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Bubberstation/code/datums/materials/alloys.dm
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ArcaneMusicandGitHub 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

176 lines
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/** Materials made from other materials.
*/
/datum/material/alloy
name = "alloy"
desc = "A material composed of two or more other materials."
init_flags = NONE
/// The materials this alloy is made from weighted by their ratios.
var/list/composition = null
/// Breakdown flags required to reduce this alloy to its component materials.
var/req_breakdown_flags = BREAKDOWN_ALLOYS
/datum/material/alloy/return_composition(amount=1, breakdown_flags)
if(req_breakdown_flags & !(breakdown_flags & req_breakdown_flags))
return ..()
. = list()
var/list/cached_comp = composition
for(var/comp_mat in cached_comp)
var/datum/material/component_material = GET_MATERIAL_REF(comp_mat)
var/list/component_composition = component_material.return_composition(cached_comp[comp_mat], breakdown_flags)
for(var/comp_comp_mat in component_composition)
.[comp_comp_mat] += component_composition[comp_comp_mat] * amount
/** Plasteel
*
* An alloy of iron and plasma.
* Applies a significant slowdown effect to any and all items that contain it.
*/
/datum/material/alloy/plasteel
name = "plasteel"
desc = "The heavy duty result of infusing iron with plasma."
color = "#706374"
greyscale_colors = "#706374"
init_flags = MATERIAL_INIT_MAPLOAD
value_per_unit = 0.135
strength_modifier = 1.25
integrity_modifier = 1.5 // Heavy duty.
armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.1, ENERGY = 1.1, BOMB = 1.5, BIO = 1, FIRE = 1.1, ACID = 1)
sheet_type = /obj/item/stack/sheet/plasteel
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
composition = list(/datum/material/iron=1, /datum/material/plasma=1)
/datum/material/alloy/plasteel/on_applied_obj(obj/item/target_item, amount, material_flags)
. = ..()
if(!istype(target_item))
return
target_item.slowdown += MATERIAL_SLOWDOWN_PLASTEEL * amount / SHEET_MATERIAL_AMOUNT
/datum/material/alloy/plasteel/on_removed_obj(obj/item/target_item, amount, material_flags)
. = ..()
if(!istype(target_item))
return
target_item.slowdown -= MATERIAL_SLOWDOWN_PLASTEEL * amount / SHEET_MATERIAL_AMOUNT
/** Plastitanium
*
* An alloy of titanium and plasma.
*/
/datum/material/alloy/plastitanium
name = "plastitanium"
desc = "The extremely heat resistant result of infusing titanium with plasma."
color = "#3a313a"
greyscale_colors = "#3a313a"
init_flags = MATERIAL_INIT_MAPLOAD
value_per_unit = 0.225
strength_modifier = 0.9 // It's a lightweight alloy.
integrity_modifier = 1.3
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.4, ENERGY = 1.4, BOMB = 1.1, BIO = 1.2, FIRE = 1.5, ACID = 1)
sheet_type = /obj/item/stack/sheet/mineral/plastitanium
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
composition = list(/datum/material/titanium=1, /datum/material/plasma=1)
/** Plasmaglass
*
* An alloy of silicate and plasma.
*/
/datum/material/alloy/plasmaglass
name = "plasmaglass"
desc = "Plasma-infused silicate. It is much more durable and heat resistant than either of its component materials."
color = "#ff80f4"
greyscale_colors = "#ff80f496"
alpha = 150
starlight_color = COLOR_STRONG_MAGENTA
init_flags = MATERIAL_INIT_MAPLOAD
integrity_modifier = 0.5
armor_modifiers = list(MELEE = 0.8, BULLET = 0.8, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 1.2, FIRE = 2, ACID = 2)
sheet_type = /obj/item/stack/sheet/plasmaglass
shard_type = /obj/item/shard/plasma
debris_type = /obj/effect/decal/cleanable/glass/plasma
value_per_unit = 0.075
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
composition = list(/datum/material/glass=1, /datum/material/plasma=0.5)
/** Titaniumglass
*
* An alloy of glass and titanium.
*/
/datum/material/alloy/titaniumglass
name = "titanium glass"
desc = "A specialized silicate-titanium alloy that is commonly used in shuttle windows."
color = "#cfbee0"
greyscale_colors = "#cfbee096"
alpha = 150
starlight_color = COLOR_COMMAND_BLUE
init_flags = MATERIAL_INIT_MAPLOAD
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 0.8, ENERGY = 0.8, BOMB = 0.5, BIO = 1.2, FIRE = 0.8, ACID = 2)
sheet_type = /obj/item/stack/sheet/titaniumglass
shard_type = /obj/item/shard/titanium
debris_type = /obj/effect/decal/cleanable/glass/titanium
value_per_unit = 0.04
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
composition = list(/datum/material/glass=1, /datum/material/titanium=0.5)
/** Plastitanium Glass
*
* An alloy of plastitanium and glass.
*/
/datum/material/alloy/plastitaniumglass
name = "plastitanium glass"
desc = "A specialized silicate-plastitanium alloy."
color = "#5d3369"
greyscale_colors = "#5d336996"
starlight_color = COLOR_CENTCOM_BLUE
alpha = 150
init_flags = MATERIAL_INIT_MAPLOAD
integrity_modifier = 1.1
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1.2, ENERGY = 1.2, BOMB = 0.5, BIO = 1.2, FIRE = 2, ACID = 2)
sheet_type = /obj/item/stack/sheet/plastitaniumglass
shard_type = /obj/item/shard/plastitanium
debris_type = /obj/effect/decal/cleanable/glass/plastitanium
value_per_unit = 0.125
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
composition = list(/datum/material/glass=1, /datum/material/alloy/plastitanium=0.5)
/** Alien Alloy
*
* Densified plasteel.
* Applies a significant slowdown effect to anything that contains it.
* Anything constructed from it can slowly regenerate.
*/
/datum/material/alloy/alien
name = "alien alloy"
desc = "An extremely dense alloy similar to plasteel in composition. It requires exotic metallurgical processes to create."
color = "#6041aa"
greyscale_colors = "#6041aa"
init_flags = MATERIAL_INIT_MAPLOAD
strength_modifier = 1.5 // It's twice the density of plasteel and just as durable. Getting hit with it is going to HURT.
integrity_modifier = 1.5
armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.2, ENERGY = 1.2, BOMB = 1.5, BIO = 1.2, FIRE = 1.2, ACID = 1.2)
sheet_type = /obj/item/stack/sheet/mineral/abductor
value_per_unit = 0.4
categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
composition = list(/datum/material/iron=2, /datum/material/plasma=2)
/datum/material/alloy/alien/on_applied_obj(obj/item/target_item, amount, material_flags)
. = ..()
target_item.AddElement(/datum/element/obj_regen, _rate=0.02) // 2% regen per tick.
if(!istype(target_item))
return
target_item.slowdown += MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / SHEET_MATERIAL_AMOUNT
/datum/material/alloy/alien/on_removed_obj(obj/item/target_item, amount, material_flags)
. = ..()
target_item.RemoveElement(/datum/element/obj_regen, _rate=0.02)
if(!istype(target_item))
return
target_item.slowdown -= MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / SHEET_MATERIAL_AMOUNT