Files
Bubberstation/code/game/objects/structures/table_frames.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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/* Table Frames
* Contains:
* Frames
* Wooden Frames
*/
/*
* Normal Frames
*/
/obj/structure/table_frame
name = "table frame"
desc = "Four metal legs with four framing rods for a table. You could easily pass through this."
icon = 'icons/obj/structures.dmi'
icon_state = "table_frame"
density = FALSE
anchored = FALSE
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
max_integrity = 100
var/framestack = /obj/item/stack/rods
var/framestackamount = 2
/obj/structure/table_frame/wrench_act(mob/living/user, obj/item/I)
to_chat(user, span_notice("You start disassembling [src]..."))
I.play_tool_sound(src)
if(!I.use_tool(src, user, 3 SECONDS))
return TRUE
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct(TRUE)
return TRUE
/obj/structure/table_frame/attackby(obj/item/I, mob/user, params)
if(isstack(I))
var/obj/item/stack/material = I
if(material.tableVariant)
if(material.get_amount() < 1)
to_chat(user, span_warning("You need one [material.name] sheet to do this!"))
return
if(locate(/obj/structure/table) in loc)
to_chat(user, span_warning("There's already a table built here!"))
return
to_chat(user, span_notice("You start adding [material] to [src]..."))
if(!do_after(user, 2 SECONDS, target = src) || !material.use(1) || (locate(/obj/structure/table) in loc))
return
make_new_table(material.tableVariant)
else if(istype(material, /obj/item/stack/sheet))
if(material.get_amount() < 1)
to_chat(user, span_warning("You need one sheet to do this!"))
return
if(locate(/obj/structure/table) in loc)
to_chat(user, span_warning("There's already a table built here!"))
return
to_chat(user, span_notice("You start adding [material] to [src]..."))
if(!do_after(user, 2 SECONDS, target = src) || !material.use(1) || (locate(/obj/structure/table) in loc))
return
var/list/material_list = list()
if(material.material_type)
material_list[material.material_type] = SHEET_MATERIAL_AMOUNT
make_new_table(/obj/structure/table/greyscale, material_list)
return
return ..()
/obj/structure/table_frame/proc/make_new_table(table_type, custom_materials, carpet_type) //makes sure the new table made retains what we had as a frame
var/obj/structure/table/T = new table_type(loc)
T.frame = type
T.framestack = framestack
T.framestackamount = framestackamount
if (carpet_type)
T.buildstack = carpet_type
if(custom_materials)
T.set_custom_materials(custom_materials)
qdel(src)
/obj/structure/table_frame/deconstruct(disassembled = TRUE)
new framestack(get_turf(src), framestackamount)
qdel(src)
/obj/structure/table_frame/narsie_act()
new /obj/structure/table_frame/wood(src.loc)
qdel(src)
/*
* Wooden Frames
*/
/obj/structure/table_frame/wood
name = "wooden table frame"
desc = "Four wooden legs with four framing wooden rods for a wooden table. You could easily pass through this."
icon_state = "wood_frame"
framestack = /obj/item/stack/sheet/mineral/wood
framestackamount = 2
resistance_flags = FLAMMABLE
/obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params)
if (isstack(I))
var/obj/item/stack/material = I
var/toConstruct // stores the table variant
var/carpet_type // stores the carpet type used for construction in case of poker tables
if(istype(I, /obj/item/stack/sheet/mineral/wood))
toConstruct = /obj/structure/table/wood
else if(istype(I, /obj/item/stack/tile/carpet))
toConstruct = /obj/structure/table/wood/poker
carpet_type = I.type
if (toConstruct)
if(material.get_amount() < 1)
to_chat(user, span_warning("You need one [material.name] sheet to do this!"))
return
to_chat(user, span_notice("You start adding [material] to [src]..."))
if(do_after(user, 20, target = src) && material.use(1))
make_new_table(toConstruct, null, carpet_type)
else
return ..()