Files
Bubberstation/code/datums/components/payment.dm
MrMelbert e7bd1c0e02 [MDB Ignore] Replaces MOST Emergency NanoMed vendors with new First Aid Stations. (Also reverts advanced medkits in bridge and buffs back nanomeds) (#92677)
## About The Pull Request

### Main changes

Across all station maps, emergency shuttles, and arrivals shuttles, the
Emergency NanoMeds (wall mounted medical supply vendors) have been
replcaed with Deforest First Aid Stations.

<img width="303" height="410" alt="image"
src="https://github.com/user-attachments/assets/efc1133b-09d8-4a35-8690-d8b1ebae7cba"
/>


Deforest First Aid Station have an internal supply of healing which
recharges slowly over time (1/10th of the pool is recharged every 30
seconds).

To access this healing, users must insert their arm into the machine
with left click. (Or you can mouse drop other people into it.) Once
their arm is in place, some of the internal supply will be used up to
heal the user. The internal supply can heal brute, burn, tox, and blood
loss. This is straight, instant healing - so it doesn't trigger
allergies or nothing. However, if you insert a robotic arm, it will
refuse to heal you.

Users are charged every time healing is dispensed - 2.5 credits per unit
of damage healed. Payments go to the medical budget, same as kiosks.

You can also right click the machine to dispense gauze for 16 credits.

On **red alert** (or for medical staff, or on emergency shuttles), all
charges are waived. (It's free)

Also you can emag it so it causes damage instead. Funny.

### Other changes:

Buffs the contents of emergency nanomeds

Reverts bridge advanced medkits to normal medkits

## Why It's Good For The Game

Wall vending changes:

People want options to heal chip damage beyond visiting the bar but we
also don't really want people to load up on boat loads of medical
supplies. So here we are: A machine fully capable of healing minor
injuries that you can carry along with you.

If you're missing like 4-6 brute or toxin damage, you can visit a first
aid station and pay 15 credits to top yourself off. This is of course on
top of all the other options available to you, such as getting a hearty
meal, some variety of drink from the bar, sleeping in dorms, water
coolers, etc.

The limited pool + cost requirement prevents you from going 0-100, so
you still have to go to medbay if you are severely wounded or your ID
was stolen.

Nanomed changes:

Now that they are considerably less common once again, they can have a
decent stock.

Advanced medkit changes:

I don't really see the justification behind handing these out so freely,
and given the medical stations will have adequate extra healing for the
command staff, they don't need these.

## Changelog

🆑 Melber
balance: Advanced first aid kits in the bridge are back to being normal
first aid kids
balance: Emergency Nanomed vendors have larger stocks and better
supplies
add: Replaces a majority of Emergency Nanomeds on stations and shuttles
with Deforest First Aid Stations. Left clicking these stationary
machines will heal minor damage and blood loss over time - at a (small)
price. Right clicking them will provide gauze, also for a price. All
costs are waived on shuttles, during red alert, or for medical staff.
You can also click-drag to have other mobs use the machine. However,
robotic limbs need not apply.
/🆑
2025-09-07 20:06:29 +10:00

182 lines
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/**
* Handles simple payment operations where the cost of the object in question doesn't change.
*
* What this is useful for:
* Basic forms of vending.
* Objects that can drain the owner's money linearly.
* What this is not useful for:
* Things where the seller may want to fluxuate the price of the object.
* Improving standardizing every form of payment handing, as some custom handling is specific to that object.
**/
/datum/component/payment
dupe_mode = COMPONENT_DUPE_UNIQUE ///NO OVERRIDING TO CHEESE BOUNTIES
///Standardized of operation.
var/cost = 10
///Flavor style for handling cash (Friendly? Hostile? etc.)
var/transaction_style = "Clinical"
///Who's getting paid?
var/datum/bank_account/target_acc
///Does this payment component respect same-department-discount?
var/department_discount = FALSE
/datum/component/payment/Initialize(_cost, _target, _style)
target_acc = _target
if(!target_acc)
target_acc = SSeconomy.get_dep_account(ACCOUNT_CIV)
cost = _cost
transaction_style = _style
/datum/component/payment/RegisterWithParent()
RegisterSignal(parent, COMSIG_OBJ_ATTEMPT_CHARGE, PROC_REF(attempt_charge))
RegisterSignal(parent, COMSIG_OBJ_ATTEMPT_CHARGE_CHANGE, PROC_REF(change_cost))
/datum/component/payment/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_OBJ_ATTEMPT_CHARGE, COMSIG_OBJ_ATTEMPT_CHARGE_CHANGE))
/datum/component/payment/proc/attempt_charge(datum/source, atom/movable/target, extra_fees = 0)
SIGNAL_HANDLER
if(!cost && !extra_fees) //In case a free variant of anything is made it'll skip charging anyone.
return
var/total_cost = cost + extra_fees
if(!ismob(target))
return COMPONENT_OBJ_CANCEL_CHARGE
var/mob/living/user = target
if(HAS_SILICON_ACCESS(user) || isdrone(user)) //They have evolved beyond the need for mere credits
return
var/obj/item/card/id/card
if(istype(user))
card = user.get_idcard(TRUE)
if(!card && istype(user.pulling, /obj/item/card/id))
card = user.pulling
if(handle_card(user, card, total_cost))
return //Only breaks here if the card can handle the cost of purchasing with someone's ID.
if(handle_cardless(user, total_cost)) //Here we attempt to handle the purchase physically, with held money first. Otherwise we default to below.
return
return COMPONENT_OBJ_CANCEL_CHARGE
/**
* Proc that changes the base cost of the interaction.
*
* * source: Datum source of the thing changing the cost.
* * new_cost: the int value of the attempted new_cost to replace the cost value.
*/
/datum/component/payment/proc/change_cost(datum/source, new_cost)
SIGNAL_HANDLER
if(!isnum(new_cost))
CRASH("change_cost called with variable new_cost as not a number.")
cost = new_cost
/**
* Attempts to charge the mob, user, an integer number of credits, total_cost, without the use of an ID card to directly draw upon.
*/
/datum/component/payment/proc/handle_cardless(mob/living/user, total_cost)
//Here is all the possible non-ID payment methods.
var/list/counted_money = list()
var/physical_cash_total = 0
for(var/obj/item/credit in typecache_filter_list(user.get_all_contents(), GLOB.allowed_money)) //Coins, cash, and credits.
if(physical_cash_total > total_cost)
break
physical_cash_total += credit.get_item_credit_value()
counted_money += credit
if(is_type_in_typecache(user.pulling, GLOB.allowed_money) && (physical_cash_total < total_cost)) //Coins(Pulled).
var/obj/item/counted_credit = user.pulling
physical_cash_total += counted_credit.get_item_credit_value()
counted_money += counted_credit
if(physical_cash_total < total_cost)
var/armless //Suggestions for those with no arms/simple animals.
if(!ishuman(user) && !isslime(user))
armless = TRUE
else
var/mob/living/carbon/human/harmless_armless = user
if(!harmless_armless.get_bodypart(BODY_ZONE_L_ARM) && !harmless_armless.get_bodypart(BODY_ZONE_R_ARM))
armless = TRUE
if(armless)
if(!user.pulling || !iscash(user.pulling) && !istype(user.pulling, /obj/item/card/id))
to_chat(user, span_notice("Try pulling a valid ID, space cash, holochip or coin while using \the [parent]!"))
return FALSE
return FALSE
if(physical_cash_total < total_cost)
to_chat(user, span_warning("Insufficient funds. Aborting."))
return FALSE
for(var/obj/cash_object in counted_money)
qdel(cash_object)
physical_cash_total -= total_cost
if(physical_cash_total > 0)
var/obj/item/holochip/holochange = new /obj/item/holochip(user.loc, physical_cash_total) //Change is made in holocredits exclusively.
holochange.name = "[holochange.credits] credit holochip"
if(ishuman(user))
var/mob/living/carbon/human/paying_customer = user
var/successfully_put_in_hands
ASYNC //Put_in_hands can sleep, we don't want that to block this proc.
successfully_put_in_hands = paying_customer.put_in_hands(holochange)
if(!successfully_put_in_hands)
user.pulling = holochange
else
user.pulling = holochange
log_econ("[total_cost] credits were spent on [parent] by [user].")
to_chat(user, span_notice("Purchase completed with held credits."))
playsound(user, 'sound/effects/cashregister.ogg', 20, TRUE)
return TRUE
/**
* Attempts to charge a mob, user, an integer number of credits, total_cost, directly from an ID card/bank account.
*/
/datum/component/payment/proc/handle_card(mob/living/user, obj/item/card/id/idcard, total_cost)
var/atom/movable/atom_parent = parent
if(!idcard)
if(transaction_style == PAYMENT_VENDING)
to_chat(user, span_warning("No card found."))
return FALSE
if(!idcard?.registered_account)
switch(transaction_style)
if(PAYMENT_FRIENDLY)
to_chat(user, span_warning("There's no account detected on your ID, how mysterious!"))
if(PAYMENT_ANGRY)
to_chat(user, span_warning("ARE YOU JOKING. YOU DON'T HAVE A BANK ACCOUNT ON YOUR ID YOU IDIOT."))
if(PAYMENT_CLINICAL)
to_chat(user, span_warning("ID Card lacks a bank account. Advancing."))
if(PAYMENT_VENDING)
to_chat(user, span_warning("No account found."))
return FALSE
if(!idcard.can_be_used_in_payment(user))
atom_parent.say("Departmental accounts have been blacklisted from personal expenses due to embezzlement.")
return FALSE
if(!(idcard.registered_account.has_money(total_cost)))
switch(transaction_style)
if(PAYMENT_FRIENDLY)
to_chat(user, span_warning("I'm so sorry... You don't seem to have enough money."))
if(PAYMENT_ANGRY)
to_chat(user, span_warning("YOU MORON. YOU ABSOLUTE BAFOON. YOU INSUFFERABLE TOOL. YOU ARE POOR."))
if(PAYMENT_CLINICAL)
to_chat(user, span_warning("ID Card lacks funds. Aborting."))
if(PAYMENT_VENDING)
to_chat(user, span_warning("You do not possess the funds to purchase that."))
atom_parent.balloon_alert(user, "needs [total_cost] credit\s!")
return FALSE
target_acc.transfer_money(idcard.registered_account, total_cost, "Nanotrasen: Usage of Corporate Machinery")
log_econ("[total_cost] credits were spent on [parent] by [user] via [idcard.registered_account.account_holder]'s card.")
idcard.registered_account.bank_card_talk("[total_cost] credits deducted from your account.")
playsound(src, 'sound/effects/cashregister.ogg', 20, TRUE)
SSeconomy.add_audit_entry(idcard.registered_account, total_cost, parent)
return TRUE
/**
* Attempts to remove the payment component, currently when the crew wins a revolution.
* * datum/source: source of the signal.
*/
/datum/component/payment/proc/clean_up(datum/source)
SIGNAL_HANDLER
target_acc = null
qdel(src)