16 Commits

Author SHA1 Message Date
FalloutFalcon d25c6201f4 Standerdizing currency symbols Part 2 (#94259)
## About The Pull Request
Converts almost all non-constant, non-tgui usages of all variantions of
"credit" and "cr"

Everything seems in order, tested most the currencies.
<img width="905" height="119" alt="image"
src="https://github.com/user-attachments/assets/3fa005a7-a114-426c-9646-b81f68bc2dec"
/>
<img width="255" height="128" alt="image"
src="https://github.com/user-attachments/assets/14c83b54-4fd9-4bee-838f-5b1c03939d9a"
/>


## Why It's Good For The Game
Same justification as https://github.com/tgstation/tgstation/pull/94128
Just easier to mantain/adjust the grammer/names of our money
## Changelog
🆑
spellcheck: minor cleanup on some usecases of "credits"
/🆑
2025-12-13 21:00:19 -05:00
FalloutFalcon c04168e81f Standerdizing currency symbols (Part 1?) (#94128)
## About The Pull Request
Passes a standardized define into some of the tgui to parody behavior
with vending machines.
Adds a few defines for money symbols to make it easier to rework types
of money.

If yall are for this I can also go through and find and replace a ton of
strings and other tgui with these, but dont want to sink 2 much time
into it if not.

<img width="966" height="646" alt="image"
src="https://github.com/user-attachments/assets/2d4753be-7e5d-4733-acf8-05f354127a6a"
/>

Proof of concept if Nanotrasen was not an evil conglomerate and the
dollar never went out of style
<img width="1009" height="661" alt="image"
src="https://github.com/user-attachments/assets/e68bfcd3-4053-4641-9b28-f384f2cb049b"
/>

some broken shit here but 99% thats cause minimal runtime station does
not support the supply console
<img width="795" height="767" alt="image"
src="https://github.com/user-attachments/assets/30dbd625-5338-4dc3-80db-922ff045f0f0"
/>
2025-11-30 13:50:20 -06:00
necromanceranne b489a46a0b Also makes sure vendors respect interaction blockers. (#93821) 2025-11-08 13:48:46 +01:00
die 0204ab8fdd Canreach refactor (#93165)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147

full credit to @Kapu1178 for the juice

instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
2025-10-07 20:28:59 +02:00
Krysonism 075de00420 Chekov's Canister! Adds missing resupply canisters, makes them constructable & spawn in maint,. (#93028)
## About The Pull Request

This is was created because I found several rare and exciting canisters
in game and then finding out there is no way to actually construct the
vendor they belong to!...

<img width="768" height="385" alt="image"
src="https://github.com/user-attachments/assets/70261cea-daaf-41df-a212-21cef6d6bd0c"
/>

### This PR:

* Makes all noteable vendors constructable, if you have the canister. 
* Adds canisters to syndismokes, syndiechem, liberation station,
magivend, shambler's juice and bombuddy
* Replaces the old tptally random canisters spawner, with a variety of
spawners weighted for power and split according to different themes.
* Adds the new main canister spawner to maint. 

### Spawner weights

The random canister spawner from maintenance has a:

* **93,5%** chance to spawn a common station vendor refill(with weights
for wardrobes being somewhat reduced.)
* **6%** chance to spawn a rare and special vendor refill.
* **0.5%** chance to spawn a oddity level., super powerful vendor
refill.

## Why It's Good For The Game

One must never place a filled canister in maint if it isn't going to be
constructed It's wrong to make promises you don't mean to keep.

## Changelog

🆑
add: Nearly all notable vendors are now constructable if you have the
canister.
add Added refill canisters for syndiesmokes, liberation station,
magivend, bombuddy 3000, shambler's juice and syndichem.
add: Random vending refill canisters now have a chance to spawn in
maint.
image: Robco Toolmaker and Centdrobe canisters have new sprites.
/🆑
2025-10-02 20:12:46 +02:00
SyncIt21 31b021559a [NO GBP] Restores old vending machine interaction behaviour (#92969)
## About The Pull Request
- Fixes
https://github.com/tgstation/tgstation/pull/91987#issuecomment-3287759198
and other behaviour that i forgot to put back

## Changelog
🆑
fix: vending machines now randomly shock if electrified & can be
untilted again by hand
/🆑
2025-09-15 16:40:11 -07:00
FalloutFalcon d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
SyncIt21 5a6fe316a2 [NO GBP] Fixes runtime for vendors using department cards (#92882)
## About The Pull Request
Cause the `account_job` is null so it run-timed

## Changelog
🆑
fix: no runtime for vendors using department cards
/🆑
2025-09-07 11:12:10 +02:00
SyncIt21 a4ac8312f3 More enhancements for vending (#92852)
## About The Pull Request
- Var `on_station` is no longer sent to the UI as it is redundant with
`all_products_free`. Saved bandwidth
- Dispensing free returned products no longer produces logs of 0 credits
into the economy
- Removed excess null checks for account stuff

## Changelog
🆑
code: improved code for vending machine payment process
fix: stop logging 0 credit purchases when vending machines are
dispensing returned products
/🆑
2025-09-05 10:57:07 -04:00
SyncIt21 3b65ea47ea 2 minor enforcements for vending machines (#92752)
## About The Pull Request
- Ensures vending machines don't runtime if the buyer dont have an ID
card, valid account or department job. The UI usually disables itself
when this is case but if this proc is called through other means we
ensure no runtime occurs
- Dispensing an item (like when the machine shoots out
items/freebies/regular vending) always uses power & not just when buying
the item through the UI

## Changelog
🆑
code: adds some null checks against players without an ID card/valid
account vending an item
code: ensures dispensing an item always uses energy & not just when
vending
/🆑
2025-09-02 23:13:40 -04:00
MrMelbert 67d27ffe91 Accounting Glowup: Advances, Pay raises and cuts, and more (#92419)
## About The Pull Request

Fixes #92188

1. The Accounting console now has a new UI

<img width="757" height="486" alt="image"
src="https://github.com/user-attachments/assets/0c6ce73f-ae1c-4a54-b6ba-bcc3b3232d13"
/>

2. The Accounting console can now dish out advances on paychecks, giving
you for full paycheck early. You can give up to 3 advances. This of
course means your next paycheck is not paid out when relevant.

3. The Accounting console can now change paycheck sizes of crewmembers -
up to 1.5x and down to 0.5x.

## Why It's Good For The Game

- Gives the HoP some more duties, now being able to dish out money on
request, reward good behavior, or punish bad behavior.

## Changelog

🆑 Melbert
add: Accounting Console: New UI!
add: Accounting Console: Now can give advances to crewmembers
add: Accounting Console: Can now give pay raises or pay cuts
add: Accounting Console: Now only printable in the security lathe
add: Accounting Console: A spare board is now now found in secure tech
storage.
fix: Fix vending machines adding payments to audit log twice.
fix: Non-crewmembers are no longer shown in the accounting console
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-09-02 18:57:20 -07:00
SyncIt21 2aaaad6e15 Vending machines respects all_products_free (#92665)
## About The Pull Request
- Fixes #92657
2025-08-26 16:41:10 -05:00
SyncIt21 3db06ae8b1 [NO GBP] Vendor load limit Qol & custom vendor deconstruction fix (#92559)
## About The Pull Request
- Fixes runtime when deconstructing custom vending machine
- Removes arbitrary limit on loading items from a bag into the vending
machine.

## Changelog
🆑
qol: you can stock more than 30 items from a bag into an vending machine
fix: fixes runtime when deconstructing custom vending machines
/🆑
2025-08-17 03:50:43 +02:00
MrMelbert 38108d4c10 Fix vendor attacking (#92528)
## About The Pull Request

attacked_by, not attackby

## Changelog

🆑 Melbert
fix: Bashing vendors works good again
/🆑
2025-08-12 18:22:45 -04:00
SyncIt21 7acf1d427b [NO GBP] Fixes empty vending canisters in some cases (#92538)
## About The Pull Request
- Fixes #92527
- Closes #92537

## Changelog
🆑
fix: product category vendors start out correctly filled & can be
refilled with cargo ordered vending canisters again
/🆑
2025-08-12 13:02:40 +02:00
SyncIt21 0b6101a37e 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>
2025-08-11 14:37:13 +02:00