Files
Bubberstation/code/modules/vending/_vending.dm
LemonInTheDark 23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request

I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)

This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.

I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea

OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?

It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.

We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.

Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).

That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube

Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.

As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.

Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups

BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.

This was quite messy, so I've refactored it (and maps too) to be a bit more modular.

Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.

Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.

Much better then the hardcoded pattern we used to use. So much duplicated code man.

Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.

image

In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.

It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.

In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.

It also comes with an info dump about the ui, and plane masters/relays in general.

Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes

Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.

This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.

Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday

I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.

The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes

We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.

Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.

Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>

Fixes #65800
Fixes #68461
Changelog

cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
2022-09-27 20:11:04 +13:00

1477 lines
49 KiB
Plaintext

/*
* Vending machine types - Can be found under /code/modules/vending/
*/
/*
/obj/machinery/vending/[vendors name here] // --vending machine template :)
name = ""
desc = ""
icon = ''
icon_state = ""
products = list()
contraband = list()
premium = list()
*/
#define MAX_VENDING_INPUT_AMOUNT 30
/**
* # vending record datum
*
* A datum that represents a product that is vendable
*/
/datum/data/vending_product
name = "generic"
///Typepath of the product that is created when this record "sells"
var/product_path = null
///How many of this product we currently have
var/amount = 0
///How many we can store at maximum
var/max_amount = 0
///Does the item have a custom price override
var/custom_price
///Does the item have a custom premium price override
var/custom_premium_price
///Whether spessmen with an ID with an age below AGE_MINOR (20 by default) can buy this item
var/age_restricted = FALSE
///Whether the product can be recolored by the GAGS system
var/colorable
/// The category the product was in, if any.
/// Sourced directly from product_categories.
var/category
///List of items that have been returned to the vending machine.
var/list/returned_products
/**
* # vending machines
*
* Captalism in the year 2525, everything in a vending machine, even love
*/
/obj/machinery/vending
name = "\improper Vendomat"
desc = "A generic vending machine."
icon = 'icons/obj/vending.dmi'
icon_state = "generic"
layer = BELOW_OBJ_LAYER
density = TRUE
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
max_integrity = 300
integrity_failure = 0.33
armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 70)
circuit = /obj/item/circuitboard/machine/vendor
payment_department = ACCOUNT_SRV
light_power = 0.5
light_range = MINIMUM_USEFUL_LIGHT_RANGE
/// Is the machine active (No sales pitches if off)!
var/active = 1
///Are we ready to vend?? Is it time??
var/vend_ready = TRUE
///Next world time to send a purchase message
var/purchase_message_cooldown
///The ref of the last mob to shop with us
var/last_shopper
var/tilted = FALSE
var/tiltable = TRUE
var/squish_damage = 75
var/forcecrit = 0
var/num_shards = 7
var/list/pinned_mobs = list()
///Icon for the maintenance panel overlay
var/panel_type = "panel1"
/**
* List of products this machine sells
*
* form should be list(/type/path = amount, /type/path2 = amount2)
*/
var/list/products = list()
/**
* List of products this machine sells, categorized.
* Can only be used as an alternative to `products`, not alongside it.
*
* Form should be list(
* "name" = "Category Name",
* "icon" = "UI Icon (Font Awesome or tgfont)",
* "products" = list(/type/path = amount, ...),
* )
*/
var/list/product_categories = null
/**
* List of products this machine sells when you hack it
*
* form should be list(/type/path = amount, /type/path2 = amount2)
*/
var/list/contraband = list()
/**
* List of premium products this machine sells
*
* form should be list(/type/path, /type/path2) as there is only ever one in stock
*/
var/list/premium = list()
///String of slogans separated by semicolons, optional
var/product_slogans = ""
///String of small ad messages in the vending screen - random chance
var/product_ads = ""
var/list/product_records = list()
var/list/hidden_records = list()
var/list/coin_records = list()
var/list/slogan_list = list()
///Small ad messages in the vending screen - random chance of popping up whenever you open it
var/list/small_ads = list()
///Message sent post vend (Thank you for shopping!)
var/vend_reply
///Last world tick we sent a vent reply
var/last_reply = 0
///Last world tick we sent a slogan message out
var/last_slogan = 0
///How many ticks until we can send another
var/slogan_delay = 6000
///Icon when vending an item to the user
var/icon_vend
///Icon to flash when user is denied a vend
var/icon_deny
///World ticks the machine is electified for
var/seconds_electrified = MACHINE_NOT_ELECTRIFIED
///When this is TRUE, we fire items at customers! We're broken!
var/shoot_inventory = FALSE
///How likely this is to happen (prob 100) per second
var/shoot_inventory_chance = 1
//Stop spouting those godawful pitches!
var/shut_up = FALSE
///can we access the hidden inventory?
var/extended_inventory = FALSE
///Are we checking the users ID
var/scan_id = TRUE
///Coins that we accept?
var/obj/item/coin/coin
///Bills we accept?
var/obj/item/stack/spacecash/bill
///Default price of items if not overridden
var/default_price = 25
///Default price of premium items if not overridden
var/extra_price = 50
///Whether our age check is currently functional
var/age_restrictions = TRUE
/**
* Is this item on station or not
*
* if it doesn't originate from off-station during mapload, everything is free
*/
var/onstation = TRUE //if it doesn't originate from off-station during mapload, everything is free
///A variable to change on a per instance basis on the map that allows the instance to force cost and ID requirements
var/onstation_override = FALSE //change this on the object on the map to override the onstation check. DO NOT APPLY THIS GLOBALLY.
///ID's that can load this vending machine wtih refills
var/list/canload_access_list
var/list/vending_machine_input = list()
///Display header on the input view
var/input_display_header = "Custom Vendor"
//The type of refill canisters used by this machine.
var/obj/item/vending_refill/refill_canister = null
/// how many items have been inserted in a vendor
var/loaded_items = 0
///Name of lighting mask for the vending machine
var/light_mask
/// used for narcing on underages
var/obj/item/radio/Radio
/**
* Initialize the vending machine
*
* Builds the vending machine inventory, sets up slogans and other such misc work
*
* This also sets the onstation var to:
* * FALSE - if the machine was maploaded on a zlevel that doesn't pass the is_station_level check
* * TRUE - all other cases
*/
/obj/machinery/vending/Initialize(mapload)
var/build_inv = FALSE
if(!refill_canister)
circuit = null
build_inv = TRUE
. = ..()
wires = new /datum/wires/vending(src)
if(build_inv) //non-constructable vending machine
build_inventories()
slogan_list = splittext(product_slogans, ";")
// So not all machines speak at the exact same time.
// The first time this machine says something will be at slogantime + this random value,
// so if slogantime is 10 minutes, it will say it at somewhere between 10 and 20 minutes after the machine is crated.
last_slogan = world.time + rand(0, slogan_delay)
power_change()
if(onstation_override) //overrides the checks if true.
onstation = TRUE
return
if(mapload) //check if it was initially created off station during mapload.
if(!is_station_level(z))
onstation = FALSE
if(circuit)
circuit.onstation = onstation //sync up the circuit so the pricing schema is carried over if it's reconstructed.
else if(circuit && (circuit.onstation != onstation)) //check if they're not the same to minimize the amount of edited values.
onstation = circuit.onstation //if it was constructed outside mapload, sync the vendor up with the circuit's var so you can't bypass price requirements by moving / reconstructing it off station.
Radio = new /obj/item/radio(src)
Radio.set_listening(FALSE)
/obj/machinery/vending/Destroy()
QDEL_NULL(wires)
QDEL_NULL(coin)
QDEL_NULL(bill)
QDEL_NULL(Radio)
return ..()
/obj/machinery/vending/can_speak()
return !shut_up
//Better would be to make constructable child
/obj/machinery/vending/RefreshParts()
SHOULD_CALL_PARENT(FALSE)
if(!component_parts)
return
build_products_from_categories()
product_records = list()
hidden_records = list()
coin_records = list()
build_inventories(start_empty = TRUE)
for(var/obj/item/vending_refill/VR in component_parts)
restock(VR)
/obj/machinery/vending/deconstruct(disassembled = TRUE)
if(!refill_canister) //the non constructable vendors drop metal instead of a machine frame.
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/iron(loc, 3)
qdel(src)
else
..()
/obj/machinery/vending/update_appearance(updates=ALL)
. = ..()
if(machine_stat & BROKEN)
set_light(0)
return
set_light(powered() ? MINIMUM_USEFUL_LIGHT_RANGE : 0)
/obj/machinery/vending/update_icon_state()
if(machine_stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
return ..()
icon_state = "[initial(icon_state)][powered() ? null : "-off"]"
return ..()
/obj/machinery/vending/update_overlays()
. = ..()
if(panel_open)
. += panel_type
if(light_mask && !(machine_stat & BROKEN) && powered())
. += emissive_appearance(icon, light_mask, src)
/obj/machinery/vending/atom_break(damage_flag)
. = ..()
if(!.)
return
var/dump_amount = 0
var/found_anything = TRUE
while (found_anything)
found_anything = FALSE
for(var/record in shuffle(product_records))
var/datum/data/vending_product/R = record
//first dump any of the items that have been returned, in case they contain the nuke disk or something
for(var/obj/returned_obj_to_dump in R.returned_products)
LAZYREMOVE(R.returned_products, returned_obj_to_dump)
returned_obj_to_dump.forceMove(get_turf(src))
step(returned_obj_to_dump, pick(GLOB.alldirs))
R.amount--
if(R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = R.product_path
if(!dump_path)
continue
R.amount--
// busting open a vendor will destroy some of the contents
if(found_anything && prob(80))
continue
var/obj/obj_to_dump = new dump_path(loc)
step(obj_to_dump, pick(GLOB.alldirs))
found_anything = TRUE
dump_amount++
if (dump_amount >= 16)
return
GLOBAL_LIST_EMPTY(vending_products)
/**
* Build the inventory of the vending machine from it's product and record lists
*
* This builds up a full set of /datum/data/vending_products from the product list of the vending machine type
* Arguments:
* * productlist - the list of products that need to be converted
* * recordlist - the list containing /datum/data/vending_product datums
* * categories - A list in the format of product_categories to source category from
* * startempty - should we set vending_product record amount from the product list (so it's prefilled at roundstart)
*/
/obj/machinery/vending/proc/build_inventory(list/productlist, list/recordlist, list/categories, start_empty = FALSE)
default_price = round(initial(default_price) * SSeconomy.inflation_value())
extra_price = round(initial(extra_price) * SSeconomy.inflation_value())
var/list/product_to_category = list()
for (var/list/category as anything in categories)
var/list/products = category["products"]
for (var/product_key in products)
product_to_category[product_key] = category
for(var/typepath in productlist)
var/amount = productlist[typepath]
if(isnull(amount))
amount = 0
var/obj/item/temp = typepath
var/datum/data/vending_product/R = new /datum/data/vending_product()
GLOB.vending_products[typepath] = 1
R.name = initial(temp.name)
R.product_path = typepath
if(!start_empty)
R.amount = amount
R.max_amount = amount
///Prices of vending machines are all increased uniformly.
R.custom_price = round(initial(temp.custom_price) * SSeconomy.inflation_value())
R.custom_premium_price = round(initial(temp.custom_premium_price) * SSeconomy.inflation_value())
R.age_restricted = initial(temp.age_restricted)
R.colorable = !!(initial(temp.greyscale_config) && initial(temp.greyscale_colors) && (initial(temp.flags_1) & IS_PLAYER_COLORABLE_1))
R.category = product_to_category[typepath]
recordlist += R
/obj/machinery/vending/proc/build_inventories(start_empty)
build_inventory(products, product_records, product_categories, start_empty)
build_inventory(contraband, hidden_records, create_categories_from(contraband, "mask", "Contraband"), start_empty)
build_inventory(premium, coin_records, create_categories_from(premium, "coins", "Premium"), start_empty)
/obj/machinery/vending/proc/create_categories_from(products, icon, name)
return list(list(
"name" = name,
"icon" = icon,
"products" = products,
))
/obj/machinery/vending/proc/build_products_from_categories()
if (isnull(product_categories))
return
products = list()
for (var/list/category in product_categories)
var/list/category_products = category["products"]
for (var/product_key in category_products)
products[product_key] += category_products[product_key]
/**
* Reassign the prices of the vending machine as a result of the inflation value, as provided by SSeconomy
*
* This rebuilds both /datum/data/vending_products lists for premium and standard products based on their most relevant pricing values.
* Arguments:
* * recordlist - the list of standard product datums in the vendor to refresh their prices.
* * premiumlist - the list of premium product datums in the vendor to refresh their prices.
*/
/obj/machinery/vending/proc/reset_prices(list/recordlist, list/premiumlist)
default_price = round(initial(default_price) * SSeconomy.inflation_value())
extra_price = round(initial(extra_price) * SSeconomy.inflation_value())
for(var/R in recordlist)
var/datum/data/vending_product/record = R
var/obj/item/potential_product = record.product_path
record.custom_price = round(initial(potential_product.custom_price) * SSeconomy.inflation_value())
for(var/R in premiumlist)
var/datum/data/vending_product/record = R
var/obj/item/potential_product = record.product_path
var/premium_sanity = round(initial(potential_product.custom_premium_price))
if(premium_sanity)
record.custom_premium_price = round(premium_sanity * SSeconomy.inflation_value())
continue
//For some ungodly reason, some premium only items only have a custom_price
record.custom_premium_price = round(extra_price + (initial(potential_product.custom_price) * (SSeconomy.inflation_value() - 1)))
/**
* Refill a vending machine from a refill canister
*
* This takes the products from the refill canister and then fills the products,contraband and premium product categories
*
* Arguments:
* * canister - the vending canister we are refilling from
*/
/obj/machinery/vending/proc/restock(obj/item/vending_refill/canister)
if (!canister.products)
canister.products = products.Copy()
if (!canister.contraband)
canister.contraband = contraband.Copy()
if (!canister.premium)
canister.premium = premium.Copy()
. = 0
if (isnull(canister.product_categories) && !isnull(product_categories))
canister.product_categories = product_categories.Copy()
if (!isnull(canister.product_categories))
var/list/products_unwrapped = list()
for (var/list/category as anything in canister.product_categories)
var/list/products = category["products"]
for (var/product_key in products)
products_unwrapped[product_key] += products[product_key]
. += refill_inventory(products_unwrapped, product_records)
else
. += refill_inventory(canister.products, product_records)
. += refill_inventory(canister.contraband, hidden_records)
. += refill_inventory(canister.premium, coin_records)
return .
/**
* Refill our inventory from the passed in product list into the record list
*
* Arguments:
* * productlist - list of types -> amount
* * recordlist - existing record datums
*/
/obj/machinery/vending/proc/refill_inventory(list/productlist, list/recordlist)
. = 0
for(var/R in recordlist)
var/datum/data/vending_product/record = R
var/diff = min(record.max_amount - record.amount, productlist[record.product_path])
if (diff)
productlist[record.product_path] -= diff
record.amount += diff
. += diff
/**
* Set up a refill canister that matches this machines products
*
* This is used when the machine is deconstructed, so the items aren't "lost"
*/
/obj/machinery/vending/proc/update_canister()
if (!component_parts)
return
var/obj/item/vending_refill/R = locate() in component_parts
if (!R)
CRASH("Constructible vending machine did not have a refill canister")
unbuild_inventory_into(product_records, R.products, R.product_categories)
R.contraband = unbuild_inventory(hidden_records)
R.premium = unbuild_inventory(coin_records)
/**
* Given a record list, go through and and return a list of type -> amount
*/
/obj/machinery/vending/proc/unbuild_inventory(list/recordlist)
. = list()
for(var/R in recordlist)
var/datum/data/vending_product/record = R
.[record.product_path] += record.amount
/// Put stuff in product_categories if the products have a category, otherwise put them in products
/obj/machinery/vending/proc/unbuild_inventory_into(list/product_records, list/products, list/product_categories)
products?.Cut()
product_categories?.Cut()
var/others_have_category = null
var/list/categories_to_index = list()
for (var/datum/data/vending_product/record as anything in product_records)
var/list/category = record.category
var/has_category = !isnull(category)
if (isnull(others_have_category))
others_have_category = has_category
else if (others_have_category != has_category)
if (has_category)
WARNING("[record.product_path] in [type] has a category, but other products don't")
else
WARNING("[record.product_path] in [type] does not have a category, but other products do")
continue
if (has_category)
var/index = categories_to_index.Find(category)
if (index)
var/list/category_in_list = product_categories[index]
var/list/products_in_category = category_in_list["products"]
products_in_category[record.product_path] += record.amount
else
categories_to_index += list(category)
index = categories_to_index.len
var/list/category_clone = category.Copy()
var/list/initial_product_list = list()
initial_product_list[record.product_path] = record.amount
category_clone["products"] = initial_product_list
product_categories += list(category_clone)
else
products[record.product_path] = record.amount
/obj/machinery/vending/crowbar_act(mob/living/user, obj/item/I)
if(!component_parts)
return FALSE
default_deconstruction_crowbar(I)
return TRUE
/obj/machinery/vending/wrench_act(mob/living/user, obj/item/tool)
. = ..()
if(!panel_open)
return FALSE
if(default_unfasten_wrench(user, tool, time = 6 SECONDS))
unbuckle_all_mobs(TRUE)
return TOOL_ACT_TOOLTYPE_SUCCESS
return FALSE
/obj/machinery/vending/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(anchored)
default_deconstruction_screwdriver(user, icon_state, icon_state, I)
update_appearance()
else
to_chat(user, span_warning("You must first secure [src]."))
return TRUE
/obj/machinery/vending/attackby(obj/item/I, mob/living/user, params)
if(panel_open && is_wire_tool(I))
wires.interact(user)
return
if(refill_canister && istype(I, refill_canister))
if (!panel_open)
to_chat(user, span_warning("You should probably unscrew the service panel first!"))
else if (machine_stat & (BROKEN|NOPOWER))
to_chat(user, span_notice("[src] does not respond."))
else
//if the panel is open we attempt to refill the machine
var/obj/item/vending_refill/canister = I
if(canister.get_part_rating() == 0)
to_chat(user, span_warning("[canister] is empty!"))
else
// instantiate canister if needed
var/transferred = restock(canister)
if(transferred)
to_chat(user, span_notice("You loaded [transferred] items in [src]."))
else
to_chat(user, span_warning("There's nothing to restock!"))
return
if(compartmentLoadAccessCheck(user) && !user.combat_mode)
if(canLoadItem(I))
loadingAttempt(I,user)
if(istype(I, /obj/item/storage/bag)) //trays USUALLY
var/obj/item/storage/T = I
var/loaded = 0
var/denied_items = 0
for(var/obj/item/the_item in T.contents)
if(contents.len >= MAX_VENDING_INPUT_AMOUNT) // no more than 30 item can fit inside, legacy from snack vending although not sure why it exists
to_chat(user, span_warning("[src]'s compartment is full."))
break
if(canLoadItem(the_item) && loadingAttempt(the_item,user))
T.atom_storage?.attempt_remove(the_item, src)
loaded++
else
denied_items++
if(denied_items)
to_chat(user, span_warning("[src] refuses some items!"))
if(loaded)
to_chat(user, span_notice("You insert [loaded] dishes into [src]'s compartment."))
else
. = ..()
if(tiltable && !tilted && I.force)
switch(rand(1, 100))
if(1 to 5)
freebie(user, 3)
if(6 to 15)
freebie(user, 2)
if(16 to 25)
freebie(user, 1)
if(26 to 75)
return
if(76 to 90)
tilt(user)
if(91 to 100)
tilt(user, crit=TRUE)
/obj/machinery/vending/proc/freebie(mob/fatty, freebies)
visible_message(span_notice("[src] yields [freebies > 1 ? "several free goodies" : "a free goody"]!"))
for(var/i in 1 to freebies)
playsound(src, 'sound/machines/machine_vend.ogg', 50, TRUE, extrarange = -3)
for(var/datum/data/vending_product/R in shuffle(product_records))
if(R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = R.product_path
if(!dump_path)
continue
if(R.amount > LAZYLEN(R.returned_products)) //always give out new stuff that costs before free returned stuff, because of the risk getting gibbed involved
new dump_path(get_turf(src))
else
var/obj/returned_obj_to_dump = LAZYACCESS(R.returned_products, LAZYLEN(R.returned_products)) //first in, last out
LAZYREMOVE(R.returned_products, returned_obj_to_dump)
returned_obj_to_dump.forceMove(get_turf(src))
R.amount--
break
///Tilts ontop of the atom supplied, if crit is true some extra shit can happen. Returns TRUE if it dealt damage to something.
/obj/machinery/vending/proc/tilt(atom/fatty, crit=FALSE)
if(QDELETED(src) || !has_gravity(src))
return
visible_message(span_danger("[src] tips over!"))
tilted = TRUE
layer = ABOVE_MOB_LAYER
SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
var/crit_case
if(crit)
crit_case = rand(1,6)
if(forcecrit)
crit_case = forcecrit
. = FALSE
if(in_range(fatty, src))
for(var/mob/living/L in get_turf(fatty))
var/was_alive = (L.stat != DEAD)
var/mob/living/carbon/C = L
SEND_SIGNAL(L, COMSIG_ON_VENDOR_CRUSH)
if(istype(C))
var/crit_rebate = 0 // lessen the normal damage we deal for some of the crits
if(crit_case < 5) // the body/head asplode case has its own description
C.visible_message(span_danger("[C] is crushed by [src]!"), \
span_userdanger("You are crushed by [src]!"))
switch(crit_case) // only carbons can have the fun crits
if(1) // shatter their legs and bleed 'em
crit_rebate = 60
C.bleed(150)
var/obj/item/bodypart/l_leg/l = C.get_bodypart(BODY_ZONE_L_LEG)
if(l)
l.receive_damage(brute=200)
var/obj/item/bodypart/r_leg/r = C.get_bodypart(BODY_ZONE_R_LEG)
if(r)
r.receive_damage(brute=200)
if(l || r)
C.visible_message(span_danger("[C]'s legs shatter with a sickening crunch!"), \
span_userdanger("Your legs shatter with a sickening crunch!"))
if(2) // pin them beneath the machine until someone untilts it
forceMove(get_turf(C))
buckle_mob(C, force=TRUE)
C.visible_message(span_danger("[C] is pinned underneath [src]!"), \
span_userdanger("You are pinned down by [src]!"))
if(3) // glass candy
crit_rebate = 50
for(var/i in 1 to num_shards)
var/obj/item/shard/shard = new /obj/item/shard(get_turf(C))
shard.embedding = list(embed_chance = 100, ignore_throwspeed_threshold = TRUE, impact_pain_mult=1, pain_chance=5)
shard.updateEmbedding()
C.hitby(shard, skipcatch = TRUE, hitpush = FALSE)
shard.embedding = list()
shard.updateEmbedding()
if(4) // paralyze this binch
// the new paraplegic gets like 4 lines of losing their legs so skip them
visible_message(span_danger("[C]'s spinal cord is obliterated with a sickening crunch!"), ignored_mobs = list(C))
C.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic)
if(5) // limb squish!
for(var/i in C.bodyparts)
var/obj/item/bodypart/squish_part = i
if(IS_ORGANIC_LIMB(squish_part))
var/type_wound = pick(list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate))
squish_part.force_wound_upwards(type_wound)
else
squish_part.receive_damage(brute=30)
C.visible_message(span_danger("[C]'s body is maimed underneath the mass of [src]!"), \
span_userdanger("Your body is maimed underneath the mass of [src]!"))
if(6) // skull squish!
var/obj/item/bodypart/head/O = C.get_bodypart(BODY_ZONE_HEAD)
if(O)
if(O.dismember())
C.visible_message(span_danger("[O] explodes in a shower of gore beneath [src]!"), \
span_userdanger("Oh f-"))
O.drop_organs()
qdel(O)
new /obj/effect/gibspawner/human/bodypartless(get_turf(C))
if(prob(30))
C.apply_damage(max(0, squish_damage - crit_rebate), forced=TRUE, spread_damage=TRUE) // the 30% chance to spread the damage means you escape breaking any bones
else
C.take_bodypart_damage((squish_damage - crit_rebate)*0.5, wound_bonus = 5) // otherwise, deal it to 2 random limbs (or the same one) which will likely shatter something
C.take_bodypart_damage((squish_damage - crit_rebate)*0.5, wound_bonus = 5)
C.AddElement(/datum/element/squish, 80 SECONDS)
else
L.visible_message(span_danger("[L] is crushed by [src]!"), \
span_userdanger("You are crushed by [src]!"))
L.apply_damage(squish_damage, forced=TRUE)
if(crit_case)
L.apply_damage(squish_damage, forced=TRUE)
if(was_alive && L.stat == DEAD && L.client)
L.client.give_award(/datum/award/achievement/misc/vendor_squish, L) // good job losing a fight with an inanimate object idiot
L.Paralyze(60)
L.emote("scream")
. = TRUE
playsound(L, 'sound/effects/blobattack.ogg', 40, TRUE)
playsound(L, 'sound/effects/splat.ogg', 50, TRUE)
add_memory_in_range(L, 7, MEMORY_VENDING_CRUSHED, list(DETAIL_PROTAGONIST = L, DETAIL_WHAT_BY = src), story_value = STORY_VALUE_AMAZING, memory_flags = MEMORY_CHECK_BLINDNESS, protagonist_memory_flags = MEMORY_SKIP_UNCONSCIOUS)
var/matrix/M = matrix()
M.Turn(pick(90, 270))
transform = M
if(get_turf(fatty) != get_turf(src))
throw_at(get_turf(fatty), 1, 1, spin=FALSE, quickstart=FALSE)
/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)
SET_PLANE_IMPLICIT(src, initial(plane))
var/matrix/M = matrix()
M.Turn(0)
transform = M
/obj/machinery/vending/proc/loadingAttempt(obj/item/I, mob/user)
. = TRUE
if(!user.transferItemToLoc(I, src))
return FALSE
to_chat(user, span_notice("You insert [I] into [src]'s input compartment."))
for(var/datum/data/vending_product/product_datum in product_records + coin_records + hidden_records)
if(ispath(I.type, product_datum.product_path))
product_datum.amount++
LAZYADD(product_datum.returned_products, I)
return
if(vending_machine_input[format_text(I.name)])
vending_machine_input[format_text(I.name)]++
else
vending_machine_input[format_text(I.name)] = 1
loaded_items++
/obj/machinery/vending/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
if(!force)
return
. = ..()
/**
* Is the passed in user allowed to load this vending machines compartments
*
* Arguments:
* * user - mob that is doing the loading of the vending machine
*/
/obj/machinery/vending/proc/compartmentLoadAccessCheck(mob/user)
if(!canload_access_list)
return TRUE
else
var/do_you_have_access = FALSE
var/req_access_txt_holder = req_access_txt
for(var/i in canload_access_list)
req_access_txt = i
if(!allowed(user) && !(obj_flags & EMAGGED) && scan_id)
continue
else
do_you_have_access = TRUE
break //you passed don't bother looping anymore
req_access_txt = req_access_txt_holder // revert to normal (before the proc ran)
if(do_you_have_access)
return TRUE
else
to_chat(user, span_warning("[src]'s input compartment blinks red: Access denied."))
return FALSE
/obj/machinery/vending/exchange_parts(mob/user, obj/item/storage/part_replacer/W)
if(!istype(W))
return FALSE
if((flags_1 & NODECONSTRUCT_1) && !W.works_from_distance)
return FALSE
if(!component_parts || !refill_canister)
return FALSE
var/moved = 0
if(panel_open || W.works_from_distance)
if(W.works_from_distance)
display_parts(user)
for(var/I in W)
if(istype(I, refill_canister))
moved += restock(I)
else
display_parts(user)
if(moved)
to_chat(user, span_notice("[moved] items restocked."))
W.play_rped_sound()
return TRUE
/obj/machinery/vending/on_deconstruction()
update_canister()
. = ..()
/obj/machinery/vending/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, span_notice("You short out the product lock on [src]."))
/obj/machinery/vending/_try_interact(mob/user)
if(seconds_electrified && !(machine_stat & NOPOWER))
if(shock(user, 100))
return
if(tilted && !user.buckled && !isAI(user))
to_chat(user, span_notice("You begin righting [src]."))
if(do_after(user, 50, target=src))
untilt(user)
return
return ..()
/obj/machinery/vending/attack_robot_secondary(mob/user, list/modifiers)
. = ..()
if (!Adjacent(user, src))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/machinery/vending/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/vending),
)
/obj/machinery/vending/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Vending", name)
ui.open()
/obj/machinery/vending/ui_static_data(mob/user)
var/list/data = list()
data["onstation"] = onstation
data["department"] = payment_department
data["jobDiscount"] = DEPARTMENT_DISCOUNT
data["product_records"] = list()
var/list/categories = list()
data["product_records"] = collect_records_for_static_data(product_records, categories)
data["coin_records"] = collect_records_for_static_data(coin_records, categories, premium = TRUE)
data["hidden_records"] = collect_records_for_static_data(hidden_records, categories, premium = TRUE)
data["categories"] = categories
return data
/obj/machinery/vending/proc/collect_records_for_static_data(list/records, list/categories, premium)
var/static/list/default_category = list(
"name" = "Products",
"icon" = "cart-shopping",
)
var/list/out_records = list()
for (var/datum/data/vending_product/record as anything in records)
var/list/static_record = list(
path = replacetext(replacetext("[record.product_path]", "/obj/item/", ""), "/", "-"),
name = record.name,
price = premium ? (record.custom_premium_price || extra_price) : (record.custom_price || default_price),
max_amount = record.max_amount,
ref = REF(record),
)
var/list/category = record.category || default_category
if (!isnull(category))
if (!(category["name"] in categories))
categories[category["name"]] = list(
"icon" = category["icon"],
)
static_record["category"] = category["name"]
if (premium)
static_record["premium"] = TRUE
out_records += list(static_record)
return out_records
/obj/machinery/vending/ui_data(mob/user)
. = list()
var/obj/item/card/id/C
if(isliving(user))
var/mob/living/L = user
C = L.get_idcard(TRUE)
if(C?.registered_account)
.["user"] = list()
.["user"]["name"] = C.registered_account.account_holder
.["user"]["cash"] = C.registered_account.account_balance
if(C.registered_account.account_job)
.["user"]["job"] = C.registered_account.account_job.title
.["user"]["department"] = C.registered_account.account_job.paycheck_department
else
.["user"]["job"] = "No Job"
.["user"]["department"] = "No Department"
.["stock"] = list()
for (var/datum/data/vending_product/product_record in product_records + coin_records + hidden_records)
var/list/product_data = list(
name = product_record.name,
amount = product_record.amount,
colorable = product_record.colorable,
)
.["stock"][product_record.name] = product_data
.["extended_inventory"] = extended_inventory
/obj/machinery/vending/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("vend")
. = vend(params)
if("select_colors")
. = select_colors(params)
/obj/machinery/vending/proc/can_vend(user, silent=FALSE)
. = FALSE
if(!vend_ready)
return
if(panel_open)
to_chat(user, span_warning("The vending machine cannot dispense products while its service panel is open!"))
return
return TRUE
/obj/machinery/vending/proc/select_colors(list/params)
. = TRUE
if(!can_vend(usr))
return
var/datum/data/vending_product/product = locate(params["ref"])
var/atom/fake_atom = product.product_path
var/list/allowed_configs = list()
var/config = initial(fake_atom.greyscale_config)
if(!config)
return
allowed_configs += "[config]"
if(ispath(fake_atom, /obj/item))
var/obj/item/item = fake_atom
if(initial(item.greyscale_config_worn))
allowed_configs += "[initial(item.greyscale_config_worn)]"
if(initial(item.greyscale_config_inhand_left))
allowed_configs += "[initial(item.greyscale_config_inhand_left)]"
if(initial(item.greyscale_config_inhand_right))
allowed_configs += "[initial(item.greyscale_config_inhand_right)]"
var/datum/greyscale_modify_menu/menu = new(
src, usr, allowed_configs, CALLBACK(src, .proc/vend_greyscale, params),
starting_icon_state=initial(fake_atom.icon_state),
starting_config=initial(fake_atom.greyscale_config),
starting_colors=initial(fake_atom.greyscale_colors)
)
menu.ui_interact(usr)
/obj/machinery/vending/proc/vend_greyscale(list/params, datum/greyscale_modify_menu/menu)
if(usr != menu.user)
return
if(!menu.target.can_interact(usr))
return
vend(params, menu.split_colors)
/obj/machinery/vending/proc/vend(list/params, list/greyscale_colors)
. = TRUE
if(!can_vend(usr))
return
vend_ready = FALSE //One thing at a time!!
var/datum/data/vending_product/R = locate(params["ref"])
var/list/record_to_check = product_records + coin_records
if(extended_inventory)
record_to_check = product_records + coin_records + hidden_records
if(!R || !istype(R) || !R.product_path)
vend_ready = TRUE
return
var/price_to_use = default_price
if(R.custom_price)
price_to_use = R.custom_price
if(R in hidden_records)
if(!extended_inventory)
vend_ready = TRUE
return
else if (!(R in record_to_check))
vend_ready = TRUE
message_admins("Vending machine exploit attempted by [ADMIN_LOOKUPFLW(usr)]!")
return
if (R.amount <= 0)
say("Sold out of [R.name].")
flick(icon_deny,src)
vend_ready = TRUE
return
if(onstation)
var/obj/item/card/id/C
if(isliving(usr))
var/mob/living/L = usr
C = L.get_idcard(TRUE)
if(!C)
say("No card found.")
flick(icon_deny,src)
vend_ready = TRUE
return
else if (!C.registered_account)
say("No account found.")
flick(icon_deny,src)
vend_ready = TRUE
return
else if(!C.registered_account.account_job)
say("Departmental accounts have been blacklisted from personal expenses due to embezzlement.")
flick(icon_deny, src)
vend_ready = TRUE
return
else if(age_restrictions && R.age_restricted && (!C.registered_age || C.registered_age < AGE_MINOR))
say("You are not of legal age to purchase [R.name].")
if(!(usr in GLOB.narcd_underages))
Radio.set_frequency(FREQ_SECURITY)
Radio.talk_into(src, "SECURITY ALERT: Underaged crewmember [usr] recorded attempting to purchase [R.name] in [get_area(src)]. Please watch for substance abuse.", FREQ_SECURITY)
GLOB.narcd_underages += usr
flick(icon_deny,src)
vend_ready = TRUE
return
var/datum/bank_account/account = C.registered_account
if(account.account_job && account.account_job.paycheck_department == payment_department)
price_to_use = max(round(price_to_use * DEPARTMENT_DISCOUNT), 1) //No longer free, but signifigantly cheaper.
if(coin_records.Find(R) || hidden_records.Find(R))
price_to_use = R.custom_premium_price ? R.custom_premium_price : extra_price
if(LAZYLEN(R.returned_products))
price_to_use = 0 //returned items are free
if(price_to_use && !account.adjust_money(-price_to_use))
say("You do not possess the funds to purchase [R.name].")
flick(icon_deny,src)
vend_ready = TRUE
return
var/datum/bank_account/D = SSeconomy.get_dep_account(payment_department)
if(D)
D.adjust_money(price_to_use)
SSblackbox.record_feedback("amount", "vending_spent", price_to_use)
SSeconomy.track_purchase(account, price_to_use, name)
log_econ("[price_to_use] credits were inserted into [src] by [account.account_holder] to buy [R].")
if(last_shopper != REF(usr) || purchase_message_cooldown < world.time)
say("Thank you for shopping with [src]!")
purchase_message_cooldown = world.time + 5 SECONDS
//This is not the best practice, but it's safe enough here since the chances of two people using a machine with the same ref in 5 seconds is fuck low
last_shopper = REF(usr)
use_power(active_power_usage)
if(icon_vend) //Show the vending animation if needed
flick(icon_vend,src)
playsound(src, 'sound/machines/machine_vend.ogg', 50, TRUE, extrarange = -3)
var/obj/item/vended_item
if(!LAZYLEN(R.returned_products)) //always give out free returned stuff first, e.g. to avoid walling a traitor objective in a bag behind paid items
vended_item = new R.product_path(get_turf(src))
else
vended_item = LAZYACCESS(R.returned_products, LAZYLEN(R.returned_products)) //first in, last out
LAZYREMOVE(R.returned_products, vended_item)
vended_item.forceMove(get_turf(src))
if(greyscale_colors)
vended_item.set_greyscale(colors=greyscale_colors)
R.amount--
if(usr.CanReach(src) && usr.put_in_hands(vended_item))
to_chat(usr, span_notice("You take [R.name] out of the slot."))
else
to_chat(usr, span_warning("[capitalize(R.name)] falls onto the floor!"))
SSblackbox.record_feedback("nested tally", "vending_machine_usage", 1, list("[type]", "[R.product_path]"))
vend_ready = TRUE
/obj/machinery/vending/process(delta_time)
if(machine_stat & (BROKEN|NOPOWER))
return PROCESS_KILL
if(!active)
return
if(seconds_electrified > MACHINE_NOT_ELECTRIFIED)
seconds_electrified--
//Pitch to the people! Really sell it!
if(last_slogan + slogan_delay <= world.time && slogan_list.len > 0 && !shut_up && DT_PROB(2.5, delta_time))
var/slogan = pick(slogan_list)
speak(slogan)
last_slogan = world.time
if(shoot_inventory && DT_PROB(shoot_inventory_chance, delta_time))
throw_item()
/**
* Speak the given message verbally
*
* Checks if the machine is powered and the message exists
*
* Arguments:
* * message - the message to speak
*/
/obj/machinery/vending/proc/speak(message)
if(machine_stat & (BROKEN|NOPOWER))
return
if(!message)
return
say(message)
/obj/machinery/vending/power_change()
. = ..()
if(powered())
START_PROCESSING(SSmachines, src)
//Somebody cut an important wire and now we're following a new definition of "pitch."
/**
* Throw an item from our internal inventory out in front of us
*
* This is called when we are hacked, it selects a random product from the records that has an amount > 0
* This item is then created and tossed out in front of us with a visible message
*/
/obj/machinery/vending/proc/throw_item()
var/obj/throw_item = null
var/mob/living/target = locate() in view(7,src)
if(!target)
return FALSE
for(var/datum/data/vending_product/R in shuffle(product_records))
if(R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = R.product_path
if(!dump_path)
continue
if(R.amount > LAZYLEN(R.returned_products)) //always throw new stuff that costs before free returned stuff, because of the hacking effort and time between throws involved
throw_item = new dump_path(loc)
else
throw_item = LAZYACCESS(R.returned_products, LAZYLEN(R.returned_products)) //first in, last out
throw_item.forceMove(loc)
LAZYREMOVE(R.returned_products, throw_item)
R.amount--
break
if(!throw_item)
return FALSE
pre_throw(throw_item)
throw_item.throw_at(target, 16, 3)
visible_message(span_danger("[src] launches [throw_item] at [target]!"))
return TRUE
/**
* A callback called before an item is tossed out
*
* Override this if you need to do any special case handling
*
* Arguments:
* * I - obj/item being thrown
*/
/obj/machinery/vending/proc/pre_throw(obj/item/I)
return
/**
* Shock the passed in user
*
* This checks we have power and that the passed in prob is passed, then generates some sparks
* and calls electrocute_mob on the user
*
* Arguments:
* * user - the user to shock
* * prb - probability the shock happens
*/
/obj/machinery/vending/proc/shock(mob/living/user, prb)
if(!istype(user) || machine_stat & (BROKEN|NOPOWER)) // unpowered, no shock
return FALSE
if(!prob(prb))
return FALSE
do_sparks(5, TRUE, src)
var/check_range = TRUE
if(electrocute_mob(user, get_area(src), src, 0.7, check_range))
return TRUE
else
return FALSE
/**
* Are we able to load the item passed in
*
* Arguments:
* * I - the item being loaded
* * user - the user doing the loading
*/
/obj/machinery/vending/proc/canLoadItem(obj/item/I, mob/user)
if((I.type in products) || (I.type in premium) || (I.type in contraband))
return TRUE
to_chat(user, span_warning("[src] does not accept [I]!"))
return FALSE
/obj/machinery/vending/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
. = ..()
var/mob/living/L = AM
if(tilted || !istype(L) || !prob(20 * (throwingdatum.speed - L.throw_speed))) // hulk throw = +20%, neckgrab throw = +20%
return
tilt(L)
/obj/machinery/vending/attack_tk_grab(mob/user)
to_chat(user, span_warning("[src] seems to resist your mental grasp!"))
///Crush the mob that the vending machine got thrown at
/obj/machinery/vending/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(isliving(hit_atom))
tilt(fatty=hit_atom)
return ..()
/obj/machinery/vending/custom
name = "Custom Vendor"
icon_state = "custom"
icon_deny = "custom-deny"
max_integrity = 400
payment_department = NO_FREEBIES
light_mask = "custom-light-mask"
refill_canister = /obj/item/vending_refill/custom
/// where the money is sent
var/datum/bank_account/linked_account
/// max number of items that the custom vendor can hold
var/max_loaded_items = 20
/// Base64 cache of custom icons.
var/list/base64_cache = list()
panel_type = "panel20"
/obj/machinery/vending/custom/compartmentLoadAccessCheck(mob/user)
. = FALSE
if(!isliving(user))
return FALSE
var/mob/living/living_user = user
var/obj/item/card/id/id_card = living_user.get_idcard(FALSE)
if(id_card?.registered_account && id_card.registered_account == linked_account)
return TRUE
/obj/machinery/vending/custom/canLoadItem(obj/item/I, mob/user)
. = FALSE
if(I.flags_1 & HOLOGRAM_1)
say("This vendor cannot accept nonexistent items.")
return
if(loaded_items >= max_loaded_items)
say("There are too many items in stock.")
return
if(isstack(I))
say("Loose items may cause problems, try to use it inside wrapping paper.")
return
if(I.custom_price)
return TRUE
/obj/machinery/vending/custom/ui_interact(mob/user)
if(!linked_account)
balloon_alert(user, "no registered owner")
return FALSE
return ..()
/obj/machinery/vending/custom/ui_data(mob/user)
. = ..()
.["access"] = compartmentLoadAccessCheck(user)
.["vending_machine_input"] = list()
for (var/O in vending_machine_input)
if(vending_machine_input[O] > 0)
var/base64
var/price = 0
for(var/obj/item/T in contents)
if(format_text(T.name) == O)
price = T.custom_price
if(!base64)
if(base64_cache[T.type])
base64 = base64_cache[T.type]
else
base64 = icon2base64(getFlatIcon(T, no_anim=TRUE))
base64_cache[T.type] = base64
break
var/list/data = list(
name = O,
price = price,
img = base64,
amount = vending_machine_input[O],
colorable = FALSE
)
.["vending_machine_input"] += list(data)
/obj/machinery/vending/custom/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("dispense")
if(isliving(usr))
vend_act(usr, params["item"])
vend_ready = TRUE
return TRUE
/obj/machinery/vending/custom/attackby(obj/item/I, mob/user, params)
if(!linked_account && isliving(user))
var/mob/living/L = user
var/obj/item/card/id/C = L.get_idcard(TRUE)
if(C?.registered_account)
linked_account = C.registered_account
say("\The [src] has been linked to [C].")
if(compartmentLoadAccessCheck(user))
if(istype(I, /obj/item/pen))
name = tgui_input_text(user, "Set name", "Name", name, 20)
desc = tgui_input_text(user, "Set description", "Description", desc, 60)
slogan_list += tgui_input_text(user, "Set slogan", "Slogan", "Epic", 60)
last_slogan = world.time + rand(0, slogan_delay)
return
return ..()
/obj/machinery/vending/custom/crowbar_act(mob/living/user, obj/item/I)
return FALSE
/obj/machinery/vending/custom/Destroy()
unbuckle_all_mobs(TRUE)
var/turf/T = get_turf(src)
if(T)
for(var/obj/item/I in contents)
I.forceMove(T)
explosion(src, devastation_range = -1, light_impact_range = 3)
return ..()
/**
* Vends an item to the user. Handles all the logic:
* Updating stock, account transactions, alerting users.
* @return -- TRUE if a valid condition was met, FALSE otherwise.
*/
/obj/machinery/vending/custom/proc/vend_act(mob/living/user, choice)
if(!vend_ready)
return
var/obj/item/dispensed_item
var/obj/item/card/id/id_card = user.get_idcard(TRUE)
vend_ready = FALSE
if(!id_card || !id_card.registered_account || !id_card.registered_account.account_job)
balloon_alert(usr, "no card found")
flick(icon_deny, src)
return TRUE
var/datum/bank_account/payee = id_card.registered_account
for(var/obj/stock in contents)
if(format_text(stock.name) == choice)
dispensed_item = stock
break
if(!dispensed_item)
return FALSE
/// Charges the user if its not the owner
if(!compartmentLoadAccessCheck(user))
if(!payee.has_money(dispensed_item.custom_price))
balloon_alert(user, "insufficient funds")
return TRUE
/// Make the transaction
payee.adjust_money(-dispensed_item.custom_price)
linked_account.adjust_money(dispensed_item.custom_price)
linked_account.bank_card_talk("[payee.account_holder] made a [dispensed_item.custom_price] \
cr purchase at your custom vendor.")
/// Log the transaction
SSblackbox.record_feedback("amount", "vending_spent", dispensed_item.custom_price)
log_econ("[dispensed_item.custom_price] credits were spent on [src] buying a \
[dispensed_item] by [payee.account_holder], owned by [linked_account.account_holder].")
/// Make an alert
if(last_shopper != REF(usr) || purchase_message_cooldown < world.time)
say("Thank you for your patronage [user]!")
purchase_message_cooldown = world.time + 5 SECONDS
last_shopper = REF(usr)
/// Remove the item
loaded_items--
use_power(active_power_usage)
vending_machine_input[choice] = max(vending_machine_input[choice] - 1, 0)
if(user.CanReach(src) && user.put_in_hands(dispensed_item))
to_chat(user, span_notice("You take [dispensed_item.name] out of the slot."))
else
to_chat(user, span_warning("[capitalize(dispensed_item.name)] falls onto the floor!"))
return TRUE
/obj/machinery/vending/custom/unbreakable
name = "Indestructible Vendor"
resistance_flags = INDESTRUCTIBLE
/obj/item/vending_refill/custom
machine_name = "Custom Vendor"
icon_state = "refill_custom"
custom_premium_price = PAYCHECK_CREW
/obj/item/price_tagger
name = "price tagger"
desc = "This tool is used to set a price for items used in custom vendors."
icon = 'icons/obj/device.dmi'
icon_state = "pricetagger"
custom_premium_price = PAYCHECK_CREW * 0.5
///the price of the item
var/price = 1
/obj/item/price_tagger/attack_self(mob/user)
if(loc != user)
to_chat(user, span_warning("You must be holding the price tagger to continue!"))
return
var/chosen_price = tgui_input_number(user, "Set price", "Price", price)
if(!chosen_price || QDELETED(user) || QDELETED(src) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) || loc != user)
return
price = chosen_price
to_chat(user, span_notice(" The [src] will now give things a [price] cr tag."))
/obj/item/price_tagger/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity)
return
if(isitem(target))
var/obj/item/I = target
I.custom_price = price
to_chat(user, span_notice("You set the price of [I] to [price] cr."))
/obj/machinery/vending/custom/greed //name and like decided by the spawn
icon_state = "greed"
icon_deny = "greed-deny"
panel_type = "panel4"
max_integrity = 700
max_loaded_items = 40
light_mask = "greed-light-mask"
custom_materials = list(/datum/material/gold = MINERAL_MATERIAL_AMOUNT * 5)
/obj/machinery/vending/custom/greed/Initialize(mapload)
. = ..()
//starts in a state where you can move it
panel_open = TRUE
set_anchored(FALSE)
add_overlay(panel_type)
//and references the deity
name = "[GLOB.deity]'s Consecrated Vendor"
desc = "A vending machine created by [GLOB.deity]."
slogan_list = list("[GLOB.deity] says: It's your divine right to buy!")
add_filter("vending_outline", 9, list("type" = "outline", "color" = COLOR_VERY_SOFT_YELLOW))
add_filter("vending_rays", 10, list("type" = "rays", "size" = 35, "color" = COLOR_VIVID_YELLOW))