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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.
147 lines
4.7 KiB
Plaintext
147 lines
4.7 KiB
Plaintext
#define PROXIMITY_NONE ""
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#define PROXIMITY_ON_SCREEN "_red"
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#define PROXIMITY_NEAR "_yellow"
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/**
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* Multitool -- A multitool is used for hacking electronic devices.
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*
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*/
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/obj/item/multitool
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name = "multitool"
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desc = "Used for pulsing wires to test which to cut. Not recommended by doctors."
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icon = 'icons/obj/device.dmi'
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icon_state = "multitool"
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inhand_icon_state = "multitool"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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force = 5
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w_class = WEIGHT_CLASS_SMALL
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tool_behaviour = TOOL_MULTITOOL
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throwforce = 0
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throw_range = 7
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throw_speed = 3
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drop_sound = 'sound/items/handling/multitool_drop.ogg'
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pickup_sound = 'sound/items/handling/multitool_pickup.ogg'
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custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.2)
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custom_premium_price = PAYCHECK_COMMAND * 3
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toolspeed = 1
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usesound = 'sound/weapons/empty.ogg'
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var/obj/machinery/buffer // simple machine buffer for device linkage
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var/mode = 0
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/obj/item/multitool/examine(mob/user)
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. = ..()
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. += span_notice("Its buffer [buffer ? "contains [buffer]." : "is empty."]")
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/obj/item/multitool/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] puts the [src] to [user.p_their()] chest. It looks like [user.p_theyre()] trying to pulse [user.p_their()] heart off!"))
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return OXYLOSS//theres a reason it wasn't recommended by doctors
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// Syndicate device disguised as a multitool; it will turn red when an AI camera is nearby.
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/obj/item/multitool/ai_detect
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actions_types = list(/datum/action/item_action/toggle_multitool)
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var/detect_state = PROXIMITY_NONE
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var/rangealert = 8 //Glows red when inside
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var/rangewarning = 20 //Glows yellow when inside
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var/hud_type = DATA_HUD_AI_DETECT
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var/detecting = FALSE
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/obj/item/multitool/ai_detect/Destroy()
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STOP_PROCESSING(SSfastprocess, src)
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return ..()
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/obj/item/multitool/ai_detect/ui_action_click()
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return
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/obj/item/multitool/ai_detect/update_icon_state()
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. = ..()
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icon_state = "[initial(icon_state)][detect_state]"
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/obj/item/multitool/ai_detect/process()
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var/old_detect_state = detect_state
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multitool_detect()
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if(detect_state != old_detect_state)
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update_appearance()
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/obj/item/multitool/ai_detect/proc/toggle_detect(mob/user)
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detecting = !detecting
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if(user)
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to_chat(user, span_notice("You toggle the ai detection feature on [src] [detecting ? "on" : "off"]."))
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if(!detecting)
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detect_state = PROXIMITY_NONE
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update_appearance()
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STOP_PROCESSING(SSfastprocess, src)
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return
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if(detecting)
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START_PROCESSING(SSfastprocess, src)
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/obj/item/multitool/ai_detect/proc/multitool_detect()
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var/turf/our_turf = get_turf(src)
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detect_state = PROXIMITY_NONE
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for(var/mob/living/silicon/ai/AI as anything in GLOB.ai_list)
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if(AI.cameraFollow == src)
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detect_state = PROXIMITY_ON_SCREEN
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return
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for(var/mob/camera/ai_eye/AI_eye as anything in GLOB.aiEyes)
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if(!AI_eye.ai_detector_visible)
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continue
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var/distance = get_dist(our_turf, get_turf(AI_eye))
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if(distance == -1) //get_dist() returns -1 for distances greater than 127 (and for errors, so assume -1 is just max range)
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if(our_turf == get_turf(AI_eye)) // EXCEPT if the AI is on our TURF(ITS RIGHT ONTOP OF US!!!!)
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detect_state = PROXIMITY_ON_SCREEN
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break
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continue
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if(distance < rangealert) //ai should be able to see us
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detect_state = PROXIMITY_ON_SCREEN
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break
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if(distance < rangewarning) //ai cant see us but is close
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detect_state = PROXIMITY_NEAR
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/mob/camera/ai_eye/remote/ai_detector
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name = "AI detector eye"
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ai_detector_visible = FALSE
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visible_icon = FALSE
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use_static = FALSE
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/datum/action/item_action/toggle_multitool
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name = "Toggle AI detecting mode"
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check_flags = NONE
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/datum/action/item_action/toggle_multitool/Trigger(trigger_flags)
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if(!..())
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return FALSE
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if(target)
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var/obj/item/multitool/ai_detect/M = target
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M.toggle_detect(owner)
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return TRUE
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/obj/item/multitool/abductor
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name = "alien multitool"
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desc = "An omni-technological interface."
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icon = 'icons/obj/abductor.dmi'
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icon_state = "multitool"
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belt_icon_state = "multitool_alien"
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 1.25, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT)
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toolspeed = 0.1
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/obj/item/multitool/cyborg
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name = "electronic multitool"
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desc = "Optimised version of a regular multitool. Streamlines processes handled by its internal microchip."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "multitool_cyborg"
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toolspeed = 0.5
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#undef PROXIMITY_NEAR
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#undef PROXIMITY_NONE
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#undef PROXIMITY_ON_SCREEN
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