Files
Bubberstation/code/modules/mining/boulder_processing/boulder.dm
EnterTheJake 15247f28f1 Arcmines The Clarke Exosuit + Tech node changes. (#87936)
## About The Pull Request

The Clarke Exosuit has received several adjustments to make it worth
using in the Arcmining era.

- Clarke no longer requires gold bars to be built.

- HP bumped from 200 to 250, melee armor bumped from 20 to 40.

- Clarke Ore storage module can now collect boulders and smelt them
internally.

- Exo mining scanners can now be used in proximity to a vent to start
the wave defense event.

- Mech Pkas now do more damage  and have the AOE upgrade preinstalled.

- Mech drills are now a utility module rather than a weapon.

- New Internal module unique to the Clarke, It's a rusty sleeper that
can be used to recover dead miners, but lacks the ability to inject
chems

- Fixed Mech sleepers not granting life support.

- Plasma cutters and Bluespace satchels tech nodes are no longer locked
behind experiments, but they are now discounted by them.

## Why It's Good For The Game

Ever since the inception of Arcmining, the Clarke Exosuit has fallen
from being niche to straight up irrelevant.

The Clarke sits in this weird spot, where, while not being roundstart
available, it is an effectively worse fit than your regular Shaft Miner
in all aspects of the job.

This PR aims to address this by making The Clarke able to be built even
if the miners are absent or haven't secured a haul, while making it
actually capable of interacting with the new elements introduced by
Arcmining.

**Arcmining Clarke and Improved Combat functionality**

The Mech mining scanner can now be used to trigger the vent wave
defense, The internal storage module can now collect boulders and
internally smelt them within the Clarke.

Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o

The Clarke is now a more capable fighter on Lavaland, being a bit
beefier overall.

The mech Pka was also in dire need of some love. It being unable to be
upgraded made it frankly underwhelming at dealing with Vent defences.

I was considering just having PkA upgrades applicable to the mech itself
but ultimately decided against it in fear of having it become a problem
on the station.

Instead, I just went for a flat damage increase and have the AOE upgrade
come preinstalled to better deal with legion swarms.

Lastly The drill modules have been reworked to be utility modules
instead of weapons.

Frankly these shouldn't be weapons, they are nowhere near as valuable as
the cutter or the PKA and can't be used at all on moving targets due to
the long cost time.

**New Clarke Exclusive Internal Module: Mining Sleeper**


![image](https://github.com/user-attachments/assets/bf807ec7-57e0-4caf-a2ac-bbd70ccc44c0)


Just a bit of extra functionality to aid miners that have tragically
fallen, this sleeper is effectively a worse version of the Odysseus, it
can stabilize patients but cannot inject chems, I also fixed an issue
where Mech sleepers were not putting patients on life support like
regular sleepers do.

**Tech Node Changes**

This is not something super related to the Clarke in and on itself, but
I figured I might push my luck and try these anyway.

There is just no good reason as to why satchels and cutters should be
hard locked behind gas shells.

These experiments are fairly trivial, but have a huge impact on lowpop
as they usually force people to break into ordinance or the teleporter
room just so miners could get their basic tools.

The shells still exist but now grant a discount instead of hardlocking
tech, so there's still an incentive to do them.

ROCK AND STONE!

## Changelog

🆑
add: New internal sleeper module for the Clarke.
balance: Clarke Integrity has been bumped from 200 to 250 HP, melee
armor bumped from 20 to 40.
balance: Exo mining module can now be used to scan vents and begin the
wave defense event.
balance: The Clarke Ore Storage Module can now collect boulders and
internally smelt them.
balance: Mech Pka is now bundled within the Clarke tech node, it now
does more damage and comes with the AOE upgrade preinstalled.
balance: Exo mining drills are now a utility module rather than a
weapon.
balance: Applied Bluespace Research and Controlled Plasma tech nodes are
no longer hardlocked behind surveys, they instead favor from a discount
if they are completed.
fix: Fixes Exo Mech modules not granting life support to housed
patients.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-17 13:51:18 +00:00

188 lines
8.2 KiB
Plaintext

/**
* The objects that ore vents produce, which is refined into minerals.
*/
/obj/item/boulder
name = "boulder"
desc = "This rocks."
icon_state = "ore"
icon = 'icons/obj/ore.dmi'
item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND
w_class = WEIGHT_CLASS_HUGE
throwforce = 30 // Under normal circumstances, pretty much nobody can throw this.
throw_range = 0
tk_throw_range = 1 // Sorry, this is too cheesy, but maybe you can smash down doors with it.
throw_speed = 0.5
slowdown = 1.5
drag_slowdown = 1.5 // It's still a big rock.
///When a refinery machine is working on this boulder, we'll set this. Re reset when the process is finished, but the boulder may still be refined/operated on further.
var/obj/machinery/processed_by = null
/// How many steps of refinement this boulder has gone through. Starts at 5-8, goes down one each machine process.
var/durability = 5
/// What was the size of the boulder when it was spawned? This is used for inheiriting the icon_state.
var/boulder_size = BOULDER_SIZE_SMALL
/// Used in inheriting the icon_state from our parent vent in update_icon.
var/boulder_string = "boulder"
/obj/item/boulder/Initialize(mapload)
. = ..()
register_context()
AddComponent(/datum/component/two_handed, require_twohands = TRUE, force_unwielded = 0, force_wielded = 5) //Heavy as all hell, it's a boulder, dude.
AddComponent(/datum/component/sisyphus_awarder)
AddElement(/datum/element/bane, mob_biotypes = MOB_SPECIAL, added_damage = 20, requires_combat_mode = FALSE)
/obj/item/boulder/Destroy(force)
SSore_generation.available_boulders -= src
processed_by = null
return ..()
/obj/item/boulder/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
if(held_item?.tool_behaviour == TOOL_MINING || HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
context[SCREENTIP_CONTEXT_RMB] = "Crush boulder into ore"
return CONTEXTUAL_SCREENTIP_SET
/obj/item/boulder/examine(mob/user)
. = ..()
. += span_notice("This boulder would take [durability] more steps to refine or break.")
if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
. += span_notice("You can crush this boulder with your bare hands.")
/obj/item/boulder/examine_more(mob/user)
. = ..()
. += span_notice("[span_bold("Boulders")] can either be cracked open by [span_bold("mining tools")], or processed into sheets with [span_bold("refineries or smelters")]. Undisturbed boulders can be collected by the [span_bold("BRM")].")
/obj/item/boulder/update_icon_state()
. = ..()
switch(boulder_size)
if(BOULDER_SIZE_SMALL)
icon_state = "[boulder_string]_small"
if(BOULDER_SIZE_MEDIUM)
icon_state = "[boulder_string]_medium"
if(BOULDER_SIZE_LARGE)
icon_state = "[boulder_string]_large"
else
icon_state = "[boulder_string]_small"
/obj/item/boulder/CanAllowThrough(atom/movable/mover, border_dir)
if(istype(mover, /obj/item/boulder)) //This way, boulders can only go one at a time on conveyor belts, but everyone else can go through.
return FALSE
return ..()
/obj/item/boulder/attack_self(mob/user, list/modifiers)
. = ..()
if(.)
return
if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
manual_process(null, user, INATE_BOULDER_SPEED_MULTIPLIER)
return
/obj/item/boulder/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
manual_process(null, user, INATE_BOULDER_SPEED_MULTIPLIER)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/boulder/attackby_secondary(obj/item/weapon, mob/user, params)
. = ..()
if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER) || HAS_TRAIT(weapon, TRAIT_BOULDER_BREAKER))
manual_process(weapon, user, INATE_BOULDER_SPEED_MULTIPLIER)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(weapon.tool_behaviour == TOOL_MINING)
manual_process(weapon, user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/obj/item/boulder/attack_basic_mob(mob/user, list/modifiers)
. = ..()
if(.)
return
if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
manual_process(null, user, INATE_BOULDER_SPEED_MULTIPLIER) //A little hacky but it works around the speed of the blackboard task selection process for now.
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/**
* This is called when a boulder is processed by a mob or tool, and reduces the durability of the boulder.
* @param obj/item/weapon The weapon that is being used to process the boulder, that we pull toolspeed from. If null, we use the override_speed_multiplier instead.
* @param mob/living/user The mob that is processing the boulder.
* @param override_speed_multiplier The speed multiplier to use if weapon is null. The do_after will take 2 * this value seconds to complete.
* @param continued Whether or not this is a continued process, or the first one. If true, we don't play the "You swing at the boulder" message.
*/
/obj/item/boulder/proc/manual_process(obj/item/weapon, mob/living/user, override_speed_multiplier, continued = FALSE)
var/process_speed = 0
//Handle weapon conditions.
var/skill_modifier = user.mind?.get_skill_modifier(/datum/skill/mining, SKILL_SPEED_MODIFIER) || 1
if(weapon)
if(HAS_TRAIT(weapon, TRAIT_INSTANTLY_PROCESSES_BOULDERS))
durability = 0
process_speed = weapon.toolspeed
weapon.play_tool_sound(src, 50)
if(!continued)
to_chat(user, span_notice("You swing at \the [src]..."))
// Handle user conditions/override conditions.
else if (override_speed_multiplier || HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
if(HAS_TRAIT(user, TRAIT_INSTANTLY_PROCESSES_BOULDERS))
durability = 0
else if(override_speed_multiplier)
process_speed = override_speed_multiplier
else
process_speed = INATE_BOULDER_SPEED_MULTIPLIER
playsound(src, 'sound/effects/rock/rocktap1.ogg', 50)
if(!continued)
to_chat(user, span_notice("You scrape away at \the [src]..."))
else
CRASH("No weapon, acceptable user, or override speed multiplier passed to manual_process()")
if(durability > 0)
if(!do_after(user, (2 * process_speed * skill_modifier SECONDS), target = src))
return
if(!user.Adjacent(src))
return
durability--
user.apply_damage(4 * skill_modifier, STAMINA)
if(durability <= 0)
convert_to_ore()
to_chat(user, span_notice("You finish working on \the [src], and it crumbles into ore."))
playsound(src, 'sound/effects/rock/rock_break.ogg', 50)
user.mind?.adjust_experience(/datum/skill/mining, MINING_SKILL_BOULDER_SIZE_XP * 0.2)
user.mind?.adjust_experience(/datum/skill/athletics, MINING_SKILL_BOULDER_SIZE_XP * 0.2)
qdel(src)
return
var/msg = (durability == 1 ? "is crumbling!" : "looks weaker!")
to_chat(user, span_notice("\The [src] [msg]"))
manual_process(weapon, user, override_speed_multiplier, continued = TRUE)
/**
* This function is called while breaking boulders manually, and drops ore based on the boulder's mineral content.
* Quantity of ore spawned here is 1 less than if the boulder was processed by a machine, but clamped at 10 maximum, 1 minimum.
*
* target_destination: Optional - Sets the location directly instead of dropping it
*/
/obj/item/boulder/proc/convert_to_ore(atom/target_destination)
for(var/datum/material/picked in custom_materials)
var/obj/item/stack/ore/cracked_ore // Take the associated value and convert it into ore stacks...
var/quantity = clamp(round((custom_materials[picked] - SHEET_MATERIAL_AMOUNT)/SHEET_MATERIAL_AMOUNT), 1, 10) //but less resources than if they processed it by hand.
var/cracked_ore_type = picked.ore_type
if(isnull(cracked_ore_type))
stack_trace("boulder found containing material type [picked.type] with no set ore_type")
continue
var/atom/ore_destination = drop_location()
if(target_destination)
ore_destination = target_destination
cracked_ore = new cracked_ore_type (ore_destination, quantity)
SSblackbox.record_feedback("tally", "ore_mined", quantity, cracked_ore.type)
///Moves boulder contents to the drop location, and then deletes the boulder.
/obj/item/boulder/proc/break_apart()
if(length(contents))
var/list/quips = list("Clang!", "Crack!", "Bang!", "Clunk!", "Clank!")
visible_message(span_notice("[pick(quips)] Something falls out of \the [src]!"))
playsound(loc, 'sound/effects/pickaxe/picaxe1.ogg', 60, FALSE)
for(var/obj/item/content as anything in contents)
content.forceMove(get_turf(src))
qdel(src)