Files
SyncIt21andnevimer 8b0d22d14b 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>
# Conflicts:
#	code/modules/vending/_vending.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-08-19 22:28:01 -04:00

313 lines
12 KiB
Plaintext

/**
* Can this atom be curshed by the vending machine
* Arguments
*
* * atom/atom_target - the atom we are checking for
*/
/proc/check_atom_crushable(atom/atom_target)
/// Contains structures and items that vendors shouldn't crush when we land on them.
var/static/list/vendor_uncrushable_objects = list(
/obj/structure/chair,
/obj/machinery/conveyor,
) + GLOB.WALLITEMS_INTERIOR + GLOB.WALLITEMS_EXTERIOR
//make sure its not in the list of "uncrushable" stuff
if(is_type_in_list(atom_target, vendor_uncrushable_objects))
return FALSE
//check if it has integrity + allow ninjas, etc to be crushed in cloak
if (atom_target.uses_integrity && !(atom_target.invisibility > SEE_INVISIBLE_LIVING))
return TRUE //SMUSH IT
return FALSE
/**
* Causes src to fall onto [target], crushing everything on it (including itself) with [damage]
* and a small chance to do a spectacular effect per entity (if a chance above 0 is provided).
*
* Args:
* * turf/target: The turf to fall onto. Cannot be null.
* * damage: The raw numerical damage to do by default.
* * chance_to_crit: The percent chance of a critical hit occurring. Default: 0
* * forced_crit_case: If given a value from crushing.dm, [target] and its contents will always be hit with that specific critical hit. Default: null
* * paralyze_time: The time, in deciseconds, a given mob/living will be paralyzed for if crushed.
* * crush_dir: The direction the crush is coming from. Default: dir of src to [target].
* * damage_type: The type of damage to do. Default: BRUTE
* * damage_flag: The attack flag for armor purposes. Default: MELEE
* * rotation: The angle of which to rotate src's transform by on a successful tilt. Default: 90.
*
* Returns: A collection of bitflags defined in crushing.dm. Read that file's documentation for info.
*/
/atom/movable/proc/fall_and_crush(turf/target, damage, chance_to_crit = 0, forced_crit_case = null, paralyze_time, crush_dir = get_dir(get_turf(src), target), damage_type = BRUTE, damage_flag = MELEE, rotation = 90)
ASSERT(!isnull(target))
var/flags_to_return = NONE
if (!target.is_blocked_turf(TRUE, src, list(src)))
for(var/atom/atom_target in (target.contents) + target)
if (isarea(atom_target))
continue
if (SEND_SIGNAL(atom_target, COMSIG_PRE_TILT_AND_CRUSH, src) & COMPONENT_IMMUNE_TO_TILT_AND_CRUSH)
continue
var/crit_case = forced_crit_case
if (isnull(crit_case) && chance_to_crit > 0)
if (prob(chance_to_crit))
crit_case = pick_weight(get_crit_crush_chances())
var/crit_rebate_mult = 1 // lessen the normal damage we deal for some of the crits
if (!isnull(crit_case))
crit_rebate_mult = fall_and_crush_crit_rebate_table(crit_case)
apply_crit_crush(crit_case, atom_target)
var/adjusted_damage = damage * crit_rebate_mult
var/crushed
if (isliving(atom_target))
crushed = TRUE
var/mob/living/carbon/living_target = atom_target
var/was_alive = living_target.stat != DEAD
var/blocked = living_target.run_armor_check(attack_flag = damage_flag)
if (iscarbon(living_target))
var/mob/living/carbon/carbon_target = living_target
if(prob(30))
carbon_target.apply_damage(max(0, adjusted_damage), damage_type, blocked = blocked, forced = TRUE, spread_damage = TRUE, attack_direction = crush_dir) // the 30% chance to spread the damage means you escape breaking any bones
else
var/brute = (damage_type == BRUTE ? damage : 0) * 0.5
var/burn = (damage_type == BURN ? damage : 0) * 0.5
carbon_target.take_bodypart_damage(brute, burn, check_armor = TRUE, wound_bonus = 5) // otherwise, deal it to 2 random limbs (or the same one) which will likely shatter something
carbon_target.take_bodypart_damage(brute, burn, check_armor = TRUE, wound_bonus = 5)
carbon_target.AddElement(/datum/element/squish, 80 SECONDS)
else
living_target.apply_damage(adjusted_damage, damage_type, blocked = blocked, forced = TRUE, attack_direction = crush_dir)
living_target.Paralyze(paralyze_time)
living_target.emote("scream")
playsound(living_target, 'sound/effects/blob/blobattack.ogg', 40, TRUE)
playsound(living_target, 'sound/effects/splat.ogg', 50, TRUE)
post_crush_living(living_target, was_alive)
flags_to_return |= (SUCCESSFULLY_CRUSHED_MOB|SUCCESSFULLY_CRUSHED_ATOM)
else if(check_atom_crushable(atom_target))
atom_target.take_damage(adjusted_damage, damage_type, damage_flag, FALSE, crush_dir)
crushed = TRUE
flags_to_return |= SUCCESSFULLY_CRUSHED_ATOM
if (crushed)
atom_target.visible_message(span_danger("[atom_target] is crushed by [src]!"), span_userdanger("You are crushed by [src]!"))
SEND_SIGNAL(atom_target, COMSIG_POST_TILT_AND_CRUSH, src)
var/matrix/to_turn = turn(transform, rotation)
animate(src, transform = to_turn, 0.2 SECONDS)
playsound(src, 'sound/effects/bang.ogg', 40)
visible_message(span_danger("[src] tips over, slamming hard onto [target]!"))
flags_to_return |= SUCCESSFULLY_FELL_OVER
post_tilt()
else
visible_message(span_danger("[src] rebounds comically as it fails to slam onto [target]!"))
Move(target, crush_dir) // we still TRY to move onto it for shit like teleporters
return flags_to_return
/**
* Returns a assoc list of (critcase -> num), where critcase is a critical define in crushing.dm and num is a weight.
* Use with pickweight to acquire a random critcase.
*/
/atom/movable/proc/get_crit_crush_chances()
RETURN_TYPE(/list)
return list(
CRUSH_CRIT_SHATTER_LEGS = 100,
CRUSH_CRIT_PARAPLEGIC = 80,
CRUSH_CRIT_HEADGIB = 20,
CRUSH_CRIT_SQUISH_LIMB = 100
)
/**
* Exists for the purposes of custom behavior.
* Called directly after [crushed] is crushed.
*
* Args:
* * mob/living/crushed: The mob that was crushed.
* * was_alive: Boolean. True if the mob was alive before the crushing.
*/
/atom/movable/proc/post_crush_living(mob/living/crushed, was_alive)
return
/**
* Exists for the purposes of custom behavior.
* Called directly after src actually rotates and falls over.
*/
/atom/movable/proc/post_tilt()
return
/**
* Should be where critcase effects are actually implemented. Use this to apply critcases.
* Args:
* * crit_case: The chosen critcase, defined in crushing.dm.
* * atom/atom_target: The target to apply the critical hit to. Cannot be null. Can be anything except /area.
*
* Returns:
* TRUE if a crit case is successfully applied, FALSE otherwise.
*/
/atom/movable/proc/apply_crit_crush(crit_case, atom/atom_target)
switch (crit_case)
if(CRUSH_CRIT_SHATTER_LEGS) // shatter their legs and bleed 'em
if (!iscarbon(atom_target))
return FALSE
var/mob/living/carbon/carbon_target = atom_target
carbon_target.bleed(150)
var/obj/item/bodypart/leg/left/left_leg = carbon_target.get_bodypart(BODY_ZONE_L_LEG)
if(left_leg)
left_leg.receive_damage(brute = 200)
var/obj/item/bodypart/leg/right/right_leg = carbon_target.get_bodypart(BODY_ZONE_R_LEG)
if(right_leg)
right_leg.receive_damage(brute = 200)
if(left_leg || right_leg)
carbon_target.visible_message(span_danger("[carbon_target]'s legs shatter with a sickening crunch!"), span_userdanger("Your legs shatter with a sickening crunch!"))
return TRUE
if(CRUSH_CRIT_PARAPLEGIC) // paralyze this binch
// the new paraplegic gets like 4 lines of losing their legs so skip them
if (!iscarbon(atom_target))
return FALSE
var/mob/living/carbon/carbon_target = atom_target
visible_message(span_danger("[carbon_target]'s spinal cord is obliterated with a sickening crunch!"), ignored_mobs = list(carbon_target))
carbon_target.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic)
return TRUE
if(CRUSH_CRIT_SQUISH_LIMB) // limb squish!
if (!iscarbon(atom_target))
return FALSE
var/mob/living/carbon/carbon_target = atom_target
for(var/obj/item/bodypart/squish_part in carbon_target.bodyparts)
var/severity = pick(WOUND_SEVERITY_MODERATE, WOUND_SEVERITY_SEVERE, WOUND_SEVERITY_CRITICAL)
if (!carbon_target.cause_wound_of_type_and_severity(WOUND_BLUNT, squish_part, severity, wound_source = "crushed by [src]"))
squish_part.receive_damage(brute = 30)
carbon_target.visible_message(span_danger("[carbon_target]'s body is maimed underneath the mass of [src]!"), span_userdanger("Your body is maimed underneath the mass of [src]!"))
return TRUE
if(CRUSH_CRIT_HEADGIB) // skull squish!
if (!iscarbon(atom_target))
return FALSE
var/mob/living/carbon/carbon_target = atom_target
var/obj/item/bodypart/head/carbon_head = carbon_target.get_bodypart(BODY_ZONE_HEAD)
if(carbon_head)
if(carbon_head.dismember())
carbon_target.visible_message(span_danger("[carbon_head] explodes in a shower of gore beneath [src]!"), span_userdanger("Oh f-"))
carbon_head.drop_organs()
qdel(carbon_head)
new /obj/effect/gibspawner/human/bodypartless(get_turf(carbon_target), carbon_target)
return TRUE
return FALSE
/**
* Tilts ontop of the atom supplied, if crit is true some extra shit can happen. See [fall_and_crush] for return values.
* Arguments:
* fatty - atom to tilt the vendor onto
* local_crit_chance - percent chance of a critical hit
* forced_crit - specific critical hit case to use, if any
* range - the range of the machine when thrown if not adjacent
*/
/obj/machinery/vending/proc/tilt(atom/fatty, local_crit_chance = crit_chance, forced_crit, range = 1)
if(QDELETED(src) || !has_gravity(src))
return
. = NONE
var/picked_rotation = pick(90, 270)
if(Adjacent(fatty))
. = fall_and_crush(get_turf(fatty), squish_damage, local_crit_chance, forced_crit, 6 SECONDS, rotation = picked_rotation)
if (. & SUCCESSFULLY_FELL_OVER)
visible_message(span_danger("[src] tips over!"))
tilted = TRUE
tilted_rotation = picked_rotation
layer = ABOVE_MOB_LAYER
if(get_turf(fatty) != get_turf(src))
throw_at(get_turf(fatty), range, 1, spin = FALSE, quickstart = FALSE)
/obj/machinery/vending/post_crush_living(mob/living/crushed, was_alive)
if(was_alive && crushed.stat == DEAD && crushed.client)
crushed.client.give_award(/datum/award/achievement/misc/vendor_squish, crushed) // good job losing a fight with an inanimate object idiot
add_memory_in_range(crushed, 7, /datum/memory/witness_vendor_crush, protagonist = crushed, antagonist = src)
return ..()
/**
* Allows damage to be reduced on certain crit cases.
* Args:
* * crit_case: The critical case chosen.
*/
/atom/movable/proc/fall_and_crush_crit_rebate_table(crit_case)
ASSERT(!isnull(crit_case))
switch(crit_case)
if (CRUSH_CRIT_SHATTER_LEGS)
return 0.2
else
return 1
/obj/machinery/vending/fall_and_crush_crit_rebate_table(crit_case)
return crit_case == VENDOR_CRUSH_CRIT_GLASSCANDY ? 0.33 : ..()
/obj/machinery/vending/get_crit_crush_chances()
return list(
VENDOR_CRUSH_CRIT_GLASSCANDY = 100,
VENDOR_CRUSH_CRIT_PIN = 100
)
/obj/machinery/vending/apply_crit_crush(crit_case, atom_target)
. = ..()
if (.)
return TRUE
switch (crit_case)
if (VENDOR_CRUSH_CRIT_GLASSCANDY)
if (!iscarbon(atom_target))
return FALSE
var/mob/living/carbon/carbon_target = atom_target
for(var/i in 1 to 7)
var/obj/item/shard/shard = new /obj/item/shard(get_turf(carbon_target))
var/datum/embedding/embed = shard.get_embed()
embed.embed_chance = 100
embed.ignore_throwspeed_threshold = TRUE
embed.impact_pain_mult = 1
carbon_target.hitby(shard, skipcatch = TRUE, hitpush = FALSE)
embed.embed_chance = initial(embed.embed_chance)
embed.ignore_throwspeed_threshold = initial(embed.ignore_throwspeed_threshold)
embed.impact_pain_mult = initial(embed.impact_pain_mult)
return TRUE
if (VENDOR_CRUSH_CRIT_PIN) // pin them beneath the machine until someone untilts it
if (!isliving(atom_target))
return FALSE
var/mob/living/living_target = atom_target
forceMove(get_turf(living_target))
buckle_mob(living_target, force=TRUE)
living_target.visible_message(span_danger("[living_target] is pinned underneath [src]!"), span_userdanger("You are pinned down by [src]!"))
return TRUE
return FALSE
/**
* Rights the vendor up, unpinning mobs under it, if any.
* Arguments:
* user - mob that has untilted the vendor
*/
/obj/machinery/vending/proc/untilt(mob/user)
if(user)
user.visible_message(span_notice("[user] rights [src]."), \
span_notice("You right [src]."))
unbuckle_all_mobs(TRUE)
tilted = FALSE
layer = initial(layer)
var/matrix/to_turn = turn(transform, -tilted_rotation)
animate(src, transform = to_turn, 0.2 SECONDS)
tilted_rotation = 0