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slotmachine.dm
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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/computer.dmi'
icon_state = "slots"
icon_keyboard = null
icon_screen = "slots_screen"
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 50
circuit = /obj/item/circuitboard/computer/slot_machine
var/money = 3000 //How much money it has CONSUMED
var/plays = 0
var/working = 0
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/coinvalues = list()
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.
var/static/list/ray_filter = list(type = "rays", y = 16, size = 40, density = 4, color = COLOR_RED_LIGHT, factor = 15, flags = FILTER_OVERLAY)
light_color = LIGHT_COLOR_BROWN
/obj/machinery/computer/slot_machine/Initialize(mapload)
. = ..()
jackpots = rand(1, 4) //false hope
plays = rand(75, 200)
INVOKE_ASYNC(src, PROC_REF(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_REF(toggle_reel_spin), FALSE)
for(cointype in typesof(/obj/item/coin))
var/obj/item/coin/C = cointype
coinvalues["[cointype]"] = initial(C.value)
/obj/machinery/computer/slot_machine/Destroy()
if(balance)
give_payout(balance)
return ..()
/obj/machinery/computer/slot_machine/process(seconds_per_tick)
. = ..() //Sanity checks.
if(!.)
return .
money += round(seconds_per_tick / 2) //SPESSH MAJICKS
/obj/machinery/computer/slot_machine/update_icon_state()
if(stat & BROKEN)
icon_state = "slots_broken"
else
icon_state = "slots"
return ..()
/obj/machinery/computer/slot_machine/update_overlays()
if(working)
icon_screen = "slots_screen_working"
else
icon_screen = "slots_screen"
return ..()
/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(), silent = FALSE))
return
C.throw_at(user, 3, 10)
if(prob(10))
balance = max(balance - SPIN_PRICE, 0)
to_chat(user, span_warning("[src] spits your coin back out!"))
else
if(!user.temporarilyRemoveItemFromInventory(C))
return
to_chat(user, span_notice("You insert a [C.cmineral] coin into [src]'s slot!"))
balance += C.value
qdel(C)
else
to_chat(user, span_warning("This machine is only accepting holochips!"))
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_notice("You insert [H.credits] holocredits into [src]'s holoreader!"))
balance += H.credits
qdel(H)
else
to_chat(user, span_warning("This machine is only accepting coins!"))
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(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
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, 1)
return 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 = 2 + (severity / 5)
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_notice("[user] pulls the lever and the slot machine starts spinning!"))
else
the_name = "Exaybachay"
balance -= SPIN_PRICE
money += SPIN_PRICE
plays += 1
working = 1
toggle_reel_spin(1)
update_appearance()
updateDialog()
spawn(0)
while(working)
randomize_reels()
updateDialog()
sleep(0.2 SECONDS)
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.
toggle_reel_spin(0, REEL_DEACTIVATE_DELAY)
working = 0
give_prizes(the_name, user)
update_appearance()
updateDialog()
/obj/machinery/computer/slot_machine/proc/can_spin(mob/user)
if(stat & NOPOWER)
to_chat(user, span_warning("The slot machine has no power!"))
if(stat & BROKEN)
to_chat(user, span_warning("The slot machine is broken!"))
if(working)
to_chat(user, span_warning("You need to wait until the machine stops spinning before you can play again!"))
return 0
if(balance < SPIN_PRICE)
to_chat(user, span_warning("Insufficient money to play!"))
return 0
return 1
/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)
if(!value)
playsound(src, 'sound/machines/ding_short.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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()
var/did_player_win = TRUE
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)
playsound(src, pick(list('sound/machines/coindrop.ogg', 'sound/machines/coindrop2.ogg')), 50, TRUE)
sleep(REEL_DEACTIVATE_DELAY)
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_notice("You win three free games!"))
balance += SPIN_PRICE * 4
money = max(money - SPIN_PRICE * 4, money)
else
to_chat(user, span_warning("No luck!"))
did_player_win = FALSE
if(did_player_win)
add_filter("jackpot_rays", 3, ray_filter)
animate(get_filter("jackpot_rays"), offset = 10, time = 3 SECONDS, loop = -1)
addtimer(CALLBACK(src, TYPE_PROC_REF(/datum, remove_filter), "jackpot_rays"), 3 SECONDS)
playsound(src, 'sound/machines/roulettejackpot.ogg', 50, TRUE)
/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 = 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