Files
Bubberstation/code/modules/mining/machine_stacking.dm
Jacquerel 6596d75edc Gulag Adjustments Two (#82561)
## About The Pull Request

I have received feedback that after the prior changes in #81971, the
gulag is still a little bit too subject to RNG.
The main culprit (as in my previous PR) is Iron being kind of cheap and
the fact that unlike the old Gulag you no longer have any way of
headhunting more valuable materials (everything appears as boulders on
your ore scanner).

My solution to this is wider than the last one of tweaking point values,
but also much simpler:
Just make every boulder you mine be worth the same amount of points
regardless of what is inside of it.

On the average test I made I could comfortably mine about 40-45 boulders
in ten minutes.
We'll make some adjustments to that rather than leaving 40 as the target
number;
Most players upon being teleported to the gulag are going to spend a few
minutes whining and bemoaning their fate instead of getting straight to
work. I had the benefit of being able to make sure my run started as
soon as a storm ended so I wouldn't need any kind of midpoint break. I
was also always the only person playing on my local instance, there
hadn't been any other pesky prisoners before me who had already mined
out all the nearest available deposits. And of course, let us not
forget, I am an MLG master league ss13 player who was surely performing
well above average.

So we'll round that down to: Each boulder is worth 33 points, meaning
you need to collect 31 boulders to complete a 1000 point (roughly ten
minute) sentence.

How do I ensure that every boulder is worth the same amount of points?
Well it's pretty easy.
One boulder = one material sheet. One material sheet = 33 points.
Simple.

"Now Jacquerel", I hear you not saying because you don't want me to know
about this thing you would prefer to do instead of hitting rocks
outside; "if I simply smash all of the tables and microwaves and botany
trays and bed in the gulag I can easily get like 65 sheets of Iron,
which is almost enough to buy the freedom for two entire people!"
Unfortunately I knew you were going to try and do that and the prisoner
point machine will only give you points for material sheets which have
been printed from the material smelter (well, any material smelter
actually but you should probably use the one in the gulag). You'll be
able to tell because if you examine a valid material sheet it will
mention a little maker's mark on it, which is absent in the beat-up iron
that you get from smashing furniture to bits.

Also glass is worth 0 points. Don't waste time digging up that shit. 

As glass has had all of its point value removed, I have added a "work
pit" to the gulag to compensate. You can pull boulders out of this
indefinitely via effort, however it also stamcrits you every time.
It's not very fun to do this, but that's because I would prefer you to
go find the rocks out in the field instead. This is a last resort.
You can do this if there's no boulders left to mine or if you really
really really hate mining and would rather very slowly click on one tile
repeatedly to get your boulders instead.
As a tiny bonus doing this gives workout experience.

This isn't a totally ideal solution but I think it'll do for now.

## Why It's Good For The Game

What we want out of the gulag is:
- Something where officers can vaguely approximate an expected sentence
duration.
- A task that requires players to actually be spending that time doing
something to get out of here.
- Produces at least some amount of useful materials.

In I think roughly that order.
I hope this change accomplishes all three of these in a way that is
somewhat predictable rather than throwing darts at a board.

## Changelog

🆑
balance: Gulag mining has been rebalanced so that every boulder is worth
the same amount of points to mine for a prisoner regardless of what it
contains, and should be more consistent.
add: A vent which boulders can be hauled out of by hand has been added
to the gulag which you can use if there's nothing left to mine. It is
very slow, but at least it gives you a workout...
/🆑
2024-04-18 17:05:06 +02:00

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/**********************Mineral stacking unit console**************************/
/obj/machinery/mineral/stacking_unit_console
name = "stacking machine console"
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "console"
desc = "Controls a stacking machine... in theory."
density = FALSE
circuit = /obj/item/circuitboard/machine/stacking_unit_console
/// Connected stacking machine
var/obj/machinery/mineral/stacking_machine/machine
/obj/machinery/mineral/stacking_unit_console/Initialize(mapload)
. = ..()
machine = locate(/obj/machinery/mineral/stacking_machine) in view(2, src)
if (machine)
machine.console = src
/obj/machinery/mineral/stacking_unit_console/Destroy()
if(machine)
machine.console = null
machine = null
return ..()
/obj/machinery/mineral/stacking_unit_console/multitool_act(mob/living/user, obj/item/I)
if(!multitool_check_buffer(user, I))
return
var/obj/item/multitool/M = I
M.set_buffer(src)
balloon_alert(user, "saved to multitool buffer")
return TRUE
/obj/machinery/mineral/stacking_unit_console/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "StackingConsole", name)
ui.open()
/obj/machinery/mineral/stacking_unit_console/ui_data(mob/user)
var/list/data = list()
data["machine"] = machine ? TRUE : FALSE
data["stacking_amount"] = null
data["contents"] = list()
if(machine)
data["stacking_amount"] = machine.stack_amt
data["input_direction"] = dir2text(machine.input_dir)
data["output_direction"] = dir2text(machine.output_dir)
for(var/stack_type in machine.stack_list)
var/obj/item/stack/sheet/stored_sheet = machine.stack_list[stack_type]
if(stored_sheet.amount <= 0)
continue
data["contents"] += list(list(
"type" = stored_sheet.type,
"name" = capitalize(stored_sheet.name),
"amount" = stored_sheet.amount,
))
return data
/obj/machinery/mineral/stacking_unit_console/ui_act(action, list/params)
. = ..()
if(.)
return
switch(action)
if("release")
var/obj/item/stack/sheet/released_type = text2path(params["type"])
if(!released_type || !(initial(released_type.merge_type) in machine.stack_list))
return //someone tried to spawn materials by spoofing hrefs
var/obj/item/stack/sheet/inp = machine.stack_list[initial(released_type.merge_type)]
var/obj/item/stack/sheet/out = new inp.type(null, inp.amount)
inp.amount = 0
machine.unload_mineral(out)
return TRUE
if("rotate")
var/input = text2num(params["input"])
machine.rotate(input)
return TRUE
/**********************Mineral stacking unit**************************/
/obj/machinery/mineral/stacking_machine
name = "stacking machine"
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "stacker"
desc = "A machine that automatically stacks acquired materials. Controlled by a nearby console."
density = TRUE
circuit = /obj/item/circuitboard/machine/stacking_machine
input_dir = EAST
output_dir = WEST
var/obj/machinery/mineral/stacking_unit_console/console
var/stk_types = list()
var/stk_amt = list()
var/stack_list[0] //Key: Type. Value: Instance of type.
var/stack_amt = 50 //amount to stack before releassing
var/datum/component/remote_materials/materials
var/force_connect = FALSE
///Proximity monitor associated with this atom, needed for proximity checks.
var/datum/proximity_monitor/proximity_monitor
/obj/machinery/mineral/stacking_machine/Initialize(mapload)
. = ..()
proximity_monitor = new(src, 1)
materials = AddComponent(
/datum/component/remote_materials, \
mapload, \
FALSE, \
(mapload && force_connect) \
)
/obj/machinery/mineral/stacking_machine/Destroy()
if(console)
console.machine = null
console = null
materials = null
return ..()
/obj/machinery/mineral/stacking_machine/HasProximity(atom/movable/AM)
if(QDELETED(AM))
return
if(istype(AM, /obj/item/stack/sheet) && AM.loc == get_step(src, input_dir))
process_sheet(AM)
/obj/machinery/mineral/stacking_machine/multitool_act(mob/living/user, obj/item/multitool/M)
if(istype(M))
if(istype(M.buffer, /obj/machinery/mineral/stacking_unit_console))
console = M.buffer
console.machine = src
to_chat(user, span_notice("You link [src] to the console in [M]'s buffer."))
return TRUE
/obj/machinery/mineral/stacking_machine/proc/rotate(input)
if (input)
input_dir = turn(input_dir, 90)
else
output_dir = turn(output_dir, 90)
if (input_dir == output_dir)
rotate(input)
/obj/machinery/mineral/stacking_machine/proc/process_sheet(obj/item/stack/sheet/input)
if(QDELETED(input))
return
// Dump the sheets to the silo if attached
if(materials.silo && !materials.on_hold())
var/matlist = input.custom_materials & materials.mat_container.materials
if (length(matlist))
materials.insert_item(input)
return
// No silo attached process to internal storage
var/key = input.merge_type
var/obj/item/stack/sheet/storage = stack_list[key]
if(!storage) //It's the first of this sheet added
stack_list[key] = storage = new input.type(src, 0)
storage.amount += input.amount //Stack the sheets
qdel(input)
while(storage.amount >= stack_amt) //Get rid of excessive stackage
var/obj/item/stack/sheet/out = new input.type(null, stack_amt)
unload_mineral(out)
storage.amount -= stack_amt