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Не только генетика или добавление автоматической парикмахерской будки #2135

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215 changes: 215 additions & 0 deletions code/game/machinery/barber_booth.dm
@@ -0,0 +1,215 @@
#define HAIRCUT_TIME 35
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@volas volas Jan 12, 2018

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Исправлять не обязательно, но на будущее - хорошим тоном было бы сделать в конце файла undef


/obj/machinery/barber_booth
name = "Barber booth"
desc = "Automated booth for making haircut of your dream."
icon = 'icons/obj/machines/barber_booth.dmi'
icon_state = "booth_on_closed"
anchored = 1
density = 1
use_power = 1
idle_power_usage = 10
active_power_usage = 800
power_channel = EQUIP
interact_offline = 0
var/is_payed = FALSE
var/haircut_price = 300
var/is_working = FALSE

/obj/machinery/barber_booth/atom_init()
. = ..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/barber_booth
component_parts += new /obj/item/weapon/stock_parts/console_screen
component_parts += new /obj/item/weapon/stock_parts/manipulator

/obj/machinery/barber_booth/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
to_chat(usr, "<span class='notice'>You broke something!</span>")
emagged = 1
else if(istype(W, /obj/item/weapon/wrench))
anchored = !anchored
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
to_chat(user, "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>")
if(!anchored)
stat |= NOPOWER
icon_state = "booth_off"
else
stat &= ~NOPOWER
else if(istype(W, /obj/item/device/pda) && W.GetID())
if(!is_payed && !is_working)
var/obj/item/weapon/card/C = W.GetID()
scan_card(C)
else if(istype(W, /obj/item/weapon/card/id))
if(!is_payed && !is_working)
scan_card(W)
else if(istype(W, /obj/item/weapon/crowbar))
if(!panel_open)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
visible_message("<span class='notice'>[usr] pry open \the [src].</span>", "<span class='notice'>You pry open \the [src].</span>")
open_machine()
else
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(loc)
M.state = 2
M.icon_state = "box_1"
for(var/obj/item/I in component_parts)
I.loc = src.loc
qdel(src)
else if(istype(W, /obj/item/weapon/screwdriver))
src.panel_open = !src.panel_open
to_chat(user, "You [src.panel_open ? "open" : "close"] the maintenance panel.")
if(panel_open)
close_machine()
icon_state = "booth_screwed"
else
open_machine()

/obj/machinery/barber_booth/update_icon()
if(stat & (NOPOWER|BROKEN))
icon_state = "booth_off"
return

/obj/machinery/barber_booth/proc/scan_card(obj/item/weapon/card/id/I)
visible_message("<span class='info'>[usr] swipes a card through [src].</span>")
if(!station_account)
return
var/datum/money_account/D = get_account(I.associated_account_number)
var/attempt_pin = 0
if(D.security_level > 0)
attempt_pin = input("Enter pin code", "Transaction") as num
if(!attempt_pin)
D = attempt_account_access(I.associated_account_number, attempt_pin, 2)
if(!D)
return
var/transaction_amount = haircut_price
if(transaction_amount <= D.money)
//transfer the money
D.money -= transaction_amount
station_account.money += transaction_amount
//create entries in the two account transaction logs
var/datum/transaction/T = new()
T.target_name = "[station_account.owner_name] (via [src.name])"
T.purpose = "Purchase of haircut"
T.amount = "[transaction_amount]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
D.transaction_log.Add(T)
T = new()
T.target_name = D.owner_name
T.purpose = "Purchase haircut"
T.amount = "[transaction_amount]"
T.source_terminal = src.name
T.date = current_date_string
T.time = worldtime2text()
station_account.transaction_log.Add(T)
is_payed = TRUE
to_chat(usr, "[bicon(src)]Is payed, you may now use it</span>")
else
to_chat(usr, "[bicon(src)]<span class='warning'>You don't have that much money!</span>")

/obj/machinery/barber_booth/attack_hand(mob/user)
if(panel_open)
return
if(!anchored)
return
else if(state_open)
close_machine()
else
if(!is_working)
open_machine()
else
if(!emagged)
if(user != occupant)
to_chat(user, "<span class='notice'> [src.name] is occupied! </span>")
else
to_chat(user, "<span class='notice'> You abort the procedure </span>")
open_machine()
else
to_chat(user, "<span class='warning'>It won't budge.</span>")
return

/obj/machinery/barber_booth/close_machine()
..()
if(emagged && prob(75))
icon_state = "booth_emagged_closed"
else
icon_state = "booth_on_closed"
perform_haircut()

/obj/machinery/barber_booth/proc/perform_haircut()
if(!(occupant && ishuman(occupant) && is_operational()))
return
var/mob/living/carbon/human/M = occupant
if(M.head && M.head.flags & (BLOCKHAIR|HIDEEARS))
to_chat(M, "<span class='warning'>Please, take the headgear off!</span>")
open_machine()
return
else
var/list/hairs = list()
for(var/x in subtypesof(/datum/sprite_accessory/hair))
var/datum/sprite_accessory/hair/H = x
hairs += initial(H.name)
var/list/fhairs = list()
for(var/x in subtypesof(/datum/sprite_accessory/facial_hair))
var/datum/sprite_accessory/facial_hair/H = x
fhairs += initial(H.name)
if(emagged)
is_working = TRUE
audible_message("[src.name] boozes loudly")
if(do_after(M, HAIRCUT_TIME, target = M))
audible_message("[src.name] clanks violently")
if(prob(50))
M.apply_damage(35, BRUTE, BP_HEAD)
M.h_style = "Bald"
M.f_style = "Shaved"
else
M.h_style = pick(hairs)
M.f_style = pick(fhairs)
to_chat(M, "<span class='notice'>Enjoy your haircut!</span>" )
M.update_hair()
M.check_dna()
is_payed = FALSE
is_working = FALSE
playsound(loc, 'sound/items/Welder2.ogg', 20, 1)
open_machine()
else if (is_payed)
var/new_hair_style = input(occupant, "Please select hair style", "Character Generation") as null|anything in hairs
var/new_facial_style = input(occupant, "Please select facial style", "Character Generation") as null|anything in fhairs
var/new_hair_color = input("Please select hair color.", "Character Generation",rgb(M.r_hair,M.g_hair,M.b_hair)) as color
var/new_facial_color = input("Please select facial hair color.", "Character Generation",rgb(M.r_facial,M.g_facial,M.b_facial)) as color
to_chat(M, "<span class='notice'>Please wait... </span>")
if(do_after(M, HAIRCUT_TIME, target = M))
if(new_hair_style)
M.h_style = new_hair_style
if(new_facial_style)
M.f_style = new_facial_style
if(new_hair_color)
M.r_hair = hex2num(copytext(new_hair_color, 2, 4))
M.g_hair = hex2num(copytext(new_hair_color, 4, 6))
M.b_hair = hex2num(copytext(new_hair_color, 6, 8))
if(new_facial_color)
M.r_facial = hex2num(copytext(new_facial_color, 2, 4))
M.g_facial = hex2num(copytext(new_facial_color, 4, 6))
M.b_facial = hex2num(copytext(new_facial_color, 6, 8))
to_chat(M, "<span class='notice'> Enjoy your haircut!</span>" )
M.update_hair()
M.check_dna()
is_payed = FALSE
is_working = FALSE
playsound(loc, 'sound/items/Welder2.ogg', 20, 1)
open_machine()

/obj/machinery/barber_booth/open_machine()
if(emagged && prob(75))
icon_state = "booth_emagged_open"
else
icon_state = "booth_on_open"
is_working = FALSE
..()

/obj/machinery/barber_booth/Destroy()
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В базовом дестрое машинерии прописан дроп содержимого, поэтому этот дестрой лишний.

dropContents()
return ..()

#undef HAIRCUT_TIME
9 changes: 9 additions & 0 deletions code/game/machinery/constructable_frame.dm
Expand Up @@ -791,3 +791,12 @@ obj/item/weapon/circuitboard/biogenerator
req_components = list(
/obj/item/weapon/stock_parts/console_screen = 1,
/obj/item/weapon/stock_parts/matter_bin = 3)

/obj/item/weapon/circuitboard/barber_booth
name = "circuit board (Barber booth)"
build_path = /obj/machinery/barber_booth
board_type = "machine"
origin_tech = "programming=1;engineering=1"
req_components = list(
/obj/item/weapon/stock_parts/console_screen = 1,
/obj/item/weapon/stock_parts/manipulator = 1)
9 changes: 9 additions & 0 deletions code/modules/research/designs.dm
Expand Up @@ -1516,6 +1516,15 @@ datum/design/cyborgrecharger
build_path = /obj/item/weapon/circuitboard/grounding_rod
//category = list("Misc. Machinery")

/datum/design/barber_booth
name = "Machine Design (Barber booth)"
desc = "The circuit board for a barber booth."
id = "barber_booth"
req_tech = list("programming" = 1, "engineering" = 1)
build_type = IMPRINTER
materials = list(MAT_GLASS = 1000, "sacid" = 20)
build_path = /obj/item/weapon/circuitboard/barber_booth

/////////////////////////////////////////
////////////Power Stuff//////////////////
/////////////////////////////////////////
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Binary file added icons/obj/machines/barber_booth.dmi
Binary file not shown.
3 changes: 2 additions & 1 deletion maps/z1.dmm
Expand Up @@ -7433,6 +7433,7 @@
"cMW" = (/obj/machinery/keycard_auth{pixel_x = 0; pixel_y = 24},/obj/structure/table/reinforced,/obj/item/weapon/rcd,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0},/obj/structure/disposalpipe/segment,/mob/living/simple_animal/parrot/Poly,/turf/simulated/floor,/area/engine/chiefs_office)
"cMX" = (/obj/machinery/door_control{id = "atmos"; name = "Atmospherics Lockdown"; pixel_x = 10; pixel_y = 24; req_access_txt = "24"},/obj/machinery/door_control{desc = "A remote control-switch for the engineering security doors."; id = "Engineering"; name = "Engineering Lockdown"; pixel_x = -10; pixel_y = 24; req_access_txt = "10"},/obj/machinery/door_control{desc = "A remote control-switch for secure storage."; id = "Secure Storage"; name = "Engineering Secure Storage"; pixel_x = 0; pixel_y = 24; req_access_txt = "56"},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0},/obj/item/weapon/storage/secure/safe{pixel_x = 6; pixel_y = 40},/turf/simulated/floor{dir = 8; icon_state = "neutralfull"},/area/engine/chiefs_office)
"cMY" = (/obj/structure/rack,/obj/item/clothing/shoes/magboots,/obj/item/clothing/mask/breath,/obj/item/clothing/head/helmet/space/rig/engineering/chief,/obj/item/clothing/suit/space/rig/engineering/chief,/obj/structure/disposalpipe/segment,/turf/simulated/floor,/area/engine/chiefs_office)
"cMZ" = (/obj/machinery/barber_booth,/turf/simulated/floor{icon_state = "neutral"; dir = 8},/area/crew_quarters)

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Expand Down Expand Up @@ -7535,7 +7536,7 @@ aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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Expand Down
1 change: 1 addition & 0 deletions taucetistation.dme
Expand Up @@ -436,6 +436,7 @@
#include "code\game\machinery\alarm.dm"
#include "code\game\machinery\atmo_control.dm"
#include "code\game\machinery\autolathe.dm"
#include "code\game\machinery\barber_booth.dm"
#include "code\game\machinery\Beacon.dm"
#include "code\game\machinery\bees_apiary.dm"
#include "code\game\machinery\bees_items.dm"
Expand Down