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S.P.L.U.R.T-Station-13/code/game/machinery/slotmachine.dm
SandPoot 54641ce201 send
2023-01-23 20:44:28 -03:00

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/*******************************\
| Slot Machines |
| Original code by Glloyd |
| Tgstation port by Miauw |
\*******************************/
#define SPIN_PRICE 5
#define SMALL_PRIZE 400
#define BIG_PRIZE 1000
#define JACKPOT 10000
#define SPIN_TIME 65 //As always, deciseconds.
#define REEL_DEACTIVATE_DELAY 7
#define SEVEN "<font color='red'>7</font>"
#define HOLOCHIP 1
#define COIN 2
/obj/machinery/computer/slot_machine
name = "slot machine"
desc = "Gambling for the antisocial."
icon = 'icons/obj/economy.dmi'
icon_state = "slots1"
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 50
circuit = /obj/item/circuitboard/computer/slot_machine
light_color = LIGHT_COLOR_BROWN
var/money = 3000 //How much money it has CONSUMED
var/plays = 0
var/working = FALSE
var/balance = 0 //How much money is in the machine, ready to be CONSUMED.
var/jackpots = 0
var/paymode = HOLOCHIP //toggles between HOLOCHIP/COIN, defined above
var/cointype = /obj/item/coin/iron //default cointype
var/list/reels = list(list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0)
var/list/symbols = list(SEVEN = 1, "<font color='orange'>&</font>" = 2, "<font color='yellow'>@</font>" = 2, "<font color='green'>$</font>" = 2, "<font color='blue'>?</font>" = 2, "<font color='grey'>#</font>" = 2, "<font color='white'>!</font>" = 2, "<font color='fuchsia'>%</font>" = 2) //if people are winning too much, multiply every number in this list by 2 and see if they are still winning too much.
/obj/machinery/computer/slot_machine/Initialize(mapload)
. = ..()
jackpots = rand(1, 4) //false hope
plays = rand(75, 200)
INVOKE_ASYNC(src, .proc/toggle_reel_spin, TRUE)//The reels won't spin unless we activate them
var/list/reel = reels[1]
for(var/i = 0, i < reel.len, i++) //Populate the reels.
randomize_reels()
INVOKE_ASYNC(src, .proc/toggle_reel_spin, FALSE)
/obj/machinery/computer/slot_machine/Destroy()
if(balance)
give_payout(balance)
return ..()
/obj/machinery/computer/slot_machine/process(delta_time)
. = ..() //Sanity checks.
if(!.)
return .
money += round(delta_time / 2) //SPESSH MAJICKS
/obj/machinery/computer/slot_machine/update_icon_state()
if(stat & NOPOWER)
icon_state = "slots0"
else if(stat & BROKEN)
icon_state = "slotsb"
else if(working)
icon_state = "slots2"
else
icon_state = "slots1"
/obj/machinery/computer/slot_machine/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/coin))
var/obj/item/coin/C = I
if(paymode == COIN)
if(prob(2))
if(!user.transferItemToLoc(C, drop_location()))
return
C.throw_at(user, 3, 10)
if(prob(10))
balance = max(balance - SPIN_PRICE, 0)
to_chat(user, "<span class='warning'>[src] spits your coin back out!</span>")
else
if(!user.temporarilyRemoveItemFromInventory(C))
return
to_chat(user, "<span class='notice'>You insert [C] into [src]'s slot!</span>")
balance += C.value
qdel(C)
else
to_chat(user, "<span class='warning'>This machine is only accepting holochips!</span>")
else if(istype(I, /obj/item/holochip))
if(paymode == HOLOCHIP)
var/obj/item/holochip/H = I
if(!user.temporarilyRemoveItemFromInventory(H))
return
to_chat(user, "<span class='notice'>You insert [H.credits] holocredits into [src]'s slot!</span>")
balance += H.credits
qdel(H)
else
to_chat(user, "<span class='warning'>This machine is only accepting coins!</span>")
else if(I.tool_behaviour == TOOL_MULTITOOL)
if(balance > 0)
visible_message("<b>[src]</b> says, 'ERROR! Please empty the machine balance before altering paymode'") //Prevents converting coins into holocredits and vice versa
else
if(paymode == HOLOCHIP)
paymode = COIN
visible_message("<b>[src]</b> says, 'This machine now works with COINS!'")
else
paymode = HOLOCHIP
visible_message("<b>[src]</b> says, 'This machine now works with HOLOCHIPS!'")
else
return ..()
/obj/machinery/computer/slot_machine/emag_act()
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(4, 0, src.loc)
spark_system.start()
playsound(src, "sparks", 50, TRUE)
/obj/machinery/computer/slot_machine/ui_interact(mob/living/user)
. = ..()
var/reeltext = {"<center><font face=\"courier new\">
/*****^*****^*****^*****^*****\\<BR>
| \[[reels[1][1]]\] | \[[reels[2][1]]\] | \[[reels[3][1]]\] | \[[reels[4][1]]\] | \[[reels[5][1]]\] |<BR>
| \[[reels[1][2]]\] | \[[reels[2][2]]\] | \[[reels[3][2]]\] | \[[reels[4][2]]\] | \[[reels[5][2]]\] |<BR>
| \[[reels[1][3]]\] | \[[reels[2][3]]\] | \[[reels[3][3]]\] | \[[reels[4][3]]\] | \[[reels[5][3]]\] |<BR>
\\*****v*****v*****v*****v*****/<BR>
</center></font>"}
var/dat
if(working)
dat = reeltext
else
dat = {"Five credits to play!<BR>
<B>Prize Money Available:</B> [money] (jackpot payout is ALWAYS 100%!)<BR>
<B>Credit Remaining:</B> [balance]<BR>
[plays] players have tried their luck today, and [jackpots] have won a jackpot!<BR>
<HR><BR>
<A href='?src=[REF(src)];spin=1'>Play!</A><BR>
<BR>
[reeltext]
<BR>"}
if(balance > 0)
dat+="<font size='1'><A href='?src=[REF(src)];refund=1'>Refund balance</A><BR>"
var/datum/browser/popup = new(user, "slotmachine", "Slot Machine")
popup.set_content(dat)
popup.open()
/obj/machinery/computer/slot_machine/Topic(href, href_list)
. = ..() //Sanity checks.
if(.)
return .
if(href_list["spin"])
spin(usr)
else if(href_list["refund"])
if(balance > 0)
give_payout(balance)
balance = 0
/obj/machinery/computer/slot_machine/emp_act(severity)
. = ..()
if(stat & (NOPOWER|BROKEN) || . & EMP_PROTECT_SELF)
return
if(prob(15 * severity))
return
if(prob(1)) // :^)
obj_flags |= EMAGGED
var/severity_ascending = 4 - severity
money = max(rand(money - (200 * severity_ascending), money + (200 * severity_ascending)), 0)
balance = max(rand(balance - (50 * severity_ascending), balance + (50 * severity_ascending)), 0)
money -= max(0, give_payout(min(rand(-50, 100 * severity_ascending)), money)) //This starts at -50 because it shouldn't always dispense coins yo
spin()
/obj/machinery/computer/slot_machine/proc/spin(mob/user)
if(!can_spin(user))
return
var/the_name
if(user)
the_name = user.real_name
visible_message("<span class='notice'>[user] pulls the lever and the slot machine starts spinning!</span>")
else
the_name = "Exaybachay"
balance -= SPIN_PRICE
money += SPIN_PRICE
plays += 1
working = TRUE
toggle_reel_spin(1)
update_icon()
updateDialog()
var/spin_loop = addtimer(CALLBACK(src, .proc/do_spin), 2, TIMER_LOOP|TIMER_STOPPABLE)
addtimer(CALLBACK(src, .proc/finish_spinning, spin_loop, user, the_name), SPIN_TIME - (REEL_DEACTIVATE_DELAY * reels.len))
//WARNING: no sanity checking for user since it's not needed and would complicate things (machine should still spin even if user is gone), be wary of this if you're changing this code.
/obj/machinery/computer/slot_machine/proc/do_spin()
randomize_reels()
updateDialog()
/obj/machinery/computer/slot_machine/proc/finish_spinning(spin_loop, mob/user, the_name)
toggle_reel_spin(0, REEL_DEACTIVATE_DELAY)
working = FALSE
deltimer(spin_loop)
give_prizes(the_name, user)
update_icon()
updateDialog()
/obj/machinery/computer/slot_machine/proc/can_spin(mob/user)
if(stat & NOPOWER)
to_chat(user, "<span class='warning'>The slot machine has no power!</span>")
return FALSE
if(stat & BROKEN)
to_chat(user, "<span class='warning'>The slot machine is broken!</span>")
return FALSE
if(working)
to_chat(user, "<span class='warning'>You need to wait until the machine stops spinning before you can play again!</span>")
return FALSE
if(balance < SPIN_PRICE)
to_chat(user, "<span class='warning'>Insufficient money to play!</span>")
return FALSE
return TRUE
/obj/machinery/computer/slot_machine/proc/toggle_reel_spin(value, delay = 0) //value is 1 or 0 aka on or off
for(var/list/reel in reels)
reels[reel] = value
sleep(delay)
/obj/machinery/computer/slot_machine/proc/randomize_reels()
for(var/reel in reels)
if(reels[reel])
reel[3] = reel[2]
reel[2] = reel[1]
reel[1] = pick(symbols)
/obj/machinery/computer/slot_machine/proc/give_prizes(usrname, mob/user)
var/linelength = get_lines()
if(reels[1][2] + reels[2][2] + reels[3][2] + reels[4][2] + reels[5][2] == "[SEVEN][SEVEN][SEVEN][SEVEN][SEVEN]")
visible_message("<b>[src]</b> says, 'JACKPOT! You win [money] credits!'")
priority_announce("Congratulations to [user ? user.real_name : usrname] for winning the jackpot at the slot machine in [get_area(src)]!")
jackpots += 1
balance += money - give_payout(JACKPOT)
money = 0
if(paymode == HOLOCHIP)
new /obj/item/holochip(loc,JACKPOT)
else
for(var/i = 0, i < 5, i++)
cointype = pick(subtypesof(/obj/item/coin))
var/obj/item/coin/C = new cointype(loc)
random_step(C, 2, 50)
else if(linelength == 5)
visible_message("<b>[src]</b> says, 'Big Winner! You win a thousand credits!'")
give_money(BIG_PRIZE)
else if(linelength == 4)
visible_message("<b>[src]</b> says, 'Winner! You win four hundred credits!'")
give_money(SMALL_PRIZE)
else if(linelength == 3)
to_chat(user, "<span class='notice'>You win three free games!</span>")
balance += SPIN_PRICE * 4
money = max(money - SPIN_PRICE * 4, money)
else
to_chat(user, "<span class='warning'>No luck!</span>")
/obj/machinery/computer/slot_machine/proc/get_lines()
var/amountthesame
for(var/i = 1, i <= 3, i++)
var/inputtext = reels[1][i] + reels[2][i] + reels[3][i] + reels[4][i] + reels[5][i]
for(var/symbol in symbols)
var/j = 3 //The lowest value we have to check for.
var/symboltext = symbol + symbol + symbol
while(j <= 5)
if(findtext(inputtext, symboltext))
amountthesame = max(j, amountthesame)
j++
symboltext += symbol
if(amountthesame)
break
return amountthesame
/obj/machinery/computer/slot_machine/proc/give_money(amount)
var/amount_to_give = money >= amount ? amount : money
var/surplus = amount_to_give - give_payout(amount_to_give)
money = max(0, money - amount)
balance += surplus
/obj/machinery/computer/slot_machine/proc/give_payout(amount)
if(paymode == HOLOCHIP)
cointype = /obj/item/holochip
else
cointype = obj_flags & EMAGGED ? /obj/item/coin/iron : /obj/item/coin/silver
if(!(obj_flags & EMAGGED))
amount = dispense(amount, cointype, null, 0)
else
var/mob/living/target = locate() in range(2, src)
amount = dispense(amount, cointype, target, 1)
return amount
/obj/machinery/computer/slot_machine/proc/dispense(amount = 0, cointype = /obj/item/coin/silver, mob/living/target, throwit = 0)
if(paymode == HOLOCHIP)
var/obj/item/holochip/H = new /obj/item/holochip(loc,amount)
if(throwit && target)
H.throw_at(target, 3, 10)
else
var/value = GLOB.coin_values[cointype]
if(value <= 0)
CRASH("Coin value of zero, refusing to payout in dispenser")
while(amount >= value)
var/obj/item/coin/C = new cointype(loc) //DOUBLE THE PAIN
amount -= value
if(throwit && target)
C.throw_at(target, 3, 10)
else
random_step(C, 2, 40)
return amount
#undef SEVEN
#undef SPIN_TIME
#undef JACKPOT
#undef BIG_PRIZE
#undef SMALL_PRIZE
#undef SPIN_PRICE
#undef HOLOCHIP
#undef COIN