mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 20:48:56 +01:00
## About The Pull Request In similar fashion to what was done with crafting recipes last year, this year it's time for techweb designs and printed items to be audited. This is mostly just about consistency, we've a lot of items that can be printed by protolathes, autolathes, circuit printers and techfab etc. However they almost all (except most stacks, mainly) have custom materials that do not match in one way or another with the materials used by the design, which is what this PR is for. "But items printed from lathes etc. already get the mats used to make them." Yes, they do, however that isn't the case for items of the same type that were spawned in some other way (cargo shuttle, space/maints loot, mapped, admins), this create a subtle discrepancy. It isn't a huge deal (in spite of the size of this PR, ton of designs), but given that I have done something similar with crafting recipes before, I may as well give it a second arc of some sort and bring things to completion. And fix a few possible oversights. TL;DR consistency and stuff ## Why It's Good For The Game Consistency, unit test checks to make it harder not to be consistent in the future. Still has a few TODOs like: - [x] Fixed newly printed, fully charged RCDs costing less than the RCD cartridges required to fully charge one. EDIT: I had to tweak the newly added RDD as well because it suffered from the same fundamental issue. - [x] Fixed plates being made of iron and yet shattering like ceramic ones. A new subtype for metallic ones has been made. ## Changelog 🆑 refactor: Refactored a few things with techweb designs (the ones for autolathes, protolathes, circuit printers, mechfabs etc.) to make sure that the materials of items that can be made from these designs more closely match the materials used to make them. fix: Lizard fries no longer need a plate to be made, like all other treats that used to require plates in a distant past. balance: Tweaked the materials cost of RCD, RDD and RCD cartridges. image: Oven trays now have a more metallic hue. balance: Plates printed printed from lathes won't shatter like ceramic ones, in virtue of them being made out of iron instead. /🆑
185 lines
7.5 KiB
Plaintext
185 lines
7.5 KiB
Plaintext
/**********************Resonator**********************/
|
|
|
|
/obj/item/resonator
|
|
name = "resonator"
|
|
icon = 'icons/obj/mining.dmi'
|
|
icon_state = "resonator"
|
|
inhand_icon_state = "resonator"
|
|
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
|
|
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It does increased damage in low pressure. It has two modes: Automatic and manual detonation."
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
force = 15
|
|
throwforce = 10
|
|
slot_flags = ITEM_SLOT_BELT
|
|
custom_materials = list(
|
|
/datum/material/iron = SHEET_MATERIAL_AMOUNT*2,
|
|
/datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5,
|
|
/datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT,
|
|
/datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT,
|
|
)
|
|
|
|
/// the mode of the resonator; has three modes: auto (1), manual (2), and matrix (3)
|
|
var/mode = RESONATOR_MODE_AUTO
|
|
/// How efficient it is in manual mode. Yes, we lower the damage cuz it's gonna be used for mobhunt
|
|
var/quick_burst_mod = 0.8
|
|
/// the number of fields the resonator is allowed to have at once
|
|
var/fieldlimit = 4
|
|
/// the list of currently active fields from this resonator
|
|
var/list/fields = list()
|
|
/// the number that is added to the failure_prob, which is the probability of whether it will spread or not
|
|
var/adding_failure = 50
|
|
|
|
/obj/item/resonator/attack_self(mob/user)
|
|
if(mode == RESONATOR_MODE_AUTO)
|
|
to_chat(user, span_info("You set the resonator's fields to detonate only after you hit one with it."))
|
|
mode = RESONATOR_MODE_MANUAL
|
|
else
|
|
to_chat(user, span_info("You set the resonator's fields to automatically detonate after 2 seconds."))
|
|
mode = RESONATOR_MODE_AUTO
|
|
|
|
/obj/item/resonator/proc/create_resonance(target, mob/user)
|
|
var/turf/target_turf = get_turf(target)
|
|
var/obj/effect/temp_visual/resonance/resonance_field = locate(/obj/effect/temp_visual/resonance) in target_turf
|
|
if(resonance_field)
|
|
resonance_field.damage_multiplier = quick_burst_mod
|
|
resonance_field.burst()
|
|
return
|
|
if(LAZYLEN(fields) < fieldlimit)
|
|
new /obj/effect/temp_visual/resonance(target_turf, user, src, mode, adding_failure)
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
|
|
/obj/item/resonator/pre_attack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
|
|
if(check_allowed_items(target, not_inside = TRUE))
|
|
create_resonance(target, user)
|
|
return ..()
|
|
|
|
//resonance field, crushes rock, damages mobs
|
|
/obj/effect/temp_visual/resonance
|
|
name = "resonance field"
|
|
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
|
|
icon_state = "shield1"
|
|
layer = ABOVE_ALL_MOB_LAYER
|
|
plane = ABOVE_GAME_PLANE
|
|
duration = 60 SECONDS
|
|
/// the amount of damage living beings will take whilst inside the field during its burst
|
|
var/resonance_damage = 20
|
|
/// the modifier to resonance_damage; affected by the quick_burst_mod from the resonator
|
|
var/damage_multiplier = 1
|
|
/// the parent creator (user) of this field
|
|
var/mob/creator
|
|
/// the parent resonator of this field
|
|
var/obj/item/resonator/parent_resonator
|
|
/// whether the field is rupturing currently or not (to prevent recursion)
|
|
var/rupturing = FALSE
|
|
/// the probability that the field will not be able to spread
|
|
var/failure_prob = 0
|
|
/// the number that is added to the failure_prob. Will default to 50
|
|
var/adding_failure
|
|
|
|
/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, mode, set_failure = 50)
|
|
if(mode == RESONATOR_MODE_AUTO)
|
|
duration = 2 SECONDS
|
|
if(mode == RESONATOR_MODE_MATRIX)
|
|
icon_state = "shield2"
|
|
name = "resonance matrix"
|
|
RegisterSignal(src, COMSIG_ATOM_ENTERED, PROC_REF(burst))
|
|
var/static/list/loc_connections = list(
|
|
COMSIG_ATOM_ENTERED = PROC_REF(burst),
|
|
)
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
. = ..()
|
|
creator = set_creator
|
|
parent_resonator = set_resonator
|
|
if(parent_resonator)
|
|
parent_resonator.fields += src
|
|
adding_failure = set_failure
|
|
playsound(src,'sound/items/weapons/resonator_fire.ogg',50,TRUE)
|
|
if(mode == RESONATOR_MODE_AUTO)
|
|
transform = matrix()*0.75
|
|
animate(src, transform = matrix()*1.5, time = duration)
|
|
deltimer(timerid)
|
|
timerid = addtimer(CALLBACK(src, PROC_REF(burst)), duration, TIMER_STOPPABLE)
|
|
|
|
/obj/effect/temp_visual/resonance/Destroy()
|
|
if(parent_resonator)
|
|
parent_resonator.fields -= src
|
|
parent_resonator = null
|
|
creator = null
|
|
. = ..()
|
|
|
|
/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
|
|
if(!proj_turf)
|
|
proj_turf = get_turf(src)
|
|
resonance_damage = initial(resonance_damage)
|
|
if(lavaland_equipment_pressure_check(proj_turf))
|
|
name = "strong [initial(name)]"
|
|
resonance_damage *= 3
|
|
else
|
|
name = initial(name)
|
|
resonance_damage *= damage_multiplier
|
|
|
|
/obj/effect/temp_visual/resonance/proc/burst()
|
|
SIGNAL_HANDLER
|
|
if(rupturing)
|
|
return
|
|
rupturing = TRUE
|
|
var/turf/src_turf = get_turf(src)
|
|
new /obj/effect/temp_visual/resonance_crush(src_turf)
|
|
if(ismineralturf(src_turf))
|
|
var/turf/closed/mineral/mineral_turf = src_turf
|
|
mineral_turf.gets_drilled(creator)
|
|
check_pressure(src_turf)
|
|
playsound(src_turf, 'sound/items/weapons/resonator_blast.ogg', 50, TRUE)
|
|
for(var/mob/living/attacked_living in src_turf)
|
|
if(creator)
|
|
log_combat(creator, attacked_living, "used a resonator field on", "resonator")
|
|
SEND_SIGNAL(creator, COMSIG_LIVING_RESONATOR_BURST, creator, attacked_living)
|
|
to_chat(attacked_living, span_userdanger("[src] ruptured with you in it!"))
|
|
attacked_living.apply_damage(resonance_damage, BRUTE)
|
|
if(!QDELETED(attacked_living))
|
|
attacked_living.add_movespeed_modifier(/datum/movespeed_modifier/resonance)
|
|
addtimer(CALLBACK(attacked_living, TYPE_PROC_REF(/mob, remove_movespeed_modifier), /datum/movespeed_modifier/resonance), 10 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
|
|
for(var/obj/effect/temp_visual/resonance/field in orange(1, src))
|
|
if(field.rupturing)
|
|
continue
|
|
field.burst()
|
|
if(!prob(failure_prob) && parent_resonator)
|
|
for(var/turf/closed/mineral/mineral_spread in orange(1, src))
|
|
if(locate(/obj/effect/temp_visual/resonance) in mineral_spread)
|
|
continue
|
|
var/obj/effect/temp_visual/resonance/new_field = new(mineral_spread, creator, parent_resonator, parent_resonator.mode)
|
|
new_field.failure_prob = failure_prob + adding_failure
|
|
qdel(src)
|
|
|
|
/obj/effect/temp_visual/resonance_crush
|
|
icon_state = "shield1"
|
|
layer = ABOVE_ALL_MOB_LAYER
|
|
plane = ABOVE_GAME_PLANE
|
|
duration = 4
|
|
|
|
/obj/effect/temp_visual/resonance_crush/Initialize(mapload)
|
|
. = ..()
|
|
transform = matrix() * 1.5
|
|
animate(src, transform = matrix() * 0.1, alpha = 50, time = 4)
|
|
|
|
/obj/item/resonator/upgraded
|
|
name = "upgraded resonator"
|
|
desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early. It also allows you to set 'Resonance matrixes', that detonate after someone(or something) walks over it."
|
|
icon_state = "resonator_u"
|
|
inhand_icon_state = "resonator_u"
|
|
fieldlimit = 6
|
|
quick_burst_mod = 1
|
|
adding_failure = 30
|
|
|
|
/obj/item/resonator/upgraded/attack_self(mob/user)
|
|
if(mode == RESONATOR_MODE_AUTO)
|
|
to_chat(user, span_info("You set the resonator's fields to detonate only after you hit one with it."))
|
|
mode = RESONATOR_MODE_MANUAL
|
|
else if(mode == RESONATOR_MODE_MANUAL)
|
|
to_chat(user, span_info("You set the resonator's fields to work as matrix traps."))
|
|
mode = RESONATOR_MODE_MATRIX
|
|
else
|
|
to_chat(user, span_info("You set the resonator's fields to automatically detonate after 2 seconds."))
|
|
mode = RESONATOR_MODE_AUTO
|