Files
Bubberstation/code/game/objects/structures/false_walls.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

430 lines
14 KiB
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/*
* False Walls
*/
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to separate rooms."
anchored = TRUE
icon = 'icons/turf/walls/wall.dmi'
icon_state = "wall-0"
base_icon_state = "wall"
layer = LOW_OBJ_LAYER
density = TRUE
opacity = TRUE
max_integrity = 100
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS
canSmoothWith = SMOOTH_GROUP_WALLS
can_be_unanchored = FALSE
can_atmos_pass = ATMOS_PASS_DENSITY
rad_insulation = RAD_MEDIUM_INSULATION
material_flags = MATERIAL_EFFECTS
var/mineral = /obj/item/stack/sheet/iron
var/mineral_amount = 2
var/walltype = /turf/closed/wall
var/girder_type = /obj/structure/girder/displaced
var/opening = FALSE
/obj/structure/falsewall/Initialize(mapload)
. = ..()
var/obj/item/stack/initialized_mineral = new mineral // Okay this kinda sucks.
set_custom_materials(initialized_mineral.mats_per_unit, mineral_amount)
qdel(initialized_mineral)
air_update_turf(TRUE, TRUE)
/obj/structure/falsewall/attack_hand(mob/user, list/modifiers)
if(opening)
return
. = ..()
if(.)
return
opening = TRUE
update_appearance()
if(!density)
var/srcturf = get_turf(src)
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
opening = FALSE
return
addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/structure/falsewall, toggle_open)), 5)
/obj/structure/falsewall/proc/toggle_open()
if(!QDELETED(src))
set_density(!density)
set_opacity(density)
opening = FALSE
update_appearance()
air_update_turf(TRUE, !density)
/obj/structure/falsewall/update_icon(updates=ALL)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
. = ..()
if(!density || !(updates & UPDATE_SMOOTHING))
return
if(opening)
smoothing_flags = NONE
clear_smooth_overlays()
else
smoothing_flags = SMOOTH_BITMASK
QUEUE_SMOOTH(src)
/obj/structure/falsewall/update_icon_state()
if(opening)
icon_state = "fwall_[density ? "opening" : "closing"]"
return ..()
icon_state = density ? "[base_icon_state]-[smoothing_junction]" : "fwall_open"
return ..()
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
T.PlaceOnTop(walltype)
if(delete)
qdel(src)
return T
/obj/structure/falsewall/tool_act(mob/living/user, obj/item/tool)
if(!opening)
return ..()
to_chat(user, span_warning("You must wait until the door has stopped moving!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/falsewall/screwdriver_act(mob/living/user, obj/item/tool)
if(!density)
to_chat(user, span_warning("You can't reach, close it first!"))
return
var/turf/loc_turf = get_turf(src)
if(loc_turf.density)
to_chat(user, span_warning("[src] is blocked!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
if(!isfloorturf(loc_turf))
to_chat(user, span_warning("[src] bolts must be tightened on the floor!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
user.visible_message(span_notice("[user] tightens some bolts on the wall."), span_notice("You tighten the bolts on the wall."))
ChangeToWall()
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/falsewall/welder_act(mob/living/user, obj/item/tool)
if(tool.use_tool(src, user, 0 SECONDS, volume=50))
dismantle(user, TRUE)
return TOOL_ACT_TOOLTYPE_SUCCESS
return
/obj/structure/falsewall/attackby(obj/item/W, mob/user, params)
if(!opening)
return ..()
to_chat(user, span_warning("You must wait until the door has stopped moving!"))
return
/obj/structure/falsewall/proc/dismantle(mob/user, disassembled=TRUE, obj/item/tool = null)
user.visible_message(span_notice("[user] dismantles the false wall."), span_notice("You dismantle the false wall."))
if(tool)
tool.play_tool_sound(src, 100)
else
playsound(src, 'sound/items/welder.ogg', 100, TRUE)
deconstruct(disassembled)
/obj/structure/falsewall/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
new girder_type(loc)
if(mineral_amount)
for(var/i in 1 to mineral_amount)
new mineral(loc)
qdel(src)
/obj/structure/falsewall/get_dumping_location()
return null
/obj/structure/falsewall/examine_status(mob/user) //So you can't detect falsewalls by examine.
to_chat(user, span_notice("The outer plating is <b>welded</b> firmly in place."))
return null
/*
* False R-Walls
*/
/obj/structure/falsewall/reinforced
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to separate rooms."
icon = 'icons/turf/walls/reinforced_wall.dmi'
icon_state = "reinforced_wall-0"
base_icon_state = "reinforced_wall"
walltype = /turf/closed/wall/r_wall
mineral = /obj/item/stack/sheet/plasteel
smoothing_flags = SMOOTH_BITMASK
/obj/structure/falsewall/reinforced/examine_status(mob/user)
to_chat(user, span_notice("The outer <b>grille</b> is fully intact."))
return null
/obj/structure/falsewall/reinforced/attackby(obj/item/tool, mob/user)
..()
if(tool.tool_behaviour == TOOL_WIRECUTTER)
dismantle(user, TRUE, tool)
/*
* Uranium Falsewalls
*/
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium_wall-0"
base_icon_state = "uranium_wall"
mineral = /obj/item/stack/sheet/mineral/uranium
walltype = /turf/closed/wall/mineral/uranium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_URANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_URANIUM_WALLS
/// Mutex to prevent infinite recursion when propagating radiation pulses
var/active = null
/// The last time a radiation pulse was performed
var/last_event = 0
/obj/structure/falsewall/uranium/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ATOM_PROPAGATE_RAD_PULSE, PROC_REF(radiate))
/obj/structure/falsewall/uranium/attackby(obj/item/W, mob/user, params)
radiate()
return ..()
/obj/structure/falsewall/uranium/attack_hand(mob/user, list/modifiers)
radiate()
return ..()
/obj/structure/falsewall/uranium/proc/radiate()
SIGNAL_HANDLER
if(active)
return
if(world.time <= last_event + 1.5 SECONDS)
return
active = TRUE
radiation_pulse(
src,
max_range = 3,
threshold = RAD_LIGHT_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
)
propagate_radiation_pulse()
last_event = world.time
active = FALSE
/*
* Other misc falsewall types
*/
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon = 'icons/turf/walls/gold_wall.dmi'
icon_state = "gold_wall-0"
base_icon_state = "gold_wall"
mineral = /obj/item/stack/sheet/mineral/gold
walltype = /turf/closed/wall/mineral/gold
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_GOLD_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_GOLD_WALLS
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon = 'icons/turf/walls/silver_wall.dmi'
icon_state = "silver_wall-0"
base_icon_state = "silver_wall"
mineral = /obj/item/stack/sheet/mineral/silver
walltype = /turf/closed/wall/mineral/silver
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SILVER_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SILVER_WALLS
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon = 'icons/turf/walls/diamond_wall.dmi'
icon_state = "diamond_wall-0"
base_icon_state = "diamond_wall"
mineral = /obj/item/stack/sheet/mineral/diamond
walltype = /turf/closed/wall/mineral/diamond
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_DIAMOND_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_DIAMOND_WALLS
max_integrity = 800
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definitely a bad idea."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma_wall-0"
base_icon_state = "plasma_wall"
mineral = /obj/item/stack/sheet/mineral/plasma
walltype = /turf/closed/wall/mineral/plasma
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_PLASMA_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_PLASMA_WALLS
/obj/structure/falsewall/bananium
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon = 'icons/turf/walls/bananium_wall.dmi'
icon_state = "bananium_wall-0"
base_icon_state = "bananium_wall"
mineral = /obj/item/stack/sheet/mineral/bananium
walltype = /turf/closed/wall/mineral/bananium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_BANANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_BANANIUM_WALLS
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating. Rough."
icon = 'icons/turf/walls/sandstone_wall.dmi'
icon_state = "sandstone_wall-0"
base_icon_state = "sandstone_wall"
mineral = /obj/item/stack/sheet/mineral/sandstone
walltype = /turf/closed/wall/mineral/sandstone
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SANDSTONE_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SANDSTONE_WALLS
/obj/structure/falsewall/wood
name = "wooden wall"
desc = "A wall with wooden plating. Stiff."
icon = 'icons/turf/walls/wood_wall.dmi'
icon_state = "wood_wall-0"
base_icon_state = "wood_wall"
mineral = /obj/item/stack/sheet/mineral/wood
walltype = /turf/closed/wall/mineral/wood
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WOOD_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_WOOD_WALLS
/obj/structure/falsewall/bamboo
name = "bamboo wall"
desc = "A wall with bamboo finish. Zen."
icon = 'icons/turf/walls/bamboo_wall.dmi'
mineral = /obj/item/stack/sheet/mineral/bamboo
walltype = /turf/closed/wall/mineral/bamboo
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_BAMBOO_WALLS + SMOOTH_GROUP_CLOSED_TURFS
canSmoothWith = SMOOTH_GROUP_BAMBOO_WALLS
/obj/structure/falsewall/iron
name = "rough iron wall"
desc = "A wall with rough metal plating."
icon = 'icons/turf/walls/iron_wall.dmi'
icon_state = "iron_wall-0"
base_icon_state = "iron_wall"
mineral = /obj/item/stack/rods
mineral_amount = 5
walltype = /turf/closed/wall/mineral/iron
base_icon_state = "iron_wall"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_IRON_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_IRON_WALLS
/obj/structure/falsewall/abductor
name = "alien wall"
desc = "A wall with alien alloy plating."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor_wall-0"
base_icon_state = "abductor_wall"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/closed/wall/mineral/abductor
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_ABDUCTOR_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_ABDUCTOR_WALLS
/obj/structure/falsewall/titanium
name = "wall"
desc = "A light-weight titanium wall used in shuttles."
icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "shuttle_wall-0"
base_icon_state = "shuttle_wall"
mineral = /obj/item/stack/sheet/mineral/titanium
walltype = /turf/closed/wall/mineral/titanium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_TITANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_TITANIUM_WALLS
/obj/structure/falsewall/plastitanium
name = "wall"
desc = "An evil wall of plasma and titanium."
icon = 'icons/turf/walls/plastitanium_wall.dmi'
icon_state = "plastitanium_wall-0"
base_icon_state = "plastitanium_wall"
mineral = /obj/item/stack/sheet/mineral/plastitanium
walltype = /turf/closed/wall/mineral/plastitanium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_PLASTITANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_PLASTITANIUM_WALLS
/obj/structure/falsewall/material
name = "wall"
desc = "A huge chunk of material used to separate rooms."
icon = 'icons/turf/walls/materialwall.dmi'
icon_state = "materialwall-0"
base_icon_state = "materialwall"
walltype = /turf/closed/wall/material
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS + SMOOTH_GROUP_MATERIAL_WALLS
canSmoothWith = SMOOTH_GROUP_MATERIAL_WALLS
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
/obj/structure/falsewall/material/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
new girder_type(loc)
for(var/material in custom_materials)
var/datum/material/material_datum = material
new material_datum.sheet_type(loc, FLOOR(custom_materials[material_datum] / SHEET_MATERIAL_AMOUNT, 1))
qdel(src)
/obj/structure/falsewall/material/mat_update_desc(mat)
desc = "A huge chunk of [mat] used to separate rooms."
/obj/structure/falsewall/material/toggle_open()
if(!QDELETED(src))
set_density(!density)
var/mat_opacity = TRUE
for(var/datum/material/mat in custom_materials)
if(mat.alpha < 255)
mat_opacity = FALSE
break
set_opacity(density && mat_opacity)
opening = FALSE
update_appearance()
air_update_turf(TRUE, !density)
/obj/structure/falsewall/material/ChangeToWall(delete = 1)
var/turf/current_turf = get_turf(src)
var/turf/closed/wall/material/new_wall = current_turf.PlaceOnTop(/turf/closed/wall/material)
new_wall.set_custom_materials(custom_materials)
if(delete)
qdel(src)
return current_turf
/obj/structure/falsewall/material/update_icon(updates)
. = ..()
for(var/datum/material/mat in custom_materials)
if(mat.alpha < 255)
update_transparency_underlays()
return
/obj/structure/falsewall/material/proc/update_transparency_underlays()
underlays.Cut()
var/girder_icon_state = "displaced"
if(opening)
girder_icon_state += "_[density ? "opening" : "closing"]"
else if(!density)
girder_icon_state += "_open"
var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', girder_icon_state, layer = LOW_OBJ_LAYER-0.01)
girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
underlays += girder_underlay