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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.
143 lines
5.5 KiB
Plaintext
143 lines
5.5 KiB
Plaintext
/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/weapons/guns/ammo.dmi'
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icon_state = "s-casing"
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worn_icon_state = "bullet"
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5)
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override_notes = TRUE
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///What sound should play when this ammo is fired
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var/fire_sound = null
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///Which kind of guns it can be loaded into
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var/caliber = null
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///The bullet type to create when New() is called
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var/projectile_type = null
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///the loaded projectile in this ammo casing
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var/obj/projectile/loaded_projectile = null
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///Pellets for spreadshot
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var/pellets = 1
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///Variance for inaccuracy fundamental to the casing
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var/variance = 0
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///Randomspread for automatics
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var/randomspread = 0
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///Delay for energy weapons
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var/delay = 0
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///Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
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var/click_cooldown_override = 0
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///the visual effect appearing when the ammo is fired.
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var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
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///Does this leave a casing behind?
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var/is_cased_ammo = TRUE
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///pacifism check for boolet, set to FALSE if bullet is non-lethal
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var/harmful = TRUE
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/obj/item/ammo_casing/spent
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name = "spent bullet casing"
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loaded_projectile = null
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/obj/item/ammo_casing/Initialize(mapload)
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. = ..()
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if(projectile_type)
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loaded_projectile = new projectile_type(src)
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pixel_x = base_pixel_x + rand(-10, 10)
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pixel_y = base_pixel_y + rand(-10, 10)
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setDir(pick(GLOB.alldirs))
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update_appearance()
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/obj/item/ammo_casing/Destroy()
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var/turf/T = get_turf(src)
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if(T && !loaded_projectile && is_station_level(T.z))
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SSblackbox.record_feedback("tally", "station_mess_destroyed", 1, name)
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QDEL_NULL(loaded_projectile)
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return ..()
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/obj/item/ammo_casing/add_weapon_description()
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AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_notes_ammo))
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/**
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*
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* Outputs type-specific weapon stats for ammunition based on the projectile loaded inside the casing.
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* Distinguishes between critting and stam-critting in separate lines
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*
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*/
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/obj/item/ammo_casing/proc/add_notes_ammo()
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// Try to get a projectile to derive stats from
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var/obj/projectile/exam_proj = projectile_type
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if(!ispath(exam_proj) || pellets == 0)
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return
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var/list/readout = list()
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// No dividing by 0
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if(initial(exam_proj.damage) > 0)
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readout += "Most monkeys our legal team subjected to these [span_warning(caliber)] rounds succumbed to their wounds after [span_warning("[HITS_TO_CRIT(initial(exam_proj.damage) * pellets)] shot\s")] at point-blank, taking [span_warning("[pellets] shot\s")] per round"
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if(initial(exam_proj.stamina) > 0)
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readout += "[!readout.len ? "Most monkeys" : "More fortunate monkeys"] collapsed from exhaustion after [span_warning("[HITS_TO_CRIT(initial(exam_proj.stamina) * pellets)] impact\s")] of these [span_warning("[caliber]")] rounds"
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if(!readout.len) // Everything else failed, give generic text
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return "Our legal team has determined the offensive nature of these [span_warning(caliber)] rounds to be esoteric"
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return readout.Join("\n") // Sending over a single string, rather than the whole list
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/obj/item/ammo_casing/update_icon_state()
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icon_state = "[initial(icon_state)][loaded_projectile ? "-live" : null]"
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return ..()
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/obj/item/ammo_casing/update_desc()
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desc = "[initial(desc)][loaded_projectile ? null : " This one is spent."]"
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return ..()
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/*
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* On accidental consumption, 'spend' the ammo, and add in some gunpowder
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*/
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/obj/item/ammo_casing/on_accidental_consumption(mob/living/carbon/victim, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
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if(loaded_projectile)
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loaded_projectile = null
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update_appearance()
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victim.reagents?.add_reagent(/datum/reagent/gunpowder, 3)
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source_item?.reagents?.add_reagent(/datum/reagent/gunpowder, source_item.reagents.total_volume*(2/3))
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return ..()
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//proc to magically refill a casing with a new projectile
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/obj/item/ammo_casing/proc/newshot() //For energy weapons, syringe gun, shotgun shells and wands (!).
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if(!loaded_projectile)
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loaded_projectile = new projectile_type(src, src)
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/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/ammo_box))
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var/obj/item/ammo_box/box = I
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if(isturf(loc))
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var/boolets = 0
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for(var/obj/item/ammo_casing/bullet in loc)
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if (box.stored_ammo.len >= box.max_ammo)
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break
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if (bullet.loaded_projectile)
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if (box.give_round(bullet, 0))
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boolets++
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else
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continue
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if (boolets > 0)
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box.update_appearance()
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to_chat(user, span_notice("You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s."))
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else
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to_chat(user, span_warning("You fail to collect anything!"))
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else
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return ..()
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/obj/item/ammo_casing/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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bounce_away(FALSE, NONE)
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return ..()
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/obj/item/ammo_casing/proc/bounce_away(still_warm = FALSE, bounce_delay = 3)
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if(!is_cased_ammo)
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return
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update_appearance()
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SpinAnimation(10, 1)
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var/turf/T = get_turf(src)
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if(still_warm && T?.bullet_sizzle)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
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else if(T?.bullet_bounce_sound)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, T.bullet_bounce_sound, 20, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.
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