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