Sell thaler for cargo points!

This commit is contained in:
mistyLuminescence
2017-10-16 18:58:07 +01:00
parent fc59e6ee4c
commit 242b0dba20

View File

@@ -2,7 +2,7 @@
#define SUPPLY_DOCKZ 2 //Z-level of the Dock.
#define SUPPLY_STATIONZ 1 //Z-level of the Station.
#define SUPPLY_STATION_AREATYPE "/area/supply/station" //Type of the supply shuttle area for station
#define SUPPLY_DOCK_AREATYPE "/area/supply/dock" //Type of the supply shuttle area for dock
#define SUPPLY_DOCK_AREATYPE "/area/supply/dock" //Type of the supply shuttle area for dock
//Supply packs are in /code/defines/obj/supplypacks.dm
//Computers are in /code/game/machinery/computer/supply.dm
@@ -10,294 +10,304 @@
var/datum/controller/supply/supply_controller = new()
var/list/mechtoys = list(
/obj/item/toy/prize/ripley,
/obj/item/toy/prize/fireripley,
/obj/item/toy/prize/deathripley,
/obj/item/toy/prize/gygax,
/obj/item/toy/prize/durand,
/obj/item/toy/prize/honk,
/obj/item/toy/prize/marauder,
/obj/item/toy/prize/seraph,
/obj/item/toy/prize/mauler,
/obj/item/toy/prize/odysseus,
/obj/item/toy/prize/phazon
/obj/item/toy/prize/ripley,
/obj/item/toy/prize/fireripley,
/obj/item/toy/prize/deathripley,
/obj/item/toy/prize/gygax,
/obj/item/toy/prize/durand,
/obj/item/toy/prize/honk,
/obj/item/toy/prize/marauder,
/obj/item/toy/prize/seraph,
/obj/item/toy/prize/mauler,
/obj/item/toy/prize/odysseus,
/obj/item/toy/prize/phazon
)
/obj/item/weapon/paper/manifest
name = "supply manifest"
var/is_copy = 1
name = "supply manifest"
var/is_copy = 1
/area/supply/station
name = "Supply Shuttle"
icon_state = "shuttle3"
requires_power = 0
base_turf = /turf/space
name = "Supply Shuttle"
icon_state = "shuttle3"
requires_power = 0
base_turf = /turf/space
/area/supply/dock
name = "Supply Shuttle"
icon_state = "shuttle3"
requires_power = 0
base_turf = /turf/space
name = "Supply Shuttle"
icon_state = "shuttle3"
requires_power = 0
base_turf = /turf/space
/obj/structure/plasticflaps //HOW DO YOU CALL THOSE THINGS ANYWAY
name = "\improper plastic flaps"
desc = "Completely impassable - or are they?"
icon = 'icons/obj/stationobjs.dmi' //Change this.
icon_state = "plasticflaps"
density = 0
anchored = 1
layer = 4
explosion_resistance = 5
var/list/mobs_can_pass = list(
/mob/living/bot,
/mob/living/simple_animal/slime,
/mob/living/simple_animal/mouse,
/mob/living/silicon/robot/drone
)
name = "\improper plastic flaps"
desc = "Completely impassable - or are they?"
icon = 'icons/obj/stationobjs.dmi' //Change this.
icon_state = "plasticflaps"
density = 0
anchored = 1
layer = 4
explosion_resistance = 5
var/list/mobs_can_pass = list(
/mob/living/bot,
/mob/living/simple_animal/slime,
/mob/living/simple_animal/mouse,
/mob/living/silicon/robot/drone
)
/obj/structure/plasticflaps/attackby(obj/item/P, mob/user)
if(istype(P, /obj/item/weapon/wirecutters))
playsound(src, P.usesound, 50, 1)
user << "<span class='notice'>You start to cut the plastic flaps.</span>"
if(do_after(user, 10 * P.toolspeed))
user << "<span class='notice'>You cut the plastic flaps.</span>"
var/obj/item/stack/material/plastic/A = new /obj/item/stack/material/plastic( src.loc )
A.amount = 4
qdel(src)
return
else
return
if(istype(P, /obj/item/weapon/wirecutters))
playsound(src, P.usesound, 50, 1)
user << "<span class='notice'>You start to cut the plastic flaps.</span>"
if(do_after(user, 10 * P.toolspeed))
user << "<span class='notice'>You cut the plastic flaps.</span>"
var/obj/item/stack/material/plastic/A = new /obj/item/stack/material/plastic( src.loc )
A.amount = 4
qdel(src)
return
else
return
/obj/structure/plasticflaps/CanPass(atom/A, turf/T)
if(istype(A) && A.checkpass(PASSGLASS))
return prob(60)
if(istype(A) && A.checkpass(PASSGLASS))
return prob(60)
var/obj/structure/bed/B = A
if (istype(A, /obj/structure/bed) && B.buckled_mob)//if it's a bed/chair and someone is buckled, it will not pass
return 0
var/obj/structure/bed/B = A
if (istype(A, /obj/structure/bed) && B.buckled_mob)//if it's a bed/chair and someone is buckled, it will not pass
return 0
if(istype(A, /obj/vehicle)) //no vehicles
return 0
if(istype(A, /obj/vehicle)) //no vehicles
return 0
var/mob/living/M = A
if(istype(M))
if(M.lying)
return ..()
for(var/mob_type in mobs_can_pass)
if(istype(A, mob_type))
return ..()
return issmall(M)
var/mob/living/M = A
if(istype(M))
if(M.lying)
return ..()
for(var/mob_type in mobs_can_pass)
if(istype(A, mob_type))
return ..()
return issmall(M)
return ..()
return ..()
/obj/structure/plasticflaps/ex_act(severity)
switch(severity)
if (1)
qdel(src)
if (2)
if (prob(50))
qdel(src)
if (3)
if (prob(5))
qdel(src)
switch(severity)
if (1)
qdel(src)
if (2)
if (prob(50))
qdel(src)
if (3)
if (prob(5))
qdel(src)
/obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
New() //set the turf below the flaps to block air
var/turf/T = get_turf(loc)
if(T)
T.blocks_air = 1
..()
New() //set the turf below the flaps to block air
var/turf/T = get_turf(loc)
if(T)
T.blocks_air = 1
..()
Destroy() //lazy hack to set the turf to allow air to pass if it's a simulated floor
var/turf/T = get_turf(loc)
if(T)
if(istype(T, /turf/simulated/floor))
T.blocks_air = 0
..()
Destroy() //lazy hack to set the turf to allow air to pass if it's a simulated floor
var/turf/T = get_turf(loc)
if(T)
if(istype(T, /turf/simulated/floor))
T.blocks_air = 0
..()
/*
/obj/effect/marker/supplymarker
icon_state = "X"
icon = 'icons/misc/mark.dmi'
name = "X"
invisibility = 101
anchored = 1
opacity = 0
icon_state = "X"
icon = 'icons/misc/mark.dmi'
name = "X"
invisibility = 101
anchored = 1
opacity = 0
*/
/datum/supply_order
var/ordernum
var/datum/supply_packs/object = null
var/orderedby = null
var/comment = null
var/ordernum
var/datum/supply_packs/object = null
var/orderedby = null
var/comment = null
/datum/controller/supply
//supply points
var/points = 50
var/points_per_process = 1.5
var/points_per_slip = 2
var/points_per_platinum = 5 // 5 points per sheet
var/points_per_phoron = 5
//control
var/ordernum
var/list/shoppinglist = list()
var/list/requestlist = list()
var/list/supply_packs = list()
//shuttle movement
var/movetime = 1200
var/datum/shuttle/ferry/supply/shuttle
//supply points
var/points = 50
var/points_per_process = 1.5
var/points_per_slip = 2
var/points_per_platinum = 5 // 5 points per sheet
var/points_per_phoron = 5
var/points_per_money = 0.02
//control
var/ordernum
var/list/shoppinglist = list()
var/list/requestlist = list()
var/list/supply_packs = list()
//shuttle movement
var/movetime = 1200
var/datum/shuttle/ferry/supply/shuttle
New()
ordernum = rand(1,9000)
New()
ordernum = rand(1,9000)
for(var/typepath in (typesof(/datum/supply_packs) - /datum/supply_packs))
var/datum/supply_packs/P = new typepath()
supply_packs[P.name] = P
for(var/typepath in (typesof(/datum/supply_packs) - /datum/supply_packs))
var/datum/supply_packs/P = new typepath()
supply_packs[P.name] = P
// Supply shuttle ticker - handles supply point regeneration
// This is called by the process scheduler every thirty seconds
proc/process()
points += points_per_process
// Supply shuttle ticker - handles supply point regeneration
// This is called by the process scheduler every thirty seconds
proc/process()
points += points_per_process
//To stop things being sent to CentCom which should not be sent to centcomm. Recursively checks for these types.
proc/forbidden_atoms_check(atom/A)
if(istype(A,/mob/living))
return 1
if(istype(A,/obj/item/weapon/disk/nuclear))
return 1
if(istype(A,/obj/machinery/nuclearbomb))
return 1
if(istype(A,/obj/item/device/radio/beacon))
return 1
//To stop things being sent to CentCom which should not be sent to centcomm. Recursively checks for these types.
proc/forbidden_atoms_check(atom/A)
if(istype(A,/mob/living))
return 1
if(istype(A,/obj/item/weapon/disk/nuclear))
return 1
if(istype(A,/obj/machinery/nuclearbomb))
return 1
if(istype(A,/obj/item/device/radio/beacon))
return 1
for(var/i=1, i<=A.contents.len, i++)
var/atom/B = A.contents[i]
if(.(B))
return 1
for(var/i=1, i<=A.contents.len, i++)
var/atom/B = A.contents[i]
if(.(B))
return 1
//Sellin
proc/sell()
var/area/area_shuttle = shuttle.get_location_area()
if(!area_shuttle) return
//Sellin
proc/sell()
var/area/area_shuttle = shuttle.get_location_area()
if(!area_shuttle) return
callHook("sell_shuttle", list(area_shuttle));
callHook("sell_shuttle", list(area_shuttle));
var/phoron_count = 0
var/plat_count = 0
var/phoron_count = 0
var/plat_count = 0
var/money_count = 0
for(var/atom/movable/MA in area_shuttle)
if(MA.anchored) continue
for(var/atom/movable/MA in area_shuttle)
if(MA.anchored) continue
// Must be in a crate!
if(istype(MA,/obj/structure/closet/crate))
var/obj/structure/closet/crate/CR = MA
callHook("sell_crate", list(CR, area_shuttle))
// Must be in a crate!
if(istype(MA,/obj/structure/closet/crate))
var/obj/structure/closet/crate/CR = MA
callHook("sell_crate", list(CR, area_shuttle))
points += CR.points_per_crate
var/find_slip = 1
points += CR.points_per_crate
var/find_slip = 1
for(var/atom in CR)
// Sell manifests
var/atom/A = atom
if(find_slip && istype(A,/obj/item/weapon/paper/manifest))
var/obj/item/weapon/paper/manifest/slip = A
if(!slip.is_copy && slip.stamped && slip.stamped.len) //yes, the clown stamp will work. clown is the highest authority on the station, it makes sense
points += points_per_slip
find_slip = 0
continue
for(var/atom in CR)
// Sell manifests
var/atom/A = atom
if(find_slip && istype(A,/obj/item/weapon/paper/manifest))
var/obj/item/weapon/paper/manifest/slip = A
if(!slip.is_copy && slip.stamped && slip.stamped.len) //yes, the clown stamp will work. clown is the highest authority on the station, it makes sense
points += points_per_slip
find_slip = 0
continue
// Sell phoron and platinum
if(istype(A, /obj/item/stack))
var/obj/item/stack/P = A
switch(P.get_material_name())
if("phoron") phoron_count += P.get_amount()
if("platinum") plat_count += P.get_amount()
qdel(MA)
// Sell phoron and platinum
if(istype(A, /obj/item/stack))
var/obj/item/stack/P = A
switch(P.get_material_name())
if("phoron") phoron_count += P.get_amount()
if("platinum") plat_count += P.get_amount()
if(phoron_count)
points += phoron_count * points_per_phoron
//Sell spacebucks
if(istype(A, /obj/item/weapon/spacecash))
var/obj/item/weapon/spacecash/cashmoney = A
money_count += cashmoney.worth
qdel(MA)
if(plat_count)
points += plat_count * points_per_platinum
if(phoron_count)
points += phoron_count * points_per_phoron
//Buyin
proc/buy()
if(!shoppinglist.len) return
if(plat_count)
points += plat_count * points_per_platinum
var/area/area_shuttle = shuttle.get_location_area()
if(!area_shuttle) return
if(money_count)
points += money_count * points_per_money
var/list/clear_turfs = list()
//Buyin
proc/buy()
if(!shoppinglist.len) return
for(var/turf/T in area_shuttle)
if(T.density) continue
var/contcount
for(var/atom/A in T.contents)
if(!A.simulated)
continue
contcount++
if(contcount)
continue
clear_turfs += T
var/area/area_shuttle = shuttle.get_location_area()
if(!area_shuttle) return
for(var/S in shoppinglist)
if(!clear_turfs.len) break
var/i = rand(1,clear_turfs.len)
var/turf/pickedloc = clear_turfs[i]
clear_turfs.Cut(i,i+1)
shoppinglist -= S
var/list/clear_turfs = list()
var/datum/supply_order/SO = S
var/datum/supply_packs/SP = SO.object
for(var/turf/T in area_shuttle)
if(T.density) continue
var/contcount
for(var/atom/A in T.contents)
if(!A.simulated)
continue
contcount++
if(contcount)
continue
clear_turfs += T
var/obj/A = new SP.containertype(pickedloc)
A.name = "[SP.containername] [SO.comment ? "([SO.comment])":"" ]"
for(var/S in shoppinglist)
if(!clear_turfs.len) break
var/i = rand(1,clear_turfs.len)
var/turf/pickedloc = clear_turfs[i]
clear_turfs.Cut(i,i+1)
shoppinglist -= S
//supply manifest generation begin
var/datum/supply_order/SO = S
var/datum/supply_packs/SP = SO.object
var/obj/item/weapon/paper/manifest/slip
if(!SP.contraband)
slip = new /obj/item/weapon/paper/manifest(A)
slip.is_copy = 0
slip.info = "<h3>[command_name()] Shipping Manifest</h3><hr><br>"
slip.info +="Order #[SO.ordernum]<br>"
slip.info +="Destination: [station_name()]<br>"
slip.info +="[shoppinglist.len] PACKAGES IN THIS SHIPMENT<br>"
slip.info +="CONTENTS:<br><ul>"
var/obj/A = new SP.containertype(pickedloc)
A.name = "[SP.containername] [SO.comment ? "([SO.comment])":"" ]"
//spawn the stuff, finish generating the manifest while you're at it
if(SP.access)
if(isnum(SP.access))
A.req_access = list(SP.access)
else if(islist(SP.access))
var/list/L = SP.access // access var is a plain var, we need a list
A.req_access = L.Copy()
else
world << "<span class='danger'>Supply pack with invalid access restriction [SP.access] encountered!</span>"
//supply manifest generation begin
var/list/contains
if(istype(SP,/datum/supply_packs/randomised))
var/datum/supply_packs/randomised/SPR = SP
contains = list()
if(SPR.contains.len)
for(var/j=1,j<=SPR.num_contained,j++)
contains += pick(SPR.contains)
else
contains = SP.contains
var/obj/item/weapon/paper/manifest/slip
if(!SP.contraband)
slip = new /obj/item/weapon/paper/manifest(A)
slip.is_copy = 0
slip.info = "<h3>[command_name()] Shipping Manifest</h3><hr><br>"
slip.info +="Order #[SO.ordernum]<br>"
slip.info +="Destination: [station_name()]<br>"
slip.info +="[shoppinglist.len] PACKAGES IN THIS SHIPMENT<br>"
slip.info +="CONTENTS:<br><ul>"
for(var/typepath in contains)
if(!typepath) continue
var/number_of_items = max(1, contains[typepath])
for(var/j = 1 to number_of_items)
var/atom/B2 = new typepath(A)
if(slip) slip.info += "<li>[B2.name]</li>" //add the item to the manifest
//spawn the stuff, finish generating the manifest while you're at it
if(SP.access)
if(isnum(SP.access))
A.req_access = list(SP.access)
else if(islist(SP.access))
var/list/L = SP.access // access var is a plain var, we need a list
A.req_access = L.Copy()
else
world << "<span class='danger'>Supply pack with invalid access restriction [SP.access] encountered!</span>"
//manifest finalisation
if(slip)
slip.info += "</ul><br>"
slip.info += "CHECK CONTENTS AND STAMP BELOW THE LINE TO CONFIRM RECEIPT OF GOODS<hr>"
var/list/contains
if(istype(SP,/datum/supply_packs/randomised))
var/datum/supply_packs/randomised/SPR = SP
contains = list()
if(SPR.contains.len)
for(var/j=1,j<=SPR.num_contained,j++)
contains += pick(SPR.contains)
else
contains = SP.contains
return
for(var/typepath in contains)
if(!typepath) continue
var/number_of_items = max(1, contains[typepath])
for(var/j = 1 to number_of_items)
var/atom/B2 = new typepath(A)
if(slip) slip.info += "<li>[B2.name]</li>" //add the item to the manifest
//manifest finalisation
if(slip)
slip.info += "</ul><br>"
slip.info += "CHECK CONTENTS AND STAMP BELOW THE LINE TO CONFIRM RECEIPT OF GOODS<hr>"
return