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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.
239 lines
9.3 KiB
Plaintext
239 lines
9.3 KiB
Plaintext
//Bureaucracy machine!
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//Simply set this up in the hopline and you can serve people based on ticket numbers
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/obj/machinery/ticket_machine
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name = "ticket machine"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "ticketmachine"
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desc = "A marvel of bureaucratic engineering encased in an efficient plastic shell. It can be refilled with a hand labeler refill roll and linked to buttons with a multitool."
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density = FALSE
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anchored = TRUE
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maptext_height = 26
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maptext_width = 32
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maptext_x = 7
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maptext_y = 10
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layer = HIGH_OBJ_LAYER
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var/ticket_number = 0 //Increment the ticket number whenever the HOP presses his button
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var/current_number = 0 //What ticket number are we currently serving?
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var/max_number = 100 //At this point, you need to refill it.
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var/cooldown = 50
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var/ready = TRUE
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var/list/ticket_holders = list()
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var/list/tickets = list()
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var/id = 1
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/// If FALSE, the ticket machine will not dispense tickets. Toggled by swiping aHoP ID
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var/dispense_enabled = TRUE
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/obj/machinery/ticket_machine/Destroy()
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for(var/obj/item/ticket_machine_ticket/ticket in tickets)
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ticket.visible_message("<span class='notice'>\the [ticket] disperses!</span>")
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qdel(ticket)
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tickets.Cut()
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return ..()
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/obj/machinery/ticket_machine/emag_act(mob/user) //Emag the ticket machine to dispense burning tickets, as well as randomize its number to destroy the HoP's mind.
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if(emagged)
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return
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to_chat(user, "<span class='warning'>You overload [src]'s bureaucratic logic circuitry to its MAXIMUM setting.</span>")
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ticket_number = rand(0, max_number)
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current_number = ticket_number
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emagged = TRUE
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for(var/obj/item/ticket_machine_ticket/ticket in tickets)
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ticket.visible_message("<span class='notice'>\the [ticket] disperses!</span>")
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qdel(ticket)
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tickets.Cut()
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update_icon()
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return TRUE
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/obj/machinery/ticket_machine/Initialize(mapload)
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. = ..()
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update_icon()
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/obj/machinery/ticket_machine/proc/increment()
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if(current_number > ticket_number)
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return
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if(current_number && !(emagged) && tickets[current_number])
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var/obj/item/ticket_machine_ticket/ticket = tickets[current_number]
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ticket.audible_message("<span class='notice'>\the [tickets[current_number]] disperses!</span>")
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qdel(ticket)
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if(current_number < ticket_number)
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current_number ++ //Increment the one we're serving.
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playsound(src, 'sound/misc/announce_dig.ogg', 50, FALSE)
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atom_say("Now serving ticket #[current_number]!")
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if(!(emagged) && tickets[current_number])
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var/obj/item/ticket_machine_ticket/ticket = tickets[current_number]
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ticket.audible_message("<span class='notice'>\the [tickets[current_number]] vibrates!</span>")
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update_icon() //Update our icon here rather than when they take a ticket to show the current ticket number being served
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/obj/machinery/door_control/ticket_machine_button
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name = "increment ticket counter"
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desc = "Use this button after you've served someone to tell the next person to come forward."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "doorctrl0"
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req_access = list()
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id = 1
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var/cooldown = FALSE
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/obj/machinery/door_control/ticket_machine_button/attack_hand(mob/user)
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if(allowed(usr) || user.can_advanced_admin_interact())
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icon_state = "doorctrl1"
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_icon)), 15)
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for(var/obj/machinery/ticket_machine/M in GLOB.machines)
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if(M.id == id)
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if(cooldown)
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return
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cooldown = TRUE
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M.increment()
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
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else
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to_chat(usr, "<span class='warning'>Access denied.</span>")
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flick("doorctrl-denied", src)
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/obj/machinery/door_control/ticket_machine_button/update_icon_state()
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if(!(stat & NOPOWER))
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icon_state = "doorctrl0"
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/obj/machinery/ticket_machine/update_icon_state()
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switch(ticket_number) //Gives you an idea of how many tickets are left
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if(0 to 49)
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icon_state = "ticketmachine_100"
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if(50 to 99)
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icon_state = "ticketmachine_50"
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if(100)
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icon_state = "ticketmachine_0"
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handle_maptext()
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/obj/machinery/ticket_machine/proc/handle_maptext()
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if(!dispense_enabled)
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maptext_x = 6
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maptext = "<font face='Small Fonts' color='#960b0b'>OFF</font>"
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return
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switch(ticket_number) //This is here to handle maptext offsets so that the numbers align.
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if(0 to 9)
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maptext_x = 13
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if(10 to 99)
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maptext_x = 10
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if(100)
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maptext_x = 8
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maptext = "<font face='Small Fonts'>[ticket_number]</font>"
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/obj/machinery/ticket_machine/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/hand_labeler_refill))
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if(!(ticket_number >= max_number))
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to_chat(user, "<span class='notice'>[src] refuses [I]! There [max_number-ticket_number==1 ? "is" : "are"] still [max_number-ticket_number] ticket\s left!</span>")
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return
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to_chat(user, "<span class='notice'>You start to refill [src]'s ticket holder (doing this will reset its ticket count!).</span>")
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if(do_after(user, 30, target = src))
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to_chat(user, "<span class='notice'>You insert [I] into [src] as it whirs nondescriptly.</span>")
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user.drop_item()
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qdel(I)
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ticket_number = 0
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current_number = 0
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for(var/obj/item/ticket_machine_ticket/ticket in tickets)
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ticket.audible_message("<span class='notice'>\the [ticket] disperses!</span>")
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qdel(ticket)
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tickets.Cut()
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max_number = initial(max_number)
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update_icon()
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return
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else if(istype(I, /obj/item/card/id))
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var/obj/item/card/id/heldID = I
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if(ACCESS_HOP in heldID.access)
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dispense_enabled = !dispense_enabled
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to_chat(user, "<span class='notice'>You [dispense_enabled ? "enable" : "disable"] [src], it will [dispense_enabled ? "now" : "no longer"] dispense tickets!</span>")
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handle_maptext()
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return
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to_chat(user, "<span class='warning'>You do not have the required access to [dispense_enabled ? "disable" : "enable"] the ticket machine.</span>")
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return
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return ..()
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/obj/machinery/ticket_machine/proc/reset_cooldown()
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ready = TRUE
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/obj/machinery/ticket_machine/attack_hand(mob/living/carbon/user)
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. = ..()
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if(!ready)
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to_chat(user,"<span class='warning'>You press the button, but nothing happens...</span>")
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return
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if(!dispense_enabled)
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to_chat(user, "<span class='warning'>[src] is disabled.</span>")
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return
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if(ticket_number >= max_number)
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to_chat(user,"<span class='warning'>Ticket supply depleted, please refill this unit with a hand labeller refill cartridge!</span>")
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return
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if((user.UID() in ticket_holders) && !(emagged))
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to_chat(user, "<span class='warning'>You already have a ticket!</span>")
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return
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playsound(src, 'sound/machines/terminal_insert_disc.ogg', 100, FALSE)
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ticket_number ++
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to_chat(user, "<span class='notice'>You take a ticket from [src], looks like you're ticket number #[ticket_number]...</span>")
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var/obj/item/ticket_machine_ticket/theirticket = new /obj/item/ticket_machine_ticket(get_turf(src))
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theirticket.name = "Ticket #[ticket_number]"
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theirticket.maptext = "<font color='#000000' face='Small Fonts'>[ticket_number]</font>"
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theirticket.saved_maptext = "<font color='#000000' face='Small Fonts'>[ticket_number]</font>"
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theirticket.ticket_number = ticket_number
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theirticket.source = src
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theirticket.owner = user.UID()
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user.put_in_hands(theirticket)
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ticket_holders += user.UID()
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tickets += theirticket
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if(emagged) //Emag the machine to destroy the HOP's life.
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ready = FALSE
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addtimer(CALLBACK(src, PROC_REF(reset_cooldown)), cooldown)//Small cooldown to prevent piles of flaming tickets
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theirticket.fire_act()
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user.drop_item()
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user.adjust_fire_stacks(1)
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user.IgniteMob()
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// Stop AI penetrating the bureaucracy
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/obj/machinery/ticket_machine/attack_ai(mob/user)
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return
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/obj/machinery/ticket_machine/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Use an ID card with <b>Head of Personnel</b> access on this machine to [dispense_enabled ? "disable" : "enable"] ticket dispensing.</span>"
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/obj/item/ticket_machine_ticket
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name = "Ticket"
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desc = "A ticket which shows your place in the Head of Personnel's line. Made from Nanotrasen patented NanoPaper. Though solid, its form seems to shimmer slightly. Feels (and burns) just like the real thing."
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "ticket"
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maptext_x = 7
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maptext_y = 10
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w_class = WEIGHT_CLASS_TINY
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resistance_flags = FLAMMABLE
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max_integrity = 50
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var/saved_maptext = null
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var/owner //soft ref of the ticket owner's UID()
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var/obj/machinery/ticket_machine/source
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var/ticket_number
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/obj/item/ticket_machine_ticket/attack_hand(mob/user)
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. = ..()
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maptext = saved_maptext //For some reason, storage code removes all maptext off objs, this stops its number from being wiped off when taken out of storage.
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/obj/item/ticket_machine_ticket/attackby__legacy__attackchain(obj/item/P, mob/living/carbon/human/user, params) //Stolen from papercode
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..()
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if(P.get_heat())
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(10))
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user.visible_message("<span class='warning'>[user] accidentally ignites [user.p_themselves()]!</span>", \
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"<span class='userdanger'>You miss the paper and accidentally light yourself on fire!</span>")
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user.drop_item()
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user.adjust_fire_stacks(1)
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user.IgniteMob()
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return
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user.visible_message("<span class='danger'>[user] lights [src] ablaze with [P]!</span>", "<span class='danger'>You light [src] on fire!</span>")
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fire_act()
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/obj/item/paper/extinguish()
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..()
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update_icon()
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/obj/item/ticket_machine_ticket/Destroy()
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if(owner && source)
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source.ticket_holders -= owner
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source.tickets[ticket_number] = null
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source = null
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return ..()
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