Files
CHOMPStation2/code/game/machinery/clawmachine.dm
CHOMPStation2StaffMirrorBot 1b8f394a14 [MIRROR] Makes uses of do_after sane (#11582)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-09-07 23:02:27 -04:00

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//Original Codebase created by Shadowfire117#1269 - Ported from CHOMPstation
//Modified by GhostActual#2055 to produce Claw Machine
/*
* Space Crane
*/
/obj/machinery/clawmachine
name = "Space Crane"
desc = "Try your luck at winning a cute plush toy! No refunds, and whining won't win you anything."
icon = 'icons/obj/computer.dmi'
icon_state = "clawmachine"
anchored = 1
density = 1
power_channel = EQUIP
use_power = USE_POWER_IDLE
idle_power_usage = 10
active_power_usage = 100
light_power = 0.9
light_range = 2
light_color = "#B1FBBFF"
var/isbroken = 0 //1 if someone banged it with something heavy
var/ispowered = 1 //starts powered, changes with power_change()
var/busy = 0
var/symbol1 = null
var/symbol2 = null
var/symbol3 = null
var/list/prizes = list(/obj/random/carp_plushie,
/obj/item/toy/plushie/nymph,
/obj/item/toy/plushie/teshari,
/obj/item/toy/plushie/mouse,
/obj/item/toy/plushie/kitten,
/obj/item/toy/plushie/lizard,
/obj/item/toy/plushie/spider,
/obj/item/toy/plushie/farwa,
/obj/item/toy/plushie/corgi,
/obj/item/toy/plushie/girly_corgi,
/obj/item/toy/plushie/robo_corgi,
/obj/item/toy/plushie/octopus,
/obj/item/toy/plushie/face_hugger,
/obj/item/toy/plushie/red_fox,
/obj/item/toy/plushie/black_fox,
/obj/item/toy/plushie/marble_fox,
/obj/item/toy/plushie/blue_fox,
/obj/item/toy/plushie/orange_fox,
/obj/item/toy/plushie/coffee_fox,
/obj/item/toy/plushie/pink_fox,
/obj/item/toy/plushie/purple_fox,
/obj/item/toy/plushie/crimson_fox,
/obj/item/toy/plushie/deer,
/obj/item/toy/plushie/black_cat,
/obj/item/toy/plushie/grey_cat,
/obj/item/toy/plushie/white_cat,
/obj/item/toy/plushie/orange_cat,
/obj/item/toy/plushie/siamese_cat,
/obj/item/toy/plushie/tabby_cat,
/obj/item/toy/plushie/tuxedo_cat,
/obj/item/toy/plushie/borgplushie/medihound,
/obj/item/toy/plushie/borgplushie/scrubpuppy,
/obj/item/toy/plushie/borgplushie/drake/sec,
/obj/item/toy/plushie/borgplushie/drake/med,
/obj/item/toy/plushie/borgplushie/drake/sci,
/obj/item/toy/plushie/borgplushie/drake/eng,
/obj/item/toy/plushie/borgplushie/drake/mine,
/obj/item/toy/plushie/borgplushie/drake/jani,
/obj/item/toy/plushie/borgplushie/drake/trauma,
/obj/item/toy/plushie/otter,
/obj/item/toy/plushie/shark,
/obj/item/toy/plushie/tinytin,
/obj/item/toy/plushie/tinytin_sec
//CHOMPStation Add Start
/obj/item/toy/plushie/dragon,
/obj/item/toy/plushie/dragon/green,
/obj/item/toy/plushie/dragon/purple,
/obj/item/toy/plushie/dragon/white_east,
/obj/item/toy/plushie/dragon/red_east,
/obj/item/toy/plushie/dragon/green_east,
/obj/item/toy/plushie/dragon/gold_east,
/obj/item/toy/plushie/teppi,
/obj/item/toy/plushie/teppi/alt
)//CHOMPStation Add End
/obj/machinery/clawmachine/update_icon()
cut_overlays()
if(!ispowered || isbroken)
icon_state = "clawmachine_off"
if(isbroken) //If the thing is smashed, add crack overlay on top of the unpowered sprite.
add_overlay("clawmachine_broken")
set_light(0)
set_light_on(FALSE)
return
icon_state = "clawmachine"
set_light(2)
set_light_on(TRUE)
return
/obj/machinery/clawmachine/power_change()
if(isbroken) //Broken shit can't be powered.
return
..()
if(!(stat & NOPOWER))
ispowered = 1
update_icon()
else
spawn(rand(0, 15))
ispowered = 0
update_icon()
/obj/machinery/clawmachine/attackby(obj/item/W as obj, mob/user as mob)
if(busy)
to_chat(user,span_notice("The claw machine is currently running."))
return
if(W.has_tool_quality(TOOL_WRENCH))
playsound(src, W.usesound, 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, 2 SECONDS * W.toolspeed, target = src))
if(!src) return
to_chat(user, span_notice("You [anchored? "un" : ""]secured \the [src]!"))
anchored = !anchored
return
if(!anchored)
to_chat(user,span_notice("The machine isn't secured."))
return
var/handled = 0
var/paid = 0
if(istype(W, /obj/item/spacecash))
var/obj/item/spacecash/C = W
paid = insert_cash(C, user)
handled = 1
if(paid)
return
if(handled)
SStgui.update_uis(src)
return // don't smack that machine with your 2 chips
else if(!(stat & NOPOWER))
return
else if(isbroken)
return
/obj/machinery/clawmachine/proc/prizevend()
if(LAZYLEN(prizes))
var/prizeselect = pickweight(prizes)
new prizeselect(src.loc)
/obj/machinery/clawmachine/proc/insert_cash(var/obj/item/spacecash/cashmoney, mob/user)
if (ispowered == 0)
return
if (isbroken)
return
if(busy)
to_chat(user,span_notice("The claw machine is currently running."))
return
if(cashmoney.worth < 5)
to_chat(user,span_notice("You dont have enough Thalers to play!"))
return
to_chat(user,span_notice("You put 5 Thalers in the claw machine and press start."))
cashmoney.worth -= 5
cashmoney.update_icon()
if(cashmoney.worth <= 0)
user.drop_from_inventory(cashmoney)
qdel(cashmoney)
cashmoney.update_icon()
busy = 1
icon_state = "clawmachine_play"
playsound(src.loc, 'sound/machines/clawmachine_play.ogg', 50, 0)
var/slot1 = rand(0,4)
switch(slot1)
if(0 to 2) symbol1 = "one"
if(3 to 4) symbol1 = "two"
var/slot2 = rand(0,4)
switch(slot2)
if(0 to 2) symbol2 = "one"
if(3 to 4) symbol2 = "two"
var/slot3 = rand(0,4)
switch(slot3)
if(0 to 2) symbol3 = "one"
if(3 to 4) symbol3 = "two"
var/output //Output variable to send out in chat after the large if statement.
var/winnings = 0 //If you win a toy or not
var/delaytime = 7 SECONDS
spawn(delaytime)
to_chat(user,span_notice("The clam machine lights up and starts to play!"))
if (symbol1 == "one" && symbol2 == "one" && symbol3 == "one")
output = span_notice("Hooray! You Win!")
winnings = TRUE
if (symbol1 == "two" && symbol2 == "two" && symbol3 == "two")
output = span_notice("Hooray! You Win!!")
winnings = TRUE
icon_state = initial(icon_state) // Set it back to the original iconstate.
if(!output) // Is there anything to output? If not, consider it a loss.
to_chat(user,"Better luck next time!")
busy = FALSE
return
to_chat(user,output) //Output message
if(winnings) //Did the person win?
icon_state = "clawmachine_win"
prizevend()
playsound(src.loc, 'sound/machines/clawmachine_win.ogg', 50, 0)
spawn(delaytime)
icon_state = "clawmachine"
busy = FALSE