Files
Paradise/code/modules/paperwork/ticketmachine.dm
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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