mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:49:19 +00:00
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:
@@ -52,6 +52,9 @@ SUBSYSTEM_DEF(economy)
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///The modifier multiplied to the value of cargo pack prices.
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var/pack_price_modifier = 1
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var/civ_bounty_tracker = 0
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/// Contains the message to send to newscasters about earnings, updated on price_update()
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/datum/controller/subsystem/economy/Initialize(timeofday)
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var/budget_to_hand_out = round(budget_pool / department_accounts.len)
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for(var/A in department_accounts)
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@@ -92,9 +92,12 @@
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stop_sending()
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if(curr_bounty.can_claim())
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//Pay for the bounty with the ID's department funds.
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inserted_scan_id.registered_account.transfer_money(SSeconomy.get_dep_account(inserted_scan_id.registered_account.account_job.paycheck_department), curr_bounty.reward)
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status_report += "Bounty Completed! [curr_bounty.reward] credits have been paid out. "
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status_report += "Bounty Completed! Please send your completed bounty cube to cargo for your automated payout shortly."
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inserted_scan_id.registered_account.reset_bounty()
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SSeconomy.civ_bounty_tracker++
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var/obj/item/bounty_cube/reward = new /obj/item/bounty_cube(drop_location())
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reward.bounty_value = curr_bounty.reward
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reward.AddComponent(/datum/component/pricetag, inserted_scan_id.registered_account, 10)
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pad.visible_message("<span class='notice'>[pad] activates!</span>")
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flick(pad.sending_state,pad)
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pad.icon_state = pad.idle_state
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@@ -146,15 +149,7 @@
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var/curr_time = round(((pot_acc.bounty_timer + (5 MINUTES))-world.time)/ (1 MINUTES), 0.01)
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to_chat(usr, "<span class='warning'>You already have an incomplete civilian bounty, try again in [curr_time] minutes to replace it!</span>")
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return FALSE
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var/datum/bounty/crumbs = random_bounty(pot_acc.account_job.bounty_types) //It's a good scene from War Dogs (2016).
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/*if(SSeconomy.inflation_value() > 1) //lets try not to add inflation for right now
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if(istype(crumbs, /datum/bounty/item))
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var/datum/bounty/item/items = crumbs
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items.required_count = max(round((items.required_count)/(SSeconomy.inflation_value()*2)), 1)
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if(istype(crumbs, /datum/bounty/reagent))
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var/datum/bounty/reagent/chems = crumbs
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chems.required_volume = max(round((chems.required_volume)/SSeconomy.inflation_value()*2), 1)
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crumbs.reward = round(crumbs.reward/(SSeconomy.inflation_value()*2))*/
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var/datum/bounty/crumbs = random_bounty(pot_acc.account_job.bounty_types)
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pot_acc.bounty_timer = world.time
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pot_acc.civilian_bounty = crumbs
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if("eject")
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@@ -201,6 +196,15 @@
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updateUsrDialog()
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return TRUE
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///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.
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/obj/item/bounty_cube
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name = "Bounty Cube"
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desc = "A bundle of compressed hardlight data, containing a completed bounty. Sell this on the cargo shuttle to claim it!"
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icon = 'icons/obj/economy.dmi'
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icon_state = "bounty_cube"
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///Value of the bounty that this bounty cube sells for.
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var/bounty_value = 0
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///Beacon to launch a new bounty setup when activated.
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/obj/item/civ_bounty_beacon
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@@ -352,10 +352,6 @@
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name = "Bounty Pad (Computer Board)"
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build_path = /obj/machinery/computer/piratepad_control/civilian
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// /obj/item/circuitboard/computer/bountypad
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// name = "Bounty Pad (Computer Board)"
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// build_path = /obj/machinery/computer/piratepad_control/civilian
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/obj/item/circuitboard/computer/security/shuttle
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name = "Shuttlelinking Security Cameras (Computer Board)"
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icon_state = "generic"
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@@ -585,10 +581,6 @@
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name = "Supply Request Console (Computer Board)"
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build_path = /obj/machinery/computer/cargo/request
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/obj/item/circuitboard/computer/bounty
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name = "Nanotrasen Bounty Console (Computer Board)"
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build_path = /obj/machinery/computer/bounty
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/obj/item/circuitboard/computer/ferry
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name = "Transport Ferry (Computer Board)"
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icon_state = "supply"
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@@ -78,7 +78,7 @@ GLOBAL_LIST_EMPTY(bounties_list)
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// Returns a new bounty of random type, but does not add it to GLOB.bounties_list.
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/proc/random_bounty(var/guided = 0)
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var/bounty_num
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if(guided)
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if(guided && (guided != CIV_JOB_RANDOM))
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bounty_num = guided
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else
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bounty_num = rand(1,13)
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@@ -1,65 +0,0 @@
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#define PRINTER_TIMEOUT 10
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/obj/machinery/computer/bounty
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name = "\improper Nanotrasen bounty console"
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desc = "Used to check and claim bounties offered by Nanotrasen"
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icon_screen = "bounty"
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circuit = /obj/item/circuitboard/computer/bounty
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light_color = "#E2853D"//orange
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var/printer_ready = 0 //cooldown var
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var/static/datum/bank_account/cargocash
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/obj/machinery/computer/bounty/Initialize(mapload)
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. = ..()
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printer_ready = world.time + PRINTER_TIMEOUT
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cargocash = SSeconomy.get_dep_account(ACCOUNT_CAR)
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/obj/machinery/computer/bounty/proc/print_paper()
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new /obj/item/paper/bounty_printout(loc)
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/obj/item/paper/bounty_printout
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name = "paper - Bounties"
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/obj/item/paper/bounty_printout/Initialize(mapload)
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. = ..()
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info = "<h2>Nanotrasen Cargo Bounties</h2></br>"
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update_icon()
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for(var/datum/bounty/B in GLOB.bounties_list)
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if(B.claimed)
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continue
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info += {"<h3>[B.name]</h3>
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<ul><li>Reward: [B.reward_string()]</li>
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<li>Completed: [B.completion_string()]</li></ul>"}
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/obj/machinery/computer/bounty/ui_interact(mob/user, datum/tgui/ui)
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if(!GLOB.bounties_list.len)
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setup_bounties()
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "CargoBountyConsole", name)
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ui.open()
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/obj/machinery/computer/bounty/ui_data(mob/user)
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var/list/data = list()
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var/list/bountyinfo = list()
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for(var/datum/bounty/B in GLOB.bounties_list)
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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)))
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data["stored_cash"] = cargocash.account_balance
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data["bountydata"] = bountyinfo
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return data
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/obj/machinery/computer/bounty/ui_act(action,params)
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if(..())
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return
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switch(action)
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if("ClaimBounty")
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var/datum/bounty/cashmoney = locate(params["bounty"]) in GLOB.bounties_list
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if(cashmoney)
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cashmoney.claim()
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return TRUE
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if("Print")
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if(printer_ready < world.time)
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printer_ready = world.time + PRINTER_TIMEOUT
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print_paper()
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return
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8
code/modules/cargo/exports/civilain_bounty.dm
Normal file
8
code/modules/cargo/exports/civilain_bounty.dm
Normal file
@@ -0,0 +1,8 @@
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/datum/export/bounty_box
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cost = 1
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k_elasticity = 0 //Bounties are non-elastic funds.
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unit_name = "completed bounty cube"
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export_types = list(/obj/item/bounty_cube)
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/datum/export/bounty_box/get_cost(obj/item/bounty_cube/cube, allowed_categories, apply_elastic)
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return cube.bounty_value
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@@ -19,6 +19,7 @@
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paycheck_department = ACCOUNT_CAR
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display_order = JOB_DISPLAY_ORDER_CARGO_TECHNICIAN
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bounty_types = CIV_JOB_RANDOM
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threat = 0.2
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/datum/outfit/job/cargo_tech
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@@ -33,6 +33,7 @@
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ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY)
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paycheck = PAYCHECK_COMMAND
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paycheck_department = ACCOUNT_SRV
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bounty_types = CIV_JOB_RANDOM
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display_order = JOB_DISPLAY_ORDER_HEAD_OF_PERSONNEL
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@@ -27,6 +27,7 @@
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ACCESS_SEC_DOORS, ACCESS_HEADS)
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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
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paycheck_department = ACCOUNT_CAR
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bounty_types = CIV_JOB_RANDOM
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display_order = JOB_DISPLAY_ORDER_QUARTERMASTER
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blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
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@@ -1,47 +0,0 @@
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/datum/computer_file/program/bounty
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filename = "bounty"
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filedesc = "Nanotrasen Bounty Hunter"
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program_icon_state = "bounty"
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extended_desc = "A basic interface for supply personnel to check and claim bounties."
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requires_ntnet = TRUE
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transfer_access = ACCESS_CARGO
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size = 10
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tgui_id = "NtosBountyConsole"
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///cooldown var for printing paper sheets.
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var/printer_ready = 0
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///The cargo account for grabbing the cargo account's credits.
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var/static/datum/bank_account/cargocash
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/datum/computer_file/program/bounty/proc/print_paper()
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new /obj/item/paper/bounty_printout(get_turf(computer))
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/datum/computer_file/program/bounty/ui_interact(mob/user, datum/tgui/ui)
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if(!GLOB.bounties_list.len)
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setup_bounties()
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printer_ready = world.time + PRINTER_TIMEOUT
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cargocash = SSeconomy.get_dep_account(ACCOUNT_CAR)
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. = ..()
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/datum/computer_file/program/bounty/ui_data(mob/user)
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var/list/data = get_header_data()
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var/list/bountyinfo = list()
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for(var/datum/bounty/B in GLOB.bounties_list)
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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)))
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data["stored_cash"] = cargocash.account_balance
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data["bountydata"] = bountyinfo
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return data
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/datum/computer_file/program/bounty/ui_act(action,params)
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if(..())
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return
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switch(action)
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if("ClaimBounty")
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var/datum/bounty/cashmoney = locate(params["bounty"]) in GLOB.bounties_list
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if(cashmoney)
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cashmoney.claim()
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return TRUE
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if("Print")
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if(printer_ready < world.time)
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printer_ready = world.time + PRINTER_TIMEOUT
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print_paper()
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return
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@@ -18,14 +18,6 @@
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category = list("Computer Boards")
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departmental_flags = DEPARTMENTAL_FLAG_CARGO
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/datum/design/board/bounty
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name = "Computer Design (Bounty Console)"
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desc = "Allows for the construction of circuit boards used to build a Bounty Console."
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id = "bounty"
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build_path = /obj/item/circuitboard/computer/bounty
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category = list("Computer Boards")
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departmental_flags = DEPARTMENTAL_FLAG_CARGO
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/datum/design/board/mining
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name = "Computer Design (Outpost Status Display)"
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desc = "Allows for the construction of circuit boards used to build an outpost status display console."
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Binary file not shown.
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Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@@ -1937,7 +1937,6 @@
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#include "code\modules\buildmode\submodes\throwing.dm"
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#include "code\modules\buildmode\submodes\variable_edit.dm"
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#include "code\modules\cargo\bounty.dm"
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#include "code\modules\cargo\bounty_console.dm"
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#include "code\modules\cargo\centcom_podlauncher.dm"
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#include "code\modules\cargo\console.dm"
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#include "code\modules\cargo\coupon.dm"
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@@ -1974,6 +1973,7 @@
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#include "code\modules\cargo\bounties\slime.dm"
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#include "code\modules\cargo\bounties\special.dm"
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#include "code\modules\cargo\bounties\virus.dm"
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#include "code\modules\cargo\exports\civilain_bounty.dm"
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#include "code\modules\cargo\exports\engineering.dm"
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#include "code\modules\cargo\exports\food_wine.dm"
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#include "code\modules\cargo\exports\gear.dm"
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@@ -2972,7 +2972,6 @@
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#include "code\modules\modular_computers\file_system\programs\borg_monitor.dm"
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#include "code\modules\modular_computers\file_system\programs\budgetordering.dm"
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#include "code\modules\modular_computers\file_system\programs\card.dm"
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#include "code\modules\modular_computers\file_system\programs\cargobounty.dm"
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#include "code\modules\modular_computers\file_system\programs\configurator.dm"
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#include "code\modules\modular_computers\file_system\programs\crewmanifest.dm"
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#include "code\modules\modular_computers\file_system\programs\file_browser.dm"
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@@ -1,119 +0,0 @@
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import { useBackend } from '../backend';
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import { AnimatedNumber, Box, Button, Section, Table } from '../components';
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import { formatMoney } from '../format';
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import { Window } from '../layouts';
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export const CargoBountyConsole = (props, context) => {
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const { act, data } = useBackend(context);
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const {
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bountydata = [],
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} = data;
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return (
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<Window
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width={750}
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height={600}
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resizable>
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<Window.Content scrollable>
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<Section
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title={<BountyHeader />}
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buttons={(
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<Button
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icon="print"
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content="Print Bounty List"
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onClick={() => act('Print')} />
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)}>
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<Table border>
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<Table.Row
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bold
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italic
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color="label"
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fontSize={1.25}>
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<Table.Cell p={1} textAlign="center">
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Bounty Object
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</Table.Cell>
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<Table.Cell p={1} textAlign="center">
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Description
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</Table.Cell>
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<Table.Cell p={1} textAlign="center">
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Progress
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</Table.Cell>
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<Table.Cell p={1} textAlign="center">
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Value
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</Table.Cell>
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<Table.Cell p={1} textAlign="center">
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Claim
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</Table.Cell>
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</Table.Row>
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{bountydata.map(bounty => (
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<Table.Row
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key={bounty.name}
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backgroundColor={bounty.priority === 1
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? 'rgba(252, 152, 3, 0.25)'
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: ''}>
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<Table.Cell bold p={1}>
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{bounty.name}
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</Table.Cell>
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<Table.Cell
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italic
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textAlign="center"
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p={1}>
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{bounty.description}
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</Table.Cell>
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<Table.Cell
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bold
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p={1}
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textAlign="center">
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{bounty.priority === 1
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? <Box>High Priority</Box>
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: ""}
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{bounty.completion_string}
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</Table.Cell>
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<Table.Cell
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bold
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p={1}
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textAlign="center">
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{bounty.reward_string}
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</Table.Cell>
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<Table.Cell
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bold
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p={1}>
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<Button
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fluid
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textAlign="center"
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icon={bounty.claimed === 1
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? "check"
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: ""}
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content={bounty.claimed === 1
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? "Claimed"
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: "Claim"}
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disabled={bounty.claimed === 1}
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color={bounty.can_claim === 1
|
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? 'green'
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: 'red'}
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onClick={() => act('ClaimBounty', {
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bounty: bounty.bounty_ref,
|
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})} />
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</Table.Cell>
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</Table.Row>
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))}
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</Table>
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</Section>
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</Window.Content>
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</Window>
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||||
);
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};
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const BountyHeader = (props, context) => {
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const { act, data } = useBackend(context);
|
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const {
|
||||
stored_cash,
|
||||
} = data;
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||||
return (
|
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<Box inline bold>
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||||
<AnimatedNumber
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||||
value={stored_cash}
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||||
format={value => formatMoney(value)} />
|
||||
{' credits'}
|
||||
</Box>
|
||||
);
|
||||
};
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||||
@@ -1,119 +0,0 @@
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||||
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>
|
||||
);
|
||||
};
|
||||
Reference in New Issue
Block a user