Files
Bubberstation/code/modules/wiremod/core/usb_cable.dm
ArcaneMusic f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00

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/// A cable that can connect integrated circuits to anything with a USB port, such as computers and machines.
/obj/item/usb_cable
name = "usb cable"
desc = "A cable that can connect integrated circuits to anything with a USB port, such as computers and machines."
icon = 'icons/obj/wiremod.dmi'
icon_state = "usb_cable"
inhand_icon_state = "coil_yellow"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
base_icon_state = "coil"
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.75)
/// The currently connected circuit
var/obj/item/integrated_circuit/attached_circuit
/obj/item/usb_cable/Destroy()
attached_circuit = null
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/usb_cable/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
/obj/item/usb_cable/examine(mob/user)
. = ..()
if (!isnull(attached_circuit))
. += span_notice("It is attached to [attached_circuit.shell || attached_circuit].")
// Look, I'm not happy about this either, but moving an object doesn't call Moved if it's inside something else.
// There's good reason for this, but there's no element or similar yet to track it as far as I know.
// SSobj runs infrequently, this is only ran while there's an attached circuit, its performance cost is negligible.
/obj/item/usb_cable/process(seconds_per_tick)
if (!check_in_range())
return PROCESS_KILL
/obj/item/usb_cable/pre_attack(atom/target, mob/living/user, params)
. = ..()
if (.)
return
if (prob(1))
balloon_alert(user, "wrong way, god damnit")
return TRUE
var/signal_result = SEND_SIGNAL(target, COMSIG_ATOM_USB_CABLE_TRY_ATTACH, src, user)
var/last_attached_circuit = attached_circuit
if (signal_result & COMSIG_USB_CABLE_CONNECTED_TO_CIRCUIT)
if (isnull(attached_circuit))
CRASH("Producers of COMSIG_USB_CABLE_CONNECTED_TO_CIRCUIT must set attached_circuit")
balloon_alert(user, "connected to circuit\nconnect to a port")
playsound(src, 'sound/machines/pda_button1.ogg', 20, TRUE)
if (last_attached_circuit != attached_circuit)
if (!isnull(last_attached_circuit))
unregister_circuit_signals(last_attached_circuit)
register_circuit_signals()
START_PROCESSING(SSobj, src)
return TRUE
if (signal_result & COMSIG_USB_CABLE_ATTACHED)
// Short messages are better to read
var/connection_description = "port"
if (istype(target, /obj/machinery/computer))
connection_description = "computer"
else if (ismachinery(target))
connection_description = "machine"
balloon_alert(user, "connected to [connection_description]")
playsound(src, 'sound/items/screwdriver2.ogg', 20, TRUE)
return TRUE
if (signal_result & COMSIG_CANCEL_USB_CABLE_ATTACK)
return TRUE
return FALSE
/obj/item/usb_cable/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is wrapping [src] around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!"))
return OXYLOSS
/obj/item/usb_cable/proc/register_circuit_signals()
RegisterSignal(attached_circuit, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
RegisterSignal(attached_circuit, COMSIG_PARENT_QDELETING, PROC_REF(on_circuit_qdeling))
RegisterSignal(attached_circuit.shell, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
/obj/item/usb_cable/proc/unregister_circuit_signals(obj/item/integrated_circuit/old_circuit)
UnregisterSignal(attached_circuit, list(
COMSIG_MOVABLE_MOVED,
COMSIG_PARENT_QDELETING,
))
UnregisterSignal(attached_circuit.shell, COMSIG_MOVABLE_MOVED)
/obj/item/usb_cable/proc/on_moved()
SIGNAL_HANDLER
check_in_range()
/obj/item/usb_cable/proc/check_in_range()
if (isnull(attached_circuit))
STOP_PROCESSING(SSobj, src)
return FALSE
if (!IN_GIVEN_RANGE(attached_circuit, src, USB_CABLE_MAX_RANGE))
balloon_alert_to_viewers("detached, too far away")
unregister_circuit_signals(attached_circuit)
attached_circuit = null
STOP_PROCESSING(SSobj, src)
return FALSE
return TRUE
/obj/item/usb_cable/proc/on_circuit_qdeling()
SIGNAL_HANDLER
attached_circuit = null
STOP_PROCESSING(SSobj, src)