port of https://github.com/tgstation/tgstation/pull/54029/files# Aka this is where we get bounty cubes and remove the public bounty console. Credit to ArcaneMusic.

This commit is contained in:
shellspeed1
2022-09-18 21:55:10 -07:00
parent b4f886d999
commit cdb1fbb1e2
15 changed files with 32 additions and 381 deletions

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@@ -52,6 +52,9 @@ SUBSYSTEM_DEF(economy)
///The modifier multiplied to the value of cargo pack prices.
var/pack_price_modifier = 1
var/civ_bounty_tracker = 0
/// Contains the message to send to newscasters about earnings, updated on price_update()
/datum/controller/subsystem/economy/Initialize(timeofday)
var/budget_to_hand_out = round(budget_pool / department_accounts.len)
for(var/A in department_accounts)

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@@ -92,9 +92,12 @@
stop_sending()
if(curr_bounty.can_claim())
//Pay for the bounty with the ID's department funds.
inserted_scan_id.registered_account.transfer_money(SSeconomy.get_dep_account(inserted_scan_id.registered_account.account_job.paycheck_department), curr_bounty.reward)
status_report += "Bounty Completed! [curr_bounty.reward] credits have been paid out. "
status_report += "Bounty Completed! Please send your completed bounty cube to cargo for your automated payout shortly."
inserted_scan_id.registered_account.reset_bounty()
SSeconomy.civ_bounty_tracker++
var/obj/item/bounty_cube/reward = new /obj/item/bounty_cube(drop_location())
reward.bounty_value = curr_bounty.reward
reward.AddComponent(/datum/component/pricetag, inserted_scan_id.registered_account, 10)
pad.visible_message("<span class='notice'>[pad] activates!</span>")
flick(pad.sending_state,pad)
pad.icon_state = pad.idle_state
@@ -146,15 +149,7 @@
var/curr_time = round(((pot_acc.bounty_timer + (5 MINUTES))-world.time)/ (1 MINUTES), 0.01)
to_chat(usr, "<span class='warning'>You already have an incomplete civilian bounty, try again in [curr_time] minutes to replace it!</span>")
return FALSE
var/datum/bounty/crumbs = random_bounty(pot_acc.account_job.bounty_types) //It's a good scene from War Dogs (2016).
/*if(SSeconomy.inflation_value() > 1) //lets try not to add inflation for right now
if(istype(crumbs, /datum/bounty/item))
var/datum/bounty/item/items = crumbs
items.required_count = max(round((items.required_count)/(SSeconomy.inflation_value()*2)), 1)
if(istype(crumbs, /datum/bounty/reagent))
var/datum/bounty/reagent/chems = crumbs
chems.required_volume = max(round((chems.required_volume)/SSeconomy.inflation_value()*2), 1)
crumbs.reward = round(crumbs.reward/(SSeconomy.inflation_value()*2))*/
var/datum/bounty/crumbs = random_bounty(pot_acc.account_job.bounty_types)
pot_acc.bounty_timer = world.time
pot_acc.civilian_bounty = crumbs
if("eject")
@@ -201,6 +196,15 @@
updateUsrDialog()
return TRUE
///Upon completion of a civilian bounty, one of these is created. It is sold to cargo to give the cargo budget bounty money, and the person who completed it cash.
/obj/item/bounty_cube
name = "Bounty Cube"
desc = "A bundle of compressed hardlight data, containing a completed bounty. Sell this on the cargo shuttle to claim it!"
icon = 'icons/obj/economy.dmi'
icon_state = "bounty_cube"
///Value of the bounty that this bounty cube sells for.
var/bounty_value = 0
///Beacon to launch a new bounty setup when activated.
/obj/item/civ_bounty_beacon

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@@ -352,10 +352,6 @@
name = "Bounty Pad (Computer Board)"
build_path = /obj/machinery/computer/piratepad_control/civilian
// /obj/item/circuitboard/computer/bountypad
// name = "Bounty Pad (Computer Board)"
// build_path = /obj/machinery/computer/piratepad_control/civilian
/obj/item/circuitboard/computer/security/shuttle
name = "Shuttlelinking Security Cameras (Computer Board)"
icon_state = "generic"
@@ -585,10 +581,6 @@
name = "Supply Request Console (Computer Board)"
build_path = /obj/machinery/computer/cargo/request
/obj/item/circuitboard/computer/bounty
name = "Nanotrasen Bounty Console (Computer Board)"
build_path = /obj/machinery/computer/bounty
/obj/item/circuitboard/computer/ferry
name = "Transport Ferry (Computer Board)"
icon_state = "supply"

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@@ -78,7 +78,7 @@ GLOBAL_LIST_EMPTY(bounties_list)
// Returns a new bounty of random type, but does not add it to GLOB.bounties_list.
/proc/random_bounty(var/guided = 0)
var/bounty_num
if(guided)
if(guided && (guided != CIV_JOB_RANDOM))
bounty_num = guided
else
bounty_num = rand(1,13)

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@@ -1,65 +0,0 @@
#define PRINTER_TIMEOUT 10
/obj/machinery/computer/bounty
name = "\improper Nanotrasen bounty console"
desc = "Used to check and claim bounties offered by Nanotrasen"
icon_screen = "bounty"
circuit = /obj/item/circuitboard/computer/bounty
light_color = "#E2853D"//orange
var/printer_ready = 0 //cooldown var
var/static/datum/bank_account/cargocash
/obj/machinery/computer/bounty/Initialize(mapload)
. = ..()
printer_ready = world.time + PRINTER_TIMEOUT
cargocash = SSeconomy.get_dep_account(ACCOUNT_CAR)
/obj/machinery/computer/bounty/proc/print_paper()
new /obj/item/paper/bounty_printout(loc)
/obj/item/paper/bounty_printout
name = "paper - Bounties"
/obj/item/paper/bounty_printout/Initialize(mapload)
. = ..()
info = "<h2>Nanotrasen Cargo Bounties</h2></br>"
update_icon()
for(var/datum/bounty/B in GLOB.bounties_list)
if(B.claimed)
continue
info += {"<h3>[B.name]</h3>
<ul><li>Reward: [B.reward_string()]</li>
<li>Completed: [B.completion_string()]</li></ul>"}
/obj/machinery/computer/bounty/ui_interact(mob/user, datum/tgui/ui)
if(!GLOB.bounties_list.len)
setup_bounties()
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "CargoBountyConsole", name)
ui.open()
/obj/machinery/computer/bounty/ui_data(mob/user)
var/list/data = list()
var/list/bountyinfo = list()
for(var/datum/bounty/B in GLOB.bounties_list)
bountyinfo += list(list("name" = B.name, "description" = B.description, "reward_string" = B.reward_string(), "completion_string" = B.completion_string() , "claimed" = B.claimed, "can_claim" = B.can_claim(), "priority" = B.high_priority, "bounty_ref" = REF(B)))
data["stored_cash"] = cargocash.account_balance
data["bountydata"] = bountyinfo
return data
/obj/machinery/computer/bounty/ui_act(action,params)
if(..())
return
switch(action)
if("ClaimBounty")
var/datum/bounty/cashmoney = locate(params["bounty"]) in GLOB.bounties_list
if(cashmoney)
cashmoney.claim()
return TRUE
if("Print")
if(printer_ready < world.time)
printer_ready = world.time + PRINTER_TIMEOUT
print_paper()
return

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@@ -0,0 +1,8 @@
/datum/export/bounty_box
cost = 1
k_elasticity = 0 //Bounties are non-elastic funds.
unit_name = "completed bounty cube"
export_types = list(/obj/item/bounty_cube)
/datum/export/bounty_box/get_cost(obj/item/bounty_cube/cube, allowed_categories, apply_elastic)
return cube.bounty_value

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@@ -19,6 +19,7 @@
paycheck_department = ACCOUNT_CAR
display_order = JOB_DISPLAY_ORDER_CARGO_TECHNICIAN
bounty_types = CIV_JOB_RANDOM
threat = 0.2
/datum/outfit/job/cargo_tech

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@@ -33,6 +33,7 @@
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_SRV
bounty_types = CIV_JOB_RANDOM
display_order = JOB_DISPLAY_ORDER_HEAD_OF_PERSONNEL

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@@ -27,6 +27,7 @@
ACCESS_SEC_DOORS, ACCESS_HEADS)
paycheck = PAYCHECK_HARD //They can already buy stuff using cargo budget, don't give em a command-level paycheck. //alright i'll agree to that -qweq
paycheck_department = ACCOUNT_CAR
bounty_types = CIV_JOB_RANDOM
display_order = JOB_DISPLAY_ORDER_QUARTERMASTER
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)

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@@ -1,47 +0,0 @@
/datum/computer_file/program/bounty
filename = "bounty"
filedesc = "Nanotrasen Bounty Hunter"
program_icon_state = "bounty"
extended_desc = "A basic interface for supply personnel to check and claim bounties."
requires_ntnet = TRUE
transfer_access = ACCESS_CARGO
size = 10
tgui_id = "NtosBountyConsole"
///cooldown var for printing paper sheets.
var/printer_ready = 0
///The cargo account for grabbing the cargo account's credits.
var/static/datum/bank_account/cargocash
/datum/computer_file/program/bounty/proc/print_paper()
new /obj/item/paper/bounty_printout(get_turf(computer))
/datum/computer_file/program/bounty/ui_interact(mob/user, datum/tgui/ui)
if(!GLOB.bounties_list.len)
setup_bounties()
printer_ready = world.time + PRINTER_TIMEOUT
cargocash = SSeconomy.get_dep_account(ACCOUNT_CAR)
. = ..()
/datum/computer_file/program/bounty/ui_data(mob/user)
var/list/data = get_header_data()
var/list/bountyinfo = list()
for(var/datum/bounty/B in GLOB.bounties_list)
bountyinfo += list(list("name" = B.name, "description" = B.description, "reward_string" = B.reward_string(), "completion_string" = B.completion_string() , "claimed" = B.claimed, "can_claim" = B.can_claim(), "priority" = B.high_priority, "bounty_ref" = REF(B)))
data["stored_cash"] = cargocash.account_balance
data["bountydata"] = bountyinfo
return data
/datum/computer_file/program/bounty/ui_act(action,params)
if(..())
return
switch(action)
if("ClaimBounty")
var/datum/bounty/cashmoney = locate(params["bounty"]) in GLOB.bounties_list
if(cashmoney)
cashmoney.claim()
return TRUE
if("Print")
if(printer_ready < world.time)
printer_ready = world.time + PRINTER_TIMEOUT
print_paper()
return

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@@ -18,14 +18,6 @@
category = list("Computer Boards")
departmental_flags = DEPARTMENTAL_FLAG_CARGO
/datum/design/board/bounty
name = "Computer Design (Bounty Console)"
desc = "Allows for the construction of circuit boards used to build a Bounty Console."
id = "bounty"
build_path = /obj/item/circuitboard/computer/bounty
category = list("Computer Boards")
departmental_flags = DEPARTMENTAL_FLAG_CARGO
/datum/design/board/mining
name = "Computer Design (Outpost Status Display)"
desc = "Allows for the construction of circuit boards used to build an outpost status display console."

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@@ -1937,7 +1937,6 @@
#include "code\modules\buildmode\submodes\throwing.dm"
#include "code\modules\buildmode\submodes\variable_edit.dm"
#include "code\modules\cargo\bounty.dm"
#include "code\modules\cargo\bounty_console.dm"
#include "code\modules\cargo\centcom_podlauncher.dm"
#include "code\modules\cargo\console.dm"
#include "code\modules\cargo\coupon.dm"
@@ -1974,6 +1973,7 @@
#include "code\modules\cargo\bounties\slime.dm"
#include "code\modules\cargo\bounties\special.dm"
#include "code\modules\cargo\bounties\virus.dm"
#include "code\modules\cargo\exports\civilain_bounty.dm"
#include "code\modules\cargo\exports\engineering.dm"
#include "code\modules\cargo\exports\food_wine.dm"
#include "code\modules\cargo\exports\gear.dm"
@@ -2972,7 +2972,6 @@
#include "code\modules\modular_computers\file_system\programs\borg_monitor.dm"
#include "code\modules\modular_computers\file_system\programs\budgetordering.dm"
#include "code\modules\modular_computers\file_system\programs\card.dm"
#include "code\modules\modular_computers\file_system\programs\cargobounty.dm"
#include "code\modules\modular_computers\file_system\programs\configurator.dm"
#include "code\modules\modular_computers\file_system\programs\crewmanifest.dm"
#include "code\modules\modular_computers\file_system\programs\file_browser.dm"

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@@ -1,119 +0,0 @@
import { useBackend } from '../backend';
import { AnimatedNumber, Box, Button, Section, Table } from '../components';
import { formatMoney } from '../format';
import { Window } from '../layouts';
export const CargoBountyConsole = (props, context) => {
const { act, data } = useBackend(context);
const {
bountydata = [],
} = data;
return (
<Window
width={750}
height={600}
resizable>
<Window.Content scrollable>
<Section
title={<BountyHeader />}
buttons={(
<Button
icon="print"
content="Print Bounty List"
onClick={() => act('Print')} />
)}>
<Table border>
<Table.Row
bold
italic
color="label"
fontSize={1.25}>
<Table.Cell p={1} textAlign="center">
Bounty Object
</Table.Cell>
<Table.Cell p={1} textAlign="center">
Description
</Table.Cell>
<Table.Cell p={1} textAlign="center">
Progress
</Table.Cell>
<Table.Cell p={1} textAlign="center">
Value
</Table.Cell>
<Table.Cell p={1} textAlign="center">
Claim
</Table.Cell>
</Table.Row>
{bountydata.map(bounty => (
<Table.Row
key={bounty.name}
backgroundColor={bounty.priority === 1
? 'rgba(252, 152, 3, 0.25)'
: ''}>
<Table.Cell bold p={1}>
{bounty.name}
</Table.Cell>
<Table.Cell
italic
textAlign="center"
p={1}>
{bounty.description}
</Table.Cell>
<Table.Cell
bold
p={1}
textAlign="center">
{bounty.priority === 1
? <Box>High Priority</Box>
: ""}
{bounty.completion_string}
</Table.Cell>
<Table.Cell
bold
p={1}
textAlign="center">
{bounty.reward_string}
</Table.Cell>
<Table.Cell
bold
p={1}>
<Button
fluid
textAlign="center"
icon={bounty.claimed === 1
? "check"
: ""}
content={bounty.claimed === 1
? "Claimed"
: "Claim"}
disabled={bounty.claimed === 1}
color={bounty.can_claim === 1
? 'green'
: 'red'}
onClick={() => act('ClaimBounty', {
bounty: bounty.bounty_ref,
})} />
</Table.Cell>
</Table.Row>
))}
</Table>
</Section>
</Window.Content>
</Window>
);
};
const BountyHeader = (props, context) => {
const { act, data } = useBackend(context);
const {
stored_cash,
} = data;
return (
<Box inline bold>
<AnimatedNumber
value={stored_cash}
format={value => formatMoney(value)} />
{' credits'}
</Box>
);
};

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@@ -1,119 +0,0 @@
import { useBackend } from '../backend';
import { AnimatedNumber, Box, Button, Section, Table } from '../components';
import { formatMoney } from '../format';
import { NtosWindow } from '../layouts';
export const NtosBountyConsole = (props, context) => {
const { act, data } = useBackend(context);
const {
bountydata = [],
} = data;
return (
<NtosWindow
width={750}
height={600}
resizable>
<NtosWindow.Content scrollable>
<Section
title={<BountyHeader />}
buttons={(
<Button
icon="print"
content="Print Bounty List"
onClick={() => act('Print')} />
)}>
<Table border>
<Table.Row
bold
italic
color="label"
fontSize={1.25}>
<Table.Cell p={1} textAlign="center">
Bounty Object
</Table.Cell>
<Table.Cell p={1} textAlign="center">
Description
</Table.Cell>
<Table.Cell p={1} textAlign="center">
Progress
</Table.Cell>
<Table.Cell p={1} textAlign="center">
Value
</Table.Cell>
<Table.Cell p={1} textAlign="center">
Claim
</Table.Cell>
</Table.Row>
{bountydata.map(bounty => (
<Table.Row
key={bounty.name}
backgroundColor={bounty.priority === 1
? 'rgba(252, 152, 3, 0.25)'
: ''}>
<Table.Cell bold p={1}>
{bounty.name}
</Table.Cell>
<Table.Cell
italic
textAlign="center"
p={1}>
{bounty.description}
</Table.Cell>
<Table.Cell
bold
p={1}
textAlign="center">
{bounty.priority === 1
? <Box>High Priority</Box>
: ""}
{bounty.completion_string}
</Table.Cell>
<Table.Cell
bold
p={1}
textAlign="center">
{bounty.reward_string}
</Table.Cell>
<Table.Cell
bold
p={1}>
<Button
fluid
textAlign="center"
icon={bounty.claimed === 1
? "check"
: ""}
content={bounty.claimed === 1
? "Claimed"
: "Claim"}
disabled={bounty.claimed === 1}
color={bounty.can_claim === 1
? 'green'
: 'red'}
onClick={() => act('ClaimBounty', {
bounty: bounty.bounty_ref,
})} />
</Table.Cell>
</Table.Row>
))}
</Table>
</Section>
</NtosWindow.Content>
</NtosWindow>
);
};
const BountyHeader = (props, context) => {
const { act, data } = useBackend(context);
const {
stored_cash,
} = data;
return (
<Box inline bold>
<AnimatedNumber
value={stored_cash}
format={value => formatMoney(value)} />
{' credits'}
</Box>
);
};