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[TGUI] Coin Mint (#24885)
* Backend * Simplify * Almost ready * Done., i think * You can now craft a money bag * Autodoc * Fingerprints * Earlier return if no money bag * Update code/modules/mining/mint.dm * Update code/modules/mining/mint.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update tgui.bundle.js * Rebuild * Fuckin hell * Rebuild * Update tgui.bundle.js * Update code/modules/mining/mint.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mining/mint.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
This commit is contained in:
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-89
@@ -1,116 +1,193 @@
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/**********************Mint**************************/
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#define COIN_COST MINERAL_MATERIAL_AMOUNT * 0.2
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/obj/machinery/mineral/mint
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name = "coin press"
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icon = 'icons/obj/economy.dmi'
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icon_state = "coinpress0"
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icon_state = "coin_press"
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density = TRUE
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anchored = TRUE
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var/newCoins = 0 //how many coins the machine made in it's last load
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var/processing = FALSE
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var/chosen = MAT_METAL //which material will be used to make coins
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var/coinsToProduce = 10
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speed_process = TRUE
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/// How many coins did the machine make in total.
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var/total_coins = 0
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/// Is it creating coins now?
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var/active = FALSE
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/// Which material will be used to make coins or for ejecting.
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var/chosen_material
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/// Inserted money bag.
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var/obj/item/storage/bag/money/money_bag
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/obj/machinery/mineral/mint/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_PLASMA, MAT_SILVER, MAT_GOLD, MAT_URANIUM, MAT_DIAMOND, MAT_BANANIUM, MAT_TRANQUILLITE), MINERAL_MATERIAL_AMOUNT * 50, FALSE, /obj/item/stack)
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var/static/list/coin_materials = list()
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if(!length(coin_materials))
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for(var/datum/material/coin_mat as anything in subtypesof(/datum/material))
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var/obj/item/coin/coin_type = coin_mat.coin_type
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if(!coin_type)
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continue
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coin_materials += coin_mat.id
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AddComponent(/datum/component/material_container, coin_materials, MINERAL_MATERIAL_AMOUNT * 50, FALSE, /obj/item/stack, _after_insert = CALLBACK(src, PROC_REF(material_insert)))
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chosen_material = pick(coin_materials[1])
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/obj/machinery/mineral/mint/Destroy()
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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materials.retrieve_all()
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return ..()
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/obj/machinery/mineral/mint/update_icon_state()
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if(active)
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icon_state = "coin_press-active"
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else
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icon_state = "coin_press"
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/obj/machinery/mineral/mint/wrench_act(mob/user, obj/item/I)
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default_unfasten_wrench(user, I, time = 4 SECONDS)
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return TRUE
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/obj/machinery/mineral/mint/process()
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var/turf/T = get_step(src, input_dir)
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if(!T)
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return
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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for(var/obj/item/stack/sheet/O in T)
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materials.insert_stack(O, O.amount)
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/obj/machinery/mineral/mint/attack_hand(mob/user)
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if(..())
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return
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var/dat = "<b>Coin Press</b><br>"
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add_fingerprint(user)
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ui_interact(user)
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/obj/machinery/mineral/mint/attack_ghost(mob/user)
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ui_interact(user)
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/obj/machinery/mineral/mint/ui_state(mob/user)
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return GLOB.default_state
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/obj/machinery/mineral/mint/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "CoinMint", name)
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ui.set_autoupdate(FALSE)
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ui.open()
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/obj/machinery/mineral/mint/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/spritesheet/materials)
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)
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/obj/machinery/mineral/mint/ui_data(mob/user)
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var/list/data = list()
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data["active"] = active
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data["chosenMaterial"] = chosen_material
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data["totalCoins"] = total_coins
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data["moneyBag"] = !!money_bag
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if(money_bag)
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data["moneyBagContent"] = length(money_bag.contents)
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data["moneyBagMaxContent"] = money_bag.storage_slots
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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data["totalMaterials"] = materials.total_amount
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data["maxMaterials"] = materials.max_amount
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var/list/material_list = list()
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for(var/mat_id in materials.materials)
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var/datum/material/M = materials.materials[mat_id]
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if(!M.amount && chosen != mat_id)
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continue
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dat += "<br><b>[M.name] amount:</b> [M.amount] cm<sup>3</sup> "
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if(chosen == mat_id)
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dat += "<b>Chosen</b>"
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else
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dat += "<A href='byond://?src=[UID()];choose=[mat_id]'>Choose</A>"
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var/datum/material/material = materials.materials[mat_id]
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material_list += list(list(
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"name" = material.name,
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"amount" = material.amount / MINERAL_MATERIAL_AMOUNT,
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"id" = material.id
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))
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data["materials"] = material_list
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var/datum/material/M = materials.materials[chosen]
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return data
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dat += "<br><br>Will produce [coinsToProduce] [lowertext(M.name)] coins if enough materials are available.<br>"
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dat += "<A href='byond://?src=[UID()];chooseAmt=-10'>-10</A> "
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dat += "<A href='byond://?src=[UID()];chooseAmt=-5'>-5</A> "
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dat += "<A href='byond://?src=[UID()];chooseAmt=-1'>-1</A> "
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dat += "<A href='byond://?src=[UID()];chooseAmt=1'>+1</A> "
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dat += "<A href='byond://?src=[UID()];chooseAmt=5'>+5</A> "
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dat += "<A href='byond://?src=[UID()];chooseAmt=10'>+10</A> "
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dat += "<br><br>In total this machine produced <font color='green'><b>[newCoins]</b></font> coins."
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dat += "<br><A href='byond://?src=[UID()];makeCoins=[1]'>Make coins</A>"
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user << browse(dat, "window=mint")
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/obj/machinery/mineral/mint/Topic(href, href_list)
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/obj/machinery/mineral/mint/ui_act(action, params, datum/tgui/ui)
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if(..())
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return
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usr.set_machine(src)
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add_fingerprint(usr)
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if(processing)
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to_chat(usr, "<span class='notice'>The machine is processing.</span>")
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return
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. = TRUE
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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if(href_list["choose"])
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if(materials.materials[href_list["choose"]])
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chosen = href_list["choose"]
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if(href_list["chooseAmt"])
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coinsToProduce = clamp(coinsToProduce + text2num(href_list["chooseAmt"]), 0, 1000)
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if(href_list["makeCoins"])
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var/temp_coins = coinsToProduce
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processing = TRUE
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icon_state = "coinpress1"
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var/coin_mat = MINERAL_MATERIAL_AMOUNT * 0.2
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var/datum/material/M = materials.materials[chosen]
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if(!M || !M.coin_type)
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updateUsrDialog()
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switch(action)
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if("selectMaterial")
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if(!materials.materials[params["material"]])
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return
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chosen_material = params["material"]
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if("activate")
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if(active)
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active = FALSE
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else
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try_make_coins()
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update_icon(UPDATE_ICON_STATE)
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if("ejectMat")
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var/datum/material/material = materials.materials[chosen_material]
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if(material.amount < MINERAL_MATERIAL_AMOUNT)
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to_chat(usr, "<span class='warning'>Not enough [material.name] to eject!</span>")
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return
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var/num_sheets = tgui_input_number(usr, "How many sheets do you want to eject?", "Ejecting [material.name]", max_value = round(material.amount / MINERAL_MATERIAL_AMOUNT), min_value = 1)
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if(isnull(num_sheets))
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return
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materials.retrieve_sheets(num_sheets, chosen_material)
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if("ejectBag")
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eject_bag(usr)
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/obj/machinery/mineral/mint/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/storage/bag/money))
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if(money_bag)
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to_chat(user, "<span class='notice'>There is already a [money_bag.name] inside!</span>")
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return
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if(!user.drop_item())
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return
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to_chat(user, "<span class='notice'>You put a [I.name] into a [src].</span>")
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I.forceMove(src)
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money_bag = I
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SStgui.update_uis(src)
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return
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while(coinsToProduce > 0 && materials.can_use_amount(coin_mat, chosen))
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if(!create_coins(M.coin_type))
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visible_message("<span class='notice'>[src] stops printing to prevent an overflow.</span>")
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break
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materials.use_amount_type(coin_mat, chosen)
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coinsToProduce--
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newCoins++
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updateUsrDialog()
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sleep(5)
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return ..()
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icon_state = "coinpress0"
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processing = FALSE
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coinsToProduce = temp_coins
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updateUsrDialog()
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/obj/machinery/mineral/mint/process()
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if(!active)
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return
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if(length(money_bag.contents) >= money_bag.storage_slots)
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active = FALSE
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visible_message("<span class='notice'>[src] stops printing to prevent an overflow.</span>")
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update_icon(UPDATE_ICON_STATE)
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SStgui.update_uis(src)
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return
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/obj/machinery/mineral/mint/proc/create_coins(P)
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var/turf/T = get_step(src,output_dir)
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if(!T)
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return FALSE
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var/obj/item/O = new P(src)
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var/obj/item/storage/bag/money/M = locate(/obj/item/storage/bag/money, T)
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if(!M)
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M = new /obj/item/storage/bag/money(src)
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unload_mineral(M)
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else if(!M.can_be_inserted(O, FALSE)) // First coin will always fit. But will the Xth?
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qdel(O)
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return FALSE
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O.forceMove(M)
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return TRUE
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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var/datum/material/material = materials.materials[chosen_material]
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if(!materials.can_use_amount(COIN_COST, chosen_material))
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active = FALSE
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visible_message("<span class='notice'>[src] ceased production due to a lack of material.</span>")
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update_icon(UPDATE_ICON_STATE)
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SStgui.update_uis(src)
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return
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materials.use_amount_type(COIN_COST, chosen_material)
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new material.coin_type(money_bag)
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total_coins++
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SStgui.update_uis(src)
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/obj/machinery/mineral/mint/proc/try_make_coins(mob/user)
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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if(!money_bag)
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visible_message("<span class='warning'>[src] cannot work without a money bag!</span>")
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return
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if(length(money_bag.contents) == money_bag.storage_slots)
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visible_message("<span class='warning'>[money_bag.name] is full!</span>")
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return
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if(!materials.can_use_amount(COIN_COST, chosen_material))
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visible_message("<span class='warning'>Lack of selected material for production!</span>")
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return
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active = TRUE
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/obj/machinery/mineral/mint/proc/eject_bag(mob/user)
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if(!money_bag || !(user && iscarbon(user) && user.Adjacent(src)))
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return
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if(active)
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active = FALSE
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if(user.put_in_hands(money_bag))
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to_chat(user, "<span class='notice'>You take a [money_bag.name] out of [src].</span>")
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else
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var/turf/T = get_step(src, output_dir)
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money_bag.forceMove(T)
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money_bag = null
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SStgui.update_uis(src)
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/obj/machinery/mineral/mint/proc/material_insert()
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SStgui.update_uis(src)
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#undef COIN_COST
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@@ -1,5 +1,3 @@
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/*****************************Money bag********************************/
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/obj/item/storage/bag/money
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name = "money bag"
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icon_state = "moneybag"
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@@ -9,8 +7,8 @@
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max_integrity = 100
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w_class = WEIGHT_CLASS_BULKY
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max_w_class = WEIGHT_CLASS_NORMAL
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storage_slots = 40
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max_combined_w_class = 40
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storage_slots = 50
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max_combined_w_class = 50
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can_hold = list(/obj/item/coin, /obj/item/stack/spacecash)
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/obj/item/storage/bag/money/vault/populate_contents()
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