/**********************Mint**************************/
/obj/machinery/mineral/mint
name = "Coin press"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "coinpress0"
density = 1
anchored = 1.0
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 = DEFAULT_WALL_MATERIAL //which material will be used to make coins
var/coinsToProduce = 10
/obj/machinery/mineral/mint/New()
..()
spawn( 5 )
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
processing_objects.Add(src)
return
return
/obj/machinery/mineral/mint/process()
if ( src.input)
var/obj/item/stack/material/O
O = locate(/obj/item/stack/material, input.loc)
if(O)
if (istype(O,/obj/item/stack/material/gold))
amt_gold += 100 * O.get_amount()
qdel(O)
if (istype(O,/obj/item/stack/material/silver))
amt_silver += 100 * O.get_amount()
qdel(O)
if (istype(O,/obj/item/stack/material/diamond))
amt_diamond += 100 * O.get_amount()
qdel(O)
if (istype(O,/obj/item/stack/material/phoron))
amt_phoron += 100 * O.get_amount()
qdel(O)
if (istype(O,/obj/item/stack/material/uranium))
amt_uranium += 100 * O.get_amount()
qdel(O)
if (istype(O,/obj/item/stack/material/steel))
amt_iron += 100 * O.get_amount()
qdel(O)
/obj/machinery/mineral/mint/attack_hand(user as mob)
var/dat = "Coin Press
"
if (!input)
dat += text("input connection status: ")
dat += text("NOT CONNECTED
")
if (!output)
dat += text("
output connection status: ")
dat += text("NOT CONNECTED
")
dat += text("
Gold inserted: [amt_gold] ")
if (chosen == "gold")
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Silver inserted: [amt_silver] ")
if (chosen == "silver")
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Iron inserted: [amt_iron] ")
if (chosen == DEFAULT_WALL_MATERIAL)
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Diamond inserted: [amt_diamond] ")
if (chosen == "diamond")
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Phoron inserted: [amt_phoron] ")
if (chosen == "phoron")
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Uranium inserted: [amt_uranium] ")
if (chosen == "uranium")
dat += text("chosen")
else
dat += text("Choose")
dat += text("
Will produce [coinsToProduce] [chosen] coins if enough materials are available.
")
//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("-10 ")
dat += text("-5 ")
dat += text("-1 ")
dat += text("+1 ")
dat += text("+5 ")
dat += text("+10 ")
dat += text("
In total this machine produced [newCoins] coins.")
dat += text("
Make coins")
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)
usr << "\blue The machine is processing."
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;
icon_state = "coinpress1"
var/obj/item/weapon/moneybag/M
switch(chosen)
if(DEFAULT_WALL_MATERIAL)
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