Files
Bubberstation/code/game/objects/items/pinpointer.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

254 lines
8.4 KiB
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//Pinpointers are used to track atoms from a distance as long as they're on the same z-level. The captain and nuke ops have ones that track the nuclear authentication disk.
/obj/item/pinpointer
name = "pinpointer"
desc = "A handheld tracking device that locks onto certain signals."
icon = 'icons/obj/device.dmi'
icon_state = "pinpointer"
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
inhand_icon_state = "electronic"
worn_icon_state = "pinpointer"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
throw_speed = 3
throw_range = 7
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2.5)
var/active = FALSE
var/atom/movable/target //The thing we're searching for
var/minimum_range = 0 //at what range the pinpointer declares you to be at your destination
var/alert = FALSE // TRUE to display things more seriously
var/process_scan = TRUE // some pinpointers change target every time they scan, which means we can't have it change very process but instead when it turns on.
var/icon_suffix = "" // for special pinpointer icons
/obj/item/pinpointer/Initialize(mapload)
. = ..()
GLOB.pinpointer_list += src
/obj/item/pinpointer/Destroy()
STOP_PROCESSING(SSfastprocess, src)
GLOB.pinpointer_list -= src
target = null
return ..()
/obj/item/pinpointer/attack_self(mob/living/user)
if(!process_scan) //since it's not scanning on process, it scans here.
scan_for_target()
toggle_on()
user.visible_message(span_notice("[user] [active ? "" : "de"]activates [user.p_their()] pinpointer."), span_notice("You [active ? "" : "de"]activate your pinpointer."))
/obj/item/pinpointer/examine(mob/user)
. = ..()
if(target)
. += "It is currently tracking [target]."
/obj/item/pinpointer/proc/toggle_on()
active = !active
playsound(src, 'sound/items/screwdriver2.ogg', 50, TRUE)
if(active)
START_PROCESSING(SSfastprocess, src)
else
target = null
STOP_PROCESSING(SSfastprocess, src)
update_appearance()
/obj/item/pinpointer/process()
if(!active)
return PROCESS_KILL
if(process_scan)
scan_for_target()
update_appearance()
/obj/item/pinpointer/proc/scan_for_target()
return
/obj/item/pinpointer/update_overlays()
. = ..()
if(!active)
return
if(!target)
. += "pinon[alert ? "alert" : ""]null[icon_suffix]"
return
var/turf/here = get_turf(src)
var/turf/there = get_turf(target)
if(!here || !there || here.z != there.z)
. += "pinon[alert ? "alert" : ""]null[icon_suffix]"
return
. += get_direction_icon(here, there)
///Called by update_icon after sanity. There is a target
/obj/item/pinpointer/proc/get_direction_icon(here, there)
if(get_dist_euclidian(here,there) <= minimum_range)
return "pinon[alert ? "alert" : ""]direct[icon_suffix]"
else
setDir(get_dir(here, there))
switch(get_dist(here, there))
if(1 to 8)
return "pinon[alert ? "alert" : "close"][icon_suffix]"
if(9 to 16)
return "pinon[alert ? "alert" : "medium"][icon_suffix]"
if(16 to INFINITY)
return "pinon[alert ? "alert" : "far"][icon_suffix]"
/obj/item/pinpointer/crew // A replacement for the old crew monitoring consoles
name = "crew pinpointer"
desc = "A handheld tracking device that points to crew suit sensors."
icon_state = "pinpointer_crew"
worn_icon_state = "pinpointer_crew"
custom_price = PAYCHECK_CREW * 4
custom_premium_price = PAYCHECK_CREW * 6
var/has_owner = FALSE
var/pinpointer_owner = null
var/ignore_suit_sensor_level = FALSE /// Do we find people even if their suit sensors are turned off
/obj/item/pinpointer/crew/proc/trackable(mob/living/carbon/human/H)
var/turf/here = get_turf(src)
var/turf/there = get_turf(H)
if(here && there && (there.z == here.z || (is_station_level(here.z) && is_station_level(there.z)))) // Device and target should be on the same level or different levels of the same station
if (istype(H.w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = H.w_uniform
if(U.has_sensor && (U.sensor_mode >= SENSOR_COORDS || ignore_suit_sensor_level)) // Suit sensors must be on maximum or a contractor pinpointer
return TRUE
return FALSE
/obj/item/pinpointer/crew/attack_self(mob/living/user)
if(active)
toggle_on()
user.visible_message(span_notice("[user] deactivates [user.p_their()] pinpointer."), span_notice("You deactivate your pinpointer."))
return
if (has_owner && !pinpointer_owner)
pinpointer_owner = user
if (pinpointer_owner && pinpointer_owner != user)
to_chat(user, span_notice("The pinpointer doesn't respond. It seems to only recognise its owner."))
return
var/list/name_counts = list()
var/list/names = list()
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/H = i
if(!trackable(H))
continue
var/crewmember_name = "Unknown"
if(H.wear_id)
var/obj/item/card/id/I = H.wear_id.GetID()
if(I?.registered_name)
crewmember_name = I.registered_name
while(crewmember_name in name_counts)
name_counts[crewmember_name]++
crewmember_name = text("[] ([])", crewmember_name, name_counts[crewmember_name])
names[crewmember_name] = H
name_counts[crewmember_name] = 1
if(!length(names))
user.visible_message(span_notice("[user]'s pinpointer fails to detect a signal."), span_notice("Your pinpointer fails to detect a signal."))
return
var/pinpoint_target = tgui_input_list(user, "Person to track", "Pinpoint", sort_list(names))
if(isnull(pinpoint_target))
return
if(isnull(names[pinpoint_target]))
return
if(QDELETED(src) || !user || !user.is_holding(src) || user.incapacitated())
return
target = names[pinpoint_target]
toggle_on()
user.visible_message(span_notice("[user] activates [user.p_their()] pinpointer."), span_notice("You activate your pinpointer."))
/obj/item/pinpointer/crew/scan_for_target()
if(target)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(!trackable(H))
target = null
if(!target) //target can be set to null from above code, or elsewhere
active = FALSE
/obj/item/pinpointer/pair
name = "pair pinpointer"
desc = "A handheld tracking device that locks onto its other half of the matching pair."
var/other_pair
/obj/item/pinpointer/pair/Destroy()
other_pair = null
. = ..()
/obj/item/pinpointer/pair/scan_for_target()
target = other_pair
/obj/item/pinpointer/pair/examine(mob/user)
. = ..()
if(!active || !target)
return
var/mob/mob_holder = get(target, /mob)
if(istype(mob_holder))
. += "Its pair is being held by [mob_holder]."
return
/obj/item/storage/box/pinpointer_pairs
name = "pinpointer pair box"
/obj/item/storage/box/pinpointer_pairs/PopulateContents()
var/obj/item/pinpointer/pair/A = new(src)
var/obj/item/pinpointer/pair/B = new(src)
A.other_pair = B
B.other_pair = A
/obj/item/pinpointer/shuttle
name = "fugitive pinpointer"
desc = "A handheld tracking device that locates the bounty hunter shuttle for quick escapes."
icon_state = "pinpointer_hunter"
worn_icon_state = "pinpointer_black"
icon_suffix = "_hunter"
var/obj/shuttleport
/obj/item/pinpointer/shuttle/Initialize(mapload)
. = ..()
shuttleport = SSshuttle.getShuttle("huntership")
/obj/item/pinpointer/shuttle/scan_for_target()
target = shuttleport
/obj/item/pinpointer/shuttle/Destroy()
shuttleport = null
. = ..()
///list of all sheets with sniffable = TRUE for the sniffer to locate
GLOBAL_LIST_EMPTY(sniffable_sheets)
/obj/item/pinpointer/material_sniffer
name = "material sniffer"
desc = "A handheld tracking device that locates sheets of glass and iron."
icon_state = "pinpointer_sniffer"
worn_icon_state = "pinpointer_black"
/obj/item/pinpointer/material_sniffer/scan_for_target()
if(target)
return
var/obj/item/stack/sheet/new_sheet_target
var/closest_distance = INFINITY
for(var/obj/item/stack/sheet/potential_sheet as anything in GLOB.sniffable_sheets)
// not enough for lag reasons, and shouldn't even be on this
if(potential_sheet.amount < 10)
GLOB.sniffable_sheets -= potential_sheet
continue
//held by someone
if(isliving(potential_sheet.loc))
continue
//not on scanner's z
if(potential_sheet.z != z)
continue
var/distance_from_sniffer = get_dist(src, potential_sheet)
if(distance_from_sniffer < closest_distance)
closest_distance = distance_from_sniffer
new_sheet_target = potential_sheet
if(!new_sheet_target)
target = null
return
say("Located [new_sheet_target.amount] [new_sheet_target.singular_name]s!")
target = new_sheet_target