Files
CHOMPStation2/code/game/machinery/vending.dm
2016-01-18 17:40:20 +03:00

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/**
* Datum used to hold information about a product in a vending machine
*/
/datum/data/vending_product
var/product_name = "generic" // Display name for the product
var/product_path = null
var/amount = 0 // Amount held in the vending machine
var/price = 0 // Price to buy one
var/display_color = null // Display color for vending machine listing
var/category = CAT_NORMAL // CAT_HIDDEN for contraband, CAT_COIN for premium
/datum/data/vending_product/New(var/path, var/name = null, var/amount = 1, var/price = 0, var/color = null, var/category = CAT_NORMAL)
..()
src.product_path = path
if(!name)
var/atom/tmp = path
src.product_name = initial(tmp.name)
else
src.product_name = name
src.amount = amount
src.price = price
src.display_color = color
src.category = category
/**
* A vending machine
*/
/obj/machinery/vending
name = "Vendomat"
desc = "A generic vending machine."
icon = 'icons/obj/vending.dmi'
icon_state = "generic"
layer = 2.9
anchored = 1
density = 1
var/icon_vend //Icon_state when vending
var/icon_deny //Icon_state when denying access
// Power
use_power = 1
idle_power_usage = 10
var/vend_power_usage = 150 //actuators and stuff
// Vending-related
var/active = 1 //No sales pitches if off!
var/vend_ready = 1 //Are we ready to vend?? Is it time??
var/vend_delay = 10 //How long does it take to vend?
var/categories = CAT_NORMAL // Bitmask of cats we're currently showing
var/datum/data/vending_product/currently_vending = null // What we're requesting payment for right now
var/status_message = "" // Status screen messages like "insufficient funds", displayed in NanoUI
var/status_error = 0 // Set to 1 if status_message is an error
/*
Variables used to initialize the product list
These are used for initialization only, and so are optional if
product_records is specified
*/
var/list/products = list() // For each, use the following pattern:
var/list/contraband = list() // list(/type/path = amount,/type/path2 = amount2)
var/list/premium = list() // No specified amount = only one in stock
var/list/prices = list() // Prices for each item, list(/type/path = price), items not in the list don't have a price.
// List of vending_product items available.
var/list/product_records = list()
// Variables used to initialize advertising
var/product_slogans = "" //String of slogans spoken out loud, separated by semicolons
var/product_ads = "" //String of small ad messages in the vending screen
var/list/ads_list = list()
// Stuff relating vocalizations
var/list/slogan_list = list()
var/shut_up = 1 //Stop spouting those godawful pitches!
var/vend_reply //Thank you for shopping!
var/last_reply = 0
var/last_slogan = 0 //When did we last pitch?
var/slogan_delay = 6000 //How long until we can pitch again?
// Things that can go wrong
emagged = 0 //Ignores if somebody doesn't have card access to that machine.
var/seconds_electrified = 0 //Shock customers like an airlock.
var/shoot_inventory = 0 //Fire items at customers! We're broken!
var/scan_id = 1
var/obj/item/weapon/coin/coin
var/datum/wires/vending/wires = null
/obj/machinery/vending/New()
..()
wires = new(src)
spawn(4)
if(src.product_slogans)
src.slogan_list += text2list(src.product_slogans, ";")
// So not all machines speak at the exact same time.
// The first time this machine says something will be at slogantime + this random value,
// so if slogantime is 10 minutes, it will say it at somewhere between 10 and 20 minutes after the machine is crated.
src.last_slogan = world.time + rand(0, slogan_delay)
if(src.product_ads)
src.ads_list += text2list(src.product_ads, ";")
src.build_inventory()
power_change()
return
return
/**
* Build src.produdct_records from the products lists
*
* src.products, src.contraband, src.premium, and src.prices allow specifying
* products that the vending machine is to carry without manually populating
* src.product_records.
*/
/obj/machinery/vending/proc/build_inventory()
var/list/all_products = list(
list(src.products, CAT_NORMAL),
list(src.contraband, CAT_HIDDEN),
list(src.premium, CAT_COIN))
for(var/current_list in all_products)
var/category = current_list[2]
for(var/entry in current_list[1])
var/datum/data/vending_product/product = new/datum/data/vending_product(entry)
product.price = (entry in src.prices) ? src.prices[entry] : 0
product.amount = (current_list[1][entry]) ? current_list[1][entry] : 1
product.category = category
src.product_records.Add(product)
/obj/machinery/vending/Destroy()
qdel(wires)
wires = null
qdel(coin)
coin = null
return ..()
/obj/machinery/vending/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(25))
spawn(0)
src.malfunction()
return
return
else
return
/obj/machinery/vending/emag_act(var/remaining_charges, var/mob/user)
if (!emagged)
src.emagged = 1
user << "You short out the product lock on \the [src]"
return 1
/obj/machinery/vending/attackby(obj/item/weapon/W as obj, mob/user as mob)
var/obj/item/weapon/card/id/I = W.GetID()
if (currently_vending && vendor_account && !vendor_account.suspended)
var/paid = 0
var/handled = 0
if (I) //for IDs and PDAs and wallets with IDs
paid = pay_with_card(I,W)
handled = 1
else if (istype(W, /obj/item/weapon/spacecash/ewallet))
var/obj/item/weapon/spacecash/ewallet/C = W
paid = pay_with_ewallet(C)
handled = 1
else if (istype(W, /obj/item/weapon/spacecash))
var/obj/item/weapon/spacecash/C = W
paid = pay_with_cash(C, user)
handled = 1
if(paid)
src.vend(currently_vending, usr)
return
else if(handled)
nanomanager.update_uis(src)
return // don't smack that machine with your 2 thalers
if (I || istype(W, /obj/item/weapon/spacecash))
attack_hand(user)
return
else if(istype(W, /obj/item/weapon/screwdriver))
src.panel_open = !src.panel_open
user << "You [src.panel_open ? "open" : "close"] the maintenance panel."
src.overlays.Cut()
if(src.panel_open)
src.overlays += image(src.icon, "[initial(icon_state)]-panel")
nanomanager.update_uis(src) // Speaker switch is on the main UI, not wires UI
return
else if(istype(W, /obj/item/device/multitool)||istype(W, /obj/item/weapon/wirecutters))
if(src.panel_open)
attack_hand(user)
return
else if(istype(W, /obj/item/weapon/coin) && premium.len > 0)
user.drop_item()
W.loc = src
coin = W
categories |= CAT_COIN
user << "<span class='notice'>You insert \the [W] into \the [src].</span>"
nanomanager.update_uis(src)
return
else if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
if(anchored)
user.visible_message("[user] begins unsecuring \the [src] from the floor.", "You start unsecuring \the [src] from the floor.")
else
user.visible_message("[user] begins securing \the [src] to the floor.", "You start securing \the [src] to the floor.")
if(do_after(user, 20))
if(!src) return
user << "<span class='notice'>You [anchored? "un" : ""]secured \the [src]!</span>"
anchored = !anchored
return
else
for(var/datum/data/vending_product/R in product_records)
if(istype(W, R.product_path))
stock(R, user)
qdel(W)
return
..()
/**
* Receive payment with cashmoney.
*
* usr is the mob who gets the change.
*/
/obj/machinery/vending/proc/pay_with_cash(var/obj/item/weapon/spacecash/cashmoney, mob/user)
if(currently_vending.price > cashmoney.worth)
// This is not a status display message, since it's something the character
// themselves is meant to see BEFORE putting the money in
usr << "\icon[cashmoney] <span class='warning'>That is not enough money.</span>"
return 0
if(istype(cashmoney, /obj/item/weapon/spacecash/bundle))
// Bundles can just have money subtracted, and will work
visible_message("<span class='info'>\The [usr] inserts some cash into \the [src].</span>")
var/obj/item/weapon/spacecash/bundle/cashmoney_bundle = cashmoney
cashmoney_bundle.worth -= currently_vending.price
if(cashmoney_bundle.worth <= 0)
usr.drop_from_inventory(cashmoney_bundle)
qdel(cashmoney_bundle)
else
cashmoney_bundle.update_icon()
else
// Bills (banknotes) cannot really have worth different than face value,
// so we have to eat the bill and spit out change in a bundle
// This is really dirty, but there's no superclass for all bills, so we
// just assume that all spacecash that's not something else is a bill
visible_message("<span class='info'>\The [usr] inserts a bill into \the [src].</span>")
var/left = cashmoney.worth - currently_vending.price
usr.drop_from_inventory(cashmoney)
qdel(cashmoney)
if(left)
spawn_money(left, src.loc, user)
// Vending machines have no idea who paid with cash
credit_purchase("(cash)")
return 1
/**
* Scan a chargecard and deduct payment from it.
*
* Takes payment for whatever is the currently_vending item. Returns 1 if
* successful, 0 if failed.
*/
/obj/machinery/vending/proc/pay_with_ewallet(var/obj/item/weapon/spacecash/ewallet/wallet)
visible_message("<span class='info'>\The [usr] swipes \the [wallet] through \the [src].</span>")
if(currently_vending.price > wallet.worth)
src.status_message = "Insufficient funds on chargecard."
src.status_error = 1
return 0
else
wallet.worth -= currently_vending.price
credit_purchase("[wallet.owner_name] (chargecard)")
return 1
/**
* Scan a card and attempt to transfer payment from associated account.
*
* Takes payment for whatever is the currently_vending item. Returns 1 if
* successful, 0 if failed
*/
/obj/machinery/vending/proc/pay_with_card(var/obj/item/weapon/card/id/I, var/obj/item/ID_container)
if(I==ID_container || ID_container == null)
visible_message("<span class='info'>\The [usr] swipes \the [I] through \the [src].</span>")
else
visible_message("<span class='info'>\The [usr] swipes \the [ID_container] through \the [src].</span>")
var/datum/money_account/customer_account = get_account(I.associated_account_number)
if (!customer_account)
src.status_message = "Error: Unable to access account. Please contact technical support if problem persists."
src.status_error = 1
return 0
if(customer_account.suspended)
src.status_message = "Unable to access account: account suspended."
src.status_error = 1
return 0
// Have the customer punch in the PIN before checking if there's enough money. Prevents people from figuring out acct is
// empty at high security levels
if(customer_account.security_level != 0) //If card requires pin authentication (ie seclevel 1 or 2)
var/attempt_pin = input("Enter pin code", "Vendor transaction") as num
customer_account = attempt_account_access(I.associated_account_number, attempt_pin, 2)
if(!customer_account)
src.status_message = "Unable to access account: incorrect credentials."
src.status_error = 1
return 0
if(currently_vending.price > customer_account.money)
src.status_message = "Insufficient funds in account."
src.status_error = 1
return 0
else
// Okay to move the money at this point
// debit money from the purchaser's account
customer_account.money -= currently_vending.price
// create entry in the purchaser's account log
var/datum/transaction/T = new()
T.target_name = "[vendor_account.owner_name] (via [src.name])"
T.purpose = "Purchase of [currently_vending.product_name]"
if(currently_vending.price > 0)
T.amount = "([currently_vending.price])"
else
T.amount = "[currently_vending.price]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
customer_account.transaction_log.Add(T)
// Give the vendor the money. We use the account owner name, which means
// that purchases made with stolen/borrowed card will look like the card
// owner made them
credit_purchase(customer_account.owner_name)
return 1
/**
* Add money for current purchase to the vendor account.
*
* Called after the money has already been taken from the customer.
*/
/obj/machinery/vending/proc/credit_purchase(var/target as text)
vendor_account.money += currently_vending.price
var/datum/transaction/T = new()
T.target_name = target
T.purpose = "Purchase of [currently_vending.product_name]"
T.amount = "[currently_vending.price]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
vendor_account.transaction_log.Add(T)
/obj/machinery/vending/attack_ai(mob/user as mob)
return attack_hand(user)
/obj/machinery/vending/attack_hand(mob/user as mob)
if(stat & (BROKEN|NOPOWER))
return
if(src.seconds_electrified != 0)
if(src.shock(user, 100))
return
wires.Interact(user)
ui_interact(user)
/**
* Display the NanoUI window for the vending machine.
*
* See NanoUI documentation for details.
*/
/obj/machinery/vending/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
user.set_machine(src)
var/list/data = list()
if(currently_vending)
data["mode"] = 1
data["product"] = currently_vending.product_name
data["price"] = currently_vending.price
data["message_err"] = 0
data["message"] = src.status_message
data["message_err"] = src.status_error
else
data["mode"] = 0
var/list/listed_products = list()
for(var/key = 1 to src.product_records.len)
var/datum/data/vending_product/I = src.product_records[key]
if(!(I.category & src.categories))
continue
listed_products.Add(list(list(
"key" = key,
"name" = I.product_name,
"price" = I.price,
"color" = I.display_color,
"amount" = I.amount)))
data["products"] = listed_products
if(src.coin)
data["coin"] = src.coin.name
if(src.panel_open)
data["panel"] = 1
data["speaker"] = src.shut_up ? 0 : 1
else
data["panel"] = 0
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "vending_machine.tmpl", src.name, 440, 600)
ui.set_initial_data(data)
ui.open()
/obj/machinery/vending/Topic(href, href_list)
if(stat & (BROKEN|NOPOWER))
return
if(usr.stat || usr.restrained())
return
if(href_list["remove_coin"] && !istype(usr,/mob/living/silicon))
if(!coin)
usr << "There is no coin in this machine."
return
coin.loc = src.loc
if(!usr.get_active_hand())
usr.put_in_hands(coin)
usr << "<span class='notice'>You remove the [coin] from the [src]</span>"
coin = null
categories &= ~CAT_COIN
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
if ((href_list["vend"]) && (src.vend_ready) && (!currently_vending))
if((!allowed(usr)) && !emagged && scan_id) //For SECURE VENDING MACHINES YEAH
usr << "<span class='warning'>Access denied.</span>" //Unless emagged of course
flick(icon_deny,src)
return
var/key = text2num(href_list["vend"])
var/datum/data/vending_product/R = product_records[key]
// This should not happen unless the request from NanoUI was bad
if(!(R.category & src.categories))
return
if(R.price <= 0)
src.vend(R, usr)
else if(istype(usr,/mob/living/silicon)) //If the item is not free, provide feedback if a synth is trying to buy something.
usr << "<span class='danger'>Artificial unit recognized. Artificial units cannot complete this transaction. Purchase canceled.</span>"
return
else
src.currently_vending = R
if(!vendor_account || vendor_account.suspended)
src.status_message = "This machine is currently unable to process payments due to problems with the associated account."
src.status_error = 1
else
src.status_message = "Please swipe a card or insert cash to pay for the item."
src.status_error = 0
else if (href_list["cancelpurchase"])
src.currently_vending = null
else if ((href_list["togglevoice"]) && (src.panel_open))
src.shut_up = !src.shut_up
src.add_fingerprint(usr)
nanomanager.update_uis(src)
/obj/machinery/vending/proc/vend(datum/data/vending_product/R, mob/user)
if((!allowed(usr)) && !emagged && scan_id) //For SECURE VENDING MACHINES YEAH
usr << "<span class='warning'>Access denied.</span>" //Unless emagged of course
flick(src.icon_deny,src)
return
src.vend_ready = 0 //One thing at a time!!
src.status_message = "Vending..."
src.status_error = 0
nanomanager.update_uis(src)
if (R.category & CAT_COIN)
if(!coin)
user << "<span class='notice'>You need to insert a coin to get this item.</span>"
return
if(coin.string_attached)
if(prob(50))
user << "<span class='notice'>You successfully pull the coin out before \the [src] could swallow it.</span>"
else
user << "<span class='notice'>You weren't able to pull the coin out fast enough, the machine ate it, string and all.</span>"
qdel(coin)
categories &= ~CAT_COIN
else
qdel(coin)
categories &= ~CAT_COIN
R.amount--
if(((src.last_reply + (src.vend_delay + 200)) <= world.time) && src.vend_reply)
spawn(0)
src.speak(src.vend_reply)
src.last_reply = world.time
use_power(vend_power_usage) //actuators and stuff
if (src.icon_vend) //Show the vending animation if needed
flick(src.icon_vend,src)
spawn(src.vend_delay)
new R.product_path(get_turf(src))
src.status_message = ""
src.status_error = 0
src.vend_ready = 1
currently_vending = null
nanomanager.update_uis(src)
/obj/machinery/vending/proc/stock(var/datum/data/vending_product/R, var/mob/user)
user << "<span class='notice'>You insert \the [src] in the product receptor.</span>"
R.amount++
nanomanager.update_uis(src)
/obj/machinery/vending/process()
if(stat & (BROKEN|NOPOWER))
return
if(!src.active)
return
if(src.seconds_electrified > 0)
src.seconds_electrified--
//Pitch to the people! Really sell it!
if(((src.last_slogan + src.slogan_delay) <= world.time) && (src.slogan_list.len > 0) && (!src.shut_up) && prob(5))
var/slogan = pick(src.slogan_list)
src.speak(slogan)
src.last_slogan = world.time
if(src.shoot_inventory && prob(2))
src.throw_item()
return
/obj/machinery/vending/proc/speak(var/message)
if(stat & NOPOWER)
return
if (!message)
return
for(var/mob/O in hearers(src, null))
O.show_message("<span class='game say'><span class='name'>\The [src]</span> beeps, \"[message]\"</span>",2)
return
/obj/machinery/vending/power_change()
..()
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
else
if( !(stat & NOPOWER) )
icon_state = initial(icon_state)
else
spawn(rand(0, 15))
src.icon_state = "[initial(icon_state)]-off"
//Oh no we're malfunctioning! Dump out some product and break.
/obj/machinery/vending/proc/malfunction()
for(var/datum/data/vending_product/R in src.product_records)
if (R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = R.product_path
if (!dump_path)
continue
while(R.amount>0)
new dump_path(src.loc)
R.amount--
break
stat |= BROKEN
src.icon_state = "[initial(icon_state)]-broken"
return
//Somebody cut an important wire and now we're following a new definition of "pitch."
/obj/machinery/vending/proc/throw_item()
var/obj/throw_item = null
var/mob/living/target = locate() in view(7,src)
if(!target)
return 0
for(var/datum/data/vending_product/R in src.product_records)
if (R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = R.product_path
if (!dump_path)
continue
R.amount--
throw_item = new dump_path(src.loc)
break
if (!throw_item)
return 0
spawn(0)
throw_item.throw_at(target, 16, 3, src)
src.visible_message("<span class='warning'>[src] launches [throw_item.name] at [target.name]!</span>")
return 1
/*
* Vending machine types
*/
/*
/obj/machinery/vending/[vendors name here] // --vending machine template :)
name = ""
desc = ""
icon = ''
icon_state = ""
vend_delay = 15
products = list()
contraband = list()
premium = list()
*/
/*
/obj/machinery/vending/atmospherics //Commenting this out until someone ponies up some actual working, broken, and unpowered sprites - Quarxink
name = "Tank Vendor"
desc = "A vendor with a wide variety of masks and gas tanks."
icon = 'icons/obj/objects.dmi'
icon_state = "dispenser"
product_paths = "/obj/item/weapon/tank/oxygen;/obj/item/weapon/tank/phoron;/obj/item/weapon/tank/emergency_oxygen;/obj/item/weapon/tank/emergency_oxygen/engi;/obj/item/clothing/mask/breath"
product_amounts = "10;10;10;5;25"
vend_delay = 0
*/
/obj/machinery/vending/boozeomat
name = "Booze-O-Mat"
desc = "A technological marvel, supposedly able to mix just the mixture you'd like to drink the moment you ask for one."
icon_state = "boozeomat" //////////////18 drink entities below, plus the glasses, in case someone wants to edit the number of bottles
icon_deny = "boozeomat-deny"
products = list(/obj/item/weapon/reagent_containers/food/drinks/bottle/gin = 5,/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/tequilla = 5,/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/vermouth = 5,/obj/item/weapon/reagent_containers/food/drinks/bottle/rum = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/wine = 5,/obj/item/weapon/reagent_containers/food/drinks/bottle/cognac = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/kahlua = 5,/obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer = 6,
/obj/item/weapon/reagent_containers/food/drinks/bottle/small/ale = 6,/obj/item/weapon/reagent_containers/food/drinks/bottle/orangejuice = 4,
/obj/item/weapon/reagent_containers/food/drinks/bottle/tomatojuice = 4,/obj/item/weapon/reagent_containers/food/drinks/bottle/limejuice = 4,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cream = 4,/obj/item/weapon/reagent_containers/food/drinks/cans/tonic = 8,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cola = 5, /obj/item/weapon/reagent_containers/food/drinks/bottle/space_up = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_mountain_wind = 5, /obj/item/weapon/reagent_containers/food/drinks/cans/sodawater = 15,
/obj/item/weapon/reagent_containers/food/drinks/flask/barflask = 2, /obj/item/weapon/reagent_containers/food/drinks/flask/vacuumflask = 2,
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass = 30,/obj/item/weapon/reagent_containers/food/drinks/ice = 9,
/obj/item/weapon/reagent_containers/food/drinks/bottle/melonliquor = 2,/obj/item/weapon/reagent_containers/food/drinks/bottle/bluecuracao = 2,
/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe = 2,/obj/item/weapon/reagent_containers/food/drinks/bottle/grenadine = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/specialwhiskey = 4)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/tea = 10)
vend_delay = 15
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
product_slogans = "I hope nobody asks me for a bloody cup o' tea...;Alcohol is humanity's friend. Would you abandon a friend?;Quite delighted to serve you!;Is nobody thirsty on this station?"
product_ads = "Drink up!;Booze is good for you!;Alcohol is humanity's best friend.;Quite delighted to serve you!;Care for a nice, cold beer?;Nothing cures you like booze!;Have a sip!;Have a drink!;Have a beer!;Beer is good for you!;Only the finest alcohol!;Best quality booze since 2053!;Award-winning wine!;Maximum alcohol!;Man loves beer.;A toast for progress!"
req_access = list(access_bar)
/obj/machinery/vending/assist
products = list( /obj/item/device/assembly/prox_sensor = 5,/obj/item/device/assembly/igniter = 3,/obj/item/device/assembly/signaler = 4,
/obj/item/weapon/wirecutters = 1, /obj/item/weapon/cartridge/signal = 4)
contraband = list(/obj/item/device/flashlight = 5,/obj/item/device/assembly/timer = 2)
product_ads = "Only the finest!;Have some tools.;The most robust equipment.;The finest gear in space!"
/obj/machinery/vending/coffee
name = "Hot Drinks machine"
desc = "A vending machine which dispenses hot drinks."
product_ads = "Have a drink!;Drink up!;It's good for you!;Would you like a hot joe?;I'd kill for some coffee!;The best beans in the galaxy.;Only the finest brew for you.;Mmmm. Nothing like a coffee.;I like coffee, don't you?;Coffee helps you work!;Try some tea.;We hope you like the best!;Try our new chocolate!;Admin conspiracies"
icon_state = "coffee"
icon_vend = "coffee-vend"
vend_delay = 34
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
vend_power_usage = 85000 //85 kJ to heat a 250 mL cup of coffee
products = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 25,/obj/item/weapon/reagent_containers/food/drinks/tea = 25,/obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 25)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/ice = 10)
prices = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 3, /obj/item/weapon/reagent_containers/food/drinks/tea = 3, /obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 3)
/obj/machinery/vending/snack
name = "Getmore Chocolate Corp"
desc = "A snack machine courtesy of the Getmore Chocolate Corporation, based out of Mars."
product_slogans = "Try our new nougat bar!;Twice the calories for half the price!"
product_ads = "The healthiest!;Award-winning chocolate bars!;Mmm! So good!;Oh my god it's so juicy!;Have a snack.;Snacks are good for you!;Have some more Getmore!;Best quality snacks straight from mars.;We love chocolate!;Try our new jerky!"
icon_state = "snack"
products = list(/obj/item/weapon/reagent_containers/food/snacks/candy = 6,/obj/item/weapon/reagent_containers/food/drinks/dry_ramen = 6,/obj/item/weapon/reagent_containers/food/snacks/chips =6,
/obj/item/weapon/reagent_containers/food/snacks/sosjerky = 6,/obj/item/weapon/reagent_containers/food/snacks/no_raisin = 6,/obj/item/weapon/reagent_containers/food/snacks/spacetwinkie = 6,
/obj/item/weapon/reagent_containers/food/snacks/cheesiehonkers = 6, /obj/item/weapon/reagent_containers/food/snacks/tastybread = 6, /obj/item/weapon/reagent_containers/food/snacks/skrellsnacks = 3)
contraband = list(/obj/item/weapon/reagent_containers/food/snacks/syndicake = 6)
prices = list(/obj/item/weapon/reagent_containers/food/snacks/candy = 1,/obj/item/weapon/reagent_containers/food/drinks/dry_ramen = 5,/obj/item/weapon/reagent_containers/food/snacks/chips = 1,
/obj/item/weapon/reagent_containers/food/snacks/sosjerky = 2,/obj/item/weapon/reagent_containers/food/snacks/no_raisin = 1,/obj/item/weapon/reagent_containers/food/snacks/spacetwinkie = 1,
/obj/item/weapon/reagent_containers/food/snacks/cheesiehonkers = 1, /obj/item/weapon/reagent_containers/food/snacks/tastybread = 2, /obj/item/weapon/reagent_containers/food/snacks/skrellsnacks = 4)
/obj/machinery/vending/cola
name = "Robust Softdrinks"
desc = "A softdrink vendor provided by Robust Industries, LLC."
icon_state = "Cola_Machine"
product_slogans = "Robust Softdrinks: More robust than a toolbox to the head!"
product_ads = "Refreshing!;Hope you're thirsty!;Over 1 million drinks sold!;Thirsty? Why not cola?;Please, have a drink!;Drink up!;The best drinks in space."
products = list(/obj/item/weapon/reagent_containers/food/drinks/cans/cola = 10,/obj/item/weapon/reagent_containers/food/drinks/cans/space_mountain_wind = 10,
/obj/item/weapon/reagent_containers/food/drinks/cans/dr_gibb = 10,/obj/item/weapon/reagent_containers/food/drinks/cans/starkist = 10,
/obj/item/weapon/reagent_containers/food/drinks/cans/waterbottle = 10,/obj/item/weapon/reagent_containers/food/drinks/cans/space_up = 10,
/obj/item/weapon/reagent_containers/food/drinks/cans/iced_tea = 10, /obj/item/weapon/reagent_containers/food/drinks/cans/grape_juice = 10)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/cans/thirteenloko = 5, /obj/item/weapon/reagent_containers/food/snacks/liquidfood = 6)
prices = list(/obj/item/weapon/reagent_containers/food/drinks/cans/cola = 1,/obj/item/weapon/reagent_containers/food/drinks/cans/space_mountain_wind = 1,
/obj/item/weapon/reagent_containers/food/drinks/cans/dr_gibb = 1,/obj/item/weapon/reagent_containers/food/drinks/cans/starkist = 1,
/obj/item/weapon/reagent_containers/food/drinks/cans/waterbottle = 2,/obj/item/weapon/reagent_containers/food/drinks/cans/space_up = 1,
/obj/item/weapon/reagent_containers/food/drinks/cans/iced_tea = 1,/obj/item/weapon/reagent_containers/food/drinks/cans/grape_juice = 1)
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
//This one's from bay12
/obj/machinery/vending/cart
name = "PTech"
desc = "Cartridges for PDAs."
product_slogans = "Carts to go!"
icon_state = "cart"
icon_deny = "cart-deny"
req_access = list(access_hop)
products = list(/obj/item/weapon/cartridge/medical = 10,/obj/item/weapon/cartridge/engineering = 10,/obj/item/weapon/cartridge/security = 10,
/obj/item/weapon/cartridge/janitor = 10,/obj/item/weapon/cartridge/signal/science = 10,/obj/item/device/pda/heads = 10,
/obj/item/weapon/cartridge/captain = 3,/obj/item/weapon/cartridge/quartermaster = 10)
/obj/machinery/vending/cigarette
name = "Cigarette machine" //OCD had to be uppercase to look nice with the new formating
desc = "If you want to get cancer, might as well do it in style!"
product_slogans = "Space cigs taste good like a cigarette should.;I'd rather toolbox than switch.;Smoke!;Don't believe the reports - smoke today!"
product_ads = "Probably not bad for you!;Don't believe the scientists!;It's good for you!;Don't quit, buy more!;Smoke!;Nicotine heaven.;Best cigarettes since 2150.;Award-winning cigs.;Feeling temperamental? Try a Temperamento!;Carcinoma Angels - go fuck yerself!;Don't be so hard on yourself, kid. Smoke a Lucky Star!"
vend_delay = 34
icon_state = "cigs"
products = list(/obj/item/weapon/storage/fancy/cigarettes = 5,
/obj/item/weapon/storage/fancy/cigarettes/luckystars = 5,
/obj/item/weapon/storage/fancy/cigarettes/jerichos = 5,
/obj/item/weapon/storage/fancy/cigarettes/menthols = 5,
/obj/item/weapon/storage/box/matches = 10,
/obj/item/weapon/flame/lighter/random = 4)
contraband = list(/obj/item/weapon/flame/lighter/zippo = 4)
premium = list(/obj/item/weapon/storage/fancy/cigar = 5,
/obj/item/weapon/storage/fancy/cigarettes/carcinomas = 5,
/obj/item/weapon/storage/fancy/cigarettes/professionals = 5,
/obj/item/weapon/storage/fancy/cigarettes/killthroat = 5)
prices = list(/obj/item/weapon/storage/fancy/cigarettes = 15,
/obj/item/weapon/storage/fancy/cigarettes/luckystars = 17,
/obj/item/weapon/storage/fancy/cigarettes/jerichos = 22,
/obj/item/weapon/storage/fancy/cigarettes/menthols = 18,
/obj/item/weapon/storage/box/matches = 1,
/obj/item/weapon/flame/lighter/random = 2)
/obj/machinery/vending/medical
name = "NanoMed Plus"
desc = "Medical drug dispenser."
icon_state = "med"
icon_deny = "med-deny"
product_ads = "Go save some lives!;The best stuff for your medbay.;Only the finest tools.;Natural chemicals!;This stuff saves lives.;Don't you want some?;Ping!"
req_access = list(access_medical)
products = list(/obj/item/weapon/reagent_containers/glass/bottle/antitoxin = 4,/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline = 4,
/obj/item/weapon/reagent_containers/glass/bottle/stoxin = 4,/obj/item/weapon/reagent_containers/glass/bottle/toxin = 4,
/obj/item/weapon/reagent_containers/syringe/antiviral = 4,/obj/item/weapon/reagent_containers/syringe = 12,
/obj/item/device/healthanalyzer = 5,/obj/item/weapon/reagent_containers/glass/beaker = 4, /obj/item/weapon/reagent_containers/dropper = 2,
/obj/item/stack/medical/advanced/bruise_pack = 3, /obj/item/stack/medical/advanced/ointment = 3, /obj/item/stack/medical/splint = 2)
contraband = list(/obj/item/weapon/reagent_containers/pill/tox = 3,/obj/item/weapon/reagent_containers/pill/stox = 4,/obj/item/weapon/reagent_containers/pill/antitox = 6)
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
//This one's from bay12
/obj/machinery/vending/phoronresearch
name = "Toximate 3000"
desc = "All the fine parts you need in one vending machine!"
products = list(/obj/item/clothing/under/rank/scientist = 6,/obj/item/clothing/suit/bio_suit = 6,/obj/item/clothing/head/bio_hood = 6,
/obj/item/device/transfer_valve = 6,/obj/item/device/assembly/timer = 6,/obj/item/device/assembly/signaler = 6,
/obj/item/device/assembly/prox_sensor = 6,/obj/item/device/assembly/igniter = 6)
/obj/machinery/vending/wallmed1
name = "NanoMed"
desc = "Wall-mounted Medical Equipment dispenser."
product_ads = "Go save some lives!;The best stuff for your medbay.;Only the finest tools.;Natural chemicals!;This stuff saves lives.;Don't you want some?"
icon_state = "wallmed"
icon_deny = "wallmed-deny"
density = 0 //It is wall-mounted, and thus, not dense. --Superxpdude
products = list(/obj/item/stack/medical/bruise_pack = 2,/obj/item/stack/medical/ointment = 2,/obj/item/weapon/reagent_containers/hypospray/autoinjector = 4,/obj/item/device/healthanalyzer = 1)
contraband = list(/obj/item/weapon/reagent_containers/syringe/antitoxin = 4,/obj/item/weapon/reagent_containers/syringe/antiviral = 4,/obj/item/weapon/reagent_containers/pill/tox = 1)
/obj/machinery/vending/wallmed2
name = "NanoMed"
desc = "Wall-mounted Medical Equipment dispenser."
icon_state = "wallmed"
icon_deny = "wallmed-deny"
density = 0 //It is wall-mounted, and thus, not dense. --Superxpdude
products = list(/obj/item/weapon/reagent_containers/hypospray/autoinjector = 5,/obj/item/weapon/reagent_containers/syringe/antitoxin = 3,/obj/item/stack/medical/bruise_pack = 3,
/obj/item/stack/medical/ointment =3,/obj/item/device/healthanalyzer = 3)
contraband = list(/obj/item/weapon/reagent_containers/pill/tox = 3)
/obj/machinery/vending/security
name = "SecTech"
desc = "A security equipment vendor."
product_ads = "Crack capitalist skulls!;Beat some heads in!;Don't forget - harm is good!;Your weapons are right here.;Handcuffs!;Freeze, scumbag!;Don't tase me bro!;Tase them, bro.;Why not have a donut?"
icon_state = "sec"
icon_deny = "sec-deny"
req_access = list(access_security)
products = list(/obj/item/weapon/handcuffs = 8,/obj/item/weapon/grenade/flashbang = 4,/obj/item/device/flash = 5,
/obj/item/weapon/reagent_containers/food/snacks/donut/normal = 12,/obj/item/weapon/storage/box/evidence = 6)
contraband = list(/obj/item/clothing/glasses/sunglasses = 2,/obj/item/weapon/storage/box/donut = 2)
/obj/machinery/vending/hydronutrients
name = "NutriMax"
desc = "A plant nutrients vendor."
product_slogans = "Aren't you glad you don't have to fertilize the natural way?;Now with 50% less stink!;Plants are people too!"
product_ads = "We like plants!;Don't you want some?;The greenest thumbs ever.;We like big plants.;Soft soil..."
icon_state = "nutri"
icon_deny = "nutri-deny"
products = list(/obj/item/weapon/reagent_containers/glass/fertilizer/ez = 35,/obj/item/weapon/reagent_containers/glass/fertilizer/l4z = 25,/obj/item/weapon/reagent_containers/glass/fertilizer/rh = 15,/obj/item/weapon/plantspray/pests = 20,
/obj/item/weapon/reagent_containers/syringe = 5,/obj/item/weapon/storage/bag/plants = 5)
premium = list(/obj/item/weapon/reagent_containers/glass/bottle/ammonia = 10,/obj/item/weapon/reagent_containers/glass/bottle/diethylamine = 5)
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
/obj/machinery/vending/hydroseeds
name = "MegaSeed Servitor"
desc = "When you need seeds fast!"
product_slogans = "THIS'S WHERE TH' SEEDS LIVE! GIT YOU SOME!;Hands down the best seed selection on the station!;Also certain mushroom varieties available, more for experts! Get certified today!"
product_ads = "We like plants!;Grow some crops!;Grow, baby, growww!;Aw h'yeah son!"
icon_state = "seeds"
products = list(/obj/item/seeds/bananaseed = 3,/obj/item/seeds/berryseed = 3,/obj/item/seeds/carrotseed = 3,/obj/item/seeds/chantermycelium = 3,/obj/item/seeds/chiliseed = 3,
/obj/item/seeds/cornseed = 3, /obj/item/seeds/eggplantseed = 3, /obj/item/seeds/potatoseed = 3, /obj/item/seeds/replicapod = 3,/obj/item/seeds/soyaseed = 3,
/obj/item/seeds/sunflowerseed = 3,/obj/item/seeds/tomatoseed = 3,/obj/item/seeds/towermycelium = 3,/obj/item/seeds/wheatseed = 3,/obj/item/seeds/appleseed = 3,
/obj/item/seeds/poppyseed = 3,/obj/item/seeds/sugarcaneseed = 3,/obj/item/seeds/ambrosiavulgarisseed = 3,/obj/item/seeds/peanutseed = 3,/obj/item/seeds/whitebeetseed = 3,/obj/item/seeds/watermelonseed = 3,/obj/item/seeds/limeseed = 3,
/obj/item/seeds/lemonseed = 3,/obj/item/seeds/orangeseed = 3,/obj/item/seeds/grassseed = 3,/obj/item/seeds/cocoapodseed = 3,/obj/item/seeds/plumpmycelium = 2,
/obj/item/seeds/cabbageseed = 3,/obj/item/seeds/grapeseed = 3,/obj/item/seeds/pumpkinseed = 3,/obj/item/seeds/cherryseed = 3,/obj/item/seeds/plastiseed = 3,/obj/item/seeds/riceseed = 3)
contraband = list(/obj/item/seeds/amanitamycelium = 2,/obj/item/seeds/glowshroom = 2,/obj/item/seeds/libertymycelium = 2,/obj/item/seeds/mtearseed = 2,
/obj/item/seeds/nettleseed = 2,/obj/item/seeds/reishimycelium = 2,/obj/item/seeds/reishimycelium = 2,/obj/item/seeds/shandseed = 2,)
premium = list(/obj/item/toy/waterflower = 1)
/**
* Populate hydroseeds product_records
*
* This needs to be customized to fetch the actual names of the seeds, otherwise
* the machine would simply list "packet of seeds" times 20
*/
/obj/machinery/vending/hydroseeds/build_inventory()
var/list/all_products = list(
list(src.products, CAT_NORMAL),
list(src.contraband, CAT_HIDDEN),
list(src.premium, CAT_COIN))
for(var/current_list in all_products)
var/category = current_list[2]
for(var/entry in current_list[1])
var/obj/item/seeds/S = new entry(src)
var/name = S.name
var/datum/data/vending_product/product = new/datum/data/vending_product(entry, name)
product.price = (entry in src.prices) ? src.prices[entry] : 0
product.amount = (current_list[1][entry]) ? current_list[1][entry] : 1
product.category = category
src.product_records.Add(product)
/obj/machinery/vending/magivend
name = "MagiVend"
desc = "A magic vending machine."
icon_state = "MagiVend"
product_slogans = "Sling spells the proper way with MagiVend!;Be your own Houdini! Use MagiVend!"
vend_delay = 15
vend_reply = "Have an enchanted evening!"
product_ads = "FJKLFJSD;AJKFLBJAKL;1234 LOONIES LOL!;>MFW;Kill them fuckers!;GET DAT FUKKEN DISK;HONK!;EI NATH;Destroy the station!;Admin conspiracies since forever!;Space-time bending hardware!"
products = list(/obj/item/clothing/head/wizard = 1,/obj/item/clothing/suit/wizrobe = 1,/obj/item/clothing/head/wizard/red = 1,/obj/item/clothing/suit/wizrobe/red = 1,/obj/item/clothing/shoes/sandal = 1,/obj/item/weapon/staff = 2)
contraband = list(/obj/item/weapon/reagent_containers/glass/bottle/wizarditis = 1) //No one can get to the machine to hack it anyways; for the lulz - Microwave
/obj/machinery/vending/dinnerware
name = "Dinnerware"
desc = "A kitchen and restaurant equipment vendor."
product_ads = "Mm, food stuffs!;Food and food accessories.;Get your plates!;You like forks?;I like forks.;Woo, utensils.;You don't really need these..."
icon_state = "dinnerware"
products = list(/obj/item/weapon/tray = 8,/obj/item/weapon/material/kitchen/utensil/fork = 6, /obj/item/weapon/material/kitchen/utensil/knife = 6, /obj/item/weapon/material/kitchen/utensil/spoon = 6, /obj/item/weapon/material/knife = 3,/obj/item/weapon/reagent_containers/food/drinks/drinkingglass = 8,/obj/item/clothing/suit/chef/classic = 2)
contraband = list(/obj/item/weapon/material/kitchen/rollingpin = 2, /obj/item/weapon/material/knife/butch = 2)
/obj/machinery/vending/sovietsoda
name = "BODA"
desc = "An old sweet water vending machine,how did this end up here?"
icon_state = "sovietsoda"
product_ads = "For Tsar and Country.;Have you fulfilled your nutrition quota today?;Very nice!;We are simple people, for this is all we eat.;If there is a person, there is a problem. If there is no person, then there is no problem."
products = list(/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/soda = 30)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/cola = 20)
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
/obj/machinery/vending/tool
name = "YouTool"
desc = "Tools for tools."
icon_state = "tool"
icon_deny = "tool-deny"
//req_access = list(access_maint_tunnels) //Maintenance access
products = list(/obj/item/stack/cable_coil/random = 10,/obj/item/weapon/crowbar = 5,/obj/item/weapon/weldingtool = 3,/obj/item/weapon/wirecutters = 5,
/obj/item/weapon/wrench = 5,/obj/item/device/analyzer = 5,/obj/item/device/t_scanner = 5,/obj/item/weapon/screwdriver = 5)
contraband = list(/obj/item/weapon/weldingtool/hugetank = 2,/obj/item/clothing/gloves/fyellow = 2)
premium = list(/obj/item/clothing/gloves/yellow = 1)
/obj/machinery/vending/engivend
name = "Engi-Vend"
desc = "Spare tool vending. What? Did you expect some witty description?"
icon_state = "engivend"
icon_deny = "engivend-deny"
req_access = list(access_engine_equip)
products = list(/obj/item/clothing/glasses/meson = 2,/obj/item/device/multitool = 4,/obj/item/weapon/airlock_electronics = 10,/obj/item/weapon/module/power_control = 10,/obj/item/weapon/airalarm_electronics = 10,/obj/item/weapon/cell/high = 10)
contraband = list(/obj/item/weapon/cell/potato = 3)
premium = list(/obj/item/weapon/storage/belt/utility = 3)
//This one's from bay12
/obj/machinery/vending/engineering
name = "Robco Tool Maker"
desc = "Everything you need for do-it-yourself station repair."
icon_state = "engi"
icon_deny = "engi-deny"
req_access = list(access_engine_equip)
products = list(/obj/item/clothing/under/rank/chief_engineer = 4,/obj/item/clothing/under/rank/engineer = 4,/obj/item/clothing/shoes/orange = 4,/obj/item/clothing/head/hardhat = 4,
/obj/item/weapon/storage/belt/utility = 4,/obj/item/clothing/glasses/meson = 4,/obj/item/clothing/gloves/yellow = 4, /obj/item/weapon/screwdriver = 12,
/obj/item/weapon/crowbar = 12,/obj/item/weapon/wirecutters = 12,/obj/item/device/multitool = 12,/obj/item/weapon/wrench = 12,/obj/item/device/t_scanner = 12,
/obj/item/stack/cable_coil/heavyduty = 8, /obj/item/weapon/cell = 8, /obj/item/weapon/weldingtool = 8,/obj/item/clothing/head/welding = 8,
/obj/item/weapon/light/tube = 10,/obj/item/clothing/suit/fire = 4, /obj/item/weapon/stock_parts/scanning_module = 5,/obj/item/weapon/stock_parts/micro_laser = 5,
/obj/item/weapon/stock_parts/matter_bin = 5,/obj/item/weapon/stock_parts/manipulator = 5,/obj/item/weapon/stock_parts/console_screen = 5)
// There was an incorrect entry (cablecoil/power). I improvised to cablecoil/heavyduty.
// Another invalid entry, /obj/item/weapon/circuitry. I don't even know what that would translate to, removed it.
// The original products list wasn't finished. The ones without given quantities became quantity 5. -Sayu
//This one's from bay12
/obj/machinery/vending/robotics
name = "Robotech Deluxe"
desc = "All the tools you need to create your own robot army."
icon_state = "robotics"
icon_deny = "robotics-deny"
req_access = list(access_robotics)
products = list(/obj/item/clothing/suit/storage/toggle/labcoat = 4,/obj/item/clothing/under/rank/roboticist = 4,/obj/item/stack/cable_coil = 4,/obj/item/device/flash = 4,
/obj/item/weapon/cell/high = 12, /obj/item/device/assembly/prox_sensor = 3,/obj/item/device/assembly/signaler = 3,/obj/item/device/healthanalyzer = 3,
/obj/item/weapon/scalpel = 2,/obj/item/weapon/circular_saw = 2,/obj/item/weapon/tank/anesthetic = 2,/obj/item/clothing/mask/breath/medical = 5,
/obj/item/weapon/screwdriver = 5,/obj/item/weapon/crowbar = 5)
//everything after the power cell had no amounts, I improvised. -Sayu