Files
S.P.L.U.R.T-Station-13/code/modules/vending/_vending.dm
2020-04-08 18:16:10 +03:00

750 lines
23 KiB
Plaintext

/*
* Vending machine types - Can be found under /code/modules/vending/
*/
/*
/obj/machinery/vending/[vendors name here] // --vending machine template :)
name = ""
desc = ""
icon = ''
icon_state = ""
products = list()
contraband = list()
premium = list()
IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY CANISTER CHARGES in vending_items.dm
*/
#define MAX_VENDING_INPUT_AMOUNT 30
/**
* # vending record datum
*
* A datum that represents a product that is vendable
*/
/datum/data/vending_product
name = "generic"
///Typepath of the product that is created when this record "sells"
var/product_path = null
///How many of this product we currently have
var/amount = 0
///How many we can store at maximum
var/max_amount = 0
/**
* # vending machines
*
* Captalism in the year 2525, everything in a vending machine, even love
*/
/obj/machinery/vending
name = "\improper Vendomat"
desc = "A generic vending machine."
icon = 'icons/obj/vending.dmi'
icon_state = "generic"
layer = BELOW_OBJ_LAYER
density = TRUE
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
max_integrity = 300
integrity_failure = 0.33
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
circuit = /obj/item/circuitboard/machine/vendor
light_power = 0.5
light_range = MINIMUM_USEFUL_LIGHT_RANGE
/// Is the machine active (No sales pitches if off)!
var/active = TRUE
///Are we ready to vend?? Is it time??
var/vend_ready = TRUE
///Next world time to send a purchase message
var/purchase_message_cooldown
///Last mob to shop with us
/**
* List of products this machine sells
*
* form should be list(/type/path = amount, /type/path2 = amount2)
*/
var/list/products = list()
/**
* List of products this machine sells when you hack it
*
* form should be list(/type/path = amount, /type/path2 = amount2)
*/
var/list/contraband = list()
/**
* List of premium products this machine sells
*
* form should be list(/type/path, /type/path2) as there is only ever one in stock
*/
var/list/premium = list()
///String of slogans separated by semicolons, optional
var/product_slogans = ""
///String of small ad messages in the vending screen - random chance
var/product_ads = ""
var/list/product_records = list()
var/list/hidden_records = list()
var/list/coin_records = list()
var/list/slogan_list = list()
///Small ad messages in the vending screen - random chance of popping up whenever you open it
var/list/small_ads = list()
var/dish_quants = list() //used by the snack machine's custom compartment to count dishes.
///Message sent post vend (Thank you for shopping!)
var/vend_reply
///Last world tick we sent a vent reply
var/last_reply
///Last world tick we sent a slogan message out
var/last_slogan
var/last_shopper
///How many ticks until we can send another
var/slogan_delay = 6000
///Icon when vending an item to the user
var/icon_vend
///Icon to flash when user is denied a vend
var/icon_deny
///World ticks the machine is electified for
var/seconds_electrified = MACHINE_NOT_ELECTRIFIED
///When this is TRUE, we fire items at customers! We're broken!
var/shoot_inventory
///How likely this is to happen (prob 100)
var/shoot_inventory_chance = 2
//Stop spouting those godawful pitches!
var/shut_up
///can we access the hidden inventory?
var/extended_inventory
///Are we checking the users ID
var/scan_id = TRUE
///Coins that we accept?
var/obj/item/coin/coin
///Default price of items if not overridden
/**
* Is this item on station or not
*
* if it doesn't originate from off-station during mapload, everything is free
*/
var/onstation = TRUE //if it doesn't originate from off-station during mapload, everything is free
///A variable to change on a per instance basis on the map that allows the instance to force cost and ID requirements
var/onstation_override = FALSE //change this on the object on the map to override the onstation check. DO NOT APPLY THIS GLOBALLY.
///ID's that can load this vending machine wtih refills
var/list/canload_access_list
var/list/vending_machine_input = list()
///Display header on the input view
var/input_display_header = "Custom Vendor"
//The type of refill canisters used by this machine.
var/obj/item/vending_refill/refill_canister = null
/// how many items have been inserted in a vendor
var/loaded_items
///Name of lighting mask for the vending machine
var/light_mask
/obj/item/circuitboard
///determines if the circuit board originated from a vendor off station or not.
var/onstation = TRUE
/**
* Initialize the vending machine
*
* Builds the vending machine inventory, sets up slogans and other such misc work
*
* This also sets the onstation var to:
* * FALSE - if the machine was maploaded on a zlevel that doesn't pass the is_station_level check
* * TRUE - all other cases
*/
/obj/machinery/vending/Initialize(mapload)
var/build_inv = FALSE
if(!refill_canister)
circuit = null
build_inv = TRUE
. = ..()
wires = new /datum/wires/vending(src)
if(build_inv) //non-constructable vending machine
build_inventory(products, product_records)
build_inventory(contraband, hidden_records)
build_inventory(premium, coin_records)
slogan_list = splittext(product_slogans, ";")
// So not all machines speak at the exact same time.
// The first time this machine says something will be at slogantime + this random value,
// so if slogantime is 10 minutes, it will say it at somewhere between 10 and 20 minutes after the machine is crated.
last_slogan = world.time + rand(0, slogan_delay)
power_change()
/obj/machinery/vending/Destroy()
QDEL_NULL(wires)
QDEL_NULL(coin)
return ..()
/obj/machinery/vending/can_speak()
return !shut_up
/obj/machinery/vending/RefreshParts() //Better would be to make constructable child
if(!component_parts)
return
product_records = list()
hidden_records = list()
coin_records = list()
build_inventory(products, product_records, start_empty = TRUE)
build_inventory(contraband, hidden_records, start_empty = TRUE)
build_inventory(premium, coin_records, start_empty = TRUE)
for(var/obj/item/vending_refill/VR in component_parts)
restock(VR)
/obj/machinery/vending/deconstruct(disassembled = TRUE)
if(!refill_canister) //the non constructable vendors drop metal instead of a machine frame.
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal(loc, 3)
qdel(src)
else
..()
/obj/machinery/vending/update_icon_state()
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
set_light(0)
else if(powered())
icon_state = initial(icon_state)
set_light(1.4)
else
icon_state = "[initial(icon_state)]-off"
set_light(0)
/obj/machinery/vending/update_overlays()
. = ..()
if(!light_mask)
return
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
if(!(stat & BROKEN) && powered())
SSvis_overlays.add_vis_overlay(src, icon, light_mask, EMISSIVE_LAYER, EMISSIVE_PLANE)
/obj/machinery/vending/obj_break(damage_flag)
. = ..()
if(!.)
return
var/dump_amount = 0
var/found_anything = TRUE
while (found_anything)
found_anything = FALSE
for(var/record in shuffle(product_records))
var/datum/data/vending_product/R = record
if(R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = R.product_path
if(!dump_path)
continue
R.amount--
// busting open a vendor will destroy some of the contents
if(found_anything && prob(80))
continue
var/obj/O = new dump_path(loc)
step(O, pick(GLOB.alldirs))
found_anything = TRUE
dump_amount++
if (dump_amount >= 16)
return
GLOBAL_LIST_EMPTY(vending_products)
/**
* Build the inventory of the vending machine from it's product and record lists
*
* This builds up a full set of /datum/data/vending_products from the product list of the vending machine type
* Arguments:
* * productlist - the list of products that need to be converted
* * recordlist - the list containing /datum/data/vending_product datums
* * startempty - should we set vending_product record amount from the product list (so it's prefilled at roundstart)
*/
/obj/machinery/vending/proc/build_inventory(list/productlist, list/recordlist, start_empty = FALSE)
for(var/typepath in productlist)
var/amount = productlist[typepath]
if(isnull(amount))
amount = 0
var/atom/temp = typepath
var/datum/data/vending_product/R = new /datum/data/vending_product()
GLOB.vending_products[typepath] = 1
R.name = initial(temp.name)
R.product_path = typepath
if(!start_empty)
R.amount = amount
R.max_amount = amount
recordlist += R
/**
* Refill a vending machine from a refill canister
*
* This takes the products from the refill canister and then fills the products,contraband and premium product categories
*
* Arguments:
* * canister - the vending canister we are refilling from
*/
/obj/machinery/vending/proc/restock(obj/item/vending_refill/canister)
if (!canister.products)
canister.products = products.Copy()
if (!canister.contraband)
canister.contraband = contraband.Copy()
if (!canister.premium)
canister.premium = premium.Copy()
. = 0
. += refill_inventory(canister.products, product_records)
. += refill_inventory(canister.contraband, hidden_records)
. += refill_inventory(canister.premium, coin_records)
/**
* Refill our inventory from the passed in product list into the record list
*
* Arguments:
* * productlist - list of types -> amount
* * recordlist - existing record datums
*/
/obj/machinery/vending/proc/refill_inventory(list/productlist, list/recordlist)
. = 0
for(var/R in recordlist)
var/datum/data/vending_product/record = R
var/diff = min(record.max_amount - record.amount, productlist[record.product_path])
if (diff)
productlist[record.product_path] -= diff
record.amount += diff
. += diff
/**
* Set up a refill canister that matches this machines products
*
* This is used when the machine is deconstructed, so the items aren't "lost"
*/
/obj/machinery/vending/proc/update_canister()
if (!component_parts)
return
var/obj/item/vending_refill/R = locate() in component_parts
if (!R)
CRASH("Constructible vending machine did not have a refill canister")
R.products = unbuild_inventory(product_records)
R.contraband = unbuild_inventory(hidden_records)
R.premium = unbuild_inventory(coin_records)
/**
* Given a record list, go through and and return a list of type -> amount
*/
/obj/machinery/vending/proc/unbuild_inventory(list/recordlist)
. = list()
for(var/R in recordlist)
var/datum/data/vending_product/record = R
.[record.product_path] += record.amount
/obj/machinery/vending/crowbar_act(mob/living/user, obj/item/I)
if(!component_parts)
return FALSE
default_deconstruction_crowbar(I)
return TRUE
/obj/machinery/vending/wrench_act(mob/living/user, obj/item/I)
..()
if(panel_open)
default_unfasten_wrench(user, I, time = 60)
return TRUE
/obj/machinery/vending/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(anchored)
default_deconstruction_screwdriver(user, icon_state, icon_state, I)
cut_overlays()
if(panel_open)
add_overlay("[initial(icon_state)]-panel")
updateUsrDialog()
else
to_chat(user, "<span class='warning'>You must first secure [src].</span>")
return TRUE
/obj/machinery/vending/attackby(obj/item/I, mob/user, params)
if(panel_open && is_wire_tool(I))
wires.interact(user)
return
else if(istype(I, /obj/item/coin))
if(coin)
to_chat(user, "<span class='warning'>[src] already has [coin] inserted</span>")
return
if(!premium.len)
to_chat(user, "<span class='warning'>[src] doesn't have a coin slot.</span>")
return
if(!user.transferItemToLoc(I, src))
return
coin = I
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
return
else if(refill_canister && istype(I, refill_canister))
if (!panel_open)
to_chat(user, "<span class='warning'>You should probably unscrew the service panel first!</span>")
else if (stat & (BROKEN|NOPOWER))
to_chat(user, "<span class='notice'>[src] does not respond.</span>")
else
//if the panel is open we attempt to refill the machine
var/obj/item/vending_refill/canister = I
if(canister.get_part_rating() == 0)
to_chat(user, "<span class='warning'>[canister] is empty!</span>")
else
// instantiate canister if needed
var/transferred = restock(canister)
if(transferred)
to_chat(user, "<span class='notice'>You loaded [transferred] items in [src].</span>")
else
to_chat(user, "<span class='warning'>There's nothing to restock!</span>")
return
if(compartmentLoadAccessCheck(user) && user.a_intent != INTENT_HARM)
if(canLoadItem(I))
loadingAttempt(I,user)
updateUsrDialog() //can't put this on the proc above because we spam it below
if(istype(I, /obj/item/storage/bag)) //trays USUALLY
var/obj/item/storage/T = I
var/loaded = 0
var/denied_items = 0
for(var/obj/item/the_item in T.contents)
if(contents.len >= MAX_VENDING_INPUT_AMOUNT) // no more than 30 item can fit inside, legacy from snack vending although not sure why it exists
to_chat(user, "<span class='warning'>[src]'s compartment is full.</span>")
break
if(canLoadItem(the_item) && loadingAttempt(the_item,user))
SEND_SIGNAL(T, COMSIG_TRY_STORAGE_TAKE, the_item, src, TRUE)
loaded++
else
denied_items++
if(denied_items)
to_chat(user, "<span class='warning'>[src] refuses some items!</span>")
if(loaded)
to_chat(user, "<span class='notice'>You insert [loaded] dishes into [src]'s compartment.</span>")
updateUsrDialog()
else
. = ..()
/obj/machinery/vending/proc/loadingAttempt(obj/item/I, mob/user)
. = TRUE
if(!user.transferItemToLoc(I, src))
return FALSE
if(vending_machine_input[format_text(I.name)])
vending_machine_input[format_text(I.name)]++
else
vending_machine_input[format_text(I.name)] = 1
to_chat(user, "<span class='notice'>You insert [I] into [src]'s input compartment.</span>")
loaded_items++
/**
* Is the passed in user allowed to load this vending machines compartments
*
* Arguments:
* * user - mob that is doing the loading of the vending machine
*/
/obj/machinery/vending/proc/compartmentLoadAccessCheck(mob/user)
if(!canload_access_list)
return TRUE
else
var/do_you_have_access = FALSE
var/req_access_txt_holder = req_access_txt
for(var/i in canload_access_list)
req_access_txt = i
if(!allowed(user) && !(obj_flags & EMAGGED) && scan_id)
continue
else
do_you_have_access = TRUE
break //you passed don't bother looping anymore
req_access_txt = req_access_txt_holder // revert to normal (before the proc ran)
if(do_you_have_access)
return TRUE
else
to_chat(user, "<span class='warning'>[src]'s input compartment blinks red: Access denied.</span>")
return FALSE
/obj/machinery/vending/exchange_parts(mob/user, obj/item/storage/part_replacer/W)
if(!istype(W))
return FALSE
if((flags_1 & NODECONSTRUCT_1) && !W.works_from_distance)
return FALSE
if(!component_parts || !refill_canister)
return FALSE
var/moved = 0
if(panel_open || W.works_from_distance)
if(W.works_from_distance)
display_parts(user)
for(var/I in W)
if(istype(I, refill_canister))
moved += restock(I)
else
display_parts(user)
if(moved)
to_chat(user, "<span class='notice'>[moved] items restocked.</span>")
W.play_rped_sound()
return TRUE
/obj/machinery/vending/on_deconstruction()
update_canister()
. = ..()
/obj/machinery/vending/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, "<span class='notice'>You short out the product lock on [src].</span>")
return TRUE
/obj/machinery/vending/_try_interact(mob/user)
if(seconds_electrified && !(stat & NOPOWER))
if(shock(user, 100))
return
return ..()
/obj/machinery/vending/ui_base_html(html)
var/datum/asset/spritesheet/assets = get_asset_datum(/datum/asset/spritesheet/vending)
. = replacetext(html, "<!--customheadhtml-->", assets.css_tag())
/obj/machinery/vending/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
var/datum/asset/assets = get_asset_datum(/datum/asset/spritesheet/vending)
assets.send(user)
ui = new(user, src, ui_key, "vending", name, 450, 600, master_ui, state)
ui.open()
/obj/machinery/vending/ui_static_data(mob/user)
. = list()
.["product_records"] = list()
for (var/datum/data/vending_product/R in product_records)
var/list/data = list(
path = replacetext(replacetext("[R.product_path]", "/obj/item/", ""), "/", "-"),
name = R.name,
max_amount = R.max_amount,
ref = REF(R)
)
.["product_records"] += list(data)
.["coin_records"] = list()
for (var/datum/data/vending_product/R in coin_records)
var/list/data = list(
path = replacetext(replacetext("[R.product_path]", "/obj/item/", ""), "/", "-"),
name = R.name,
max_amount = R.max_amount,
ref = REF(R),
premium = TRUE
)
.["coin_records"] += list(data)
.["hidden_records"] = list()
for (var/datum/data/vending_product/R in hidden_records)
var/list/data = list(
path = replacetext(replacetext("[R.product_path]", "/obj/item/", ""), "/", "-"),
name = R.name,
max_amount = R.max_amount,
ref = REF(R),
premium = TRUE
)
.["hidden_records"] += list(data)
/obj/machinery/vending/ui_data(mob/user)
. = list()
.["stock"] = list()
for(var/datum/data/vending_product/R in product_records + coin_records + hidden_records)
.["stock"][R.name] = R.amount
.["extended_inventory"] = extended_inventory
.["coin"] = coin
/obj/machinery/vending/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("vend")
. = TRUE
if(!vend_ready)
return
if(panel_open)
to_chat(usr, "<span class='warning'>The vending machine cannot dispense products while its service panel is open!</span>")
return
if((!allowed(usr)) && !(obj_flags & EMAGGED) && scan_id) //For SECURE VENDING MACHINES YEAH
to_chat(usr, "<span class='warning'>Access denied.</span>" )
flick(icon_deny,src)
return
vend_ready = FALSE //One thing at a time!!
var/datum/data/vending_product/R = locate(params["ref"])
if(!R || !istype(R) || !R.product_path)
vend_ready = TRUE
return
if(R in hidden_records)
if(!extended_inventory)
vend_ready = TRUE
return
else if(R in coin_records)
if(!(coin))
to_chat(usr, "<span class='warning'>You need to a coin to get this item!</span>")
vend_ready = TRUE
return
if(coin && coin.string_attached)
if(!prob(50))
to_chat(usr, "<span class='warning'>You weren't able to pull [coin] out fast enough, the machine ate it, string and all!</span>")
QDEL_NULL(coin)
return
if(!usr.CanReach(src))
to_chat(usr, "<span class='notice'>You successfully pull [coin] out of [src] to the floor.</span>")
coin = null
if(!usr.put_in_hands(coin))
to_chat(usr, "<span class='warning'>You couldn't pull [coin] out because your hands are full!</span>")
QDEL_NULL(coin)
to_chat(usr, "<span class='notice'>You successfully pull [coin] out before [src] could swallow it.</span>")
coin = null
QDEL_NULL(coin)
else if(!(R in product_records))
vend_ready = TRUE
message_admins("Vending machine exploit attempted by [ADMIN_LOOKUPFLW(usr)]!")
return
if(R.amount <= 0)
to_chat(usr, "<span class='warning'>Sold out.</span>")
vend_ready = TRUE
return
else
R.amount--
if(((last_reply + 200) <= world.time) && vend_reply)
speak(vend_reply)
last_reply = world.time
use_power(5)
if(icon_vend) //Show the vending animation if needed
flick(icon_vend,src)
var/vended = new R.product_path(get_turf(src))
if(usr.CanReach(src) && usr.put_in_hands(vended))
to_chat(usr, "<span class='notice'>You take [R.name] out of the slot.</span>")
else
to_chat(usr, "<span class='warning'>[capitalize(R.name)] falls onto the floor!</span>")
SSblackbox.record_feedback("nested tally", "vending_machine_usage", 1, list("[type]", "[R.product_path]"))
vend_ready = TRUE
return
if("takeoutcoin")
usr.put_in_hands(coin)
to_chat(usr, "<span class='notice'>You remove [coin] from [src].</span>")
coin = null
return
else if("togglevoice" && panel_open)
shut_up = !shut_up
/obj/machinery/vending/process()
if(stat & (BROKEN|NOPOWER))
return PROCESS_KILL
if(!active)
return
if(seconds_electrified > MACHINE_NOT_ELECTRIFIED)
seconds_electrified--
//Pitch to the people! Really sell it!
if(last_slogan + slogan_delay <= world.time && slogan_list.len > 0 && !shut_up && prob(5))
var/slogan = pick(slogan_list)
speak(slogan)
last_slogan = world.time
if(shoot_inventory && prob(shoot_inventory_chance))
throw_item()
/**
* Speak the given message verbally
*
* Checks if the machine is powered and the message exists
*
* Arguments:
* * message - the message to speak
*/
/obj/machinery/vending/proc/speak(message)
if(stat & (BROKEN|NOPOWER))
return
if(!message)
return
say(message)
/obj/machinery/vending/power_change()
. = ..()
if(powered())
START_PROCESSING(SSmachines, src)
//Somebody cut an important wire and now we're following a new definition of "pitch."
/**
* Throw an item from our internal inventory out in front of us
*
* This is called when we are hacked, it selects a random product from the records that has an amount > 0
* This item is then created and tossed out in front of us with a visible message
*/
/obj/machinery/vending/proc/throw_item()
var/obj/throw_item = null
var/mob/living/target = locate() in view(7, src)
if(!target)
return FALSE
for(var/datum/data/vending_product/R in shuffle(product_records))
if(R.amount <= 0) //Try to use a record that actually has something to dump.
continue
var/dump_path = R.product_path
if(!dump_path)
continue
R.amount--
throw_item = new dump_path(loc)
break
if(!throw_item)
return FALSE
pre_throw(throw_item)
throw_item.throw_at(target, 16, 3)
visible_message("<span class='danger'>[src] launches [throw_item] at [target]!</span>")
return TRUE
/**
* A callback called before an item is tossed out
*
* Override this if you need to do any special case handling
*
* Arguments:
* * I - obj/item being thrown
*/
/obj/machinery/vending/proc/pre_throw(obj/item/I)
return
/**
* Shock the passed in user
*
* This checks we have power and that the passed in prob is passed, then generates some sparks
* and calls electrocute_mob on the user
*
* Arguments:
* * user - the user to shock
* * prb - probability the shock happens
*/
/obj/machinery/vending/proc/shock(mob/living/user, prb)
if(!istype(user) || stat & (BROKEN|NOPOWER)) // unpowered, no shock
return FALSE
if(!prob(prb))
return FALSE
do_sparks(5, TRUE, src)
var/check_range = TRUE
if(electrocute_mob(user, get_area(src), src, 0.7, check_range))
return TRUE
else
return FALSE
/**
* Are we able to load the item passed in
*
* Arguments:
* * I - the item being loaded
* * user - the user doing the loading
*/
/obj/machinery/vending/proc/canLoadItem(obj/item/I, mob/user)
return FALSE
/obj/machinery/vending/onTransitZ()
return