Files
Paradise/code/modules/mining/salvage_redemption.dm
2025-09-22 15:14:15 +00:00

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/obj/machinery/salvage_redemption
name = "salvage redemption machine"
desc = "An electronic deposit bin that scans recovered salvage for useful information, and dispenses credit tickets based on the salvage's value."
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "salvage_redemption"
anchored = TRUE
density = TRUE
/// Access to claim points
var/list/req_access_claim = list(ACCESS_MINING_STATION, ACCESS_FREE_GOLEMS, ACCESS_EXPEDITION)
/// The number of unclaimed points.
var/points = 0
/// Point multiplier
var/point_upgrade = 1
/// List of salvage yet to process
var/list/obj/item/salvage/salvage_buffer = list()
/// If TRUE, [/obj/machinery/salvage_redemption/var/req_access_claim] is ignored and any ID may be used to claim points.
var/anyone_claim = FALSE
/// Current animation state
var/animating = FALSE
/obj/machinery/salvage_redemption/Initialize(mapload)
. = ..()
// Stock parts
component_parts = list()
component_parts += new /obj/item/circuitboard/salvage_redemption(null)
component_parts += new /obj/item/stock_parts/scanning_module(null)
component_parts += new /obj/item/stock_parts/scanning_module(null)
component_parts += new /obj/item/stock_parts/scanning_module(null)
component_parts += new /obj/item/stock_parts/manipulator(null)
component_parts += new /obj/item/stack/sheet/glass(null)
RefreshParts()
/obj/machinery/salvage_redemption/examine(mob/user)
. = ..()
. += "<span class='notice'>There are currently [points] claimable points. [points ? "Swipe your ID to claim them." : ""]</span>"
/obj/machinery/salvage_redemption/update_icon_state()
. = ..()
icon_state = "salvage_redemption"
if(panel_open)
icon_state += "-open"
return
/obj/machinery/salvage_redemption/default_deconstruction_screwdriver(mob/user, icon_state_open, icon_state_closed, obj/item/I)
. = ..()
update_icon(UPDATE_ICON_STATE)
/obj/machinery/salvage_redemption/RefreshParts()
var/point_mult = SALVAGE_REDEMPTION_BASE_POINT_MULT
for(var/obj/item/stock_parts/component in component_parts)
point_mult += SALVAGE_REDEMPTION_POINT_MULT_ADD_PER_RATING * component.rating
// Update our values
point_upgrade = point_mult
SStgui.update_uis(src)
// Interactions
/obj/machinery/salvage_redemption/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/storage/part_replacer))
return ..()
if(!has_power() || panel_open)
return ..()
if(animating)
to_chat(user, "<span class='warning'>The machine is currently processing salvage at the moment.</span>");
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/card/id))
var/obj/item/card/id/ID = used
if(!points)
to_chat(user, "<span class='warning'>There are no points to claim.</span>");
return ITEM_INTERACT_COMPLETE
var/claimed = FALSE
for(var/access in req_access_claim)
if(anyone_claim || (access in ID.access))
ID.mining_points += points
ID.total_mining_points += points
to_chat(user, "<span class='notice'><b>[points] Salvage Points</b> claimed. You have earned a total of <b>[ID.total_mining_points] Salvage Points</b> this Shift!</span>")
points = 0
claimed = TRUE
break
if(!claimed)
to_chat(user, "<span class='warning'>Required access not found.</span>")
add_fingerprint(user)
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/storage/bag/expedition))
var/obj/item/storage/bag/expedition/bag = used
if(!length(bag.contents))
to_chat(user, "<span class='warning'>You have no salvage to redeem.</span>");
return ITEM_INTERACT_COMPLETE
for(var/obj/item/salvage/loot in bag.contents)
salvage_buffer |= loot
loot.forceMove(src)
process_salvage(user)
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/salvage))
if(used.flags & NODROP || !user.drop_item() || !used.forceMove(src))
to_chat(user, "<span class='warning'>[used] is stuck to your hand!</span>")
return ITEM_INTERACT_COMPLETE
var/obj/item/salvage/loot = used
salvage_buffer |= loot
process_salvage(user)
return ITEM_INTERACT_COMPLETE
return ..()
/obj/machinery/salvage_redemption/crowbar_act(mob/user, obj/item/I)
if(default_deconstruction_crowbar(user, I))
return TRUE
/obj/machinery/salvage_redemption/screwdriver_act(mob/user, obj/item/I)
if(!I.use_tool(src, user, 0, volume = 0))
return
. = TRUE
default_deconstruction_screwdriver(user, icon_state, icon_state, I)
/obj/machinery/salvage_redemption/Destroy()
if(salvage_buffer)
for(var/obj/item/salvage/loot in salvage_buffer)
loot.forceMove(src.loc)
return ..()
/obj/machinery/salvage_redemption/proc/process_salvage(mob/user)
var/total_value = 0
for(var/obj/item/salvage/loot in salvage_buffer)
// Award points
points += loot.value * point_upgrade
total_value += loot.value
// Delete the salvage
salvage_buffer -= loot
qdel(loot)
// Do a little animation. It delays the slip slightly, but it looks cool
animating = TRUE
flick("salvage_redemption-active", src)
addtimer(CALLBACK(src, PROC_REF(print_slip), total_value, user), 2.5 SECONDS)
/obj/machinery/salvage_redemption/proc/print_slip(total_value, mob/user)
animating = FALSE
// Print the credit slip
playsound(src, 'sound/machines/banknote_counter.ogg', 30, FALSE)
var/obj/item/credit_redemption_slip/slip = new /obj/item/credit_redemption_slip(src, total_value)
if(ishuman(user) && Adjacent(user))
var/mob/living/carbon/human/H = user
H.put_in_hands(slip)
else
slip.forceMove(get_turf(src))
/// Credit redemption slip
/obj/item/credit_redemption_slip
name = "credit redemption slip"
desc = "A coupon worth a pre-determined amount of credits. Use this on an ATM to redeem them to your account."
icon = 'icons/obj/card.dmi'
icon_state = "credit_redemption"
w_class = WEIGHT_CLASS_TINY
resistance_flags = FLAMMABLE
/// How much is it worth?
var/value = 100
/// Percent given to department
var/department_cut = 0.75
/// Department to award
var/datum/money_account/department_account
/obj/item/credit_redemption_slip/Initialize(mapload, new_value, department = DEPARTMENT_SUPPLY)
. = ..()
value = new_value
name += " ([value * (1- department_cut)])"
department_account = GLOB.station_money_database.get_account_by_department(department)