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