mirror of
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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
369 lines
12 KiB
Plaintext
369 lines
12 KiB
Plaintext
/*******************************\
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| Slot Machines |
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| Original code by Glloyd |
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| Tgstation port by Miauw |
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\*******************************/
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#define SPIN_PRICE 5
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#define SMALL_PRIZE 400
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#define BIG_PRIZE 1000
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#define JACKPOT 10000
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#define SPIN_TIME 65 //As always, deciseconds.
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#define REEL_DEACTIVATE_DELAY 7
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#define SEVEN "<font color='red'>7</font>"
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#define HOLOCHIP 1
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#define COIN 2
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/obj/machinery/computer/slot_machine
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name = "slot machine"
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desc = "Gambling for the antisocial."
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icon = 'icons/obj/computer.dmi'
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icon_state = "slots"
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icon_keyboard = null
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icon_screen = "slots_screen"
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density = TRUE
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use_power = IDLE_POWER_USE
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idle_power_usage = 50
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circuit = /obj/item/circuitboard/computer/slot_machine
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var/money = 3000 //How much money it has CONSUMED
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var/plays = 0
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var/working = 0
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var/balance = 0 //How much money is in the machine, ready to be CONSUMED.
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var/jackpots = 0
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var/paymode = HOLOCHIP //toggles between HOLOCHIP/COIN, defined above
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var/cointype = /obj/item/coin/iron //default cointype
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var/list/coinvalues = list()
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var/list/reels = list(list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0, list("", "", "") = 0)
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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.
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var/static/list/ray_filter = list(type = "rays", y = 16, size = 40, density = 4, color = COLOR_RED_LIGHT, factor = 15, flags = FILTER_OVERLAY)
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light_color = LIGHT_COLOR_BROWN
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/obj/machinery/computer/slot_machine/Initialize(mapload)
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. = ..()
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jackpots = rand(1, 4) //false hope
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plays = rand(75, 200)
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INVOKE_ASYNC(src, PROC_REF(toggle_reel_spin), TRUE)//The reels won't spin unless we activate them
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var/list/reel = reels[1]
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for(var/i = 0, i < reel.len, i++) //Populate the reels.
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randomize_reels()
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INVOKE_ASYNC(src, PROC_REF(toggle_reel_spin), FALSE)
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for(cointype in typesof(/obj/item/coin))
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var/obj/item/coin/C = cointype
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coinvalues["[cointype]"] = initial(C.value)
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/obj/machinery/computer/slot_machine/Destroy()
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if(balance)
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give_payout(balance)
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return ..()
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/obj/machinery/computer/slot_machine/process(seconds_per_tick)
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. = ..() //Sanity checks.
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if(!.)
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return .
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money += round(seconds_per_tick / 2) //SPESSH MAJICKS
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/obj/machinery/computer/slot_machine/update_icon_state()
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if(stat & BROKEN)
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icon_state = "slots_broken"
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else
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icon_state = "slots"
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return ..()
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/obj/machinery/computer/slot_machine/update_overlays()
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if(working)
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icon_screen = "slots_screen_working"
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else
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icon_screen = "slots_screen"
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return ..()
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/obj/machinery/computer/slot_machine/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/coin))
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var/obj/item/coin/C = I
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if(paymode == COIN)
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if(prob(2))
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if(!user.transferItemToLoc(C, drop_location(), silent = FALSE))
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return
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C.throw_at(user, 3, 10)
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if(prob(10))
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balance = max(balance - SPIN_PRICE, 0)
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to_chat(user, span_warning("[src] spits your coin back out!"))
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else
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if(!user.temporarilyRemoveItemFromInventory(C))
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return
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to_chat(user, span_notice("You insert a [C.cmineral] coin into [src]'s slot!"))
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balance += C.value
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qdel(C)
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else
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to_chat(user, span_warning("This machine is only accepting holochips!"))
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else if(istype(I, /obj/item/holochip))
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if(paymode == HOLOCHIP)
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var/obj/item/holochip/H = I
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if(!user.temporarilyRemoveItemFromInventory(H))
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return
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to_chat(user, span_notice("You insert [H.credits] holocredits into [src]'s holoreader!"))
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balance += H.credits
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qdel(H)
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else
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to_chat(user, span_warning("This machine is only accepting coins!"))
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else if(I.tool_behaviour == TOOL_MULTITOOL)
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if(balance > 0)
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visible_message("<b>[src]</b> says, 'ERROR! Please empty the machine balance before altering paymode.'") //Prevents converting coins into holocredits and vice versa
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else
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if(paymode == HOLOCHIP)
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paymode = COIN
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visible_message("<b>[src]</b> says, 'This machine now works with COINS!'")
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else
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paymode = HOLOCHIP
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visible_message("<b>[src]</b> says, 'This machine now works with HOLOCHIPS!'")
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else
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return ..()
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/obj/machinery/computer/slot_machine/emag_act(mob/user, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return FALSE
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obj_flags |= EMAGGED
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var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
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spark_system.set_up(4, 0, src.loc)
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spark_system.start()
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playsound(src, "sparks", 50, 1)
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return TRUE
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/obj/machinery/computer/slot_machine/ui_interact(mob/living/user)
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. = ..()
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var/reeltext = {"<center><font face=\"courier new\">
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/*****^*****^*****^*****^*****\\<BR>
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| \[[reels[1][1]]\] | \[[reels[2][1]]\] | \[[reels[3][1]]\] | \[[reels[4][1]]\] | \[[reels[5][1]]\] |<BR>
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| \[[reels[1][2]]\] | \[[reels[2][2]]\] | \[[reels[3][2]]\] | \[[reels[4][2]]\] | \[[reels[5][2]]\] |<BR>
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| \[[reels[1][3]]\] | \[[reels[2][3]]\] | \[[reels[3][3]]\] | \[[reels[4][3]]\] | \[[reels[5][3]]\] |<BR>
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\\*****v*****v*****v*****v*****/<BR>
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</center></font>"}
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var/dat
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if(working)
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dat = reeltext
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else
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dat = {"Five credits to play!<BR>
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<B>Prize Money Available:</B> [money] (jackpot payout is ALWAYS 100%!)<BR>
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<B>Credit Remaining:</B> [balance]<BR>
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[plays] players have tried their luck today, and [jackpots] have won a jackpot!<BR>
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<HR><BR>
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<A href='?src=[REF(src)];spin=1'>Play!</A><BR>
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<BR>
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[reeltext]
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<BR>"}
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if(balance > 0)
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dat+="<font size='1'><A href='?src=[REF(src)];refund=1'>Refund balance</A><BR>"
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var/datum/browser/popup = new(user, "slotmachine", "Slot Machine")
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popup.set_content(dat)
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popup.open()
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/obj/machinery/computer/slot_machine/Topic(href, href_list)
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. = ..() //Sanity checks.
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if(.)
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return .
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if(href_list["spin"])
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spin(usr)
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else if(href_list["refund"])
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if(balance > 0)
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give_payout(balance)
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balance = 0
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/obj/machinery/computer/slot_machine/emp_act(severity)
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. = ..()
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if(stat & (NOPOWER|BROKEN) || . & EMP_PROTECT_SELF)
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return
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if(prob(15 * severity))
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return
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if(prob(1)) // :^)
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obj_flags |= EMAGGED
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var/severity_ascending = 2 + (severity / 5)
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money = max(rand(money - (200 * severity_ascending), money + (200 * severity_ascending)), 0)
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balance = max(rand(balance - (50 * severity_ascending), balance + (50 * severity_ascending)), 0)
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money -= max(0, give_payout(min(rand(-50, 100 * severity_ascending)), money)) //This starts at -50 because it shouldn't always dispense coins yo
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spin()
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/obj/machinery/computer/slot_machine/proc/spin(mob/user)
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if(!can_spin(user))
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return
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var/the_name
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if(user)
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the_name = user.real_name
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visible_message(span_notice("[user] pulls the lever and the slot machine starts spinning!"))
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else
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the_name = "Exaybachay"
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balance -= SPIN_PRICE
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money += SPIN_PRICE
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plays += 1
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working = 1
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toggle_reel_spin(1)
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update_appearance()
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updateDialog()
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spawn(0)
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while(working)
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randomize_reels()
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updateDialog()
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sleep(0.2 SECONDS)
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spawn(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.
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toggle_reel_spin(0, REEL_DEACTIVATE_DELAY)
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working = 0
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give_prizes(the_name, user)
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update_appearance()
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updateDialog()
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/obj/machinery/computer/slot_machine/proc/can_spin(mob/user)
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if(stat & NOPOWER)
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to_chat(user, span_warning("The slot machine has no power!"))
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if(stat & BROKEN)
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to_chat(user, span_warning("The slot machine is broken!"))
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if(working)
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to_chat(user, span_warning("You need to wait until the machine stops spinning before you can play again!"))
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return 0
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if(balance < SPIN_PRICE)
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to_chat(user, span_warning("Insufficient money to play!"))
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return 0
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return 1
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/obj/machinery/computer/slot_machine/proc/toggle_reel_spin(value, delay = 0) //value is 1 or 0 aka on or off
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for(var/list/reel in reels)
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if(!value)
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playsound(src, 'sound/machines/ding_short.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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reels[reel] = value
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sleep(delay)
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/obj/machinery/computer/slot_machine/proc/randomize_reels()
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for(var/reel in reels)
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if(reels[reel])
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reel[3] = reel[2]
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reel[2] = reel[1]
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reel[1] = pick(symbols)
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/obj/machinery/computer/slot_machine/proc/give_prizes(usrname, mob/user)
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var/linelength = get_lines()
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var/did_player_win = TRUE
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if(reels[1][2] + reels[2][2] + reels[3][2] + reels[4][2] + reels[5][2] == "[SEVEN][SEVEN][SEVEN][SEVEN][SEVEN]")
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visible_message("<b>[src]</b> says, 'JACKPOT! You win [money] credits!'")
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priority_announce("Congratulations to [user ? user.real_name : usrname] for winning the jackpot at the slot machine in [get_area(src)]!")
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jackpots += 1
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balance += money - give_payout(JACKPOT)
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money = 0
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if(paymode == HOLOCHIP)
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new /obj/item/holochip(loc,JACKPOT)
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else
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for(var/i = 0, i < 5, i++)
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cointype = pick(subtypesof(/obj/item/coin))
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var/obj/item/coin/C = new cointype(loc)
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random_step(C, 2, 50)
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playsound(src, pick(list('sound/machines/coindrop.ogg', 'sound/machines/coindrop2.ogg')), 50, TRUE)
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sleep(REEL_DEACTIVATE_DELAY)
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else if(linelength == 5)
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visible_message("<b>[src]</b> says, 'Big Winner! You win a thousand credits!'")
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give_money(BIG_PRIZE)
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else if(linelength == 4)
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visible_message("<b>[src]</b> says, 'Winner! You win four hundred credits!'")
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give_money(SMALL_PRIZE)
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else if(linelength == 3)
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to_chat(user, span_notice("You win three free games!"))
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balance += SPIN_PRICE * 4
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money = max(money - SPIN_PRICE * 4, money)
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else
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to_chat(user, span_warning("No luck!"))
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did_player_win = FALSE
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if(did_player_win)
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add_filter("jackpot_rays", 3, ray_filter)
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animate(get_filter("jackpot_rays"), offset = 10, time = 3 SECONDS, loop = -1)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/datum, remove_filter), "jackpot_rays"), 3 SECONDS)
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playsound(src, 'sound/machines/roulettejackpot.ogg', 50, TRUE)
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/obj/machinery/computer/slot_machine/proc/get_lines()
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var/amountthesame
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for(var/i = 1, i <= 3, i++)
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var/inputtext = reels[1][i] + reels[2][i] + reels[3][i] + reels[4][i] + reels[5][i]
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for(var/symbol in symbols)
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var/j = 3 //The lowest value we have to check for.
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var/symboltext = symbol + symbol + symbol
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while(j <= 5)
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if(findtext(inputtext, symboltext))
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amountthesame = max(j, amountthesame)
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j++
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symboltext += symbol
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if(amountthesame)
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break
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return amountthesame
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/obj/machinery/computer/slot_machine/proc/give_money(amount)
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var/amount_to_give = money >= amount ? amount : money
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var/surplus = amount_to_give - give_payout(amount_to_give)
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money = max(0, money - amount)
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balance += surplus
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/obj/machinery/computer/slot_machine/proc/give_payout(amount)
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if(paymode == HOLOCHIP)
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cointype = /obj/item/holochip
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else
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cointype = obj_flags & EMAGGED ? /obj/item/coin/iron : /obj/item/coin/silver
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if(!(obj_flags & EMAGGED))
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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 = coinvalues["[cointype]"]
|
|
|
|
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
|
|
playsound(src, pick(list('sound/machines/coindrop.ogg', 'sound/machines/coindrop2.ogg')), 50, TRUE)
|
|
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
|