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## About The Pull Request New malf AI upgrade Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely emag things it can see and can access. 1. Very useful for psychological warfare (Emagging APCs to throw the crew off their trail) 2. Logically makes sense - why, of all things, can the AI not emag anything when it's fundumentally integrated with the station's electronics? 3. Generally speaking can only access things that make sense for it to access - it cannot emag ethereals, sadly In order for this to work, emag_act now returns a boolean, designating if the emag had any effect. While I was in there, I also added args to every single emag_act I could find and added far more feedback/converted a lot of things to balloon alerts to allow the AI to see if its emag had any effect. ## Why It's Good For The Game It just makes sense that the AI, the most electronically-sensitive entity in the game, would be able to emag things. Plus, more options given to malf that aren't strictly MURDER KILL MURDER are always a plus, especially if they allow for fancier plays. ## Changelog 🆑 add: New malf ability: Remote safety overrides. Allows the AI to remotely emag things it has access to. code: emag_act() now returns a boolean designating it's success in emagging code: All instances of emag_act() now have the proper arguments qol: Most usecases of emagging now have some kind of feedback, and existing feedback has been sanity checked and converted to balloon alerts. /🆑
656 lines
21 KiB
Plaintext
656 lines
21 KiB
Plaintext
/obj/structure/displaycase
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name = "display case"
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icon = 'icons/obj/structures.dmi'
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icon_state = "glassbox"
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desc = "A display case for prized possessions."
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density = TRUE
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anchored = TRUE
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resistance_flags = ACID_PROOF
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armor_type = /datum/armor/structure_displaycase
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max_integrity = 200
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integrity_failure = 0.25
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///The showpiece item inside the case
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var/obj/item/showpiece = null
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///This allows for showpieces that can only hold items if they're the same istype as this.
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var/obj/item/showpiece_type = null
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///Is the displaycase hooked up to a burglar alarm?
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var/alert = TRUE
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///Is the displaycase open at the moment?
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var/open = FALSE
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///If we have a custom glass overlay to use.
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var/custom_glass_overlay = FALSE
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var/obj/item/electronics/airlock/electronics
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///Add type for items on display
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var/start_showpiece_type = null
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///Displaycase is fixed by glass
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var/glass_fix = TRUE
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///Represents a signel source of screaming when broken
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var/datum/alarm_handler/alarm_manager
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///Used for subtypes that have a UI in them. The examine on click while adjecent will not fire, as we already get a popup
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var/autoexamine_while_closed = TRUE
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/datum/armor/structure_displaycase
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melee = 30
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bomb = 10
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fire = 70
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acid = 100
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/obj/structure/displaycase/Initialize(mapload)
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. = ..()
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if(start_showpiece_type)
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showpiece = new start_showpiece_type (src)
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update_appearance()
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alarm_manager = new(src)
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/obj/structure/displaycase/vv_edit_var(vname, vval)
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. = ..()
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if(vname in list(NAMEOF(src, open), NAMEOF(src, showpiece), NAMEOF(src, custom_glass_overlay)))
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update_appearance()
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/obj/structure/displaycase/handle_atom_del(atom/A)
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if(A == electronics)
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electronics = null
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if(A == showpiece)
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showpiece = null
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update_appearance()
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return ..()
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/obj/structure/displaycase/Destroy()
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QDEL_NULL(electronics)
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QDEL_NULL(showpiece)
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QDEL_NULL(alarm_manager)
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return ..()
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/obj/structure/displaycase/examine(mob/user)
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. = ..()
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if(alert)
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. += span_notice("Hooked up with an anti-theft system.")
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if(showpiece)
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. += span_notice("There's \a [showpiece] inside.")
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///Removes the showpiece from the displaycase
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/obj/structure/displaycase/proc/dump()
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if(QDELETED(showpiece))
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return
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showpiece.forceMove(drop_location())
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showpiece = null
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update_appearance()
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/obj/structure/displaycase/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(src, 'sound/effects/glasshit.ogg', 75, TRUE)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 100, TRUE)
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/obj/structure/displaycase/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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dump()
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if(!disassembled)
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new /obj/item/shard(drop_location())
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trigger_alarm()
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qdel(src)
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/obj/structure/displaycase/atom_break(damage_flag)
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. = ..()
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if(!broken && !(flags_1 & NODECONSTRUCT_1))
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set_density(FALSE)
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broken = TRUE
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new /obj/item/shard(drop_location())
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playsound(src, SFX_SHATTER, 70, TRUE)
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update_appearance()
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trigger_alarm()
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///Anti-theft alarm triggered when broken.
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/obj/structure/displaycase/proc/trigger_alarm()
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if(!alert)
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return
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var/area/alarmed = get_area(src)
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alarmed.burglaralert(src)
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alarm_manager.send_alarm(ALARM_BURGLAR)
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addtimer(CALLBACK(alarm_manager, TYPE_PROC_REF(/datum/alarm_handler, clear_alarm), ALARM_BURGLAR), 1 MINUTES)
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playsound(src, 'sound/effects/alert.ogg', 50, TRUE)
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/obj/structure/displaycase/update_overlays()
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. = ..()
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if(showpiece)
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var/mutable_appearance/showpiece_overlay = mutable_appearance(showpiece.icon, showpiece.icon_state)
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showpiece_overlay.copy_overlays(showpiece)
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showpiece_overlay.transform *= 0.6
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. += showpiece_overlay
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if(custom_glass_overlay)
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return
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if(broken)
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. += "[initial(icon_state)]_broken"
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return
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if(!open)
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. += "[initial(icon_state)]_closed"
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return
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/obj/structure/displaycase/attackby(obj/item/tool, mob/living/user, params)
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if(tool.GetID() && !broken)
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if(allowed(user))
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to_chat(user, span_notice("You [open ? "close":"open"] [src]."))
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toggle_lock(user)
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else
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to_chat(user, span_alert("Access denied."))
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else if(tool.tool_behaviour == TOOL_WELDER && !user.combat_mode && !broken)
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if(atom_integrity < max_integrity)
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if(!tool.tool_start_check(user, amount=1))
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return
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to_chat(user, span_notice("You begin repairing [src]..."))
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if(tool.use_tool(src, user, 40, volume=50))
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atom_integrity = max_integrity
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update_appearance()
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to_chat(user, span_notice("You repair [src]."))
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else
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to_chat(user, span_warning("[src] is already in good condition!"))
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return
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else if(!alert && tool.tool_behaviour == TOOL_CROWBAR) //Only applies to the lab cage and player made display cases
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if(broken)
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if(showpiece)
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to_chat(user, span_warning("Remove the displayed object first!"))
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else
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to_chat(user, span_notice("You remove the destroyed case."))
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qdel(src)
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else
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to_chat(user, span_notice("You start to [open ? "close":"open"] [src]..."))
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if(tool.use_tool(src, user, 20))
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to_chat(user, span_notice("You [open ? "close":"open"] [src]."))
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toggle_lock(user)
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else if(open && !showpiece)
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insert_showpiece(tool, user)
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return TRUE //cancel the attack chain, wether we successfully placed an item or not
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else if(glass_fix && broken && istype(tool, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/glass_sheet = tool
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if(glass_sheet.get_amount() < 2)
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to_chat(user, span_warning("You need two glass sheets to fix the case!"))
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return
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to_chat(user, span_notice("You start fixing [src]..."))
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if(do_after(user, 20, target = src))
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glass_sheet.use(2)
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broken = FALSE
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atom_integrity = max_integrity
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update_appearance()
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else
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return ..()
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///Handles placing an item into the display case. Returns TRUE if the item failed to be placed inside the container, useful for descendants
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/obj/structure/displaycase/proc/insert_showpiece(obj/item/new_showpiece, mob/user)
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if(showpiece_type && !istype(new_showpiece, showpiece_type))
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to_chat(user, span_notice("This doesn't belong in this kind of display."))
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return TRUE
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if(user.transferItemToLoc(new_showpiece, src))
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showpiece = new_showpiece
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to_chat(user, span_notice("You put [new_showpiece] on display."))
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update_appearance()
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///Opens and closes the display case
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/obj/structure/displaycase/proc/toggle_lock(mob/user)
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playsound(src, 'sound/machines/click.ogg', 20, TRUE)
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open = !open
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update_appearance()
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/obj/structure/displaycase/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/displaycase/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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if (showpiece && (broken || open))
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to_chat(user, span_notice("You deactivate the hover field built into the case."))
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log_combat(user, src, "deactivates the hover field of")
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dump()
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add_fingerprint(user)
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return
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else
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//prevents remote "kicks" with TK
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if (!Adjacent(user))
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return
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if (!user.combat_mode)
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if(!open && !autoexamine_while_closed)
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return
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if(!user.is_blind())
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user.examinate(src)
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return
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user.visible_message(span_danger("[user] kicks the display case."), null, null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "kicks")
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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take_damage(2)
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/obj/structure/displaycase_chassis
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name = "display case chassis"
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desc = "The wooden base of a display case."
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icon = 'icons/obj/structures.dmi'
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icon_state = "glassbox_chassis"
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resistance_flags = FLAMMABLE
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anchored = TRUE
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density = FALSE
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var/obj/item/electronics/airlock/electronics
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/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WRENCH) //The player can only deconstruct the wooden frame
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to_chat(user, span_notice("You start disassembling [src]..."))
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I.play_tool_sound(src)
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if(I.use_tool(src, user, 30))
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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new /obj/item/stack/sheet/mineral/wood(get_turf(src), 5)
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qdel(src)
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else if(istype(I, /obj/item/electronics/airlock))
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to_chat(user, span_notice("You start installing the electronics into [src]..."))
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I.play_tool_sound(src)
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if(do_after(user, 30, target = src) && user.transferItemToLoc(I,src))
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electronics = I
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to_chat(user, span_notice("You install the airlock electronics."))
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else if(istype(I, /obj/item/stock_parts/card_reader))
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var/obj/item/stock_parts/card_reader/C = I
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to_chat(user, span_notice("You start adding [C] to [src]..."))
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if(do_after(user, 20, target = src))
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var/obj/structure/displaycase/forsale/sale = new(src.loc)
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if(electronics)
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electronics.forceMove(sale)
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sale.electronics = electronics
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if(electronics.one_access)
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sale.req_one_access = electronics.accesses
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else
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sale.req_access = electronics.accesses
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qdel(src)
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qdel(C)
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else if(istype(I, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = I
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if(G.get_amount() < 10)
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to_chat(user, span_warning("You need ten glass sheets to do this!"))
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return
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to_chat(user, span_notice("You start adding [G] to [src]..."))
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if(do_after(user, 20, target = src))
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G.use(10)
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var/obj/structure/displaycase/noalert/display = new(src.loc)
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if(electronics)
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electronics.forceMove(display)
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display.electronics = electronics
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if(electronics.one_access)
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display.req_one_access = electronics.accesses
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else
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display.req_access = electronics.accesses
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qdel(src)
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else
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return ..()
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//The lab cage and captain's display case do not spawn with electronics, which is why req_access is needed.
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/obj/structure/displaycase/captain
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start_showpiece_type = /obj/item/gun/energy/laser/captain
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req_access = list(ACCESS_CENT_SPECOPS) //this was intentional, presumably to make it slightly harder for caps to grab their gun roundstart
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/obj/structure/displaycase/labcage
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name = "lab cage"
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desc = "A glass lab container for storing interesting creatures."
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start_showpiece_type = /obj/item/clothing/mask/facehugger/lamarr
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req_access = list(ACCESS_RD)
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/obj/structure/displaycase/noalert
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alert = FALSE
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/obj/structure/displaycase/trophy
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name = "trophy display case"
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desc = "Store your trophies of accomplishment in here, and they will stay forever."
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integrity_failure = 0
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req_access = list(ACCESS_LIBRARY)
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autoexamine_while_closed = FALSE
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///the key of the player who placed the item in the case
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var/placer_key = ""
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///is the trophy a hologram, not a real item placed by a player?
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var/holographic_showpiece = FALSE
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///are we about to edit
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var/historian_mode = FALSE
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///the trophy message
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var/trophy_message = ""
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/obj/structure/displaycase/trophy/Initialize(mapload)
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. = ..()
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GLOB.trophy_cases += src
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/obj/structure/displaycase/trophy/Destroy()
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GLOB.trophy_cases -= src
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return ..()
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///Creates a showpiece dummy to display, using persistent data
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/obj/structure/displaycase/trophy/proc/set_up_trophy(datum/trophy_data/chosen_trophy)
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showpiece = new /obj/item/showpiece_dummy(src, text2path(chosen_trophy.path))
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trophy_message = trim(chosen_trophy.message, MAX_PLAQUE_LEN)
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if(trophy_message == "")
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trophy_message = trim(showpiece.desc, MAX_PLAQUE_LEN)
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placer_key = trim(chosen_trophy.placer_key)
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holographic_showpiece = TRUE
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update_appearance()
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/obj/structure/displaycase/trophy/attackby(obj/item/W, mob/living/user, params)
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if(istype(W, /obj/item/key/displaycase))
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toggle_historian_mode(user)
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return
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return ..()
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/obj/structure/displaycase/trophy/dump()
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if (showpiece)
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if(holographic_showpiece)
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visible_message(span_danger("[showpiece] fizzles and vanishes!"))
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do_sparks(number = 1, cardinal_only = FALSE, source = src)
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QDEL_NULL(showpiece)
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holographic_showpiece = FALSE
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else
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..()
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placer_key = ""
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trophy_message = null
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/obj/structure/displaycase/trophy/insert_showpiece(obj/item/new_showpiece, mob/user)
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if(..())
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return TRUE
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if(showpiece == new_showpiece)
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placer_key = user.ckey
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///Toggles the mode that shows the historian panel on the UI, enabling saving the looks and the trophy message of the current trophy
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/obj/structure/displaycase/trophy/proc/toggle_historian_mode(mob/user)
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historian_mode = !historian_mode
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balloon_alert(user, "[historian_mode ? "enabled" : "disabled"] historian mode.")
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playsound(src, 'sound/machines/twobeep.ogg', vary = 50)
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SStgui.update_uis(src)
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/obj/structure/displaycase/trophy/toggle_lock(mob/user)
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..()
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SStgui.close_uis(src)
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/obj/structure/displaycase/trophy/ui_data(mob/user)
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var/list/data = list()
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data["historian_mode"] = historian_mode
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data["holographic_showpiece"] = holographic_showpiece
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data["max_length"] = MAX_PLAQUE_LEN
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data["has_showpiece"] = showpiece ? TRUE : FALSE
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if(showpiece)
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data["showpiece_name"] = capitalize(format_text(showpiece.name))
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data["showpiece_description"] = trophy_message ? format_text(trophy_message) : null
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return data
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/obj/structure/displaycase/trophy/ui_static_data(mob/user)
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var/list/data = list()
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if(showpiece)
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data["showpiece_icon"] = icon2base64(getFlatIcon(showpiece, no_anim=TRUE))
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return data
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/obj/structure/displaycase/trophy/ui_act(action, params)
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. = ..()
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if(.)
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return
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switch(action)
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if("insert_key")
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if(historian_mode)
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return
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var/obj/item/key/displaycase/trophy_key = usr.get_active_held_item()
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if(istype(trophy_key))
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toggle_historian_mode(usr)
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return TRUE
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return
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if("change_message")
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if(showpiece && !holographic_showpiece)
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var/new_trophy_message = tgui_input_text(usr, "Let's make history!", "Trophy Message", trophy_message, MAX_PLAQUE_LEN)
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if(!new_trophy_message)
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return
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trophy_message = new_trophy_message
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return TRUE
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if("lock")
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if(!historian_mode)
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return
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toggle_historian_mode(usr)
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return TRUE
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/obj/structure/displaycase/trophy/ui_interact(mob/user, datum/tgui/ui)
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if(open)
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return
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if(isliving(usr))
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var/mob/living/living_usr = usr
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if(living_usr.combat_mode)
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return
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Trophycase", name)
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ui.set_autoupdate(FALSE)
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ui.open()
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/obj/item/key/displaycase
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name = "display case key"
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desc = "The key to the curator's display cases."
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/obj/item/showpiece_dummy
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name = "holographic replica"
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/obj/item/showpiece_dummy/Initialize(mapload, path)
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. = ..()
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var/obj/item/item_path = path
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name = initial(item_path.name)
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desc = initial(item_path.desc)
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icon = initial(item_path.icon)
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icon_state = initial(item_path.icon_state)
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/obj/structure/displaycase/forsale
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name = "vend-a-tray"
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icon = 'icons/obj/machines/display.dmi'
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icon_state = "laserbox"
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custom_glass_overlay = TRUE
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desc = "A display case with an ID-card swiper. Use your ID to purchase the contents."
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density = FALSE
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max_integrity = 100
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req_access = null
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alert = FALSE //No, we're not calling the fire department because someone stole your cookie.
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glass_fix = FALSE //Fixable with tools instead.
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pass_flags = PASSTABLE ///Can be placed and moved onto a table.
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autoexamine_while_closed = FALSE
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///The price of the item being sold. Altered by grab intent ID use.
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var/sale_price = 20
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///The Account which will receive payment for purchases. Set by the first ID to swipe the tray.
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var/datum/bank_account/payments_acc = null
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/obj/structure/displaycase/forsale/update_icon_state()
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icon_state = "[initial(icon_state)][broken ? "_broken" : (open ? "_open" : (!showpiece ? "_empty" : null))]"
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return ..()
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/obj/structure/displaycase/forsale/update_overlays()
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. = ..()
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if(!broken && !open)
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. += "[initial(icon_state)]_overlay"
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/obj/structure/displaycase/forsale/insert_showpiece(obj/item/new_showpiece, mob/user)
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if(..())
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return TRUE
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update_static_data_for_all_viewers()
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/obj/structure/displaycase/forsale/dump()
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..()
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update_static_data_for_all_viewers()
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/obj/structure/displaycase/forsale/toggle_lock()
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..()
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SStgui.update_uis(src)
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/obj/structure/displaycase/forsale/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Vendatray", name)
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ui.set_autoupdate(FALSE)
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ui.open()
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/obj/structure/displaycase/forsale/ui_data(mob/user)
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var/list/data = list()
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data["owner_name"] = payments_acc ? payments_acc.account_holder : null
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data["product_name"] = showpiece ?capitalize(format_text(showpiece.name)) : null
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data["registered"] = payments_acc ? TRUE : FALSE
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data["product_cost"] = sale_price
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data["tray_open"] = open
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return data
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/obj/structure/displaycase/forsale/ui_static_data(mob/user)
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var/list/data = list()
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data["product_icon"] = showpiece ? icon2base64(getFlatIcon(showpiece, no_anim=TRUE)) : null
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return data
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/obj/structure/displaycase/forsale/ui_act(action, params)
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. = ..()
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if(.)
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return
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var/obj/item/card/id/potential_acc
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if(isliving(usr))
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var/mob/living/L = usr
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potential_acc = L.get_idcard(hand_first = TRUE)
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switch(action)
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if("Buy")
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if(!showpiece)
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to_chat(usr, span_notice("There's nothing for sale."))
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return TRUE
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if(broken)
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to_chat(usr, span_notice("[src] appears to be broken."))
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return TRUE
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if(!payments_acc)
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to_chat(usr, span_notice("[src] hasn't been registered yet."))
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return TRUE
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if(!usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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if(!potential_acc)
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to_chat(usr, span_notice("No ID card detected."))
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return
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var/datum/bank_account/account = potential_acc.registered_account
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if(!account)
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to_chat(usr, span_notice("[potential_acc] has no account registered!"))
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return
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if(!account.has_money(sale_price))
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to_chat(usr, span_notice("You do not possess the funds to purchase this."))
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return TRUE
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else
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account.adjust_money(-sale_price, "Display Case: [capitalize(showpiece.name)]")
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if(payments_acc)
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payments_acc.adjust_money(sale_price, "Display Case: [capitalize(showpiece.name)]")
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usr.put_in_hands(showpiece)
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to_chat(usr, span_notice("You purchase [showpiece] for [sale_price] credits."))
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playsound(src, 'sound/effects/cashregister.ogg', 40, TRUE)
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flick("[initial(icon_state)]_vend", src)
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showpiece = null
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update_appearance()
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update_static_data_for_all_viewers()
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return TRUE
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if("Open")
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if(!payments_acc)
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to_chat(usr, span_notice("[src] hasn't been registered yet."))
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return TRUE
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if(!potential_acc || !potential_acc.registered_account)
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return
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if(!check_access(potential_acc))
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playsound(src, 'sound/machines/buzz-sigh.ogg', 50, TRUE)
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return
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toggle_lock()
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if("Register")
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if(payments_acc)
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return
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if(!potential_acc || !potential_acc.registered_account)
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return
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if(!check_access(potential_acc))
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playsound(src, 'sound/machines/buzz-sigh.ogg', 50, TRUE)
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return
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payments_acc = potential_acc.registered_account
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playsound(src, 'sound/machines/click.ogg', 20, TRUE)
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if("Adjust")
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if(!check_access(potential_acc) || potential_acc.registered_account != payments_acc)
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playsound(src, 'sound/machines/buzz-sigh.ogg', 50, TRUE)
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return
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var/new_price_input = tgui_input_number(usr, "Sale price for this vend-a-tray", "New Price", 10, 1000)
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if(!new_price_input || QDELETED(usr) || QDELETED(src))
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return
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if(payments_acc != potential_acc.registered_account)
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to_chat(usr, span_warning("[src] rejects your new price."))
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return
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if(!usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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to_chat(usr, span_warning("You need to get closer!"))
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return
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sale_price = new_price_input
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to_chat(usr, span_notice("The cost is now set to [sale_price]."))
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SStgui.update_uis(src)
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return TRUE
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. = TRUE
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/obj/structure/displaycase/forsale/attackby(obj/item/I, mob/living/user, params)
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if(isidcard(I))
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//Card Registration
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var/obj/item/card/id/potential_acc = I
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if(!potential_acc.registered_account)
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to_chat(user, span_warning("This ID card has no account registered!"))
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return
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if(payments_acc == potential_acc.registered_account)
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toggle_lock()
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return
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if(istype(I, /obj/item/modular_computer))
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return TRUE
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SStgui.update_uis(src)
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return ..()
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/obj/structure/displaycase/forsale/multitool_act(mob/living/user, obj/item/I)
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. = ..()
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if(atom_integrity <= (integrity_failure * max_integrity))
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to_chat(user, span_notice("You start recalibrating [src]'s hover field..."))
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if(do_after(user, 20, target = src))
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broken = FALSE
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atom_integrity = max_integrity
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update_appearance()
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return TRUE
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/obj/structure/displaycase/forsale/wrench_act(mob/living/user, obj/item/I)
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. = ..()
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if(open && !user.combat_mode)
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if(anchored)
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to_chat(user, span_notice("You start unsecuring [src]..."))
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else
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to_chat(user, span_notice("You start securing [src]..."))
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if(I.use_tool(src, user, 16, volume=50))
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if(QDELETED(I))
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return
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if(anchored)
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to_chat(user, span_notice("You unsecure [src]."))
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else
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to_chat(user, span_notice("You secure [src]."))
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set_anchored(!anchored)
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return TRUE
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else if(!open && !user.combat_mode)
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to_chat(user, span_notice("[src] must be open to move it."))
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return
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/obj/structure/displaycase/forsale/emag_act(mob/user, obj/item/card/emag/emag_card)
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. = ..()
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payments_acc = null
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req_access = list()
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balloon_alert(user, "account owner reset")
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to_chat(user, span_warning("[src]'s card reader fizzles and smokes."))
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return TRUE
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/obj/structure/displaycase/forsale/examine(mob/user)
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. = ..()
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if(showpiece && !open)
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. += span_notice("[showpiece] is for sale for [sale_price] credits.")
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if(broken)
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. += span_notice("[src] is sparking and the hover field generator seems to be overloaded. Use a multitool to fix it.")
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/obj/structure/displaycase/forsale/atom_break(damage_flag)
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. = ..()
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if(!broken && !(flags_1 & NODECONSTRUCT_1))
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broken = TRUE
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playsound(src, SFX_SHATTER, 70, TRUE)
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update_appearance()
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trigger_alarm() //In case it's given an alarm anyway.
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/obj/structure/displaycase/forsale/kitchen
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desc = "A display case with an ID-card swiper. Use your ID to purchase the contents. Meant for the bartender and chef."
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req_one_access = list(ACCESS_KITCHEN, ACCESS_BAR)
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