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Bubberstation/code/game/objects/items/stacks/bscrystal.dm
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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

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//Bluespace crystals, used in telescience and when crushed it will blink you to a random turf.
/obj/item/stack/ore/bluespace_crystal
name = "bluespace crystal"
desc = "A glowing bluespace crystal, not much is known about how they work. It looks very delicate."
icon = 'icons/obj/telescience.dmi'
icon_state = "bluespace_crystal"
singular_name = "bluespace crystal"
dye_color = DYE_COSMIC
w_class = WEIGHT_CLASS_TINY
mats_per_unit = list(/datum/material/bluespace=SHEET_MATERIAL_AMOUNT)
points = 50
refined_type = /obj/item/stack/sheet/bluespace_crystal
grind_results = list(/datum/reagent/bluespace = 20)
scan_state = "rock_BScrystal"
merge_type = /obj/item/stack/ore/bluespace_crystal
/// The teleport range when crushed/thrown at someone.
var/blink_range = 8
/obj/item/stack/ore/bluespace_crystal/refined
name = "refined bluespace crystal"
points = 0
refined_type = null
merge_type = /obj/item/stack/ore/bluespace_crystal/refined
/obj/item/stack/ore/bluespace_crystal/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
. = ..()
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
/obj/item/stack/ore/bluespace_crystal/get_part_rating()
return 1
/obj/item/stack/ore/bluespace_crystal/attack_self(mob/user)
user.visible_message(span_warning("[user] crushes [src]!"), span_danger("You crush [src]!"))
new /obj/effect/particle_effect/sparks(loc)
playsound(loc, SFX_SPARKS, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
blink_mob(user)
use(1)
/obj/item/stack/ore/bluespace_crystal/proc/blink_mob(mob/living/L)
do_teleport(L, get_turf(L), blink_range, asoundin = 'sound/effects/phasein.ogg', channel = TELEPORT_CHANNEL_BLUESPACE)
/obj/item/stack/ore/bluespace_crystal/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!..()) // not caught in mid-air
visible_message(span_notice("[src] fizzles and disappears upon impact!"))
var/turf/T = get_turf(hit_atom)
new /obj/effect/particle_effect/sparks(T)
playsound(loc, SFX_SPARKS, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
if(isliving(hit_atom))
blink_mob(hit_atom)
use(1)
//Artificial bluespace crystal, doesn't give you much research.
/obj/item/stack/ore/bluespace_crystal/artificial
name = "artificial bluespace crystal"
desc = "An artificially made bluespace crystal, it looks delicate."
mats_per_unit = list(/datum/material/bluespace=SHEET_MATERIAL_AMOUNT*0.5)
blink_range = 4 // Not as good as the organic stuff!
points = 0 //nice try
refined_type = null
grind_results = list(/datum/reagent/bluespace = 10, /datum/reagent/silicon = 20)
merge_type = /obj/item/stack/ore/bluespace_crystal/artificial
//Polycrystals, aka stacks
/obj/item/stack/sheet/bluespace_crystal
name = "bluespace polycrystal"
icon = 'icons/obj/telescience.dmi'
icon_state = "polycrystal"
inhand_icon_state = null
singular_name = "bluespace polycrystal"
desc = "A stable polycrystal, made of fused-together bluespace crystals. You could probably break one off."
mats_per_unit = list(/datum/material/bluespace=SHEET_MATERIAL_AMOUNT)
attack_verb_continuous = list("bluespace polybashes", "bluespace polybatters", "bluespace polybludgeons", "bluespace polythrashes", "bluespace polysmashes")
attack_verb_simple = list("bluespace polybash", "bluespace polybatter", "bluespace polybludgeon", "bluespace polythrash", "bluespace polysmash")
novariants = TRUE
grind_results = list(/datum/reagent/bluespace = 20)
point_value = 30
merge_type = /obj/item/stack/sheet/bluespace_crystal
var/crystal_type = /obj/item/stack/ore/bluespace_crystal/refined
/obj/item/stack/sheet/bluespace_crystal/attack_self(mob/user)// to prevent the construction menu from ever happening
to_chat(user, span_warning("You cannot crush the polycrystal in-hand, try breaking one off."))
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/stack/sheet/bluespace_crystal/attack_hand(mob/user, list/modifiers)
if(user.get_inactive_held_item() == src)
if(is_zero_amount(delete_if_zero = TRUE))
return
var/BC = new crystal_type(src)
user.put_in_hands(BC)
use(1)
if(!amount)
to_chat(user, span_notice("You break the final crystal off."))
else
to_chat(user, span_notice("You break off a crystal."))
else
..()