Files
97f2842684 Cargo can't buy goodies /w the express console & crew can't request weapons bypassing access. (#94483)
## About The Pull Request

These are both bugs and/or oversights with cargo ordering, but I imagine
that fixing them is going to be equally unpopular so I decided to
implement both fixes in the same PR as they're both items that I've
called out before as being unintentional. I can atomized these out if
requested but I don't feel the need to at this second.

* This PR Fixes a longstanding issue where the express cargo console can
be used to purchase goodies via the cargo budget. Part of the balance of
items that are currently sold as goodies are that they must be purchased
privately, as opposed to using the cargo budget. That's why they're also
typically a bit more expensive per-item than their contemporaries like
the single energy gun and the single insulated gloves. Being able that
bypass that mechanic will make it harmful to longterm balance on items
added as cargo goodies as well. This fix was implemented both through a
check on the express console logic for adding items to an order, as well
as by hiding the goodies tab from the express console. For the record,
the express console has code explicitly attempting to prevent you from
ordering items privately, and in the base cargo console, goodie items
can ONLY be purchased privately.

* This PR fixes an oversight in the implementation of departmental order
requests. Namely, if you were to request something with access
restrictions like energy guns, and then request them using your
non-cargo department's funds, it would bypass the crate's regular access
restrictions in order to let you open the crate. Interestingly enough,
the locks would open for the initial delivery, and if locked and
attempted to re-open, it would lock the guns behind their original
intended access. This has been fixed by adding an early return an alert
preventing you from ordering guns if your ID card does not have access
to actually open the crate. This also means that you can still order
guns using departmental funds assuming you have proper access already.
Crew may still request guns ignoring any kind of access restrictions
when requesting directly from cargo, though cargo will need to find a
way to open them, as per usual.

* Agent IDs can bypass ID requirements with the request console and
Emagging the express console bypasses the goodie lock respectively.

## Why It's Good For The Game

Re: Goodies, goodies were intended to be purchased by players
specifically, and being able to bypass that restriction through the
express console has always struck me as a longstanding oversight that
nobody's been bothered to fix for several years.
Fixes #94265.

Re: Departmental crates bypass, We don't want crew using departmental
budget funds to buy heaps of guns without access and without oversight.
This moves the right of refusal back onto cargo UNLESS the crew member
in question has explicit access to guns and the armory in the first
place. As previously stated, behavior is unchanged when requesting guns
from the cargo budget, as is tradition.
Fixes #94266.

## Changelog

🆑
fix: The Express Cargo Console can no longer buy goodie items.
add: The Express Cargo console can bypass the goodie purchasing
protection if Emagged.
fix: Departmental Order requests may no longer bypass access
restrictions, and require access to place the order.
add: Departmental Order may explicitly bypass access restrictions if
placed using an agent ID.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2026-01-16 13:33:27 +13:00

257 lines
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#define EXPRESS_EMAG_DISCOUNT 0.72
#define BEACON_PRINT_COOLDOWN 10 SECONDS
/obj/machinery/computer/cargo/express
name = "express supply console"
desc = "This console allows the user to purchase a package \
with 1/40th of the delivery time: made possible by Nanotrasen's new \"1500mm Orbital Railgun\".\
All sales are near instantaneous - please choose carefully"
icon_screen = "supply_express"
circuit = /obj/item/circuitboard/computer/cargo/express
blockade_warning = "Bluespace instability detected. Delivery impossible."
req_access = list(ACCESS_CARGO)
is_express = TRUE
interface_type = "CargoExpress"
var/message
var/list/meme_pack_data
/// The linked supplypod beacon
var/obj/item/supplypod_beacon/beacon
/// Where we droppin boys
var/area/landingzone = /area/station/cargo/storage
var/pod_type = /obj/structure/closet/supplypod
/// If this console is locked and needs to be unlocked with an ID
var/locked = TRUE
/// Is the console in beacon mode? Exists to let beacon know when a pod may come in
var/using_beacon = FALSE
/// Number of beacons printed. Used to determine beacon names.
var/static/printed_beacons = 0
/// Cooldown to prevent beacon spam
COOLDOWN_DECLARE(beacon_print_cooldown)
/obj/machinery/computer/cargo/express/Initialize(mapload)
. = ..()
packin_up()
landingzone = GLOB.areas_by_type[landingzone]
if (isnull(landingzone))
WARNING("[src] couldnt find a Quartermaster/Storage (aka cargobay) area on the station, and as such it has set the supplypod landingzone to the area it resides in.")
landingzone = get_area(src)
/obj/machinery/computer/cargo/express/on_construction(mob/user)
. = ..()
packin_up()
/obj/machinery/computer/cargo/express/Destroy()
if(beacon)
beacon.unlink_console()
return ..()
/obj/machinery/computer/cargo/express/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if (tool.GetID() && allowed(user))
locked = !locked
to_chat(user, span_notice("You [locked ? "lock" : "unlock"] the interface."))
return ITEM_INTERACT_SUCCESS
if (istype(tool, /obj/item/disk/cargo/bluespace_pod))
if (pod_type == /obj/structure/closet/supplypod/bluespacepod)
balloon_alert(user, "already upgraded!")
return ITEM_INTERACT_FAILURE
if(!user.temporarilyRemoveItemFromInventory(tool))
return ITEM_INTERACT_FAILURE
pod_type = /obj/structure/closet/supplypod/bluespacepod // doesnt affect our circuit board, making reversal possible
to_chat(user, span_notice("You insert the disk into [src], allowing for advanced supply delivery vehicles."))
tool.forceMove(src)
return ITEM_INTERACT_SUCCESS
if(istype(tool, /obj/item/supplypod_beacon))
var/obj/item/supplypod_beacon/beacon = tool
if (beacon.express_console != src)
beacon.link_console(src, user)
return ITEM_INTERACT_SUCCESS
to_chat(user, span_alert("[src] is already linked to [beacon]."))
return ITEM_INTERACT_FAILURE
return NONE
/obj/machinery/computer/cargo/express/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
if(user)
if (emag_card)
user.visible_message(span_warning("[user] swipes [emag_card] through [src]!"))
to_chat(user, span_notice("You change the routing protocols, allowing the Supply Pod to land anywhere on the station."))
obj_flags |= EMAGGED
contraband = TRUE
// This also sets this on the circuit board
var/obj/item/circuitboard/computer/cargo/board = circuit
board.obj_flags |= EMAGGED
board.contraband = TRUE
packin_up()
return TRUE
/obj/machinery/computer/cargo/express/proc/packin_up(forced = FALSE) // oh shit, I'm sorry
meme_pack_data = list() // sorry for what?
if(!forced && !SSshuttle.initialized) // our quartermaster taught us not to be ashamed of our supply packs
SSshuttle.express_consoles += src // specially since they're such a good price and all
return // yeah, I see that, your quartermaster gave you good advice
// it gets cheaper when I return it
for(var/pack_id in SSshuttle.supply_packs) // mmhm
var/datum/supply_pack/pack = SSshuttle.supply_packs[pack_id] // sometimes, I return it so much, I rip the manifest
if(!meme_pack_data[pack.group]) // see, my quartermaster taught me a few things too
meme_pack_data[pack.group] = list( // like, how not to rip the manifest
"name" = pack.group, // by using someone else's crate
"packs" = get_packs_data(pack.group, express = TRUE), // will you show me?
) // i'd be right happy to
/obj/machinery/computer/cargo/express/ui_data(mob/user)
var/canBeacon = beacon && (isturf(beacon.loc) || ismob(beacon.loc))//is the beacon in a valid location?
var/list/data = list()
var/datum/bank_account/account = SSeconomy.get_dep_account(cargo_account)
if(account)
data["points"] = account.account_balance
data["locked"] = locked//swipe an ID to unlock
data["siliconUser"] = HAS_SILICON_ACCESS(user)
data["beaconzone"] = beacon ? get_area(beacon) : ""//where is the beacon located? outputs in the tgui
data["using_beacon"] = using_beacon //is the mode set to deliver to the beacon or the cargobay?
data["canBeacon"] = !using_beacon || canBeacon //is the mode set to beacon delivery, and is the beacon in a valid location?
data["canBuyBeacon"] = COOLDOWN_FINISHED(src, beacon_print_cooldown) && account.account_balance >= BEACON_COST
data["beaconError"] = using_beacon && !canBeacon ? "(BEACON ERROR)" : ""//changes button text to include an error alert if necessary
data["hasBeacon"] = beacon != null//is there a linked beacon?
data["beaconName"] = beacon ? beacon.name : "No Beacon Found"
data["printMsg"] = COOLDOWN_FINISHED(src, beacon_print_cooldown) ? "Print Beacon for [BEACON_COST] [MONEY_NAME]" : "Print Beacon for [BEACON_COST] [MONEY_NAME] ([COOLDOWN_TIMELEFT(src, beacon_print_cooldown)])" //buttontext for printing beacons
data["supplies"] = list()
message = "Sales are near-instantaneous - please choose carefully."
if(SSshuttle.supply_blocked)
message = blockade_warning
if(using_beacon && !beacon)
message = "BEACON ERROR: BEACON MISSING"//beacon was destroyed
else if (using_beacon && !canBeacon)
message = "BEACON ERROR: MUST BE EXPOSED"//beacon's loc/user's loc must be a turf
if(obj_flags & EMAGGED)
message = "(&!#@ERROR: R0UTING_#PRO7O&OL MALF(*CT#ON. $UG%ESTE@ ACT#0N: !^/PULS3-%E)ET CIR*)ITB%ARD."
data["message"] = message
if(!meme_pack_data)
packin_up()
stack_trace("There was no pack data for [src]")
data["supplies"] = meme_pack_data
return data
/obj/machinery/computer/cargo/express/get_discount()
return (obj_flags & EMAGGED) ? EXPRESS_EMAG_DISCOUNT : 1
/obj/machinery/computer/cargo/express/ui_act(action, params, datum/tgui/ui)
. = ..()
if(.)
return
var/mob/user = ui.user
switch(action)
if("LZCargo")
using_beacon = FALSE
if (beacon)
beacon.update_status(SP_UNREADY) //ready light on beacon will turn off
if("LZBeacon")
using_beacon = TRUE
if (beacon)
beacon.update_status(SP_READY) //turns on the beacon's ready light
if("printBeacon")
var/datum/bank_account/account = SSeconomy.get_dep_account(cargo_account)
if(isnull(account) || !account.adjust_money(-BEACON_COST))
return
// a ~ten second cooldown for printing beacons to prevent spam
COOLDOWN_START(src, beacon_print_cooldown, BEACON_PRINT_COOLDOWN)
var/obj/item/supplypod_beacon/new_beacon = new /obj/item/supplypod_beacon(drop_location())
new_beacon.link_console(src, user) //rather than in beacon's Initialize(), we can assign the computer to the beacon by reusing this proc)
printed_beacons++ //printed_beacons starts at 0, so the first one out will be called beacon # 1
beacon.name = "Supply Pod Beacon #[printed_beacons]"
if("add")//Generate Supply Order first
if(TIMER_COOLDOWN_RUNNING(src, COOLDOWN_EXPRESSPOD_CONSOLE))
say("Railgun recalibrating. Stand by.")
return
var/id = params["id"]
id = text2path(id) || id
var/datum/supply_pack/pack = SSshuttle.supply_packs[id]
if(!istype(pack))
CRASH("Unknown supply pack id given by express order console ui. ID: [params["id"]]")
if((pack.order_flags & ORDER_GOODY) && !self_paid && !(obj_flags & EMAGGED))
playsound(src, 'sound/machines/buzz/buzz-sigh.ogg', 50, FALSE)
say("ERROR: Small crates may only be purchased by private accounts.")
return
var/name = "*None Provided*"
var/rank = "*None Provided*"
var/ckey = user.ckey
if(ishuman(user))
var/mob/living/carbon/human/H = user
name = H.get_authentification_name()
rank = H.get_assignment(hand_first = TRUE)
else if(HAS_SILICON_ACCESS(user))
name = user.real_name
rank = "Silicon"
var/reason = ""
var/datum/supply_order/order = new(pack, name, rank, ckey, reason)
var/datum/bank_account/account = SSeconomy.get_dep_account(cargo_account)
if (isnull(account) && order.pack.get_cost() > 0)
return
if (obj_flags & EMAGGED)
landingzone = GLOB.areas_by_type[pick(GLOB.the_station_areas)]
var/list/empty_turfs
if (!istype(beacon) || !using_beacon || (obj_flags & EMAGGED))
empty_turfs = list()
for(var/turf/open/floor/open_turf in landingzone.get_turfs_from_all_zlevels())
if(!open_turf.is_blocked_turf())
empty_turfs += open_turf
if (!length(empty_turfs))
return
if (obj_flags & EMAGGED)
if (account.account_balance < order.pack.get_cost() * -get_discount())
return
TIMER_COOLDOWN_START(src, COOLDOWN_EXPRESSPOD_CONSOLE, 10 SECONDS)
order.generateRequisition(get_turf(src))
for(var/i in 1 to MAX_EMAG_ROCKETS)
if (!account.adjust_money(order.pack.get_cost() * -get_discount()))
break
var/turf/landing_turf = pick(empty_turfs)
empty_turfs -= landing_turf
if(pack.special_pod)
new /obj/effect/pod_landingzone(landing_turf, pack.special_pod, order)
else
new /obj/effect/pod_landingzone(landing_turf, pod_type, order)
update_appearance()
return TRUE
var/turf/landing_turf
if (istype(beacon) && using_beacon)
landing_turf = get_turf(beacon)
beacon.update_status(SP_LAUNCH)
else
landing_turf = pick(empty_turfs)
if (!account.adjust_money(-order.pack.get_cost() * get_discount()))
return
TIMER_COOLDOWN_START(src, COOLDOWN_EXPRESSPOD_CONSOLE, 5 SECONDS)
if(pack.special_pod)
new /obj/effect/pod_landingzone(landing_turf, pack.special_pod, order)
else
new /obj/effect/pod_landingzone(landing_turf, pod_type, order)
update_appearance()
return TRUE
#undef EXPRESS_EMAG_DISCOUNT
#undef BEACON_PRINT_COOLDOWN