat_age_control
name = "Security Alert: Underaged Substance Abuse"
announcement_lines_map = list(
"Message" = "SECURITY ALERT: Underaged crewmember %PERSON recorded attempting to purchase %PRODUCT in %LOCATION by %VENDOR. Please watch for substance abuse."
)
vars_and_tooltips_map = list(
"PERSON" = "will be replaced with the name of the crewmember",
"PRODUCT" = "with the product, he attempted to purchase",
"LOCATION" = "with place of purchase",
"VENDOR" = "with the vending machine"
)
//=============================================================================

View File

@@ -0,0 +1,235 @@
/// Maximum amount of items in a storage bag that we're transferring items to the vendor from.
#define MAX_VENDING_INPUT_AMOUNT 30
//================================TOOL ACTS==============================================
/obj/machinery/vending/crowbar_act(mob/living/user, obj/item/attack_item)
if(!component_parts)
return ITEM_INTERACT_FAILURE
default_deconstruction_crowbar(attack_item)
return ITEM_INTERACT_SUCCESS
/obj/machinery/vending/wrench_act(mob/living/user, obj/item/tool)
. = NONE
if(!panel_open)
return ITEM_INTERACT_FAILURE
if(default_unfasten_wrench(user, tool, time = 6 SECONDS))
unbuckle_all_mobs(TRUE)
return ITEM_INTERACT_SUCCESS
/obj/machinery/vending/screwdriver_act(mob/living/user, obj/item/attack_item)
if(anchored)
default_deconstruction_screwdriver(user, icon_state, icon_state, attack_item)
return ITEM_INTERACT_SUCCESS
else
to_chat(user, span_warning("You must first secure [src]."))
return ITEM_INTERACT_FAILURE
/obj/machinery/vending/on_set_panel_open(old_value)
update_appearance(UPDATE_OVERLAYS)
//=======================================RESTOCKING==========================================
/**
* Is the passed in user allowed to load this vending machines compartments? This only is ran if we are using a /obj/item/storage/bag to load the vending machine, and not a dedicated restocker.
*
* Arguments:
* * user - mob that is doing the loading of the vending machine
*/
/obj/machinery/vending/proc/compartmentLoadAccessCheck(mob/user)
PROTECTED_PROC(TRUE)
return !req_access || allowed(user) || (obj_flags & EMAGGED) || !scan_id
/**
* Are we able to load the item passed in
*
* Arguments:
* * loaded_item - the item being loaded
* * user - the user doing the loading
*/
/obj/machinery/vending/proc/canLoadItem(obj/item/loaded_item, mob/user, send_message = TRUE)
PROTECTED_PROC(TRUE)
if(!length(loaded_item.contents) && (products[loaded_item.type] || premium[loaded_item.type] || contraband[loaded_item.type]))
return TRUE
if(send_message)
to_chat(user, span_warning("[src] does not accept [loaded_item]!"))
return FALSE
/**
* Tries to insert the item into the vendor, and depending on whether the product is a part of the vendor's
* stock or not, increments an already present product entry's available amount or creates a new entry.
* arguments:
* inserted_item - the item we're trying to insert
* user - mob who's trying to insert the item
*/
/obj/machinery/vending/proc/loadingAttempt(obj/item/inserted_item, mob/user)
PROTECTED_PROC(TRUE)
. = TRUE
if(!canLoadItem(inserted_item, user))
to_chat(user, span_warning("[src] does not accept [inserted_item]!"))
return FALSE
to_chat(user, span_notice("You insert [inserted_item] into [src]'s input compartment."))
for(var/datum/data/vending_product/product_datum in product_records + coin_records + hidden_records)
if(inserted_item.type == product_datum.product_path)
if(product_datum.amount == product_datum.max_amount)
to_chat(user, span_warning("no space for any more [product_datum.category || "Products"]!"))
return FALSE
if(!user.transferItemToLoc(inserted_item, src))
to_chat(user, span_warning("[inserted_item] is stuck in your hand!"))
return FALSE
product_datum.amount++
LAZYADD(product_datum.returned_products, inserted_item)
break
/obj/machinery/vending/item_interaction(mob/living/user, obj/item/attack_item, list/modifiers)
. = NONE
if(panel_open && is_wire_tool(attack_item))
wires.interact(user)
return ITEM_INTERACT_SUCCESS
if(refill_canister && istype(attack_item, refill_canister))
. = ITEM_INTERACT_FAILURE
if (!panel_open)
to_chat(user, span_warning("You should probably unscrew the service panel first!"))
else if (!is_operational)
to_chat(user, span_warning("[src] does not respond."))
else
var/obj/item/vending_refill/canister = attack_item
if(canister.get_part_rating() == 0)
to_chat(user, span_warning("[canister] is empty!"))
else
post_restock(user, restock(canister))
return ITEM_INTERACT_SUCCESS
if(compartmentLoadAccessCheck(user) && !user.combat_mode)
. = ITEM_INTERACT_FAILURE
if (!is_operational)
to_chat(user, span_warning("[src] does not respond."))
else if(istype(attack_item, /obj/item/storage/bag)) //trays USUALLY
var/obj/item/storage/storage_item = attack_item
var/loaded = 0
var/denied_items = 0
for(var/obj/item/the_item in storage_item.contents)
if(contents.len >= MAX_VENDING_INPUT_AMOUNT) // no more than 30 item can fit inside, legacy from snack vending although not sure why it exists
to_chat(user, span_warning("[src]'s compartment is full."))
break
if(loadingAttempt(the_item, user))
loaded++
else
denied_items++
if(denied_items)
to_chat(user, span_warning("[src] refuses some items!"))
if(loaded)
to_chat(user, span_notice("You insert [loaded] dishes into [src]'s compartment."))
return ITEM_INTERACT_SUCCESS
else
return loadingAttempt(attack_item, user) ? ITEM_INTERACT_SUCCESS : ITEM_INTERACT_FAILURE
/**
* After-effects of refilling a vending machine from a refill canister
*
* This takes the amount of products restocked and gives the user our contained credits if needed,
* sending the user a fitting message.
*
* Arguments:
* * user - the user restocking us
* * restocked - the amount of items we've been refilled with
*/
/obj/machinery/vending/proc/post_restock(mob/living/user, restocked)
PROTECTED_PROC(TRUE)
if(!restocked)
to_chat(user, span_warning("There's nothing to restock!"))
return
to_chat(user, span_notice("You loaded [restocked] items in [src][credits_contained > 0 ? ", and are rewarded [credits_contained] credits." : "."]"))
var/datum/bank_account/cargo_account = SSeconomy.get_dep_account(ACCOUNT_CAR)
cargo_account.adjust_money(round(credits_contained * 0.5), "Vending: Restock")
var/obj/item/holochip/payday = new(src, credits_contained)
try_put_in_hand(payday, user)
credits_contained = 0
/obj/machinery/vending/exchange_parts(mob/user, obj/item/storage/part_replacer/replacer)
if(!istype(replacer) || !component_parts || !refill_canister)
return FALSE
var/works_from_distance = istype(replacer, /obj/item/storage/part_replacer/bluespace)
if(!panel_open || works_from_distance)
to_chat(user, display_parts(user))
if(!panel_open && !works_from_distance)
return FALSE
var/restocked = 0
for(var/replacer_item in replacer)
if(istype(replacer_item, refill_canister))
restocked += restock(replacer_item)
post_restock(user, restocked)
if(restocked > 0)
replacer.play_rped_effect()
return TRUE
//=======================================ATTACKS================================================
/**
* Dispenses free items from the standard stock.
*
* Arguments:
* freebies - number of free items to vend
*/
/obj/machinery/vending/proc/freebie(freebies)
PRIVATE_PROC(TRUE)
visible_message(span_notice("[src] yields [freebies > 1 ? "several free goodies" : "a free goody"][credits_contained > 0 ? " and some credits" : ""]!"))
for(var/i in 1 to freebies)
playsound(src, 'sound/machines/machine_vend.ogg', 50, TRUE, extrarange = -3)
for(var/datum/data/vending_product/record in shuffle(product_records))
if(record.amount <= 0) //Try to use a record that actually has something to dump.
continue
// Always give out new stuff that costs before free returned stuff, because of the risk getting gibbed involved
var/only_returned_left = (record.amount <= LAZYLEN(record.returned_products))
dispense(record, get_turf(src), silent = TRUE, dispense_returned = only_returned_left)
break
if(credits_contained > 0)
var/credits_to_remove = min(CREDITS_DUMP_THRESHOLD, round(credits_contained))
var/obj/item/holochip/holochip = new(loc, credits_to_remove)
playsound(src, 'sound/effects/cashregister.ogg', 40, TRUE)
credits_contained = max(0, credits_contained - credits_to_remove)
SSblackbox.record_feedback("amount", "vending machine looted", holochip.credits)
/obj/machinery/vending/attackby(obj/item/weapon, mob/user, list/modifiers, list/attack_modifiers)
if(tiltable && !tilted && weapon.force)
if(isclosedturf(get_turf(user))) //If the attacker is inside of a wall, immediately fall in the other direction, with no chance for goodies.
tilt(get_turf(get_step(src, REVERSE_DIR(get_dir(src, user)))))
return TRUE
switch(rand(1, 100))
if(1 to 5)
freebie(3)
if(6 to 15)
freebie(2)
if(16 to 25)
freebie(1)
if(26 to 75)
return
if(76 to 100)
tilt(user)
return TRUE
return ..()
/obj/machinery/vending/attack_tk_grab(mob/user)
to_chat(user, span_warning("[src] seems to resist your mental grasp!"))
/obj/machinery/vending/attack_robot_secondary(mob/user, list/modifiers)
. = ..()
if (!Adjacent(user, src))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
#undef MAX_VENDING_INPUT_AMOUNT

277
code/modules/vending/vendor/inventory.dm vendored Normal file
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//================================STOCKING IN ITEMS=================================
/**
* Build the inventory of the vending machine from its product and record lists
*
* This builds up a full set of /datum/data/vending_products from the product list of the vending machine type
* Arguments:
* * productlist - the list of products that need to be converted
* * recordlist - the list containing /datum/data/vending_product datums
* * categories - A list in the format of product_categories to source category from
* * startempty - should we set vending_product record amount from the product list (so it's prefilled at roundstart)
* * premium - Whether the ending products shall have premium or default prices
*/
/obj/machinery/vending/proc/build_inventory(list/productlist, list/recordlist, list/categories, start_empty = FALSE, premium = FALSE)
PRIVATE_PROC(TRUE)
var/inflation_value = HAS_TRAIT(SSeconomy, TRAIT_MARKET_CRASHING) ? SSeconomy.inflation_value() : 1
default_price = round(initial(default_price) * inflation_value)
extra_price = round(initial(extra_price) * inflation_value)
QDEL_LIST(recordlist)
var/list/product_to_category = list()
for (var/list/category as anything in categories)
for (var/product_key in category["products"])
product_to_category[product_key] = category
for(var/typepath in productlist)
var/amount = productlist[typepath]
var/obj/item/temp = typepath
var/datum/data/vending_product/new_record = new
new_record.name = initial(temp.name)
new_record.product_path = typepath
if(!start_empty)
new_record.amount = amount
new_record.max_amount = amount
///Prices of vending machines are all increased uniformly.
var/custom_price = round(initial(temp.custom_price) * inflation_value)
if(!premium)
new_record.price = custom_price || default_price
else
var/premium_custom_price = round(initial(temp.custom_premium_price) * inflation_value)
if(!premium_custom_price && custom_price) //For some ungodly reason, some premium only items only have a custom_price
new_record.price = extra_price + custom_price
else
new_record.price = premium_custom_price || extra_price
new_record.age_restricted = initial(temp.age_restricted)
new_record.colorable = !!(initial(temp.greyscale_config) && initial(temp.greyscale_colors) && (initial(temp.flags_1) & IS_PLAYER_COLORABLE_1))
new_record.category = product_to_category[typepath]
recordlist += new_record
/**
* Builds all available inventories for the vendor - standard, contraband and premium
*
* Arguments
* start_empty - bool to pass into build_inventory that determines whether a product entry starts with available stock or not
*/
/obj/machinery/vending/proc/build_inventories(start_empty = FALSE)
build_inventory(products, product_records, product_categories, start_empty)
build_inventory(contraband, hidden_records, list(list("name" = "Contraband", "icon" = "mask", "products" = contraband)), start_empty, premium = TRUE)
build_inventory(premium, coin_records, list(list("name" = "Premium", "icon" = "coins", "products" = premium)), start_empty, premium = TRUE)
//Better would be to make constructable child
/obj/machinery/vending/RefreshParts()
SHOULD_CALL_PARENT(FALSE)
//compress all product categories into an linear list
if(product_categories)
products.Cut()
for(var/list/category as anything in product_categories)
products |= category["products"]
//locate canister
var/obj/item/vending_refill/canister = refill_canister ? locate(refill_canister) in component_parts : null
//build the records, if we have a canister make the records empty so we can refill it from the canister else make it max amount
build_inventories(start_empty = !isnull(canister))
//fill the records if we have an canister
if(canister)
restock(canister)
/**
* 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/machinery/vending/proc/restock(obj/item/vending_refill/canister)
. = 0
var/list/datum/data/vending_product/record_list
var/list/canister_list
for(var/i in 1 to 3)
switch(i)
if (1)
record_list = product_records
canister_list = canister.products
if (2)
record_list = hidden_records
canister_list = canister.contraband
else
record_list = coin_records
canister_list = canister.premium
if(!record_list.len || !canister_list.len)
continue
for(var/datum/data/vending_product/record as anything in record_list)
var/diff = min(record.max_amount - record.amount, canister_list[record.product_path] || 0)
if (diff)
canister_list[record.product_path] -= diff
if(!canister_list[record.product_path])
canister_list -= record.product_path
record.amount += diff
. += diff
//===========================VENDING OUT ITEMS================================
/obj/machinery/vending/Exited(atom/movable/gone, direction)
. = ..()
for(var/datum/data/vending_product/record in product_records + coin_records + hidden_records)
if(gone in record.returned_products)
record.returned_products -= gone
record.amount -= 1
break
/**
* The entire shebang of vending the picked item. Processes the vending and initiates the payment for the item.
* arguments:
* greyscale_colors - greyscale config for the item we're about to vend, if any
*/
/obj/machinery/vending/proc/vend(list/params, mob/user, list/greyscale_colors)
PROTECTED_PROC(TRUE)
. = TRUE
var/datum/data/vending_product/item_record = locate(params["ref"])
var/list/record_to_check = product_records + coin_records
if(extended_inventory)
record_to_check = product_records + coin_records + hidden_records
if(!item_record || !istype(item_record) || !item_record.product_path)
return
var/price_to_use = item_record.price
if(item_record in hidden_records)
if(!extended_inventory)
return
else if (!(item_record in record_to_check))
message_admins("Vending machine exploit attempted by [ADMIN_LOOKUPFLW(user)]!")
return
if (item_record.amount <= 0)
speak("Sold out of [item_record.name].")
flick(icon_deny, src)
return
if(onstation)
// Here we do additional handing ahead of the payment component's logic, such as age restrictions and additional logging
var/obj/item/card/id/card_used
var/mob/living/living_user
if(isliving(user))
living_user = user
card_used = living_user.get_idcard(TRUE)
if(age_restrictions && item_record.age_restricted && (!card_used.registered_age || card_used.registered_age < AGE_MINOR))
speak("You are not of legal age to purchase [item_record.name].")
if(!(user in GLOB.narcd_underages))
aas_config_announce(/datum/aas_config_entry/vendomat_age_control, list(
"PERSON" = usr.name,
"LOCATION" = get_area_name(src),
"VENDOR" = name,
"PRODUCT" = item_record.name
), src, list(RADIO_CHANNEL_SECURITY))
GLOB.narcd_underages += user
flick(icon_deny, src)
return
if(!proceed_payment(card_used, living_user, item_record, price_to_use, params["discountless"]))
return
if(last_shopper != REF(user) || purchase_message_cooldown < world.time)
var/vend_response = vend_reply || "Thank you for shopping with [src]!"
speak(vend_response)
purchase_message_cooldown = world.time + 5 SECONDS
//This is not the best practice, but it's safe enough here since the chances of two people using a machine with the same ref in 5 seconds is fuck low
last_shopper = REF(user)
use_energy(active_power_usage)
if(icon_vend) //Show the vending animation if needed
flick(icon_vend, src)
// Always give out free returned stuff first, e.g. to avoid walling a traitor objective in a bag behind paid items
var/obj/item/vended_item = dispense(item_record, get_turf(src), dispense_returned = LAZYLEN(item_record.returned_products))
if(!vended_item)
return
if(greyscale_colors)
vended_item.set_greyscale(colors=greyscale_colors)
if(user.CanReach(src) && user.put_in_hands(vended_item))
to_chat(user, span_notice("You take [item_record.name] out of the slot."))
vended_item.do_pickup_animation(user, src)
else
to_chat(user, span_warning("[capitalize(format_text(item_record.name))] falls onto the floor!"))
SSblackbox.record_feedback("nested tally", "vending_machine_usage", 1, list("[type]", "[item_record.product_path]"))
/**
* Common proc that dispenses an item. Called when the item is vended, or gotten some other way.
*
* Arguments
* * datum/data/vending_product/item_record - the vending record which contains the information of the item to dispense
* * atom/spawn_location - location to dispense the item to
* * silent - should we play the vending sound
* * dispense_returned - are we vending out an returned item
*/
/obj/machinery/vending/proc/dispense(datum/data/vending_product/item_record, atom/spawn_location, silent = FALSE, dispense_returned = FALSE)
SHOULD_NOT_OVERRIDE(TRUE)
if(!silent)
playsound(src, 'sound/machines/machine_vend.ogg', 50, TRUE, extrarange = -3)
var/obj/item/vended_item = null
if(dispense_returned)
vended_item = LAZYACCESS(item_record.returned_products, LAZYLEN(item_record.returned_products)) //first in, last out
if(!QDELETED(vended_item))
vended_item.forceMove(spawn_location)
else if(item_record.amount)
vended_item = new item_record.product_path(spawn_location)
if(vended_item.type in contraband)
ADD_TRAIT(vended_item, TRAIT_CONTRABAND, INNATE_TRAIT)
item_record.amount--
if(!QDELETED(vended_item))
on_dispense(vended_item, dispense_returned)
return vended_item
/**
* A proc meant to perform custom behavior on newly dispensed items.
*
* Arguments
* * obj/item/vended_item - the item that has just been dispensed
* * dispense_returned - is this item an returned product
*/
/obj/machinery/vending/proc/on_dispense(obj/item/vended_item, dispense_returned = FALSE)
PROTECTED_PROC(TRUE)
return
/**
* Handles payment processing: discounts, logging, balance change etc.
* arguments:
* paying_id_card - the id card that will be billed for the product.
* mob_paying - the mob that is trying to purchase the item.
* product_to_vend - the product record of the item we're trying to vend.
* price_to_use - price of the item we're trying to vend.
* discountless - whether or not to apply discounts
*/
/obj/machinery/vending/proc/proceed_payment(obj/item/card/id/paying_id_card, mob/living/mob_paying, datum/data/vending_product/product_to_vend, price_to_use, discountless)
PROTECTED_PROC(TRUE)
if(QDELETED(paying_id_card)) //not available(null) or somehow is getting destroyed
speak("You do not possess an ID to purchase [product_to_vend.name].")
return FALSE
var/datum/bank_account/account = paying_id_card.registered_account
if(account.account_job && account.account_job.paycheck_department == payment_department && !discountless)
price_to_use = max(round(price_to_use * DEPARTMENT_DISCOUNT), 1) //No longer free, but signifigantly cheaper.
if(LAZYLEN(product_to_vend.returned_products))
price_to_use = 0 //returned items are free
if(price_to_use && (attempt_charge(src, mob_paying, price_to_use) & COMPONENT_OBJ_CANCEL_CHARGE))
speak("You do not possess the funds to purchase [product_to_vend.name].")
flick(icon_deny,src)
return FALSE
//actual payment here
var/datum/bank_account/paying_id_account = SSeconomy.get_dep_account(payment_department)
if(paying_id_account)
SSblackbox.record_feedback("amount", "vending_spent", price_to_use)
SSeconomy.track_purchase(account, price_to_use, name)
log_econ("[price_to_use] credits were inserted into [src] by [account.account_holder] to buy [product_to_vend].")
credits_contained += round(price_to_use * VENDING_CREDITS_COLLECTION_AMOUNT)
return TRUE

57
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/**
* Throw an item from our internal inventory out in front of us
*
* This is called when we are hacked, it selects a random product from the records that has an amount > 0
* This item is then created and tossed out in front of us with a visible message
*/
/obj/machinery/vending/proc/throw_item()
var/mob/living/target = locate() in view(7,src)
if(!target)
return FALSE
var/obj/thrown_item
for(var/datum/data/vending_product/record in shuffle(product_records))
if(record.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = record.product_path
if(!dump_path)
continue
// Always throw new stuff that costs before free returned stuff, because of the hacking effort and time between throws involved
var/only_returned_left = (record.amount <= LAZYLEN(record.returned_products))
thrown_item = dispense(record, get_turf(src), silent = TRUE, dispense_returned = only_returned_left)
break
if(isnull(thrown_item))
return FALSE
pre_throw(thrown_item)
thrown_item.throw_at(target, 16, 3)
visible_message(span_danger("[src] launches [thrown_item] at [target]!"))
return TRUE
/**
* A callback called before an item is tossed out
*
* Override this if you need to do any special case handling
*
* Arguments:
* * thrown_item - obj/item being thrown
*/
/obj/machinery/vending/proc/pre_throw(obj/item/thrown_item)
return
///Crush the mob that the vending machine got thrown at
/obj/machinery/vending/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(isliving(hit_atom))
tilt(fatty=hit_atom)
return ..()
/obj/machinery/vending/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
. = ..()
var/mob/living/living_mob = hitting_atom
if(tilted || !istype(living_mob) || !prob(20 * (throwingdatum.speed - living_mob.throw_speed))) // hulk throw = +20%, neckgrab throw = +20%
return
tilt(living_mob)

312
code/modules/vending/vendor/tilting.dm vendored Normal file
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/**
* Can this atom be curshed by the vending machine
* Arguments
*
* * atom/atom_target - the atom we are checking for
*/
/proc/check_atom_crushable(atom/atom_target)
/// Contains structures and items that vendors shouldn't crush when we land on them.
var/static/list/vendor_uncrushable_objects = list(
/obj/structure/chair,
/obj/machinery/conveyor,
) + GLOB.WALLITEMS_INTERIOR + GLOB.WALLITEMS_EXTERIOR
//make sure its not in the list of "uncrushable" stuff
if(is_type_in_list(atom_target, vendor_uncrushable_objects))
return FALSE
//check if it has integrity + allow ninjas, etc to be crushed in cloak
if (atom_target.uses_integrity && !(atom_target.invisibility > SEE_INVISIBLE_LIVING))
return TRUE //SMUSH IT
return FALSE
/**
* Causes src to fall onto [target], crushing everything on it (including itself) with [damage]
* and a small chance to do a spectacular effect per entity (if a chance above 0 is provided).
*
* Args:
* * turf/target: The turf to fall onto. Cannot be null.
* * damage: The raw numerical damage to do by default.
* * chance_to_crit: The percent chance of a critical hit occurring. Default: 0
* * forced_crit_case: If given a value from crushing.dm, [target] and its contents will always be hit with that specific critical hit. Default: null
* * paralyze_time: The time, in deciseconds, a given mob/living will be paralyzed for if crushed.
* * crush_dir: The direction the crush is coming from. Default: dir of src to [target].
* * damage_type: The type of damage to do. Default: BRUTE
* * damage_flag: The attack flag for armor purposes. Default: MELEE
* * rotation: The angle of which to rotate src's transform by on a successful tilt. Default: 90.
*
* Returns: A collection of bitflags defined in crushing.dm. Read that file's documentation for info.
*/
/atom/movable/proc/fall_and_crush(turf/target, damage, chance_to_crit = 0, forced_crit_case = null, paralyze_time, crush_dir = get_dir(get_turf(src), target), damage_type = BRUTE, damage_flag = MELEE, rotation = 90)
ASSERT(!isnull(target))
var/flags_to_return = NONE
if (!target.is_blocked_turf(TRUE, src, list(src)))
for(var/atom/atom_target in (target.contents) + target)
if (isarea(atom_target))
continue
if (SEND_SIGNAL(atom_target, COMSIG_PRE_TILT_AND_CRUSH, src) & COMPONENT_IMMUNE_TO_TILT_AND_CRUSH)
continue
var/crit_case = forced_crit_case
if (isnull(crit_case) && chance_to_crit > 0)
if (prob(chance_to_crit))
crit_case = pick_weight(get_crit_crush_chances())
var/crit_rebate_mult = 1 // lessen the normal damage we deal for some of the crits
if (!isnull(crit_case))
crit_rebate_mult = fall_and_crush_crit_rebate_table(crit_case)
apply_crit_crush(crit_case, atom_target)
var/adjusted_damage = damage * crit_rebate_mult
var/crushed
if (isliving(atom_target))
crushed = TRUE
var/mob/living/carbon/living_target = atom_target
var/was_alive = living_target.stat != DEAD
var/blocked = living_target.run_armor_check(attack_flag = damage_flag)
if (iscarbon(living_target))
var/mob/living/carbon/carbon_target = living_target
if(prob(30))
carbon_target.apply_damage(max(0, adjusted_damage), damage_type, blocked = blocked, forced = TRUE, spread_damage = TRUE, attack_direction = crush_dir) // the 30% chance to spread the damage means you escape breaking any bones
else
var/brute = (damage_type == BRUTE ? damage : 0) * 0.5
var/burn = (damage_type == BURN ? damage : 0) * 0.5
carbon_target.take_bodypart_damage(brute, burn, check_armor = TRUE, wound_bonus = 5) // otherwise, deal it to 2 random limbs (or the same one) which will likely shatter something
carbon_target.take_bodypart_damage(brute, burn, check_armor = TRUE, wound_bonus = 5)
carbon_target.AddElement(/datum/element/squish, 80 SECONDS)
else
living_target.apply_damage(adjusted_damage, damage_type, blocked = blocked, forced = TRUE, attack_direction = crush_dir)
living_target.Paralyze(paralyze_time)
living_target.emote("scream")
playsound(living_target, 'sound/effects/blob/blobattack.ogg', 40, TRUE)
playsound(living_target, 'sound/effects/splat.ogg', 50, TRUE)
post_crush_living(living_target, was_alive)
flags_to_return |= (SUCCESSFULLY_CRUSHED_MOB|SUCCESSFULLY_CRUSHED_ATOM)
else if(check_atom_crushable(atom_target))
atom_target.take_damage(adjusted_damage, damage_type, damage_flag, FALSE, crush_dir)
crushed = TRUE
flags_to_return |= SUCCESSFULLY_CRUSHED_ATOM
if (crushed)
atom_target.visible_message(span_danger("[atom_target] is crushed by [src]!"), span_userdanger("You are crushed by [src]!"))
SEND_SIGNAL(atom_target, COMSIG_POST_TILT_AND_CRUSH, src)
var/matrix/to_turn = turn(transform, rotation)
animate(src, transform = to_turn, 0.2 SECONDS)
playsound(src, 'sound/effects/bang.ogg', 40)
visible_message(span_danger("[src] tips over, slamming hard onto [target]!"))
flags_to_return |= SUCCESSFULLY_FELL_OVER
post_tilt()
else
visible_message(span_danger("[src] rebounds comically as it fails to slam onto [target]!"))
Move(target, crush_dir) // we still TRY to move onto it for shit like teleporters
return flags_to_return
/**
* Returns a assoc list of (critcase -> num), where critcase is a critical define in crushing.dm and num is a weight.
* Use with pickweight to acquire a random critcase.
*/
/atom/movable/proc/get_crit_crush_chances()
RETURN_TYPE(/list)
return list(
CRUSH_CRIT_SHATTER_LEGS = 100,
CRUSH_CRIT_PARAPLEGIC = 80,
CRUSH_CRIT_HEADGIB = 20,
CRUSH_CRIT_SQUISH_LIMB = 100
)
/**
* Exists for the purposes of custom behavior.
* Called directly after [crushed] is crushed.
*
* Args:
* * mob/living/crushed: The mob that was crushed.
* * was_alive: Boolean. True if the mob was alive before the crushing.
*/
/atom/movable/proc/post_crush_living(mob/living/crushed, was_alive)
return
/**
* Exists for the purposes of custom behavior.
* Called directly after src actually rotates and falls over.
*/
/atom/movable/proc/post_tilt()
return
/**
* Should be where critcase effects are actually implemented. Use this to apply critcases.
* Args:
* * crit_case: The chosen critcase, defined in crushing.dm.
* * atom/atom_target: The target to apply the critical hit to. Cannot be null. Can be anything except /area.
*
* Returns:
* TRUE if a crit case is successfully applied, FALSE otherwise.
*/
/atom/movable/proc/apply_crit_crush(crit_case, atom/atom_target)
switch (crit_case)
if(CRUSH_CRIT_SHATTER_LEGS) // shatter their legs and bleed 'em
if (!iscarbon(atom_target))
return FALSE
var/mob/living/carbon/carbon_target = atom_target
carbon_target.bleed(150)
var/obj/item/bodypart/leg/left/left_leg = carbon_target.get_bodypart(BODY_ZONE_L_LEG)
if(left_leg)
left_leg.receive_damage(brute = 200)
var/obj/item/bodypart/leg/right/right_leg = carbon_target.get_bodypart(BODY_ZONE_R_LEG)
if(right_leg)
right_leg.receive_damage(brute = 200)
if(left_leg || right_leg)
carbon_target.visible_message(span_danger("[carbon_target]'s legs shatter with a sickening crunch!"), span_userdanger("Your legs shatter with a sickening crunch!"))
return TRUE
if(CRUSH_CRIT_PARAPLEGIC) // paralyze this binch
// the new paraplegic gets like 4 lines of losing their legs so skip them
if (!iscarbon(atom_target))
return FALSE
var/mob/living/carbon/carbon_target = atom_target
visible_message(span_danger("[carbon_target]'s spinal cord is obliterated with a sickening crunch!"), ignored_mobs = list(carbon_target))
carbon_target.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic)
return TRUE
if(CRUSH_CRIT_SQUISH_LIMB) // limb squish!
if (!iscarbon(atom_target))
return FALSE
var/mob/living/carbon/carbon_target = atom_target
for(var/obj/item/bodypart/squish_part in carbon_target.bodyparts)
var/severity = pick(WOUND_SEVERITY_MODERATE, WOUND_SEVERITY_SEVERE, WOUND_SEVERITY_CRITICAL)
if (!carbon_target.cause_wound_of_type_and_severity(WOUND_BLUNT, squish_part, severity, wound_source = "crushed by [src]"))
squish_part.receive_damage(brute = 30)
carbon_target.visible_message(span_danger("[carbon_target]'s body is maimed underneath the mass of [src]!"), span_userdanger("Your body is maimed underneath the mass of [src]!"))
return TRUE
if(CRUSH_CRIT_HEADGIB) // skull squish!
if (!iscarbon(atom_target))
return FALSE
var/mob/living/carbon/carbon_target = atom_target
var/obj/item/bodypart/head/carbon_head = carbon_target.get_bodypart(BODY_ZONE_HEAD)
if(carbon_head)
if(carbon_head.dismember())
carbon_target.visible_message(span_danger("[carbon_head] explodes in a shower of gore beneath [src]!"), span_userdanger("Oh f-"))
carbon_head.drop_organs()
qdel(carbon_head)
new /obj/effect/gibspawner/human/bodypartless(get_turf(carbon_target), carbon_target)
return TRUE
return FALSE
/**
* Tilts ontop of the atom supplied, if crit is true some extra shit can happen. See [fall_and_crush] for return values.
* Arguments:
* fatty - atom to tilt the vendor onto
* local_crit_chance - percent chance of a critical hit
* forced_crit - specific critical hit case to use, if any
* range - the range of the machine when thrown if not adjacent
*/
/obj/machinery/vending/proc/tilt(atom/fatty, local_crit_chance = crit_chance, forced_crit, range = 1)
if(QDELETED(src) || !has_gravity(src))
return
. = NONE
var/picked_rotation = pick(90, 270)
if(Adjacent(fatty))
. = fall_and_crush(get_turf(fatty), squish_damage, local_crit_chance, forced_crit, 6 SECONDS, rotation = picked_rotation)
if (. & SUCCESSFULLY_FELL_OVER)
visible_message(span_danger("[src] tips over!"))
tilted = TRUE
tilted_rotation = picked_rotation
layer = ABOVE_MOB_LAYER
if(get_turf(fatty) != get_turf(src))
throw_at(get_turf(fatty), range, 1, spin = FALSE, quickstart = FALSE)
/obj/machinery/vending/post_crush_living(mob/living/crushed, was_alive)
if(was_alive && crushed.stat == DEAD && crushed.client)
crushed.client.give_award(/datum/award/achievement/misc/vendor_squish, crushed) // good job losing a fight with an inanimate object idiot
add_memory_in_range(crushed, 7, /datum/memory/witness_vendor_crush, protagonist = crushed, antagonist = src)
return ..()
/**
* Allows damage to be reduced on certain crit cases.
* Args:
* * crit_case: The critical case chosen.
*/
/atom/movable/proc/fall_and_crush_crit_rebate_table(crit_case)
ASSERT(!isnull(crit_case))
switch(crit_case)
if (CRUSH_CRIT_SHATTER_LEGS)
return 0.2
else
return 1
/obj/machinery/vending/fall_and_crush_crit_rebate_table(crit_case)
return crit_case == VENDOR_CRUSH_CRIT_GLASSCANDY ? 0.33 : ..()
/obj/machinery/vending/get_crit_crush_chances()
return list(
VENDOR_CRUSH_CRIT_GLASSCANDY = 100,
VENDOR_CRUSH_CRIT_PIN = 100
)
/obj/machinery/vending/apply_crit_crush(crit_case, atom_target)
. = ..()
if (.)
return TRUE
switch (crit_case)
if (VENDOR_CRUSH_CRIT_GLASSCANDY)
if (!iscarbon(atom_target))
return FALSE
var/mob/living/carbon/carbon_target = atom_target
for(var/i in 1 to 7)
var/obj/item/shard/shard = new /obj/item/shard(get_turf(carbon_target))
var/datum/embedding/embed = shard.get_embed()
embed.embed_chance = 100
embed.ignore_throwspeed_threshold = TRUE
embed.impact_pain_mult = 1
carbon_target.hitby(shard, skipcatch = TRUE, hitpush = FALSE)
embed.embed_chance = initial(embed.embed_chance)
embed.ignore_throwspeed_threshold = initial(embed.ignore_throwspeed_threshold)
embed.impact_pain_mult = initial(embed.impact_pain_mult)
return TRUE
if (VENDOR_CRUSH_CRIT_PIN) // pin them beneath the machine until someone untilts it
if (!isliving(atom_target))
return FALSE
var/mob/living/living_target = atom_target
forceMove(get_turf(living_target))
buckle_mob(living_target, force=TRUE)
living_target.visible_message(span_danger("[living_target] is pinned underneath [src]!"), span_userdanger("You are pinned down by [src]!"))
return TRUE
return FALSE
/**
* Rights the vendor up, unpinning mobs under it, if any.
* Arguments:
* user - mob that has untilted the vendor
*/
/obj/machinery/vending/proc/untilt(mob/user)
if(user)
user.visible_message(span_notice("[user] rights [src]."), \
span_notice("You right [src]."))
unbuckle_all_mobs(TRUE)
tilted = FALSE
layer = initial(layer)
var/matrix/to_turn = turn(transform, -tilted_rotation)
animate(src, transform = to_turn, 0.2 SECONDS)
tilted_rotation = 0

181
code/modules/vending/vendor/ui_data.dm vendored Normal file
View File

@@ -0,0 +1,181 @@
///Helper to create a typepath to be used in the UI
#define SANITIZED_PATH(path)(replacetext(replacetext("[path]", "/obj/item/", ""), "/", "-"))
/obj/machinery/vending/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet_batched/vending),
)
/obj/machinery/vending/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Vending", name)
ui.open()
/**
* Returns a list of given product records of the vendor to be used in UI.
* arguments:
* records - list of records available
* categories - list of categories available
* premium - bool of whether a record should be priced by a custom/premium price or not
*/
/obj/machinery/vending/proc/collect_records_for_static_data(list/records, list/categories, premium)
PROTECTED_PROC(TRUE)
var/static/list/default_category = list(
"name" = "Products",
"icon" = "cart-shopping",
)
var/list/out_records = list()
for (var/datum/data/vending_product/record as anything in records)
var/list/static_record = list(
path = SANITIZED_PATH(record.product_path),
name = record.name,
price = record.price,
ref = REF(record),
colorable = record.colorable,
)
var/atom/printed = record.product_path
// If it's not GAGS and has no innate colors we have to care about, we use DMIcon
if(ispath(printed, /atom) \
&& (!initial(printed.greyscale_config) || !initial(printed.greyscale_colors)) \
&& !initial(printed.color) \
)
static_record["icon"] = initial(printed.icon)
static_record["icon_state"] = initial(printed.icon_state)
var/list/category = record.category || default_category
if (!isnull(category))
if (!(category["name"] in categories))
categories[category["name"]] = list("icon" = category["icon"])
static_record["category"] = category["name"]
if (premium)
static_record["premium"] = TRUE
out_records += list(static_record)
return out_records
/obj/machinery/vending/ui_static_data(mob/user)
var/list/data = list()
data["onstation"] = onstation
if(ad_list.len)
data["ad"] = ad_list[rand(1, ad_list.len)]
data["all_products_free"] = all_products_free
data["department"] = payment_department
data["jobDiscount"] = DEPARTMENT_DISCOUNT
data["product_records"] = list()
data["displayed_currency_icon"] = displayed_currency_icon
data["displayed_currency_name"] = displayed_currency_name
var/list/categories = list()
data["product_records"] = collect_records_for_static_data(product_records, categories)
data["coin_records"] = collect_records_for_static_data(coin_records, categories, premium = TRUE)
data["hidden_records"] = collect_records_for_static_data(hidden_records, categories, premium = TRUE)
data["categories"] = categories
return data
/**
* Returns the balance that the vendor will use for proceeding payment. Most vendors would want to use the user's
* card's account credits balance.
* arguments:
* passed_id - the id card that will be billed for the product
*/
/obj/machinery/vending/proc/fetch_balance_to_use(obj/item/card/id/passed_id)
PROTECTED_PROC(TRUE)
return passed_id.registered_account.account_balance
/obj/machinery/vending/ui_data(mob/user)
. = list()
var/obj/item/card/id/card_used
var/held_cash = 0
if(isliving(user))
var/mob/living/living_user = user
card_used = living_user.get_idcard(TRUE)
held_cash = living_user.tally_physical_credits()
var/list/user_data = null
if(card_used?.registered_account)
user_data = list()
user_data["name"] = card_used.registered_account.account_holder
user_data["cash"] = fetch_balance_to_use(card_used) + held_cash
if(card_used.registered_account.account_job)
user_data["job"] = card_used.registered_account.account_job.title
user_data["department"] = card_used.registered_account.account_job.paycheck_department
else
user_data["job"] = "No Job"
user_data["department"] = DEPARTMENT_UNASSIGNED
.["user"] = user_data
.["stock"] = list()
for (var/datum/data/vending_product/product_record as anything in product_records + coin_records + hidden_records)
.["stock"][SANITIZED_PATH(product_record.product_path)] = list(
amount = product_record.amount,
free = length(product_record.returned_products)
)
if(prob(10) && ad_list.len)
.["ad"] = ad_list[rand(1, ad_list.len)]
.["extended_inventory"] = extended_inventory
/obj/machinery/vending/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("vend")
. = vend(params, ui.user)
if("select_colors")
var/datum/data/vending_product/product = locate(params["ref"])
if(!istype(product))
return FALSE
var/atom/fake_atom = product.product_path
var/config = initial(fake_atom.greyscale_config)
if(!config)
return FALSE
var/list/allowed_configs = list("[config]")
if(ispath(fake_atom, /obj/item))
var/obj/item/item = fake_atom
if(initial(item.greyscale_config_worn))
allowed_configs += "[initial(item.greyscale_config_worn)]"
if(initial(item.greyscale_config_inhand_left))
allowed_configs += "[initial(item.greyscale_config_inhand_left)]"
if(initial(item.greyscale_config_inhand_right))
allowed_configs += "[initial(item.greyscale_config_inhand_right)]"
var/datum/greyscale_modify_menu/menu = new(
src, ui.user, allowed_configs, CALLBACK(src, PROC_REF(_vend_greyscale), params, ui.user),
starting_icon_state=initial(fake_atom.icon_state),
starting_config = initial(fake_atom.greyscale_config),
starting_colors = initial(fake_atom.greyscale_colors)
)
menu.ui_interact(ui.user)
return TRUE
/**
* Vends a greyscale modified item.
* arguments:
* menu - greyscale config menu that has been used to vend the item
*/
/obj/machinery/vending/proc/_vend_greyscale(list/params, mob/user, datum/greyscale_modify_menu/menu)
PRIVATE_PROC(TRUE)
if(user != menu.user)
return
vend(params, user, menu.split_colors)
#undef SANITIZED_PATH

View File

@@ -158,7 +158,7 @@ GLOBAL_VAR_INIT(roaches_deployed, FALSE)
name = "AtmosDrobe"
desc = "This relatively unknown vending machine delivers clothing for Atmospherics Technicians, an equally unknown job."
icon_state = "atmosdrobe"
product_ads = "Get your inflammable clothing right here!!!"
product_slogans = "Get your inflammable clothing right here!!!"
vend_reply = "Thank you for using the AtmosDrobe!"
products = list(
/obj/item/clothing/accessory/pocketprotector = 3,
@@ -322,7 +322,7 @@ GLOBAL_VAR_INIT(roaches_deployed, FALSE)
name = "CuraDrobe"
desc = "A low-stock vendor only capable of vending clothing for curators and librarians."
icon_state = "curadrobe"
product_ads = "Glasses for your eyes and literature for your soul, Curadrobe has it all!; Impress & enthrall your library guests with Curadrobe's extended line of pens!"
product_slogans = "Glasses for your eyes and literature for your soul, Curadrobe has it all!; Impress & enthrall your library guests with Curadrobe's extended line of pens!"
vend_reply = "Thank you for using the CuraDrobe!"
products = list(
/obj/item/clothing/accessory/pocketprotector = 2,
@@ -663,7 +663,7 @@ GLOBAL_VAR_INIT(roaches_deployed, FALSE)
name = "ViroDrobe"
desc = "An unsterilized machine for dispensing virology related clothing."
icon_state = "virodrobe"
product_ads = " Viruses getting you down? Then upgrade to sterilized clothing today!"
product_slogans = " Viruses getting you down? Then upgrade to sterilized clothing today!"
vend_reply = "Thank you for using the ViroDrobe"
products = list(
/obj/item/clothing/mask/surgical = 2,

View File

@@ -6475,7 +6475,6 @@
#include "code\modules\vehicles\mecha\medical\odysseus.dm"
#include "code\modules\vehicles\mecha\working\clarke.dm"
#include "code\modules\vehicles\mecha\working\ripley.dm"
#include "code\modules\vending\_vending.dm"
#include "code\modules\vending\assist.dm"
#include "code\modules\vending\autodrobe.dm"
#include "code\modules\vending\boozeomat.dm"
@@ -6484,6 +6483,7 @@
#include "code\modules\vending\clothesmate.dm"
#include "code\modules\vending\coffee.dm"
#include "code\modules\vending\cola.dm"
#include "code\modules\vending\custom.dm"
#include "code\modules\vending\cytopro.dm"
#include "code\modules\vending\donk.dm"
#include "code\modules\vending\drinnerware.dm"
@@ -6508,9 +6508,16 @@
#include "code\modules\vending\sovietsoda.dm"
#include "code\modules\vending\subtype.dm"
#include "code\modules\vending\sustenance.dm"
#include "code\modules\vending\syndichem.dm"
#include "code\modules\vending\toys.dm"
#include "code\modules\vending\wardrobes.dm"
#include "code\modules\vending\youtool.dm"
#include "code\modules\vending\vendor\_vending.dm"
#include "code\modules\vending\vendor\interaction.dm"
#include "code\modules\vending\vendor\inventory.dm"
#include "code\modules\vending\vendor\throwing.dm"
#include "code\modules\vending\vendor\tilting.dm"
#include "code\modules\vending\vendor\ui_data.dm"
#include "code\modules\visuals\render_steps.dm"
#include "code\modules\wiremod\components\abstract\assoc_list_variable.dm"
#include "code\modules\wiremod\components\abstract\compare.dm"

View File

@@ -14,47 +14,24 @@ import { useBackend } from '../backend';
import { Window } from '../layouts';
import { getLayoutState, LAYOUT, LayoutToggle } from './common/LayoutToggle';
type VendingData = {
all_products_free: boolean;
onstation: boolean;
department: string;
jobDiscount: number;
displayed_currency_icon: string;
displayed_currency_name: string;
product_records: ProductRecord[];
coin_records: CoinRecord[];
hidden_records: HiddenRecord[];
user: UserData;
stock: Record<string, StockItem>[];
extended_inventory: boolean;
access: boolean;
vending_machine_input: CustomInput[];
categories: Record<string, Category>;
};
type Category = {
icon: string;
type StockItem = {
amount: number;
free: boolean;
};
type ProductRecord = {
path: string;
name: string;
price: number;
max_amount: number;
ref: string;
category: string;
colorable: boolean;
premium: boolean;
image?: string;
icon?: string;
icon_state?: string;
};
type CoinRecord = ProductRecord & {
premium: boolean;
};
type HiddenRecord = ProductRecord & {
premium: boolean;
};
type UserData = {
name: string;
cash: number;
@@ -62,25 +39,34 @@ type UserData = {
department: string;
};
type StockItem = {
name: string;
path: string;
amount: number;
colorable: boolean;
type Category = {
icon: string;
};
type CustomInput = {
path: string;
name: string;
price: number;
img: string;
type VendingData = {
all_products_free: boolean;
onstation: boolean;
ad: string;
department: string;
jobDiscount: number;
displayed_currency_icon: string;
displayed_currency_name: string;
product_records: ProductRecord[];
coin_records: ProductRecord[];
hidden_records: ProductRecord[];
user: UserData;
stock: Record<string, StockItem>[];
extended_inventory: boolean;
access: boolean;
categories: Record<string, Category>;
};
export const Vending = (props) => {
export const Vending = () => {
const { data } = useBackend<VendingData>();
const {
onstation,
ad,
product_records = [],
coin_records = [],
hidden_records = [],
@@ -94,19 +80,12 @@ export const Vending = (props) => {
const [stockSearch, setStockSearch] = useState('');
const stockSearchFn = createSearch(
stockSearch,
(item: ProductRecord | CustomInput) => item.name,
(item: ProductRecord) => item.name,
);
let inventory: (ProductRecord | CustomInput)[];
let custom = false;
if (data.vending_machine_input) {
inventory = data.vending_machine_input;
custom = true;
} else {
inventory = [...product_records, ...coin_records];
if (data.extended_inventory) {
inventory = [...inventory, ...hidden_records];
}
let inventory: ProductRecord[] = [...product_records, ...coin_records];
if (data.extended_inventory) {
inventory = [...inventory, ...hidden_records];
}
// Just in case we still have undefined values in the list
@@ -137,9 +116,13 @@ export const Vending = (props) => {
<UserDetails />
</Stack.Item>
)}
{ad && (
<Stack.Item>
<AdSection AdDisplay={ad} />
</Stack.Item>
)}
<Stack.Item grow>
<ProductDisplay
custom={custom}
inventory={inventory}
stockSearch={stockSearch}
setStockSearch={setStockSearch}
@@ -164,7 +147,7 @@ export const Vending = (props) => {
};
/** Displays user details if an ID is present and the user is on the station */
export const UserDetails = (props) => {
export const UserDetails = () => {
const { data } = useBackend<VendingData>();
const { user } = data;
@@ -184,17 +167,27 @@ export const UserDetails = (props) => {
);
};
const AdSection = (props: { AdDisplay: string }) => {
const { AdDisplay } = props;
return (
<NoticeBox m={0} color={'yellow'}>
<Stack align="center">
<Stack.Item>{AdDisplay}</Stack.Item>
</Stack>
</NoticeBox>
);
};
/** Displays products in a section, with user balance at top */
const ProductDisplay = (props: {
custom: boolean;
inventory: (ProductRecord | CustomInput)[];
inventory: ProductRecord[];
stockSearch: string;
setStockSearch: (search: string) => void;
selectedCategory: string | null;
}) => {
const { data } = useBackend<VendingData>();
const { custom, inventory, stockSearch, setStockSearch, selectedCategory } =
props;
const { inventory, stockSearch, setStockSearch, selectedCategory } = props;
const {
stock,
all_products_free,
@@ -242,7 +235,6 @@ const ProductDisplay = (props: {
<Product
key={product.path}
fluid={toggleLayout === LAYOUT.List}
custom={custom}
product={product}
productStock={stock[product.path]}
/>
@@ -251,25 +243,29 @@ const ProductDisplay = (props: {
);
};
type ProductProps = {
product: ProductRecord;
productStock: StockItem;
fluid: boolean;
};
/**
* An individual listing for an item.
*/
const Product = (props) => {
const Product = (props: ProductProps) => {
const { act, data } = useBackend<VendingData>();
const { custom, product, productStock, fluid } = props;
const { access, department, jobDiscount, all_products_free, user } = data;
const { product, productStock, fluid } = props;
const { department, jobDiscount, all_products_free, user } = data;
const colorable = !!productStock?.colorable;
const free = all_products_free || product.price === 0;
const colorable = !!product.colorable;
const free = all_products_free || productStock.free || product.price === 0;
const discount = !product.premium && department === user?.department;
const remaining = custom ? product.amount : productStock.amount;
const remaining = productStock.amount;
const redPrice = Math.round(product.price * jobDiscount);
const disabled =
remaining === 0 ||
(!all_products_free && !user) ||
(!all_products_free &&
!access &&
(discount ? redPrice : product.price) > user?.cash);
(!free && (discount ? redPrice : product.price) > user?.cash);
const baseProps = {
base64: product.image,
@@ -285,19 +281,14 @@ const Product = (props) => {
colorable: colorable,
remaining: remaining,
onClick: () => {
custom
? act('dispense', {
item: product.path,
})
: act('vend', {
ref: product.ref,
discountless: !!product.premium,
});
act('vend', {
ref: product.ref,
discountless: !!product.premium,
});
},
};
const priceProps = {
custom: custom,
discount: discount,
free: free,
product: product,
@@ -311,7 +302,7 @@ const Product = (props) => {
);
};
const ProductGrid = (props) => {
const ProductGrid = (props: any) => {
const { product, remaining, ...baseProps } = props;
const { ...priceProps } = props;
@@ -333,7 +324,7 @@ const ProductGrid = (props) => {
);
};
const ProductList = (props) => {
const ProductList = (props: any) => {
const { colorable, product, remaining, ...baseProps } = props;
const { ...priceProps } = props;
@@ -365,7 +356,14 @@ const ProductList = (props) => {
* In the case of customizable items, ie: shoes,
* this displays a color wheel button that opens another window.
*/
const ProductColorSelect = (props) => {
type ProductColorSelectProps = {
disabled: boolean;
product: ProductRecord;
fluid: boolean;
};
const ProductColorSelect = (props: ProductColorSelectProps) => {
const { act } = useBackend<VendingData>();
const { disabled, product, fluid } = props;
@@ -375,37 +373,34 @@ const ProductColorSelect = (props) => {
icon={'palette'}
color={'transparent'}
tooltip={'Change color'}
style={disabled && { pointerEvents: 'none', opacity: 0.5 }}
style={disabled ? { pointerEvents: 'none', opacity: 0.5 } : {}}
onClick={() => act('select_colors', { ref: product.ref })}
/>
);
};
type ProductPriceProps = {
discount: boolean;
free: boolean;
product: ProductRecord;
redPrice: number;
};
/** The main button to purchase an item. */
const ProductPrice = (props) => {
const { act, data } = useBackend<VendingData>();
const { access, displayed_currency_name } = data;
const { custom, discount, free, product, redPrice } = props;
const customPrice = access ? 'Free' : product.price;
let standardPrice = product.price;
const ProductPrice = (props: ProductPriceProps) => {
const { data } = useBackend<VendingData>();
const { displayed_currency_name } = data;
const { discount, free, product, redPrice } = props;
let standardPrice = product.price + '';
if (free) {
standardPrice = 'Free';
standardPrice = 'FREE';
} else if (discount) {
standardPrice = redPrice;
standardPrice = redPrice + '';
}
return (
<Stack.Item fontSize={0.85} color={'gold'}>
{custom ? (
<>
{customPrice}
{!access && displayed_currency_name}
</>
) : (
<>
{standardPrice}
{!free && displayed_currency_name}
</>
)}
{standardPrice}
{!free && displayed_currency_name}
</Stack.Item>
);
};