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f2fd69a49a
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.
205 lines
7.1 KiB
Plaintext
205 lines
7.1 KiB
Plaintext
/obj/item/radio/intercom
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name = "station intercom"
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desc = "Talk through this."
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icon_state = "intercom"
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anchored = TRUE
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w_class = WEIGHT_CLASS_BULKY
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canhear_range = 2
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dog_fashion = null
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unscrewed = FALSE
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item_flags = NO_BLOOD_ON_ITEM
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overlay_speaker_idle = "intercom_s"
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overlay_speaker_active = "intercom_recieve"
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overlay_mic_idle = "intercom_m"
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overlay_mic_active = null
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/obj/item/radio/intercom/unscrewed
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unscrewed = TRUE
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/obj/item/radio/intercom/prison
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name = "prison intercom"
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desc = "A station intercom. It looks like it has been modified to not broadcast."
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/obj/item/radio/intercom/prison/Initialize(mapload, ndir, building)
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. = ..()
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wires?.cut(WIRE_TX)
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/obj/item/radio/intercom/Initialize(mapload, ndir, building)
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. = ..()
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var/area/current_area = get_area(src)
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if(!current_area)
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return
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RegisterSignal(current_area, COMSIG_AREA_POWER_CHANGE, PROC_REF(AreaPowerCheck))
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GLOB.intercoms_list += src
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/obj/item/radio/intercom/Destroy()
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. = ..()
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GLOB.intercoms_list -= src
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/obj/item/radio/intercom/examine(mob/user)
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. = ..()
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. += span_notice("Use [MODE_TOKEN_INTERCOM] when nearby to speak into it.")
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if(!unscrewed)
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. += span_notice("It's <b>screwed</b> and secured to the wall.")
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else
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. += span_notice("It's <i>unscrewed</i> from the wall, and can be <b>detached</b>.")
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if(anonymize)
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. += span_notice("Speaking through this intercom will anonymize your voice.")
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if(freqlock == RADIO_FREQENCY_UNLOCKED)
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if(obj_flags & EMAGGED)
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. += span_warning("Its frequency lock has been shorted...")
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else
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. += span_notice("It has a frequency lock set to [frequency/10].")
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/obj/item/radio/intercom/screwdriver_act(mob/living/user, obj/item/tool)
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if(unscrewed)
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user.visible_message(span_notice("[user] starts tightening [src]'s screws..."), span_notice("You start screwing in [src]..."))
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if(tool.use_tool(src, user, 30, volume=50))
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user.visible_message(span_notice("[user] tightens [src]'s screws!"), span_notice("You tighten [src]'s screws."))
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unscrewed = FALSE
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else
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user.visible_message(span_notice("[user] starts loosening [src]'s screws..."), span_notice("You start unscrewing [src]..."))
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if(tool.use_tool(src, user, 40, volume=50))
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user.visible_message(span_notice("[user] loosens [src]'s screws!"), span_notice("You unscrew [src], loosening it from the wall."))
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unscrewed = TRUE
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return TRUE
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/obj/item/radio/intercom/wrench_act(mob/living/user, obj/item/tool)
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. = TRUE
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if(!unscrewed)
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to_chat(user, span_warning("You need to unscrew [src] from the wall first!"))
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return
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user.visible_message(span_notice("[user] starts unsecuring [src]..."), span_notice("You start unsecuring [src]..."))
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tool.play_tool_sound(src)
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if(tool.use_tool(src, user, 80))
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user.visible_message(span_notice("[user] unsecures [src]!"), span_notice("You detach [src] from the wall."))
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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new/obj/item/wallframe/intercom(get_turf(src))
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qdel(src)
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/**
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* Override attack_tk_grab instead of attack_tk because we actually want attack_tk's
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* functionality. What we DON'T want is attack_tk_grab attempting to pick up the
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* intercom as if it was an ordinary item.
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*/
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/obj/item/radio/intercom/attack_tk_grab(mob/user)
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interact(user)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/obj/item/radio/intercom/attack_ai(mob/user)
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interact(user)
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/obj/item/radio/intercom/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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interact(user)
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/obj/item/radio/intercom/ui_state(mob/user)
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return GLOB.default_state
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/obj/item/radio/intercom/can_receive(freq, list/levels)
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if(levels != RADIO_NO_Z_LEVEL_RESTRICTION)
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var/turf/position = get_turf(src)
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if(isnull(position) || !(position.z in levels))
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return FALSE
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if(freq == FREQ_SYNDICATE)
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if(!(syndie))
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return FALSE//Prevents broadcast of messages over devices lacking the encryption
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return TRUE
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/obj/item/radio/intercom/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, list/message_mods = list(), message_range)
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if(message_mods[RADIO_EXTENSION] == MODE_INTERCOM)
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return // Avoid hearing the same thing twice
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return ..()
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/obj/item/radio/intercom/emp_act(severity)
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. = ..() // Parent call here will set `on` to FALSE.
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update_appearance()
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/obj/item/radio/intercom/end_emp_effect(curremp)
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. = ..()
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AreaPowerCheck() // Make sure the area/local APC is powered first before we actually turn back on.
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/obj/item/radio/intercom/emag_act(mob/user, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return
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switch(freqlock)
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// Emagging an intercom with an emaggable lock will remove the lock
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if(RADIO_FREQENCY_EMAGGABLE_LOCK)
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balloon_alert(user, "frequency lock cleared")
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playsound(src, SFX_SPARKS, 75, TRUE, SILENCED_SOUND_EXTRARANGE)
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freqlock = RADIO_FREQENCY_UNLOCKED
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obj_flags |= EMAGGED
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// A fully locked one will do nothing, as locked is intended to be used for stuff that should never be changed
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if(RADIO_FREQENCY_LOCKED)
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balloon_alert(user, "can't override frequency lock!")
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playsound(src, 'sound/machines/buzz-two.ogg', 50, FALSE, SILENCED_SOUND_EXTRARANGE)
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// Emagging an unlocked one will do nothing, for now
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else
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return
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return ..()
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/obj/item/radio/intercom/update_icon_state()
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icon_state = on ? initial(icon_state) : "intercom-p"
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return ..()
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/**
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* Proc called whenever the intercom's area loses or gains power. Responsible for setting the `on` variable and calling `update_icon()`.
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*
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* Normally called after the intercom's area recieves the `COMSIG_AREA_POWER_CHANGE` signal, but it can also be called directly.
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* Arguments:
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* * source - the area that just had a power change.
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*/
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/obj/item/radio/intercom/proc/AreaPowerCheck(datum/source)
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SIGNAL_HANDLER
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var/area/current_area = get_area(src)
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if(!current_area)
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set_on(FALSE)
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else
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set_on(current_area.powered(AREA_USAGE_EQUIP)) // set "on" to the equipment power status of our area.
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update_appearance()
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//Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it!
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/obj/item/wallframe/intercom
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name = "intercom frame"
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desc = "A ready-to-go intercom. Just slap it on a wall and screw it in!"
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icon_state = "intercom"
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result_path = /obj/item/radio/intercom/unscrewed
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pixel_shift = 26
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.75, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.25)
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MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom, 26)
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/obj/item/radio/intercom/chapel
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name = "Confessional intercom"
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desc = "Talk through this... to confess your many sins. Conceals your voice, to keep them secret."
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anonymize = TRUE
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freqlock = RADIO_FREQENCY_EMAGGABLE_LOCK
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/obj/item/radio/intercom/chapel/Initialize(mapload, ndir, building)
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. = ..()
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set_frequency(1481)
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set_broadcasting(TRUE)
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/obj/item/radio/intercom/command
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name = "command intercom"
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desc = "The command team's special extended-frequency intercom. Mostly just used for eavesdropping, gossiping about subordinates, and complaining about the higher-ups."
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icon_state = "intercom_command"
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freerange = TRUE
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MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom/prison, 26)
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MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom/chapel, 26)
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MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom/command, 26)
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