Files
Bubberstation/code/game/objects/items/tools/screwdriver.dm
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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/obj/item/screwdriver
name = "screwdriver"
desc = "You can be totally screwy with this."
icon = 'icons/obj/tools.dmi'
icon_state = "screwdriver_map"
inhand_icon_state = "screwdriver"
worn_icon_state = "screwdriver"
belt_icon_state = "screwdriver"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1 | IS_PLAYER_COLORABLE_1
slot_flags = ITEM_SLOT_BELT
force = 5
demolition_mod = 0.5
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.75)
attack_verb_continuous = list("stabs")
attack_verb_simple = list("stab")
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
tool_behaviour = TOOL_SCREWDRIVER
toolspeed = 1
armor_type = /datum/armor/item_screwdriver
drop_sound = 'sound/items/handling/screwdriver_drop.ogg'
pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg'
sharpness = SHARP_POINTY
greyscale_config = /datum/greyscale_config/screwdriver
greyscale_config_inhand_left = /datum/greyscale_config/screwdriver_inhand_left
greyscale_config_inhand_right = /datum/greyscale_config/screwdriver_inhand_right
greyscale_config_belt = /datum/greyscale_config/screwdriver_belt
/// If the item should be assigned a random color
var/random_color = TRUE
/// List of possible random colors
var/static/list/screwdriver_colors = list(
COLOR_TOOL_BLUE,
COLOR_TOOL_RED,
COLOR_TOOL_PINK,
COLOR_TOOL_BROWN,
COLOR_TOOL_GREEN,
COLOR_TOOL_CYAN,
COLOR_TOOL_YELLOW,
)
/datum/armor/item_screwdriver
fire = 50
acid = 30
/obj/item/screwdriver/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is stabbing [src] into [user.p_their()] [pick("temple", "heart")]! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
/obj/item/screwdriver/Initialize(mapload)
if(random_color)
set_greyscale(colors = list(pick(screwdriver_colors)))
. = ..()
AddElement(/datum/element/eyestab)
AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
/obj/item/screwdriver/abductor
name = "alien screwdriver"
desc = "An ultrasonic screwdriver."
icon = 'icons/obj/abductor.dmi'
icon_state = "screwdriver_a"
inhand_icon_state = "screwdriver_nuke"
custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT*5, /datum/material/silver=SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT)
usesound = 'sound/items/pshoom.ogg'
toolspeed = 0.1
random_color = FALSE
greyscale_config_inhand_left = null
greyscale_config_inhand_right = null
/obj/item/screwdriver/abductor/get_belt_overlay()
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver_alien")
/obj/item/screwdriver/power
name = "hand drill"
desc = "A simple powered hand drill."
icon_state = "drill"
belt_icon_state = null
inhand_icon_state = "drill"
worn_icon_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*1.75, /datum/material/silver=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium=SHEET_MATERIAL_AMOUNT*1.25) //what research value?
force = 8 //might or might not be too high, subject to change
throwforce = 8
throw_speed = 2
throw_range = 3//it's heavier than a screw driver/wrench, so it does more damage, but can't be thrown as far
attack_verb_continuous = list("drills", "screws", "jabs", "whacks")
attack_verb_simple = list("drill", "screw", "jab", "whack")
hitsound = 'sound/items/drill_hit.ogg'
usesound = 'sound/items/drill_use.ogg'
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
random_color = FALSE
greyscale_config = null
greyscale_config_belt = null
greyscale_config_inhand_left = null
greyscale_config_inhand_right = null
/obj/item/screwdriver/power/Initialize(mapload)
. = ..()
AddComponent(/datum/component/transforming, \
force_on = force, \
throwforce_on = throwforce, \
hitsound_on = hitsound, \
w_class_on = w_class, \
clumsy_check = FALSE, \
inhand_icon_change = FALSE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Toggles between crowbar and wirecutters and gives feedback to the user.
*/
/obj/item/screwdriver/power/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
tool_behaviour = (active ? TOOL_WRENCH : TOOL_SCREWDRIVER)
balloon_alert(user, "attached [active ? "bolt bit" : "screw bit"]")
playsound(user ? user : src, 'sound/items/change_drill.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/screwdriver/power/examine()
. = ..()
. += " It's fitted with a [tool_behaviour == TOOL_SCREWDRIVER ? "screw" : "bolt"] bit."
/obj/item/screwdriver/power/suicide_act(mob/living/user)
if(tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message(span_suicide("[user] is putting [src] to [user.p_their()] temple. It looks like [user.p_theyre()] trying to commit suicide!"))
else
user.visible_message(span_suicide("[user] is pressing [src] against [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(loc, 'sound/items/drill_use.ogg', 50, TRUE, -1)
return BRUTELOSS
/obj/item/screwdriver/cyborg
name = "automated screwdriver"
desc = "A powerful automated screwdriver, designed to be both precise and quick."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "screwdriver_cyborg"
hitsound = 'sound/items/drill_hit.ogg'
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.5
random_color = FALSE
/obj/item/screwdriver/red
random_color = FALSE
/obj/item/screwdriver/red/Initialize(mapload)
. = ..()
set_greyscale(colors=list(screwdriver_colors["red"]))