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## About The Pull Request **1. Makes the machine creation process from both efficient.** The machine frame no longer creates & deletes the machines old component parts before moving in the new parts. It instead now passes its parts directly to the circuit boards `apply_default_parts()` meaning the old parts are never created and the new ones get applied directly. This also mean it does not have to again call `RefreshParts()` as the machines `Initialize()` proc will do that for us by default so the performance is just faster now. Flatpack box also benefits from this and it will need it as stated below - Fixes #86514. As the circuit board is passed to the machine's `Initialize()` proc during reconstruction so it sets it's `all_products_free` from the board both during mapload & when player constructed from either machine frame & flatpack **2. Flatpack enhancements** - The flatpack box now passes its stored circuit board into the machine meaning any changes made like with a screw driver or such are preserved in the newly created machine rather than the board getting deleted & the machine creating the default board - Flatpacker now accept custom component parts that replaces its stored circuit board default parts. This implements https://github.com/tgstation/tgstation/pull/91670#issuecomment-2977259973 meaning instead of the vendor created from the flatpacker starting out empty it now accepts the refill canister and will package both of them together. Then during deployment that stored canister is stored back in the vendor meaning instead of starting out empty you get to carry over all your previous stock Depends on https://github.com/tgstation/tgstation/pull/91512 because of named arg conflict. Keep this drafted till that gets merged ## Changelog 🆑 qol: flatpacker now accepts custom component parts(like vendor refill canister) along with the circuit board so you can carry over your previous stock during deployment rather than starting out empty fix: flatpack boxes now passes its stored circuit board into the machine thus preserving its properties instead of creating a default board in the machine fix: vending machines reconstructed on station from circuits loaded off station(having free products) will continue to sell free products code: machine construction via flatpacker/machine frame is faster performance wise /🆑
249 lines
10 KiB
Plaintext
249 lines
10 KiB
Plaintext
#define EXPRESS_EMAG_DISCOUNT 0.72
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#define BEACON_PRINT_COOLDOWN 10 SECONDS
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/obj/machinery/computer/cargo/express
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name = "express supply console"
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desc = "This console allows the user to purchase a package \
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with 1/40th of the delivery time: made possible by Nanotrasen's new \"1500mm Orbital Railgun\".\
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All sales are near instantaneous - please choose carefully"
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icon_screen = "supply_express"
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circuit = /obj/item/circuitboard/computer/cargo/express
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blockade_warning = "Bluespace instability detected. Delivery impossible."
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req_access = list(ACCESS_CARGO)
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is_express = TRUE
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interface_type = "CargoExpress"
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var/message
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var/list/meme_pack_data
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/// The linked supplypod beacon
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var/obj/item/supplypod_beacon/beacon
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/// Where we droppin boys
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var/area/landingzone = /area/station/cargo/storage
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var/pod_type = /obj/structure/closet/supplypod
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/// If this console is locked and needs to be unlocked with an ID
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var/locked = TRUE
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/// Is the console in beacon mode? Exists to let beacon know when a pod may come in
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var/using_beacon = FALSE
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/// Number of beacons printed. Used to determine beacon names.
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var/static/printed_beacons = 0
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/// Cooldown to prevent beacon spam
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COOLDOWN_DECLARE(beacon_print_cooldown)
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/obj/machinery/computer/cargo/express/Initialize(mapload)
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. = ..()
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packin_up()
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landingzone = GLOB.areas_by_type[landingzone]
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if (isnull(landingzone))
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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.")
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landingzone = get_area(src)
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/obj/machinery/computer/cargo/express/on_construction(mob/user)
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. = ..()
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packin_up()
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/obj/machinery/computer/cargo/express/Destroy()
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if(beacon)
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beacon.unlink_console()
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return ..()
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/obj/machinery/computer/cargo/express/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if (tool.GetID() && allowed(user))
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locked = !locked
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to_chat(user, span_notice("You [locked ? "lock" : "unlock"] the interface."))
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return ITEM_INTERACT_SUCCESS
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if (istype(tool, /obj/item/disk/cargo/bluespace_pod))
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if (pod_type == /obj/structure/closet/supplypod/bluespacepod)
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balloon_alert(user, "already upgraded!")
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return ITEM_INTERACT_FAILURE
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if(!user.temporarilyRemoveItemFromInventory(tool))
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return ITEM_INTERACT_FAILURE
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pod_type = /obj/structure/closet/supplypod/bluespacepod // doesnt affect our circuit board, making reversal possible
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to_chat(user, span_notice("You insert the disk into [src], allowing for advanced supply delivery vehicles."))
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tool.forceMove(src)
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return ITEM_INTERACT_SUCCESS
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if(istype(tool, /obj/item/supplypod_beacon))
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var/obj/item/supplypod_beacon/beacon = tool
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if (beacon.express_console != src)
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beacon.link_console(src, user)
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return ITEM_INTERACT_SUCCESS
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to_chat(user, span_alert("[src] is already linked to [beacon]."))
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return ITEM_INTERACT_FAILURE
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return NONE
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/obj/machinery/computer/cargo/express/emag_act(mob/user, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return FALSE
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if(user)
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if (emag_card)
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user.visible_message(span_warning("[user] swipes [emag_card] through [src]!"))
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to_chat(user, span_notice("You change the routing protocols, allowing the Supply Pod to land anywhere on the station."))
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obj_flags |= EMAGGED
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contraband = TRUE
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// This also sets this on the circuit board
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var/obj/item/circuitboard/computer/cargo/board = circuit
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board.obj_flags |= EMAGGED
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board.contraband = TRUE
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packin_up()
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return TRUE
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/obj/machinery/computer/cargo/express/proc/packin_up(forced = FALSE) // oh shit, I'm sorry
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meme_pack_data = list() // sorry for what?
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if(!forced && !SSshuttle.initialized) // our quartermaster taught us not to be ashamed of our supply packs
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SSshuttle.express_consoles += src // specially since they're such a good price and all
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return // yeah, I see that, your quartermaster gave you good advice
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// it gets cheaper when I return it
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for(var/pack_id in SSshuttle.supply_packs) // mmhm
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var/datum/supply_pack/pack = SSshuttle.supply_packs[pack_id] // sometimes, I return it so much, I rip the manifest
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if(!meme_pack_data[pack.group]) // see, my quartermaster taught me a few things too
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meme_pack_data[pack.group] = list( // like, how not to rip the manifest
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"name" = pack.group, // by using someone else's crate
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"packs" = get_packs_data(pack.group, express = TRUE), // will you show me?
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) // i'd be right happy to
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/obj/machinery/computer/cargo/express/ui_data(mob/user)
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var/canBeacon = beacon && (isturf(beacon.loc) || ismob(beacon.loc))//is the beacon in a valid location?
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var/list/data = list()
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var/datum/bank_account/account = SSeconomy.get_dep_account(cargo_account)
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if(account)
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data["points"] = account.account_balance
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data["locked"] = locked//swipe an ID to unlock
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data["siliconUser"] = HAS_SILICON_ACCESS(user)
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data["beaconzone"] = beacon ? get_area(beacon) : ""//where is the beacon located? outputs in the tgui
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data["using_beacon"] = using_beacon //is the mode set to deliver to the beacon or the cargobay?
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data["canBeacon"] = !using_beacon || canBeacon //is the mode set to beacon delivery, and is the beacon in a valid location?
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data["canBuyBeacon"] = COOLDOWN_FINISHED(src, beacon_print_cooldown) && account.account_balance >= BEACON_COST
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data["beaconError"] = using_beacon && !canBeacon ? "(BEACON ERROR)" : ""//changes button text to include an error alert if necessary
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data["hasBeacon"] = beacon != null//is there a linked beacon?
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data["beaconName"] = beacon ? beacon.name : "No Beacon Found"
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data["printMsg"] = COOLDOWN_FINISHED(src, beacon_print_cooldown) ? "Print Beacon for [BEACON_COST] credits" : "Print Beacon for [BEACON_COST] credits ([COOLDOWN_TIMELEFT(src, beacon_print_cooldown)])" //buttontext for printing beacons
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data["supplies"] = list()
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message = "Sales are near-instantaneous - please choose carefully."
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if(SSshuttle.supply_blocked)
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message = blockade_warning
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if(using_beacon && !beacon)
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message = "BEACON ERROR: BEACON MISSING"//beacon was destroyed
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else if (using_beacon && !canBeacon)
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message = "BEACON ERROR: MUST BE EXPOSED"//beacon's loc/user's loc must be a turf
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if(obj_flags & EMAGGED)
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message = "(&!#@ERROR: R0UTING_#PRO7O&OL MALF(*CT#ON. $UG%ESTE@ ACT#0N: !^/PULS3-%E)ET CIR*)ITB%ARD."
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data["message"] = message
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if(!meme_pack_data)
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packin_up()
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stack_trace("There was no pack data for [src]")
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data["supplies"] = meme_pack_data
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return data
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/obj/machinery/computer/cargo/express/get_discount()
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return (obj_flags & EMAGGED) ? EXPRESS_EMAG_DISCOUNT : 1
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/obj/machinery/computer/cargo/express/ui_act(action, params, datum/tgui/ui)
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. = ..()
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if(.)
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return
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var/mob/user = ui.user
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switch(action)
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if("LZCargo")
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using_beacon = FALSE
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if (beacon)
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beacon.update_status(SP_UNREADY) //ready light on beacon will turn off
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if("LZBeacon")
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using_beacon = TRUE
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if (beacon)
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beacon.update_status(SP_READY) //turns on the beacon's ready light
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if("printBeacon")
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var/datum/bank_account/account = SSeconomy.get_dep_account(cargo_account)
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if(isnull(account) || !account.adjust_money(-BEACON_COST))
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return
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// a ~ten second cooldown for printing beacons to prevent spam
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COOLDOWN_START(src, beacon_print_cooldown, BEACON_PRINT_COOLDOWN)
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var/obj/item/supplypod_beacon/new_beacon = new /obj/item/supplypod_beacon(drop_location())
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new_beacon.link_console(src, user) //rather than in beacon's Initialize(), we can assign the computer to the beacon by reusing this proc)
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printed_beacons++ //printed_beacons starts at 0, so the first one out will be called beacon # 1
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beacon.name = "Supply Pod Beacon #[printed_beacons]"
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if("add")//Generate Supply Order first
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if(TIMER_COOLDOWN_RUNNING(src, COOLDOWN_EXPRESSPOD_CONSOLE))
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say("Railgun recalibrating. Stand by.")
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return
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var/id = params["id"]
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id = text2path(id) || id
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var/datum/supply_pack/pack = SSshuttle.supply_packs[id]
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if(!istype(pack))
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CRASH("Unknown supply pack id given by express order console ui. ID: [params["id"]]")
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var/name = "*None Provided*"
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var/rank = "*None Provided*"
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var/ckey = user.ckey
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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name = H.get_authentification_name()
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rank = H.get_assignment(hand_first = TRUE)
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else if(HAS_SILICON_ACCESS(user))
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name = user.real_name
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rank = "Silicon"
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var/reason = ""
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var/datum/supply_order/order = new(pack, name, rank, ckey, reason)
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var/datum/bank_account/account = SSeconomy.get_dep_account(cargo_account)
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if (isnull(account) && order.pack.get_cost() > 0)
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return
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if (obj_flags & EMAGGED)
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landingzone = GLOB.areas_by_type[pick(GLOB.the_station_areas)]
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var/list/empty_turfs
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if (!istype(beacon) || !using_beacon || (obj_flags & EMAGGED))
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empty_turfs = list()
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for(var/turf/open/floor/open_turf in landingzone.get_turfs_from_all_zlevels())
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if(!open_turf.is_blocked_turf())
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empty_turfs += open_turf
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if (!length(empty_turfs))
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return
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if (obj_flags & EMAGGED)
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if (account.account_balance < order.pack.get_cost() * -get_discount())
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return
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TIMER_COOLDOWN_START(src, COOLDOWN_EXPRESSPOD_CONSOLE, 10 SECONDS)
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order.generateRequisition(get_turf(src))
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for(var/i in 1 to MAX_EMAG_ROCKETS)
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if (!account.adjust_money(order.pack.get_cost() * -get_discount()))
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break
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var/turf/landing_turf = pick(empty_turfs)
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empty_turfs -= landing_turf
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if(pack.special_pod)
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new /obj/effect/pod_landingzone(landing_turf, pack.special_pod, order)
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else
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new /obj/effect/pod_landingzone(landing_turf, pod_type, order)
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update_appearance()
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return TRUE
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var/turf/landing_turf
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if (istype(beacon) && using_beacon)
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landing_turf = get_turf(beacon)
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beacon.update_status(SP_LAUNCH)
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else
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landing_turf = pick(empty_turfs)
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if (!account.adjust_money(-order.pack.get_cost() * get_discount()))
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return
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TIMER_COOLDOWN_START(src, COOLDOWN_EXPRESSPOD_CONSOLE, 5 SECONDS)
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if(pack.special_pod)
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new /obj/effect/pod_landingzone(landing_turf, pack.special_pod, order)
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else
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new /obj/effect/pod_landingzone(landing_turf, pod_type, order)
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update_appearance()
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return TRUE
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#undef EXPRESS_EMAG_DISCOUNT
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#undef BEACON_PRINT_COOLDOWN
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