mirror of
https://github.com/ParadiseSS13/Paradise.git
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* refactor: Attack chain, initial setup. * migrate curtain to make dreamchecker happy * update thurible * don't call attacked_by separately for legacy attack chain * remove duplicate proc * condense similar code, put allowances for legacy code in new procs * update docs, include diagram source * add comment on how to update diagram * fix admonition * mindflayer updates * remove commented out code * clarify all steps * after_attack should be overridable * whoops * retrofit recent changes * duh, can't restrict this yet because of tool_acts * i hate ore bags with the fire of a thousand suns * return correct value for object attack logic * Various cleanups. We don't want to attempt to pull stuff out of `/obj/item/attackby`, because those pieces are part of the related objects' migrations, not `/obj/item` itself. Attempting to do this causes knockon effects where things expected to call e.g. `/obj/item/storage/attackby` in the call chain were not ferried over to the new item interaction code, because the related objects hadn't actually been migrated over yet. I've used refactoring /obj/vehicle as the example for migrating `attackby` methods instead. * simplify some argument names * fuck it * make it do the thing * Rename CI module call * Prove that CI works * improve test output * aaand fix it again * fix curtain tool interactions * fix compile error * fix compile error * Better docs, introduce migration plan tool.
112 lines
3.3 KiB
Plaintext
112 lines
3.3 KiB
Plaintext
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/obj/machinery/economy/arcade
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name = "Arcade Game"
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desc = "One of the most generic arcade games ever."
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icon = 'icons/obj/arcade.dmi'
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icon_state = "clawmachine_1_on"
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idle_power_consumption = 40
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var/tokens = 0
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var/freeplay = FALSE //for debugging and admin kindness
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var/token_price = 0
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var/window_name = "arcade" //in case you want to change the window name for certain machines
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/obj/machinery/economy/arcade/Initialize(mapload)
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. = ..()
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if(type == /obj/machinery/economy/arcade) //if you spawn the base-type, it will replace itself with a random subtype for randomness
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var/choice = pick(subtypesof(/obj/machinery/economy/arcade))
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new choice(loc)
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return INITIALIZE_HINT_QDEL
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/obj/machinery/economy/arcade/examine(mob/user)
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. = ..()
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if(freeplay)
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. += "Someone enabled freeplay on this machine!"
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else
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if(token_price)
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. += "[src] costs [token_price] credits per play."
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if(!tokens)
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. += "[src] has no available play credits. Better feed the machine!"
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else if(tokens == 1)
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. += "[src] has only 1 play credit left!"
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else
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. += "[src] has [tokens] play credits!"
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/obj/machinery/economy/arcade/attack_hand(mob/user)
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if(..())
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if(in_use && src == user.machine) //this one checks if they fell down/died and closes the game
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close_game()
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return
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if(in_use && src == user.machine) //this one just checks if they are playing so it doesn't eat tokens
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return
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interact(user)
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/obj/machinery/economy/arcade/interact(mob/user)
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if(stat & BROKEN || panel_open)
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return
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if(!tokens && !freeplay)
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to_chat(user, "\The [src] doesn't have enough credits to play! Pay first!")
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return
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if(!in_use && (tokens || freeplay))
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in_use = 1
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start_play(user)
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return
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if(in_use)
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if(src != user.machine)
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to_chat(user, "Someone else is already playing this machine, please wait your turn!")
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return
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/obj/machinery/economy/arcade/attackby__legacy__attackchain(obj/item/O, mob/user, params)
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if(!freeplay)
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if(isspacecash(O))
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insert_cash(O, user, token_price)
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if(pay_with_cash(token_price, "Arcade Token Purchase", "DonkBook Gaming", user, account_database.vendor_account))
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tokens += 1
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return
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if(istype(O, /obj/item/card/id))
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if(pay_with_card(O, token_price, "Arcade Token Purchase", "DonkBook Gaming", user, account_database.vendor_account))
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tokens += 1
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return
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return ..()
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/obj/machinery/economy/arcade/screwdriver_act(mob/living/user, obj/item/I)
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if(!anchored)
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return FALSE
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default_deconstruction_screwdriver(user, icon_state, icon_state, I)
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update_icon()
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return TRUE
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/obj/machinery/economy/arcade/crowbar_act(mob/living/user, obj/item/I)
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if(!component_parts || !panel_open)
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return FALSE
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default_deconstruction_crowbar(user, I)
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return TRUE
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/obj/machinery/economy/arcade/proc/start_play(mob/user as mob)
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user.set_machine(src)
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if(!freeplay)
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tokens -= 1
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/obj/machinery/economy/arcade/proc/close_game()
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in_use = FALSE
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for(var/mob/user in viewers(world.view, src)) // I don't know who you are.
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if(user.client && user.machine == src) // I will look for you,
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user.unset_machine() // I will find you,
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user << browse(null, "window=[window_name]") // And I will kill you.
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return
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/obj/machinery/economy/arcade/proc/win()
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return
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/obj/machinery/economy/arcade/process()
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if(in_use)
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updateUsrDialog()
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if(!in_use)
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close_game()
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/obj/machinery/economy/arcade/Destroy()
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close_game()
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return ..()
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