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