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## About The Pull Request This one is a little bit of a more abstract change than my last traitor objective rebalancing PR. The idea here is that I think that the objectives which have you sabotage a frequently used machine (lathes or the ORM, but we can maybe expand it to others following this?) are potentially pretty good but limitations in how the objective are tracked mean that people go about them in a boring way which rarely inconveniences anyone. I have reworked these objectives so that you can choose to apply a provided item to the machine over 10 seconds. The next interaction following this (clicking on it, or in the case of the ORM loading any ore into it) will cause the machine to explode, destroying itself and lightly damaging people nearby (explosion damage is... variable, but it's a light explosion so it won't instantly kill anyone). There is a 0.5 second grace period between the bomb triggering and the explosion actually happening, which players can use to perform some kind of tactical reaction or simply to feel regret. Here's a video: https://www.youtube.com/watch?v=xNIaHsA9YFE Trapped machines will intermittently beep, though at a volume which is hard to detect from more than two tiles away, and can be defused by using a screwdriver on the machine. If you choose to do this then you will get a little bonus to TC and reputation, but only if the trap is successfully sprung. This means that sabotaging a machine in an empty department is unlikely to lead to quick success. You can also still do it with screwdriver and crowbar way if you are boring but this means you will only get reputation and not any telecrystals. The two objectives to destroy a radio server or the research machine remain as they were. Also I refactored how we set which machines are targets for these objectives so it doesn't iterate over every machine in the world every time. ## Why It's Good For The Game Traitor objectives (and antagonist objectives in general) should: - Present you with a somewhat engaging task - Encourage you to interact with at least one other player (at least by "attempting to sneak past them") - Move the state of the round forward in some way, usually by creating inconvenience for at least one other person Prior to this change you could, and people often did, complete this objective by accessing a machine that you already _have_ access to, using a screwdriver and crowbar on it, and then reassembling it. This prompts interaction with nobody, and inconveniences nobody. Following this change people will be encouraged to: - Actually destroy the machine. - Probably harm somebody. - Potentially cause some collateral damage. - Make loud sounds and flashing lights to delight people of all ages. Even if you opt to set the device in a little-used department and then blow yourself up, that will prompt you to go and interact with someone in medbay and will also look pretty suspicious in a way that's much harder to track with the previous objective. Also I might reuse this component again in the future, you never know. ## Changelog 🆑 Jacquerel, sprite by J(Clearly Lying) balance: Traitor objectives which ask you to destroy lathes or the ORM provide an optional bonus if you _booby trap_ the machine using a provided tool. This causes the machine to explode the next time it is interacted with. balance: Performing the objective without rigging the machine to explode awards no TC, using it awards more TC than it did previously. /🆑
406 lines
14 KiB
Plaintext
406 lines
14 KiB
Plaintext
/**********************Ore Redemption Unit**************************/
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//Turns all the various mining machines into a single unit to speed up mining and establish a point system
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/obj/machinery/mineral/ore_redemption
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name = "ore redemption machine"
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desc = "A machine that accepts ore and instantly transforms it into workable material sheets. Points for ore are generated based on type and can be redeemed at a mining equipment vendor."
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "ore_redemption"
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density = TRUE
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input_dir = NORTH
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output_dir = SOUTH
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req_access = list(ACCESS_MINERAL_STOREROOM)
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layer = BELOW_OBJ_LAYER
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circuit = /obj/item/circuitboard/machine/ore_redemption
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needs_item_input = TRUE
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processing_flags = START_PROCESSING_MANUALLY
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/// The current amount of unclaimed points in the machine
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var/points = 0
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/// Smelted ore's amount is multiplied by this
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var/ore_multiplier = 1
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/// Increases the amount of points the miners gain
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var/point_upgrade = 1
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/// Details how many credits each smelted ore is worth
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var/list/ore_values = list(/datum/material/iron = 1, /datum/material/glass = 1, /datum/material/plasma = 15, /datum/material/silver = 16, /datum/material/gold = 18, /datum/material/titanium = 30, /datum/material/uranium = 30, /datum/material/diamond = 50, /datum/material/bluespace = 50, /datum/material/bananium = 60)
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/// Variable that holds a timer which is used for callbacks to `send_console_message()`. Used for preventing multiple calls to this proc while the ORM is eating a stack of ores.
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var/console_notify_timer
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/// References the alloys the smelter can create
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var/datum/techweb/stored_research
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/// Linkage to the ORM silo
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var/datum/component/remote_materials/materials
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/obj/machinery/mineral/ore_redemption/Initialize(mapload)
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. = ..()
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if(!GLOB.autounlock_techwebs[/datum/techweb/autounlocking/smelter])
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GLOB.autounlock_techwebs[/datum/techweb/autounlocking/smelter] = new /datum/techweb/autounlocking/smelter
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stored_research = GLOB.autounlock_techwebs[/datum/techweb/autounlocking/smelter]
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materials = AddComponent(/datum/component/remote_materials, "orm", mapload, mat_container_flags=BREAKDOWN_FLAGS_ORM)
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/obj/machinery/mineral/ore_redemption/Destroy()
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stored_research = null
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materials = null
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return ..()
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/obj/machinery/mineral/ore_redemption/examine(mob/user)
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. = ..()
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if(panel_open)
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. += span_notice("Alt-click to rotate the input and output direction.")
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/// Turns ore into its refined type, and sends it to its material container
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/obj/machinery/mineral/ore_redemption/proc/smelt_ore(obj/item/stack/ore/gathered_ore)
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if(QDELETED(gathered_ore))
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return
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var/datum/component/material_container/mat_container = materials.mat_container
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if (!mat_container)
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return
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if(gathered_ore.refined_type == null)
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return
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if(gathered_ore?.refined_type)
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points += gathered_ore.points * point_upgrade * gathered_ore.amount
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var/material_amount = mat_container.get_item_material_amount(gathered_ore, BREAKDOWN_FLAGS_ORM)
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if(!material_amount)
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qdel(gathered_ore) //no materials, incinerate it
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else if(!mat_container.has_space(material_amount * gathered_ore.amount)) //if there is no space, eject it
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unload_mineral(gathered_ore)
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else
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var/list/stack_mats = gathered_ore.get_material_composition(BREAKDOWN_FLAGS_ORM)
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var/mats = stack_mats & mat_container.materials
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var/amount = gathered_ore.amount
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mat_container.insert_item(gathered_ore, ore_multiplier, breakdown_flags=BREAKDOWN_FLAGS_ORM) //insert it
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materials.silo_log(src, "smelted", amount, "someone", mats)
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qdel(gathered_ore)
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SEND_SIGNAL(src, COMSIG_ORM_COLLECTED_ORE)
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/// Returns the amount of a specific alloy design, based on the accessible materials
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/obj/machinery/mineral/ore_redemption/proc/can_smelt_alloy(datum/design/D)
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var/datum/component/material_container/mat_container = materials.mat_container
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if(!mat_container || D.make_reagent)
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return FALSE
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var/build_amount = 0
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for(var/mat in D.materials)
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var/amount = D.materials[mat]
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var/datum/material/redemption_mat_amount = mat_container.materials[mat]
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if(!amount || !redemption_mat_amount)
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return FALSE
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var/smeltable_sheets = FLOOR(redemption_mat_amount / amount, 1)
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if(!smeltable_sheets)
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return FALSE
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if(!build_amount)
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build_amount = smeltable_sheets
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build_amount = min(build_amount, smeltable_sheets)
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return build_amount
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/// Smelts the passed ores one by one
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/obj/machinery/mineral/ore_redemption/proc/process_ores(list/ores_to_process)
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for(var/ore in ores_to_process)
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smelt_ore(ore)
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/// Sends a message to the request consoles that signed up for ore updates
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/obj/machinery/mineral/ore_redemption/proc/send_console_message()
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var/datum/component/material_container/mat_container = materials.mat_container
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if(!mat_container || !is_station_level(z))
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return
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console_notify_timer = null
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var/area/A = get_area(src)
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var/msg = "Now available in [A]:<br>"
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var/has_minerals = FALSE
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for(var/mat in mat_container.materials)
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var/datum/material/M = mat
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var/mineral_amount = mat_container.materials[mat] / MINERAL_MATERIAL_AMOUNT
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if(mineral_amount)
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has_minerals = TRUE
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msg += "[capitalize(M.name)]: [mineral_amount] sheets<br>"
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if(!has_minerals)
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return
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var/datum/signal/subspace/messaging/rc/signal = new(src, list(
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"ore_update" = TRUE,
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"sender" = "Ore Redemption Machine",
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"message" = msg,
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"verified" = "<font color='green'><b>Verified by Ore Redemption Machine</b></font>",
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"priority" = REQ_NORMAL_MESSAGE_PRIORITY
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))
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signal.send_to_receivers()
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/obj/machinery/mineral/ore_redemption/pickup_item(datum/source, atom/movable/target, direction)
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if(QDELETED(target))
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return
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if(!materials.mat_container || panel_open || !powered())
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return
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if(istype(target, /obj/structure/ore_box))
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var/obj/structure/ore_box/box = target
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process_ores(box.contents)
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else if(istype(target, /obj/item/stack/ore))
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var/obj/item/stack/ore/O = target
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smelt_ore(O)
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else
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return
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if(!console_notify_timer)
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// gives 5 seconds for a load of ores to be sucked up by the ORM before it sends out request console notifications. This should be enough time for most deposits that people make
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console_notify_timer = addtimer(CALLBACK(src, PROC_REF(send_console_message)), 5 SECONDS)
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/obj/machinery/mineral/ore_redemption/default_unfasten_wrench(mob/user, obj/item/I)
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. = ..()
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if(. != SUCCESSFUL_UNFASTEN)
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return
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if(anchored)
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register_input_turf() // someone just wrenched us down, re-register the turf
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else
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unregister_input_turf() // someone just un-wrenched us, unregister the turf
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/obj/machinery/mineral/ore_redemption/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/machinery/mineral/ore_redemption/attackby(obj/item/W, mob/user, params)
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if(default_deconstruction_screwdriver(user, "ore_redemption-open", "ore_redemption", W))
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return
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if(default_deconstruction_crowbar(W))
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return
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if(!powered())
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return ..()
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var/obj/item/stack/ore/O = W
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if(istype(O))
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if(isnull(O.refined_type))
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to_chat(user, span_warning("[O] has already been refined!"))
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return
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return ..()
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/obj/machinery/mineral/ore_redemption/AltClick(mob/living/user)
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. = ..()
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if(!user.can_perform_action(src))
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return
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if(panel_open)
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input_dir = turn(input_dir, -90)
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output_dir = turn(output_dir, -90)
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to_chat(user, span_notice("You change [src]'s I/O settings, setting the input to [dir2text(input_dir)] and the output to [dir2text(output_dir)]."))
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unregister_input_turf() // someone just rotated the input and output directions, unregister the old turf
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register_input_turf() // register the new one
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update_appearance(UPDATE_OVERLAYS)
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return TRUE
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/obj/machinery/mineral/ore_redemption/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "OreRedemptionMachine")
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ui.open()
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/obj/machinery/mineral/ore_redemption/ui_data(mob/user)
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var/list/data = list()
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data["unclaimedPoints"] = points
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data["materials"] = list()
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var/datum/component/material_container/mat_container = materials.mat_container
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if (mat_container)
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for(var/datum/material/material as anything in mat_container.materials)
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var/amount = mat_container.materials[material]
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var/sheet_amount = amount / MINERAL_MATERIAL_AMOUNT
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data["materials"] += list(list(
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"name" = material.name,
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"id" = REF(material),
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"amount" = sheet_amount,
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"category" = "material",
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"value" = ore_values[material.type],
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))
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for(var/research in stored_research.researched_designs)
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var/datum/design/alloy = SSresearch.techweb_design_by_id(research)
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data["materials"] += list(list(
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"name" = alloy.name,
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"id" = alloy.id,
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"category" = "alloy",
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"amount" = can_smelt_alloy(alloy),
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))
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if (!mat_container)
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data["disconnected"] = "local mineral storage is unavailable"
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else if (!materials.silo)
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data["disconnected"] = "no ore silo connection is available; storing locally"
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else if (materials.on_hold())
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data["disconnected"] = "mineral withdrawal is on hold"
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var/obj/item/card/id/card
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if(isliving(user))
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var/mob/living/customer = user
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card = customer.get_idcard(hand_first = TRUE)
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if(card?.registered_account)
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data["user"] = list(
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"name" = card.registered_account.account_holder,
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"cash" = card.registered_account.account_balance,
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)
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else if(issilicon(user))
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var/mob/living/silicon/silicon_player = user
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data["user"] = list(
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"name" = silicon_player.name,
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"cash" = "No valid account",
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)
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return data
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/obj/machinery/mineral/ore_redemption/ui_static_data(mob/user)
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var/list/data = list()
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var/datum/component/material_container/mat_container = materials.mat_container
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if (mat_container)
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for(var/datum/material/material as anything in mat_container.materials)
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var/obj/material_display = initial(material.sheet_type)
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data["material_icons"] += list(list(
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"id" = REF(material),
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"product_icon" = icon2base64(getFlatIcon(image(icon = initial(material_display.icon), icon_state = initial(material_display.icon_state)), no_anim=TRUE)),
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))
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for(var/research in stored_research.researched_designs)
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var/datum/design/alloy = SSresearch.techweb_design_by_id(research)
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var/obj/alloy_display = initial(alloy.build_path)
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data["material_icons"] += list(list(
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"id" = alloy.id,
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"product_icon" = icon2base64(getFlatIcon(image(icon = initial(alloy_display.icon), icon_state = initial(alloy_display.icon_state)), no_anim=TRUE)),
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))
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return data
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/obj/machinery/mineral/ore_redemption/ui_act(action, params)
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. = ..()
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if(.)
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return
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var/datum/component/material_container/mat_container = materials.mat_container
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switch(action)
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if("Claim")
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var/obj/item/card/id/user_id_card
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if(isliving(usr))
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var/mob/living/user = usr
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user_id_card = user.get_idcard(TRUE)
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if(points)
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if(user_id_card)
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user_id_card.registered_account.mining_points += points
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points = 0
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else
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to_chat(usr, span_warning("No valid ID detected."))
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else
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to_chat(usr, span_warning("No points to claim."))
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return TRUE
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if("Release")
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if(!mat_container)
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return
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if(materials.on_hold())
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to_chat(usr, span_warning("Mineral access is on hold, please contact the quartermaster."))
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else if(!allowed(usr)) //Check the ID inside, otherwise check the user
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to_chat(usr, span_warning("Required access not found."))
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else
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var/datum/material/mat = locate(params["id"])
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var/amount = mat_container.materials[mat]
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if(!amount)
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return
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var/stored_amount = CEILING(amount / MINERAL_MATERIAL_AMOUNT, 0.1)
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if(!stored_amount)
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return
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var/desired = text2num(params["sheets"])
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var/sheets_to_remove = round(min(desired, 50, stored_amount))
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var/count = mat_container.retrieve_sheets(sheets_to_remove, mat, get_step(src, output_dir))
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var/list/mats = list()
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mats[mat] = MINERAL_MATERIAL_AMOUNT
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materials.silo_log(src, "released", -count, "sheets", mats)
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//Logging deleted for quick coding
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return TRUE
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if("Smelt")
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if(!mat_container)
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return
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if(materials.on_hold())
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to_chat(usr, span_warning("Mineral access is on hold, please contact the quartermaster."))
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return
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var/alloy_id = params["id"]
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var/datum/design/alloy = stored_research.isDesignResearchedID(alloy_id)
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var/obj/item/card/id/user_id_card
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if(isliving(usr))
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var/mob/living/user = usr
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user_id_card = user.get_idcard(TRUE)
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if((check_access(user_id_card) || allowed(usr)) && alloy)
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var/amount = round(min(text2num(params["sheets"]), 50, can_smelt_alloy(alloy)))
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if(amount < 1) //no negative mats
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return
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mat_container.use_materials(alloy.materials, amount)
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materials.silo_log(src, "released", -amount, "sheets", alloy.materials)
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var/output
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if(ispath(alloy.build_path, /obj/item/stack/sheet))
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output = new alloy.build_path(src, amount)
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else
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output = new alloy.build_path(src)
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unload_mineral(output)
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else
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to_chat(usr, span_warning("Required access not found."))
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return TRUE
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/obj/machinery/mineral/ore_redemption/ex_act(severity, target)
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do_sparks(5, TRUE, src)
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return ..()
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/obj/machinery/mineral/ore_redemption/update_icon_state()
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icon_state = "[initial(icon_state)][powered() ? null : "-off"]"
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return ..()
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/obj/machinery/mineral/ore_redemption/update_overlays()
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. = ..()
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if((machine_stat & NOPOWER))
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return
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var/image/ore_input = image(icon='icons/obj/doors/airlocks/station/overlays.dmi', icon_state="unres_[input_dir]")
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var/image/ore_output = image(icon='icons/obj/doors/airlocks/station/overlays.dmi', icon_state="unres_[turn(input_dir, 180)]")
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switch(input_dir)
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if(NORTH)
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ore_input.pixel_y = 32
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ore_output.pixel_y = -32
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if(SOUTH)
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ore_input.pixel_y = -32
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ore_output.pixel_y = 32
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if(EAST)
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ore_input.pixel_x = 32
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ore_output.pixel_x = -32
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if(WEST)
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ore_input.pixel_x = -32
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ore_output.pixel_x = 32
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ore_input.color = COLOR_MODERATE_BLUE
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ore_output.color = COLOR_SECURITY_RED
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var/mutable_appearance/light_in = emissive_appearance(ore_input.icon, ore_input.icon_state, offset_spokesman = src, alpha = ore_input.alpha)
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light_in.pixel_y = ore_input.pixel_y
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light_in.pixel_x = ore_input.pixel_x
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var/mutable_appearance/light_out = emissive_appearance(ore_output.icon, ore_output.icon_state, offset_spokesman = src, alpha = ore_output.alpha)
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light_out.pixel_y = ore_output.pixel_y
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light_out.pixel_x = ore_output.pixel_x
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. += ore_input
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. += ore_output
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. += light_in
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. += light_out
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|