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