Files
Bubberstation/code/modules/mining/equipment/mining_tools.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

265 lines
9.2 KiB
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/*****************Pickaxes & Drills & Shovels****************/
/obj/item/pickaxe
name = "pickaxe"
icon = 'icons/obj/mining.dmi'
icon_state = "pickaxe"
inhand_icon_state = "pickaxe"
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 15
throwforce = 10
demolition_mod = 1.15
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
tool_behaviour = TOOL_MINING
toolspeed = 1
usesound = list('sound/effects/picaxe1.ogg', 'sound/effects/picaxe2.ogg', 'sound/effects/picaxe3.ogg')
attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
attack_verb_simple = list("hit", "pierce", "slice", "attack")
/obj/item/pickaxe/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] begins digging into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
if(use_tool(user, user, 30, volume=50))
return BRUTELOSS
user.visible_message(span_suicide("[user] couldn't do it!"))
return SHAME
/obj/item/pickaxe/rusted
name = "rusty pickaxe"
desc = "A pickaxe that's been left to rust."
attack_verb_continuous = list("ineffectively hits")
attack_verb_simple = list("ineffectively hit")
force = 1
throwforce = 1
/obj/item/pickaxe/mini
name = "compact pickaxe"
desc = "A smaller, compact version of the standard pickaxe."
icon_state = "minipick"
worn_icon_state = "pickaxe"
force = 10
throwforce = 7
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT)
/obj/item/pickaxe/silver
name = "silver-plated pickaxe"
icon_state = "spickaxe"
inhand_icon_state = "spickaxe"
toolspeed = 0.5 //mines faster than a normal pickaxe, bought from mining vendor
desc = "A silver-plated pickaxe that mines slightly faster than standard-issue."
force = 17
/obj/item/pickaxe/diamond
name = "diamond-tipped pickaxe"
icon_state = "dpickaxe"
inhand_icon_state = "dpickaxe"
toolspeed = 0.3
desc = "A pickaxe with a diamond pick head. Extremely robust at cracking rock walls and digging up dirt."
force = 19
/obj/item/pickaxe/drill
name = "mining drill"
icon_state = "handdrill"
inhand_icon_state = "handdrill"
slot_flags = ITEM_SLOT_BELT
toolspeed = 0.6 //available from roundstart, faster than a pickaxe.
usesound = 'sound/weapons/drill.ogg'
hitsound = 'sound/weapons/drill.ogg'
desc = "An electric mining drill for the especially scrawny."
/obj/item/pickaxe/drill/cyborg
name = "cyborg mining drill"
desc = "An integrated electric mining drill."
flags_1 = NONE
/obj/item/pickaxe/drill/cyborg/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CYBORG_ITEM_TRAIT)
/obj/item/pickaxe/drill/diamonddrill
name = "diamond-tipped mining drill"
icon_state = "diamonddrill"
inhand_icon_state = "diamonddrill"
toolspeed = 0.2
desc = "Yours is the drill that will pierce the heavens!"
/obj/item/pickaxe/drill/cyborg/diamond //This is the BORG version!
name = "diamond-tipped cyborg mining drill" //To inherit the NODROP_1 flag, and easier to change borg specific drill mechanics.
icon_state = "diamonddrill"
inhand_icon_state = "diamonddrill"
toolspeed = 0.2
/obj/item/pickaxe/drill/jackhammer
name = "sonic jackhammer"
icon_state = "jackhammer"
inhand_icon_state = "jackhammer"
toolspeed = 0.1 //the epitome of powertools. extremely fast mining
usesound = 'sound/weapons/sonic_jackhammer.ogg'
hitsound = 'sound/weapons/sonic_jackhammer.ogg'
desc = "Cracks rocks with sonic blasts."
/obj/item/pickaxe/improvised
name = "improvised pickaxe"
desc = "A pickaxe made with a knife and crowbar taped together, how does it not break?"
icon_state = "ipickaxe"
inhand_icon_state = "ipickaxe"
worn_icon_state = "pickaxe"
force = 10
throwforce = 7
toolspeed = 3 //3 times slower than a normal pickaxe
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6) //This number used to be insane and I'm just going to save your sanity and not tell you what it was.
/obj/item/shovel
name = "shovel"
desc = "A large tool for digging and moving dirt."
icon = 'icons/obj/mining.dmi'
icon_state = "shovel"
inhand_icon_state = "shovel"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
force = 8
throwforce = 4
tool_behaviour = TOOL_SHOVEL
toolspeed = 1
usesound = 'sound/effects/shovel_dig.ogg'
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5)
attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
sharpness = SHARP_EDGED
/obj/item/shovel/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 15 SECONDS, \
effectiveness = 40, \
)
//it's sharp, so it works, but barely.
/obj/item/shovel/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] begins digging their own grave! It looks like [user.p_theyre()] trying to commit suicide!"))
if(use_tool(user, user, 30, volume=50))
return BRUTELOSS
user.visible_message(span_suicide("[user] couldn't do it!"))
return SHAME
/obj/item/shovel/spade
name = "spade"
desc = "A small tool for digging and moving dirt."
icon_state = "spade"
inhand_icon_state = "spade"
lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi'
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
/obj/item/shovel/serrated
name = "serrated bone shovel"
desc = "A wicked tool that cleaves through dirt just as easily as it does flesh. The design was styled after ancient lavaland tribal designs."
icon_state = "shovel_bone"
worn_icon_state = "shovel_serr"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
force = 15
throwforce = 12
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
attack_verb_simple = list("slash", "impale", "stab", "slice")
sharpness = SHARP_EDGED
/obj/item/trench_tool
name = "entrenching tool"
desc = "The multi-purpose tool you always needed."
icon = 'icons/obj/mining.dmi'
icon_state = "trench_tool"
inhand_icon_state = "trench_tool"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
flags_1 = CONDUCT_1
force = 15
throwforce = 6
w_class = WEIGHT_CLASS_SMALL
tool_behaviour = TOOL_WRENCH
toolspeed = 0.75
usesound = 'sound/items/ratchet.ogg'
attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
wound_bonus = 10
/obj/item/trench_tool/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/trench_tool/examine(mob/user)
. = ..()
. += span_notice("Use in hand to switch configuration.")
. += span_notice("It functions as a [tool_behaviour] tool.")
. += span_danger("<i>This weapon has no random critical hits.</i>")
/obj/item/trench_tool/update_icon_state()
. = ..()
switch(tool_behaviour)
if(TOOL_WRENCH)
icon_state = inhand_icon_state = initial(icon_state)
if(TOOL_SHOVEL)
icon_state = inhand_icon_state = "[initial(icon_state)]_shovel"
if(TOOL_MINING)
icon_state = inhand_icon_state = "[initial(icon_state)]_pick"
/obj/item/trench_tool/attack_self(mob/user, modifiers)
. = ..()
if(!user)
return
var/list/tool_list = list(
"Wrench" = image(icon = icon, icon_state = "trench_tool"),
"Shovel" = image(icon = icon, icon_state = "trench_tool_shovel"),
"Pick" = image(icon = icon, icon_state = "trench_tool_pick"),
)
var/tool_result = show_radial_menu(user, src, tool_list, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user) || !tool_result)
return
switch(tool_result)
if("Wrench")
tool_behaviour = TOOL_WRENCH
sharpness = NONE
toolspeed = 0.75
w_class = WEIGHT_CLASS_SMALL
usesound = 'sound/items/ratchet.ogg'
attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
if("Shovel")
tool_behaviour = TOOL_SHOVEL
sharpness = SHARP_EDGED
toolspeed = 0.25
w_class = WEIGHT_CLASS_NORMAL
usesound = 'sound/effects/shovel_dig.ogg'
attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
attack_verb_simple = list("slash", "impale", "stab", "slice")
if("Pick")
tool_behaviour = TOOL_MINING
sharpness = SHARP_POINTY
toolspeed = 0.5
w_class = WEIGHT_CLASS_NORMAL
usesound = 'sound/effects/picaxe1.ogg'
attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
attack_verb_simple = list("hit", "pierce", "slice", "attack")
playsound(src, 'sound/items/ratchet.ogg', 50, vary = TRUE)
update_appearance(UPDATE_ICON)
/obj/item/trench_tool/proc/check_menu(mob/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE