Files
Bubberstation/code/modules/vending/snack.dm
John Willard 4a274a6e4b [MDB IGNORE] Refactors drinks and fixes a lot of food problems (#69081)
* Makes condiments their own subtype, fixes geese, prepares for merging

* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink

* fully removes Food subtype

* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.

This doesn't compile yet, but I do want to make sure my progress is well tracked.

* remove copypaste code, changes soda cans

* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme

Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.

* Moves all icons into a single drinks dmi

I'm not that great at icon stuff, hopefully I didn't forget/break anything.

* Turns juices into their own subtype

This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.

* fixes compile issues, adds updatepaths

* a better updatepaths

* updates the damn maps now

* properly names the updatepath

* how did that get there

* i suck at handling merge conflicts

* how am i this bad

* code improvement and soda fix

* more fixes

* Don't be a timer

Ports from old food bottles to trans the reagents, rather than add a timer to.

* Merge conflicts and fixes bottle smashing

* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.

* runs updatepaths again
2022-08-12 15:24:14 -04:00

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/obj/machinery/vending/snack
name = "\improper Getmore Chocolate Corp"
desc = "A snack machine courtesy of the Getmore Chocolate Corporation, based out of Mars."
product_slogans = "Try our new nougat bar!;Twice the calories for half the price!"
product_ads = "The healthiest!;Award-winning chocolate bars!;Mmm! So good!;Oh my god it's so juicy!;Have a snack.;Snacks are good for you!;Have some more Getmore!;Best quality snacks straight from mars.;We love chocolate!;Try our new jerky!"
icon_state = "snack"
panel_type = "panel2"
light_mask = "snack-light-mask"
products = list(
/obj/item/food/spacetwinkie = 6,
/obj/item/food/cheesiehonkers = 6,
/obj/item/food/candy = 6,
/obj/item/food/chips = 6,
/obj/item/food/chips/shrimp = 6,
/obj/item/food/sosjerky = 6,
/obj/item/food/cornchips/random = 6,
/obj/item/food/sosjerky = 6,
/obj/item/food/no_raisin = 6,
/obj/item/food/peanuts = 6,
/obj/item/food/peanuts/random = 3,
/obj/item/food/cnds = 6,
/obj/item/food/cnds/random = 3,
/obj/item/food/semki = 6,
/obj/item/reagent_containers/cup/glass/dry_ramen = 3,
/obj/item/storage/box/gum = 3,
/obj/item/food/energybar = 6,
)
contraband = list(
/obj/item/food/syndicake = 6,
/obj/item/food/peanuts/ban_appeal = 3,
/obj/item/food/candy/bronx = 1,
)
premium = list(
/obj/item/food/spacers_sidekick = 3,
/obj/item/food/pistachios = 3,
)
refill_canister = /obj/item/vending_refill/snack
canload_access_list = list(ACCESS_KITCHEN)
default_price = PAYCHECK_CREW * 0.6
extra_price = PAYCHECK_CREW
payment_department = ACCOUNT_SRV
input_display_header = "Chef's Food Selection"
/obj/item/vending_refill/snack
machine_name = "Getmore Chocolate Corp"
/obj/machinery/vending/snack/blue
icon_state = "snackblue"
/obj/machinery/vending/snack/orange
icon_state = "snackorange"
/obj/machinery/vending/snack/green
icon_state = "snackgreen"
/obj/machinery/vending/snack/teal
icon_state = "snackteal"