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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

55 lines
1.9 KiB
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/**
* Component that makes basic mobs' melee attacks steal money from the target's ID card.
* Plundered money is stored and dropped on death or removal of the component.
*/
/datum/component/plundering_attacks
/// How many credits do we steal per attack?
var/plunder_amount = 25
/// How much plunder do we have stored?
var/plunder_stored = 0
/datum/component/plundering_attacks/Initialize(
plunder_amount = 25,
)
. = ..()
if(!isbasicmob(parent))
return COMPONENT_INCOMPATIBLE
src.plunder_amount = plunder_amount
/datum/component/plundering_attacks/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_HOSTILE_POST_ATTACKINGTARGET, PROC_REF(attempt_plunder))
RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(drop_plunder))
/datum/component/plundering_attacks/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, list(COMSIG_HOSTILE_POST_ATTACKINGTARGET, COMSIG_LIVING_DEATH))
drop_plunder()
/datum/component/plundering_attacks/proc/attempt_plunder(mob/living/attacker, mob/living/carbon/human/target, success)
SIGNAL_HANDLER
if(!istype(target) || !success)
return
var/obj/item/card/id/id_card = target.wear_id?.GetID()
if(isnull(id_card))
return
var/datum/bank_account/account_to_rob = id_card.registered_account
if(isnull(account_to_rob) || account_to_rob.account_balance == 0)
return
var/amount_to_steal = plunder_amount
if(account_to_rob.account_balance < plunder_amount) //If there isn't enough, just take what's left
amount_to_steal = account_to_rob.account_balance
plunder_stored += amount_to_steal
account_to_rob.adjust_money(-amount_to_steal)
account_to_rob.bank_card_talk("Transaction confirmed! Transferred [amount_to_steal] [MONEY_NAME] to \<NULL_ACCOUNT\>!")
/datum/component/plundering_attacks/proc/drop_plunder()
SIGNAL_HANDLER
if(plunder_stored == 0)
return
new /obj/item/holochip(get_turf(parent), plunder_stored)
plunder_stored = 0