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Bubberstation/code/game/objects/structures/plaques/_plaques.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

216 lines
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/obj/structure/plaque //This is a plaque you can craft with gold, then permanently engrave a title and description on, with a fountain pen.
icon = 'icons/obj/signs.dmi'
icon_state = "blankplaque"
name = "blank plaque"
desc = "A blank plaque, use a fancy pen to engrave it. It can be detatched from the wall with a wrench."
anchored = TRUE
opacity = FALSE
density = FALSE
layer = SIGN_LAYER
custom_materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT)
max_integrity = 200 //Twice as durable as regular signs.
armor_type = /datum/armor/structure_plaque
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again. Static plaques are already engraved.
var/engraved = FALSE
/datum/armor/structure_plaque
melee = 50
fire = 50
acid = 50
/obj/structure/plaque/Initialize(mapload)
. = ..()
register_context()
/obj/structure/plaque/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
switch (held_item?.tool_behaviour)
if (TOOL_WELDER)
context[SCREENTIP_CONTEXT_LMB] = "Repair"
return CONTEXTUAL_SCREENTIP_SET
if (TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = "Unfasten"
return CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/pen/fountain) && !engraved)
context[SCREENTIP_CONTEXT_LMB] = "Engrave"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/plaque/attack_hand(mob/user, list/modifiers)
. = ..()
if(. || user.is_blind())
return
user.examinate(src)
/obj/structure/plaque/wrench_act(mob/living/user, obj/item/wrench/I)
. = ..()
user.visible_message(span_notice("[user] starts removing [src]..."), \
span_notice("You start unfastening [src]."))
I.play_tool_sound(src)
if(!I.use_tool(src, user, 4 SECONDS))
return TRUE
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
user.visible_message(span_notice("[user] unfastens [src]."), \
span_notice("You unfasten [src]."))
var/obj/item/plaque/unwrenched_plaque = new (get_turf(user))
if(engraved) //If it's still just a basic unengraved plaque, we can (and should) skip some of the below variable transfers.
unwrenched_plaque.name = name //Copy over the plaque structure variables to the plaque item we're creating when we unwrench it.
unwrenched_plaque.desc = desc
unwrenched_plaque.engraved = engraved
unwrenched_plaque.icon_state = icon_state
unwrenched_plaque.update_integrity(get_integrity())
unwrenched_plaque.setDir(dir)
qdel(src) //The plaque structure on the wall goes poof and only the plaque item from unwrenching remains.
return TRUE
/obj/structure/plaque/welder_act(mob/living/user, obj/item/I)
. = ..()
if(user.combat_mode)
return FALSE
if(atom_integrity == max_integrity)
to_chat(user, span_warning("This plaque is already in perfect condition."))
return TRUE
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message(span_notice("[user] starts repairing [src]..."), \
span_notice("You start repairing [src]."))
if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
return TRUE
user.visible_message(span_notice("[user] finishes repairing [src]."), \
span_notice("You finish repairing [src]."))
atom_integrity = max_integrity
return TRUE
/obj/structure/plaque/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/pen/fountain))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved."))
return
var/namechoice = tgui_input_text(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization", max_length = MAX_NAME_LEN)
if(!namechoice)
return
var/descriptionchoice = tgui_input_text(user, "Engrave this plaque's text", "Plaque Customization")
if(!descriptionchoice)
return
if(!Adjacent(user)) //Make sure user is adjacent still
to_chat(user, span_warning("You need to stand next to the plaque to engrave it!"))
return
user.visible_message(span_notice("[user] begins engraving [src]."), \
span_notice("You begin engraving [src]."))
if(!do_after(user, 4 SECONDS, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
return
name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
desc = "The plaque reads: '[descriptionchoice]'"
engraved = TRUE //The plaque now has a name, description, and can't be altered again.
user.visible_message(span_notice("[user] engraves [src]."), \
span_notice("You engrave [src]."))
return
if(istype(I, /obj/item/pen))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen."))
return
to_chat(user, span_warning("Your pen isn't fancy enough to engrave this! Find a fountain pen.")) //Go steal the Curator's.
return
return ..()
/obj/item/plaque //The item version of the above.
icon = 'icons/obj/signs.dmi'
icon_state = "blankplaque"
inhand_icon_state = "blankplaque"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
name = "blank plaque"
desc = "A blank plaque, use a fancy pen to engrave it. It can be placed on a wall."
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT)
max_integrity = 200
armor_type = /datum/armor/item_plaque
///This points the item to make the proper structure when placed on a wall.
var/plaque_path = /obj/structure/plaque
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again.
var/engraved = FALSE
/datum/armor/item_plaque
melee = 50
fire = 50
acid = 50
/obj/item/plaque/welder_act(mob/living/user, obj/item/I)
. = ..()
if(user.combat_mode)
return FALSE
if(atom_integrity == max_integrity)
to_chat(user, span_warning("This plaque is already in perfect condition."))
return TRUE
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message(span_notice("[user] starts repairing [src]..."), \
span_notice("You start repairing [src]."))
if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
return TRUE
user.visible_message(span_notice("[user] finishes repairing [src]."), \
span_notice("You finish repairing [src]."))
atom_integrity = max_integrity
return TRUE
/obj/item/plaque/attackby(obj/item/I, mob/user, params) //Same as part of the above, except for the item in hand instead of the structure.
if(istype(I, /obj/item/pen/fountain))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved."))
return
var/namechoice = tgui_input_text(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization", max_length = MAX_NAME_LEN)
if(!namechoice)
return
var/descriptionchoice = tgui_input_text(user, "Engrave this plaque's text", "Plaque Customization")
if(!descriptionchoice)
return
if(!Adjacent(user)) //Make sure user is adjacent still
to_chat(user, span_warning("You need to stand next to the plaque to engrave it!"))
return
user.visible_message(span_notice("[user] begins engraving [src]."), \
span_notice("You begin engraving [src]."))
if(!do_after(user, 40, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
return
name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
desc = "The plaque reads: '[descriptionchoice]'"
engraved = TRUE //The plaque now has a name, description, and can't be altered again.
user.visible_message(span_notice("[user] engraves [src]."), \
span_notice("You engrave [src]."))
return
if(istype(I, /obj/item/pen))
if(engraved)
to_chat(user, span_warning("This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen."))
return
to_chat(user, span_warning("Your pen isn't fancy enough to engrave this! Find a fountain pen.")) //Go steal the Curator's.
return
return ..()
/obj/item/plaque/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!iswallturf(target) || !proximity)
return
var/turf/target_turf = target
var/turf/user_turf = get_turf(user)
var/obj/structure/plaque/placed_plaque = new plaque_path(user_turf) //We place the plaque on the turf the user is standing, and pixel shift it to the target wall, as below.
//This is to mimic how signs and other wall objects are usually placed by mappers, and so they're only visible from one side of a wall.
var/dir = get_dir(user_turf, target_turf)
if(dir & NORTH)
placed_plaque.pixel_y = 32
else if(dir & SOUTH)
placed_plaque.pixel_y = -32
if(dir & EAST)
placed_plaque.pixel_x = 32
else if(dir & WEST)
placed_plaque.pixel_x = -32
user.visible_message(span_notice("[user] fastens [src] to [target_turf]."), \
span_notice("You attach [src] to [target_turf]."))
playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE)
if(engraved)
placed_plaque.name = name
placed_plaque.desc = desc
placed_plaque.engraved = engraved
placed_plaque.icon_state = icon_state
placed_plaque.update_integrity(get_integrity())
placed_plaque.setDir(dir)
qdel(src)