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Bubberstation/code/game/objects/items/devices/forcefieldprojector.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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/obj/item/forcefield_projector
name = "forcefield projector"
desc = "An experimental device that can create several forcefields at a distance."
icon = 'icons/obj/device.dmi'
icon_state = "signmaker_forcefield"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NOBLUDGEON
inhand_icon_state = "electronic"
worn_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 2.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 5)
var/max_shield_integrity = 250
var/shield_integrity = 250
var/max_fields = 3
var/list/current_fields
var/field_distance_limit = 7
/// Time it takes to materialize a forcefield.
var/creation_time = 1 SECONDS
/// Checks to make sure the projector isn't busy with making another forcefield.
var/force_proj_busy = FALSE
/obj/item/forcefield_projector/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(!check_allowed_items(target, not_inside = TRUE))
return
. |= AFTERATTACK_PROCESSED_ITEM
if(istype(target, /obj/structure/projected_forcefield))
var/obj/structure/projected_forcefield/F = target
if(F.generator == src)
to_chat(user, span_notice("You deactivate [F]."))
qdel(F)
return
var/turf/T = get_turf(target)
var/obj/structure/projected_forcefield/found_field = locate() in T
if(found_field)
to_chat(user, span_warning("There is already a forcefield in that location!"))
return
if(T.density)
return
if(get_dist(T,src) > field_distance_limit)
return
if (get_turf(src) == T)
to_chat(user, span_warning("Target is too close, aborting!"))
return
if(LAZYLEN(current_fields) >= max_fields)
to_chat(user, span_warning("[src] cannot sustain any more forcefields!"))
return
if(force_proj_busy)
to_chat(user, span_notice("[src] is busy creating a forcefield."))
return
playsound(loc, 'sound/machines/click.ogg', 20, TRUE)
if(creation_time)
force_proj_busy = TRUE
if(!do_after(user, creation_time, target = target))
force_proj_busy = FALSE
return
force_proj_busy = FALSE
playsound(src,'sound/weapons/resonator_fire.ogg',50,TRUE)
user.visible_message(span_warning("[user] projects a forcefield!"),span_notice("You project a forcefield."))
var/obj/structure/projected_forcefield/F = new(T, src)
current_fields += F
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/forcefield_projector/attack_self(mob/user)
if(LAZYLEN(current_fields))
to_chat(user, span_notice("You deactivate [src], disabling all active forcefields."))
for(var/obj/structure/projected_forcefield/F in current_fields)
qdel(F)
/obj/item/forcefield_projector/examine(mob/user)
. = ..()
. += span_notice("It is currently sustaining [LAZYLEN(current_fields)]/[max_fields] fields, and it's [round((shield_integrity/max_shield_integrity)*100)]% charged.")
/obj/item/forcefield_projector/Initialize(mapload)
. = ..()
current_fields = list()
START_PROCESSING(SSobj, src)
/obj/item/forcefield_projector/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/forcefield_projector/process(seconds_per_tick)
if(!LAZYLEN(current_fields))
shield_integrity = min(shield_integrity + seconds_per_tick * 2, max_shield_integrity)
else
shield_integrity = max(shield_integrity - LAZYLEN(current_fields) * seconds_per_tick * 0.5, 0) //fields degrade slowly over time
for(var/obj/structure/projected_forcefield/F in current_fields)
if(shield_integrity <= 0 || get_dist(F,src) > field_distance_limit)
qdel(F)
/obj/structure/projected_forcefield
name = "forcefield"
desc = "A glowing barrier, generated by a projector nearby. It could be overloaded if hit enough times."
icon = 'icons/effects/effects.dmi'
icon_state = "forcefield"
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
anchored = TRUE
pass_flags_self = PASSGLASS
density = TRUE
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
can_atmos_pass = ATMOS_PASS_DENSITY
armor_type = /datum/armor/structure_projected_forcefield
var/obj/item/forcefield_projector/generator
/datum/armor/structure_projected_forcefield
bullet = 25
laser = 50
energy = 50
bomb = 25
fire = 100
acid = 100
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
. = ..()
generator = origin
/obj/structure/projected_forcefield/Destroy()
visible_message(span_warning("[src] flickers and disappears!"))
playsound(src,'sound/weapons/resonator_blast.ogg',25,TRUE)
if(generator)
generator.current_fields -= src
generator = null
return ..()
/obj/structure/projected_forcefield/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
/obj/structure/projected_forcefield/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
if(sound_effect)
play_attack_sound(damage_amount, damage_type, damage_flag)
if(generator)
generator.shield_integrity = max(generator.shield_integrity - damage_amount, 0)