Account: add more docs. more clarity of arguments. fix payday proc if free (#70206)

This commit is contained in:
Yaroslav Nurkov
2022-09-30 23:08:25 -07:00
committed by GitHub
parent fd7a17d3ed
commit 2e390d69e8
+47 -33
View File
@@ -79,32 +79,39 @@
/**
* Performs the math component of adjusting a bank account balance.
* Arguments:
* * amount - the quantity of credits that will be written off if the value is negative, or added if it is positive.
*/
/datum/bank_account/proc/_adjust_money(amt)
account_balance += amt
/datum/bank_account/proc/_adjust_money(amount)
account_balance += amount
if(account_balance < 0)
account_balance = 0
/**
* Returns TRUE if a bank account has more than or equal to the amount, amt.
* Otherwise returns false.
* Arguments:
* * amount - the quantity of credits that will be reconciled with the account balance.
*/
/datum/bank_account/proc/has_money(amt)
return account_balance >= amt
/datum/bank_account/proc/has_money(amount)
return account_balance >= amount
/**
* Adjusts the balance of a bank_account as well as sanitizes the numerical input.
* Arguments:
* * amount - the quantity of credits that will be written off if the value is negative, or added if it is positive.
*/
/datum/bank_account/proc/adjust_money(amt)
if((amt < 0 && has_money(-amt)) || amt > 0)
_adjust_money(amt)
/datum/bank_account/proc/adjust_money(amount)
if((amount < 0 && has_money(-amount)) || amount > 0)
_adjust_money(amount)
return TRUE
return FALSE
/**
* Performs a transfer of credits to the bank_account datum from another bank account.
* *datum/bank_account/from: The bank account that is sending the credits to this bank_account datum.
* *amount: the quantity of credits that are being moved between bank_account datums.
* Arguments:
* * datum/bank_account/from - The bank account that is sending the credits to this bank_account datum.
* * amount - the quantity of credits that are being moved between bank_account datums.
*/
/datum/bank_account/proc/transfer_money(datum/bank_account/from, amount)
if(from.has_money(amount))
@@ -118,22 +125,26 @@
/**
* This proc handles passive income gain for players, using their job's paycheck value.
* Funds are taken from the parent department account to hand out to players. This can result in payment brown-outs if too many people are in one department.
* Arguments:
* * amount_of_paychecks - literally the number of salaries, 1 for issuing one salary, 5 for issuing five salaries.
* * free - issuance of free funds, if TRUE then takes funds from the void, if FALSE (default) tries to send from the department's account.
*/
/datum/bank_account/proc/payday(amt_of_paychecks, free = FALSE)
/datum/bank_account/proc/payday(amount_of_paychecks, free = FALSE)
if(!account_job)
return
var/money_to_transfer = round(account_job.paycheck * payday_modifier * amt_of_paychecks)
if(amt_of_paychecks == 1)
var/money_to_transfer = round(account_job.paycheck * payday_modifier * amount_of_paychecks)
if(amount_of_paychecks == 1)
money_to_transfer = clamp(money_to_transfer, 0, PAYCHECK_CREW) //We want to limit single, passive paychecks to regular crew income.
if(free)
adjust_money(money_to_transfer)
SSblackbox.record_feedback("amount", "free_income", money_to_transfer)
SSeconomy.station_target += money_to_transfer
log_econ("[money_to_transfer] credits were given to [src.account_holder]'s account from income.")
return TRUE
else
var/datum/bank_account/D = SSeconomy.get_dep_account(account_job.paycheck_department)
if(D)
if(!transfer_money(D, money_to_transfer))
var/datum/bank_account/department_account = SSeconomy.get_dep_account(account_job.paycheck_department)
if(department_account)
if(!transfer_money(department_account, money_to_transfer))
bank_card_talk("ERROR: Payday aborted, departmental funds insufficient.")
return FALSE
else
@@ -145,16 +156,19 @@
/**
* This sends a local chat message to the owner of a bank account, on all ID cards registered to the bank_account.
* If not held, sends out a message to all nearby players.
* Arguments:
* * message - text that will be sent to listeners after the id card icon
* * force - if TRUE ignore checks on client and client prefernces.
*/
/datum/bank_account/proc/bank_card_talk(message, force)
if(!message || !bank_cards.len)
return
for(var/obj/A in bank_cards)
var/icon_source = A
if(isidcard(A))
var/obj/item/card/id/id_card = A
for(var/obj/card in bank_cards)
var/icon_source = card
if(isidcard(card))
var/obj/item/card/id/id_card = card
icon_source = id_card.get_cached_flat_icon()
var/mob/card_holder = recursive_loc_check(A, /mob)
var/mob/card_holder = recursive_loc_check(card, /mob)
if(ismob(card_holder)) //If on a mob
if(!card_holder.client || (!(card_holder.client.prefs.chat_toggles & CHAT_BANKCARD) && !force))
return
@@ -162,24 +176,24 @@
if(card_holder.can_hear())
card_holder.playsound_local(get_turf(card_holder), 'sound/machines/twobeep_high.ogg', 50, TRUE)
to_chat(card_holder, "[icon2html(icon_source, card_holder)] [span_notice("[message]")]")
else if(isturf(A.loc)) //If on the ground
var/turf/T = A.loc
for(var/mob/M in hearers(1,T))
if(!M.client || (!(M.client.prefs.chat_toggles & CHAT_BANKCARD) && !force))
else if(isturf(card.loc)) //If on the ground
var/turf/card_location = card.loc
for(var/mob/potential_hearer in hearers(1,card_location))
if(!potential_hearer.client || (!(potential_hearer.client.prefs.chat_toggles & CHAT_BANKCARD) && !force))
continue
if(M.can_hear())
M.playsound_local(T, 'sound/machines/twobeep_high.ogg', 50, TRUE)
to_chat(M, "[icon2html(icon_source, M)] [span_notice("[message]")]")
if(potential_hearer.can_hear())
potential_hearer.playsound_local(card_location, 'sound/machines/twobeep_high.ogg', 50, TRUE)
to_chat(potential_hearer, "[icon2html(icon_source, potential_hearer)] [span_notice("[message]")]")
else
var/atom/sound_atom
for(var/mob/M in A.loc) //If inside a container with other mobs (e.g. locker)
if(!M.client || (!(M.client.prefs.chat_toggles & CHAT_BANKCARD) && !force))
for(var/mob/potential_hearer in card.loc) //If inside a container with other mobs (e.g. locker)
if(!potential_hearer.client || (!(potential_hearer.client.prefs.chat_toggles & CHAT_BANKCARD) && !force))
continue
if(!sound_atom)
sound_atom = A.drop_location() //in case we're inside a bodybag in a crate or something. doing this here to only process it if there's a valid mob who can hear the sound.
if(M.can_hear())
M.playsound_local(get_turf(sound_atom), 'sound/machines/twobeep_high.ogg', 50, TRUE)
to_chat(M, "[icon2html(icon_source, M)] [span_notice("[message]")]")
sound_atom = card.drop_location() //in case we're inside a bodybag in a crate or something. doing this here to only process it if there's a valid mob who can hear the sound.
if(potential_hearer.can_hear())
potential_hearer.playsound_local(get_turf(sound_atom), 'sound/machines/twobeep_high.ogg', 50, TRUE)
to_chat(potential_hearer, "[icon2html(icon_source, potential_hearer)] [span_notice("[message]")]")
/**
* Returns a string with the civilian bounty's description on it.