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Bubberstation/code/controllers/subsystem/economy.dm
SkyratBot b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342)

Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.

* Converts all A && A.B into A?.B

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2020-10-13 23:19:25 +02:00

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SUBSYSTEM_DEF(economy)
name = "Economy"
wait = 5 MINUTES
init_order = INIT_ORDER_ECONOMY
runlevels = RUNLEVEL_GAME
var/roundstart_paychecks = 5
var/budget_pool = 35000
var/list/department_accounts = list(ACCOUNT_CIV = ACCOUNT_CIV_NAME,
ACCOUNT_ENG = ACCOUNT_ENG_NAME,
ACCOUNT_SCI = ACCOUNT_SCI_NAME,
ACCOUNT_MED = ACCOUNT_MED_NAME,
ACCOUNT_SRV = ACCOUNT_SRV_NAME,
ACCOUNT_CAR = ACCOUNT_CAR_NAME,
ACCOUNT_SEC = ACCOUNT_SEC_NAME)
var/list/generated_accounts = list()
var/full_ancap = FALSE // Enables extra money charges for things that normally would be free, such as sleepers/cryo/cloning.
//Take care when enabling, as players will NOT respond well if the economy is set up for low cash flows.
var/alive_humans_bounty = 100
var/crew_safety_bounty = 1500
var/monster_bounty = 150
var/mood_bounty = 100
var/techweb_bounty = 250
var/slime_bounty = list("grey" = 10,
// tier 1
"orange" = 100,
"metal" = 100,
"blue" = 100,
"purple" = 100,
// tier 2
"dark purple" = 500,
"dark blue" = 500,
"green" = 500,
"silver" = 500,
"gold" = 500,
"yellow" = 500,
"red" = 500,
"pink" = 500,
// tier 3
"cerulean" = 750,
"sepia" = 750,
"bluespace" = 750,
"pyrite" = 750,
"light pink" = 750,
"oil" = 750,
"adamantine" = 750,
// tier 4
"rainbow" = 1000)
var/list/bank_accounts = list() //List of normal accounts (not department accounts)
var/list/dep_cards = list()
/// A var that collects the total amount of credits owned in player accounts on station, reset and recounted on fire()
var/station_total = 0
/// A var that tracks how much money is expected to be on station at a given time. If less than station_total prices go up in vendors.
var/station_target = 1
/// A passively increasing buffer to help alliviate inflation later into the shift, but to a lesser degree.
var/station_target_buffer = 0
/// A var that displays the result of inflation_value for easier debugging and tracking.
var/inflation_value = 1
/// How many civilain bounties have been completed so far this shift? Affects civilian budget payout values.
var/civ_bounty_tracker = 0
/// Contains the message to send to newscasters about price inflation and earnings, updated on price_update()
var/earning_report
var/market_crashing = FALSE
/datum/controller/subsystem/economy/Initialize(timeofday)
var/budget_to_hand_out = round(budget_pool / department_accounts.len)
for(var/A in department_accounts)
new /datum/bank_account/department(A, budget_to_hand_out)
return ..()
/datum/controller/subsystem/economy/fire(resumed = 0)
var/temporary_total = 0
eng_payout() // Payout based on nothing. What will replace it? Surplus power, powered APC's, air alarms? Who knows.
sci_payout() // Payout based on slimes.
secmedsrv_payout() // Payout based on crew safety, health, and mood.
civ_payout() // Payout based on Effort and market ebb/flow.
car_payout() // Cargo's natural gain in the cash moneys.
station_total = 0
station_target_buffer += STATION_TARGET_BUFFER
for(var/account in bank_accounts)
var/datum/bank_account/bank_account = account
bank_account.payday(1)
if(bank_account?.account_job)
temporary_total += (bank_account.account_job.paycheck * STARTING_PAYCHECKS)
if(!istype(bank_account, /datum/bank_account/department))
station_total += bank_account.account_balance
station_target = max(round(temporary_total / max(bank_accounts.len * 2, 1)) + station_target_buffer, 1)
if(!market_crashing)
price_update()
/datum/controller/subsystem/economy/proc/get_dep_account(dep_id)
for(var/datum/bank_account/department/D in generated_accounts)
if(D.department_id == dep_id)
return D
/datum/controller/subsystem/economy/proc/eng_payout()
var/engineering_cash = 3000
var/datum/bank_account/D = get_dep_account(ACCOUNT_ENG)
if(D)
D.adjust_money(engineering_cash)
/datum/controller/subsystem/economy/proc/car_payout()
var/cargo_cash = 500
var/datum/bank_account/D = get_dep_account(ACCOUNT_CAR)
if(D)
D.adjust_money(cargo_cash)
/datum/controller/subsystem/economy/proc/secmedsrv_payout()
var/crew
var/alive_crew
var/dead_monsters
var/cash_to_grant
for(var/mob/m in GLOB.mob_list)
if(isnewplayer(m))
continue
if(m.mind)
if(isbrain(m) || iscameramob(m))
continue
if(ishuman(m))
var/mob/living/carbon/human/H = m
crew++
if(H.stat != DEAD)
alive_crew++
var/datum/component/mood/mood = H.GetComponent(/datum/component/mood)
var/medical_cash = (H.health / H.maxHealth) * alive_humans_bounty
if(mood)
var/datum/bank_account/D = get_dep_account(ACCOUNT_SRV)
if(D)
var/mood_dosh = (mood.mood_level / 9) * mood_bounty
D.adjust_money(mood_dosh)
medical_cash *= (mood.sanity / 100)
var/datum/bank_account/D = get_dep_account(ACCOUNT_MED)
if(D)
D.adjust_money(medical_cash)
if(ishostile(m))
var/mob/living/simple_animal/hostile/H = m
if(H.stat == DEAD && (H.z in SSmapping.levels_by_trait(ZTRAIT_STATION)))
dead_monsters++
CHECK_TICK
var/living_ratio = alive_crew / crew
cash_to_grant = (crew_safety_bounty * living_ratio) + (monster_bounty * dead_monsters)
var/datum/bank_account/D = get_dep_account(ACCOUNT_SEC)
if(D)
D.adjust_money(min(cash_to_grant, MAX_GRANT_SECMEDSRV))
/datum/controller/subsystem/economy/proc/sci_payout()
var/science_bounty = 0
for(var/mob/living/simple_animal/slime/S in GLOB.mob_list)
if(S.stat == DEAD)
continue
science_bounty += slime_bounty[S.colour]
var/datum/bank_account/D = get_dep_account(ACCOUNT_SCI)
if(D)
D.adjust_money(min(science_bounty, MAX_GRANT_SCI))
/datum/controller/subsystem/economy/proc/civ_payout()
var/civ_cash = ((rand(1,5) + civ_bounty_tracker) * 500)
var/datum/bank_account/D = get_dep_account(ACCOUNT_CIV)
if(D)
D.adjust_money(min(civ_cash, MAX_GRANT_CIV))
/**
* Updates the prices of all station vendors with the inflation_value, increasing/decreasing costs across the station, and alerts the crew.
*
* Iterates over the machines list for vending machines, resets their regular and premium product prices (Not contraband), and sends a message to the newscaster network.
**/
/datum/controller/subsystem/economy/proc/price_update()
for(var/obj/machinery/vending/V in GLOB.machines)
if(istype(V, /obj/machinery/vending/custom))
continue
if(!is_station_level(V.z))
continue
V.reset_prices(V.product_records, V.coin_records)
earning_report = "Sector Economic Report<br /> Sector vendor prices is currently at [SSeconomy.inflation_value()*100]%.<br /> The station spending power is currently <b>[station_total] Credits</b>, and the crew's targeted allowance is at <b>[station_target] Credits</b>.<br /> That's all from the <i>Nanotrasen Economist Division</i>."
GLOB.news_network.SubmitArticle(earning_report, "Station Earnings Report", "Station Announcements", null, update_alert = FALSE)
/**
* Proc that returns a value meant to shift inflation values in vendors, based on how much money exists on the station.
*
* If crew are somehow aquiring far too much money, this value will dynamically cause vendables across the station to skyrocket in price until some money is spent.
* Additionally, civilain bounties will cost less, and cargo goodies will increase in price as well.
* The goal here is that if you want to spend money, you'll have to get it, and the most efficient method is typically from other players.
**/
/datum/controller/subsystem/economy/proc/inflation_value()
if(!bank_accounts.len)
return 1
inflation_value = max(round(((station_total / bank_accounts.len) / station_target), 0.1), 1.0)
return inflation_value