[MIRROR] Simplified Coin Press (#6645)

Co-authored-by: Casey <a.roaming.shadow@gmail.com>
Co-authored-by: CHOMPStation2 <chompsation2@gmail.com>
This commit is contained in:
CHOMPStation2
2023-07-24 10:01:05 +02:00
committed by GitHub
co-authored by Casey CHOMPStation2
parent 3da2a69a5b
commit 4a703dd7d3
+40 -201
View File
@@ -1,210 +1,49 @@
/**********************Mint**************************/
/obj/machinery/mineral/mint
name = "Coin press"
desc = "A relatively crude hand-operated coin press that turns sheets (or ingots, as the case may be) of materials into fresh coins. They're <i>probably</i> not going to be considered legal tender in most polities, but you might fool a vending machine with one..?<br><br><i>It looks like it'll accept silver, gold, diamond, iron, solid phoron, and uranium.</i>"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "coinpress0"
density = TRUE
anchored = TRUE
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/amt_silver = 0 //amount of silver
var/amt_gold = 0 //amount of gold
var/amt_diamond = 0
var/amt_iron = 0
var/amt_phoron = 0
var/amt_uranium = 0
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = 0
var/chosen = MAT_STEEL //which material will be used to make coins
var/coinsToProduce = 10
var/coinsToProduce = 6 //how many coins do we make per sheet? a sheet is 2000 units whilst a coin is 250, and some material should be lost in the process
var/list/validMats = list("silver", "gold", "diamond", "iron", "phoron", "uranium") //what's valid stuff to make coins out of?
/obj/machinery/mineral/mint/Initialize()
. = ..()
for (var/dir in cardinal)
input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(input)
break
for (var/dir in cardinal)
output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(output)
break
/obj/machinery/mineral/mint/process()
if(!input)
return
var/obj/item/stack/O = locate(/obj/item/stack, input.loc)
if(!O)
return
var/processed = 1
switch(O.get_material_name())
if("gold")
amt_gold += 100 * O.get_amount()
if("silver")
amt_silver += 100 * O.get_amount()
if("diamond")
amt_diamond += 100 * O.get_amount()
if("phoron")
amt_phoron += 100 * O.get_amount()
if("uranium")
amt_uranium += 100 * O.get_amount()
if(MAT_STEEL)
amt_iron += 100 * O.get_amount()
else
processed = 0
if(processed)
qdel(O)
/obj/machinery/mineral/mint/attack_hand(user as mob)
var/dat = "<b>Coin Press</b><br>"
if (!input)
dat += text("input connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
if (!output)
dat += text("<br>output connection status: ")
dat += text("<b><font color='red'>NOT CONNECTED</font></b><br>")
dat += text("<br><font color='#ffcc00'><b>Gold inserted: </b>[amt_gold]</font> ")
if (chosen == "gold")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=gold'>Choose</A>")
dat += text("<br><font color='#888888'><b>Silver inserted: </b>[amt_silver]</font> ")
if (chosen == "silver")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=silver'>Choose</A>")
dat += text("<br><font color='#555555'><b>Iron inserted: </b>[amt_iron]</font> ")
if (chosen == MAT_STEEL)
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=metal'>Choose</A>")
dat += text("<br><font color='#8888FF'><b>Diamond inserted: </b>[amt_diamond]</font> ")
if (chosen == "diamond")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=diamond'>Choose</A>")
dat += text("<br><font color='#FF8800'><b>Phoron inserted: </b>[amt_phoron]</font> ")
if (chosen == "phoron")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=phoron'>Choose</A>")
dat += text("<br><font color='#008800'><b>Uranium inserted: </b>[amt_uranium]</font> ")
if (chosen == "uranium")
dat += text("chosen")
else
dat += text("<A href='?src=\ref[src];choose=uranium'>Choose</A>")
dat += text("<br><br>Will produce [coinsToProduce] [chosen] coins if enough materials are available.<br>")
//dat += text("The dial which controls the number of conins to produce seems to be stuck. A technician has already been dispatched to fix this.")
dat += text("<A href='?src=\ref[src];chooseAmt=-10'>-10</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-5'>-5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=-1'>-1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=1'>+1</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=5'>+5</A> ")
dat += text("<A href='?src=\ref[src];chooseAmt=10'>+10</A> ")
dat += text("<br><br>In total this machine produced <font color='green'><b>[newCoins]</b></font> coins.")
dat += text("<br><A href='?src=\ref[src];makeCoins=[1]'>Make coins</A>")
user << browse("[dat]", "window=mint")
/obj/machinery/mineral/mint/Topic(href, href_list)
if(..())
return 1
usr.set_machine(src)
src.add_fingerprint(usr)
if(processing==1)
to_chat(usr, "<font color='blue'>The machine is processing.</font>")
return
if(href_list["choose"])
chosen = href_list["choose"]
if(href_list["chooseAmt"])
coinsToProduce = between(0, coinsToProduce + text2num(href_list["chooseAmt"]), 1000)
if(href_list["makeCoins"])
var/temp_coins = coinsToProduce
if (src.output)
processing = 1;
/obj/machinery/mineral/mint/attackby(obj/item/stack/material/M as obj, mob/user as mob)
if(M.default_type in validMats)
user.visible_message("[user] starts to feed a sheet of [M.default_type] into \the [src].")
while(M.amount > 0)
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
if(MAT_STEEL)
while(amt_iron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new/obj/item/weapon/coin/iron(M)
amt_iron -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("gold")
while(amt_gold > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/gold(M)
amt_gold -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("silver")
while(amt_silver > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/silver(M)
amt_silver -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("diamond")
while(amt_diamond > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/diamond(M)
amt_diamond -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("phoron")
while(amt_phoron > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/phoron(M)
amt_phoron -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5);
if("uranium")
while(amt_uranium > 0 && coinsToProduce > 0)
if (locate(/obj/item/weapon/moneybag,output.loc))
M = locate(/obj/item/weapon/moneybag,output.loc)
else
M = new/obj/item/weapon/moneybag(output.loc)
new /obj/item/weapon/coin/uranium(M)
amt_uranium -= 20
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5)
icon_state = "coinpress0"
processing = 0;
coinsToProduce = temp_coins
src.updateUsrDialog()
return
if(do_after(user, 2 SECONDS, src))
M.amount--
if(M.default_type == "silver")
while(coinsToProduce-- > 0)
new /obj/item/weapon/coin/silver(user.loc)
else if(M.default_type == "gold")
while(coinsToProduce-- > 0)
new /obj/item/weapon/coin/gold(user.loc)
else if(M.default_type == "diamond")
while(coinsToProduce-- > 0)
new /obj/item/weapon/coin/diamond(user.loc)
else if(M.default_type == "iron")
while(coinsToProduce-- > 0)
new /obj/item/weapon/coin/iron(user.loc)
else if(M.default_type == "phoron")
while(coinsToProduce-- > 0)
new /obj/item/weapon/coin/phoron(user.loc)
else if(M.default_type == "uranium")
while(coinsToProduce-- > 0)
new /obj/item/weapon/coin/uranium(user.loc)
src.visible_message("<span class='notice'>\The [src] rattles and dispenses several [M.default_type] coins!</span>")
coinsToProduce = initial(coinsToProduce)
if(M.amount == 0)
icon_state = "coinpress0"
qdel(M) //clean it up just to be sure
src.visible_message("<span class='notice'>\The [src] has run out of usable materials.</span>")
break
else
to_chat(usr,"<span class='warning'>\The [src] is hand-operated and requires your full attention!</span>")
icon_state = "coinpress0"
break
else
src.visible_message("<span class='notice'>\The [src] doesn't look like it'll accept that material.</span>")