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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.
291 lines
10 KiB
Plaintext
291 lines
10 KiB
Plaintext
/obj/item/extinguisher
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name = "fire extinguisher"
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desc = "A traditional red fire extinguisher."
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icon = 'icons/obj/weapons/extinguisher.dmi'
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icon_state = "fire_extinguisher0"
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worn_icon_state = "fire_extinguisher"
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inhand_icon_state = "fire_extinguisher"
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hitsound = 'sound/weapons/smash.ogg'
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flags_1 = CONDUCT_1
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throwforce = 10
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 2
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throw_range = 7
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force = 10
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demolition_mod = 1.25
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.9)
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attack_verb_continuous = list("slams", "whacks", "bashes", "thunks", "batters", "bludgeons", "thrashes")
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attack_verb_simple = list("slam", "whack", "bash", "thunk", "batter", "bludgeon", "thrash")
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dog_fashion = /datum/dog_fashion/back
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resistance_flags = FIRE_PROOF
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/// The max amount of water this extinguisher can hold.
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var/max_water = 50
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/// Does the welder extinguisher start with water.
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var/starting_water = TRUE
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/// Cooldown between uses.
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var/last_use = 1
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/// Chem we use for our extinguishing.
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var/chem = /datum/reagent/water
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/// Can we actually fire currently?
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var/safety = TRUE
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/// Can we refill this at a water tank?
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var/refilling = FALSE
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/// What tank we need to refill this.
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var/tanktype = /obj/structure/reagent_dispensers/watertank
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/// something that should be replaced with base_icon_state
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var/sprite_name = "fire_extinguisher"
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/// Maximum distance launched water will travel.
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var/power = 5
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/// By default, turfs picked from a spray are random, set to TRUE to make it always have at least one water effect per row.
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var/precision = FALSE
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/// Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled.
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var/cooling_power = 2
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/// Icon state when inside a tank holder.
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var/tank_holder_icon_state = "holder_extinguisher"
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/obj/item/extinguisher/empty
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starting_water = FALSE
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/obj/item/extinguisher/mini
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name = "pocket fire extinguisher"
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desc = "A light and compact fibreglass-framed model fire extinguisher."
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icon_state = "miniFE0"
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worn_icon_state = "miniFE"
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inhand_icon_state = "miniFE"
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hitsound = null //it is much lighter, after all.
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flags_1 = null //doesn't CONDUCT_1
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throwforce = 2
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w_class = WEIGHT_CLASS_SMALL
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force = 3
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT* 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4)
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max_water = 30
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sprite_name = "miniFE"
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dog_fashion = null
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/obj/item/extinguisher/mini/empty
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starting_water = FALSE
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/obj/item/extinguisher/crafted
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name = "Improvised cooling spray"
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desc = "Spraycan turned coolant dipsenser. Can be sprayed on containers to cool them. Refll using water."
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icon_state = "coolant0"
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worn_icon_state = "miniFE"
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inhand_icon_state = "miniFE"
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hitsound = null //it is much lighter, after all.
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flags_1 = null //doesn't CONDUCT_1
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throwforce = 1
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w_class = WEIGHT_CLASS_SMALL
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force = 3
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4)
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max_water = 30
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sprite_name = "coolant"
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dog_fashion = null
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cooling_power = 1.5
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power = 3
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/obj/item/extinguisher/crafted/attack_self(mob/user)
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safety = !safety
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icon_state = "[sprite_name][!safety]"
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to_chat(user, "[safety ? "You remove the straw and put it on the side of the cool canister" : "You insert the straw, readying it for use"].")
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/obj/item/extinguisher/proc/refill()
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if(!chem)
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return
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create_reagents(max_water, AMOUNT_VISIBLE)
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reagents.add_reagent(chem, max_water)
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/obj/item/extinguisher/Initialize(mapload)
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. = ..()
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if(tank_holder_icon_state)
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AddComponent(/datum/component/container_item/tank_holder, tank_holder_icon_state)
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if(starting_water)
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refill()
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else if(chem)
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create_reagents(max_water, AMOUNT_VISIBLE)
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/obj/item/extinguisher/advanced
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name = "advanced fire extinguisher"
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desc = "Used to stop thermonuclear fires from spreading inside your engine."
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icon_state = "foam_extinguisher0"
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worn_icon_state = "foam_extinguisher"
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inhand_icon_state = "foam_extinguisher"
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tank_holder_icon_state = "holder_foam_extinguisher"
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dog_fashion = null
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chem = /datum/reagent/firefighting_foam
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tanktype = /obj/structure/reagent_dispensers/foamtank
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sprite_name = "foam_extinguisher"
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precision = TRUE
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/obj/item/extinguisher/advanced/empty
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starting_water = FALSE
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/obj/item/extinguisher/suicide_act(mob/living/carbon/user)
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if (!safety && (reagents.total_volume >= 1))
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user.visible_message(span_suicide("[user] puts the nozzle to [user.p_their()] mouth. It looks like [user.p_theyre()] trying to extinguish the spark of life!"))
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afterattack(user,user)
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return OXYLOSS
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else if (safety && (reagents.total_volume >= 1))
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user.visible_message(span_warning("[user] puts the nozzle to [user.p_their()] mouth... The safety's still on!"))
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return SHAME
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else
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user.visible_message(span_warning("[user] puts the nozzle to [user.p_their()] mouth... [src] is empty!"))
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return SHAME
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/obj/item/extinguisher/attack_self(mob/user)
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safety = !safety
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src.icon_state = "[sprite_name][!safety]"
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balloon_alert(user, "safety [safety ? "on" : "off"]")
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return
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/obj/item/extinguisher/attack(mob/M, mob/living/user)
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if(!user.combat_mode && !safety) //If we're on help intent and going to spray people, don't bash them.
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return FALSE
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else
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return ..()
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/obj/item/extinguisher/attack_atom(obj/O, mob/living/user, params)
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if(AttemptRefill(O, user))
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refilling = TRUE
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return FALSE
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else
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return ..()
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/obj/item/extinguisher/examine(mob/user)
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. = ..()
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. += "The safety is [safety ? "on" : "off"]."
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if(reagents.total_volume)
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. += span_notice("Alt-click to empty it.")
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/obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user)
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if(istype(target, tanktype) && target.Adjacent(user))
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if(reagents.total_volume == reagents.maximum_volume)
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balloon_alert(user, "already full!")
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return TRUE
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var/obj/structure/reagent_dispensers/W = target //will it work?
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var/transferred = W.reagents.trans_to(src, max_water, transfered_by = user)
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if(transferred > 0)
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to_chat(user, span_notice("\The [src] has been refilled by [transferred] units."))
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playsound(src.loc, 'sound/effects/refill.ogg', 50, TRUE, -6)
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for(var/datum/reagent/water/R in reagents.reagent_list)
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R.cooling_temperature = cooling_power
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else
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to_chat(user, span_warning("\The [W] is empty!"))
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return TRUE
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else
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return FALSE
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/obj/item/extinguisher/afterattack(atom/target, mob/user , flag)
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. = ..()
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// Make it so the extinguisher doesn't spray yourself when you click your inventory items
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if (target.loc == user)
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return
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. |= AFTERATTACK_PROCESSED_ITEM
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if(refilling)
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refilling = FALSE
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return .
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if (!safety)
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if (src.reagents.total_volume < 1)
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balloon_alert(user, "it's empty!")
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return .
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if (world.time < src.last_use + 12)
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return .
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src.last_use = world.time
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playsound(src.loc, 'sound/effects/extinguish.ogg', 75, TRUE, -3)
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var/direction = get_dir(src,target)
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if(user.buckled && isobj(user.buckled) && !user.buckled.anchored)
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var/obj/B = user.buckled
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var/movementdirection = turn(direction,180)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/item/extinguisher, move_chair), B, movementdirection), 1)
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else
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user.newtonian_move(turn(direction, 180))
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//Get all the turfs that can be shot at
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var/turf/T = get_turf(target)
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var/turf/T1 = get_step(T,turn(direction, 90))
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var/turf/T2 = get_step(T,turn(direction, -90))
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var/list/the_targets = list(T,T1,T2)
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if(precision)
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var/turf/T3 = get_step(T1, turn(direction, 90))
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var/turf/T4 = get_step(T2,turn(direction, -90))
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the_targets.Add(T3,T4)
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var/list/water_particles = list()
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for(var/a in 1 to 5)
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var/obj/effect/particle_effect/water/extinguisher/water = new /obj/effect/particle_effect/water/extinguisher(get_turf(src))
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var/my_target = pick(the_targets)
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water_particles[water] = my_target
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// If precise, remove turf from targets so it won't be picked more than once
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if(precision)
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the_targets -= my_target
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var/datum/reagents/water_reagents = new /datum/reagents(5)
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water.reagents = water_reagents
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water_reagents.my_atom = water
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reagents.trans_to(water, 1, transfered_by = user)
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//Make em move dat ass, hun
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move_particles(water_particles)
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return .
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//Particle movement loop
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/obj/item/extinguisher/proc/move_particles(list/particles)
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var/delay = 2
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// Second loop: Get all the water particles and make them move to their target
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for(var/obj/effect/particle_effect/water/extinguisher/water as anything in particles)
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water.move_at(particles[water], delay, power)
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//Chair movement loop
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/obj/item/extinguisher/proc/move_chair(obj/buckled_object, movementdirection)
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var/datum/move_loop/loop = SSmove_manager.move(buckled_object, movementdirection, 1, timeout = 9, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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//This means the chair slowing down is dependant on the extinguisher existing, which is weird
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//Couldn't figure out a better way though
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(manage_chair_speed))
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/obj/item/extinguisher/proc/manage_chair_speed(datum/move_loop/move/source)
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SIGNAL_HANDLER
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switch(source.lifetime)
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if(4 to 5)
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source.delay = 2
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if(1 to 3)
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source.delay = 3
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/obj/item/extinguisher/AltClick(mob/user)
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if(!user.can_perform_action(src, NEED_DEXTERITY|NEED_HANDS))
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return
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if(!user.is_holding(src))
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to_chat(user, span_notice("You must be holding the [src] in your hands do this!"))
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return
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EmptyExtinguisher(user)
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/obj/item/extinguisher/proc/EmptyExtinguisher(mob/user)
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if(loc == user && reagents.total_volume)
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reagents.clear_reagents()
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var/turf/T = get_turf(loc)
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if(isopenturf(T))
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var/turf/open/theturf = T
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theturf.MakeSlippery(TURF_WET_WATER, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS)
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user.visible_message(span_notice("[user] empties out \the [src] onto the floor using the release valve."), span_info("You quietly empty out \the [src] using its release valve."))
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//firebot assembly
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/obj/item/extinguisher/attackby(obj/O, mob/user, params)
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if(istype(O, /obj/item/bodypart/arm/left/robot) || istype(O, /obj/item/bodypart/arm/right/robot))
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to_chat(user, span_notice("You add [O] to [src]."))
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qdel(O)
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qdel(src)
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user.put_in_hands(new /obj/item/bot_assembly/firebot)
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else
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..()
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