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Bubberstation/code/modules/religion/religion_structures.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

132 lines
4.7 KiB
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/obj/structure/altar_of_gods
name = "\improper Altar of the Gods"
desc = "An altar which allows the head of the church to choose a sect of religious teachings as well as provide sacrifices to earn favor."
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "convertaltar"
density = TRUE
anchored = TRUE
layer = TABLE_LAYER
pass_flags_self = PASSSTRUCTURE | PASSTABLE | LETPASSTHROW
can_buckle = TRUE
buckle_lying = 90 //we turn to you!
///Avoids having to check global everytime by referencing it locally.
var/datum/religion_sect/sect_to_altar
/obj/structure/altar_of_gods/Initialize(mapload)
. = ..()
AddComponent(/datum/component/religious_tool, ALL, FALSE, CALLBACK(src, PROC_REF(reflect_sect_in_icons)))
reflect_sect_in_icons()
GLOB.chaplain_altars += src
AddElement(/datum/element/climbable)
/obj/structure/altar_of_gods/Destroy()
GLOB.chaplain_altars -= src
return ..()
/obj/structure/altar_of_gods/update_overlays()
var/list/new_overlays = ..()
if(GLOB.religious_sect)
return new_overlays
new_overlays += "convertaltarcandle"
return new_overlays
/obj/structure/altar_of_gods/attack_hand(mob/living/user, list/modifiers)
if(!Adjacent(user) || !user.pulling)
return ..()
if(!isliving(user.pulling))
return ..()
var/mob/living/pushed_mob = user.pulling
if(pushed_mob.buckled)
to_chat(user, span_warning("[pushed_mob] is buckled to [pushed_mob.buckled]!"))
return ..()
to_chat(user, span_notice("You try to coax [pushed_mob] onto [src]..."))
if(!do_after(user,(5 SECONDS),target = pushed_mob))
return ..()
pushed_mob.forceMove(loc)
return ..()
/obj/structure/altar_of_gods/examine_more(mob/user)
if(!isobserver(user))
return ..()
. = list(span_notice("<i>You examine [src] closer, and note the following...</i>"))
if(GLOB.religion)
. += list(span_notice("Deity: [GLOB.deity]."))
. += list(span_notice("Religion: [GLOB.religion]."))
. += list(span_notice("Bible: [GLOB.bible_name]."))
if(GLOB.religious_sect)
. += list(span_notice("Sect: [GLOB.religious_sect]."))
. += list(span_notice("Favor: [GLOB.religious_sect.favor]."))
var/chaplains = get_chaplains()
if(isAdminObserver(user) && chaplains)
. += list(span_notice("Chaplains: [chaplains]."))
/obj/structure/altar_of_gods/proc/reflect_sect_in_icons()
if(GLOB.religious_sect)
sect_to_altar = GLOB.religious_sect
if(sect_to_altar.altar_icon)
icon = sect_to_altar.altar_icon
if(sect_to_altar.altar_icon_state)
icon_state = sect_to_altar.altar_icon_state
update_appearance() //Light the candles!
/obj/structure/altar_of_gods/proc/get_chaplains()
var/chaplain_string = ""
for(var/mob/living/carbon/human/potential_chap in GLOB.player_list)
if(potential_chap.key && is_chaplain_job(potential_chap.mind?.assigned_role))
if(chaplain_string)
chaplain_string += ", "
chaplain_string += "[potential_chap] ([potential_chap.key])"
return chaplain_string
/obj/item/ritual_totem
name = "ritual totem"
desc = "A wooden totem with strange carvings on it."
icon = 'icons/obj/hand_of_god_structures.dmi'
icon_state = "ritual_totem"
inhand_icon_state = "sheet-wood"
lefthand_file = 'icons/mob/inhands/items/sheets_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/sheets_righthand.dmi'
//made out of a single sheet of wood
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT)
item_flags = NO_PIXEL_RANDOM_DROP
/obj/item/ritual_totem/Initialize(mapload)
. = ..()
AddComponent(/datum/component/anti_magic, \
antimagic_flags = MAGIC_RESISTANCE|MAGIC_RESISTANCE_HOLY, \
charges = 1, \
expiration = CALLBACK(src, PROC_REF(expire)), \
)
AddComponent(/datum/component/religious_tool, RELIGION_TOOL_INVOKE, FALSE)
/// When the ritual totem is depleted of antimagic
/obj/item/ritual_totem/proc/expire(mob/user)
to_chat(user, span_warning("[src] consumes the magic within itself and quickly decays into rot!"))
new /obj/effect/decal/cleanable/ash(drop_location())
qdel(src)
/obj/item/ritual_totem/can_be_pulled(user, grab_state, force)
. = ..()
return FALSE //no
/obj/item/ritual_totem/examine(mob/user)
. = ..()
var/is_holy = user.mind?.holy_role
if(is_holy)
. += span_notice("[src] can only be moved by important followers of [GLOB.deity].")
/obj/item/ritual_totem/pickup(mob/taker)
var/initial_loc = loc
var/holiness = taker.mind?.holy_role
var/no_take = FALSE
if(holiness == NONE)
to_chat(taker, span_warning("Try as you may, you're seemingly unable to pick [src] up!"))
no_take = TRUE
else if(holiness == HOLY_ROLE_DEACON) //deacons cannot pick them up either
no_take = TRUE
to_chat(taker, span_warning("You cannot pick [src] up. It seems you aren't important enough to [GLOB.deity] to do that."))
..()
if(no_take)
taker.dropItemToGround(src)
forceMove(initial_loc)