[MIRROR] RMS Adjustments (#10704)

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-04-21 15:20:49 -07:00
committed by GitHub
parent c257c96747
commit d9b395c01b
3 changed files with 121 additions and 94 deletions

View File

@@ -5,6 +5,23 @@
#define RMS_STONE 5 #define RMS_STONE 5
#define RMS_RAND 6 #define RMS_RAND 6
var/list/RMS_random_malfunction = list(/obj/item/fbp_backup_cell,
/obj/item/trash/rkibble,
/obj/item/clothing/gloves/bluespace/deluxe,
/obj/item/flame/lighter/supermatter/syndismzippo,
/obj/item/instrument/trumpet/spectral,
/obj/item/storage/smolebrickcase,
/obj/item/stack/tile/grass,
/obj/item/stack/tile/carpet,
/obj/item/reagent_containers/spray/waterflower,
/obj/item/bikehorn,
/obj/item/storage/backpack/clown,
/obj/item/clothing/under/rank/clown,
/obj/item/clothing/shoes/clown_shoes,
/obj/item/clothing/mask/gas/clown_hat,
/obj/item/pda/clown,
/mob/living/simple_mob/vore/catgirl)
/obj/item/rms /obj/item/rms
name = "Rapid Material Synthesizer" name = "Rapid Material Synthesizer"
desc = "A tool that converts battery charge to materials." desc = "A tool that converts battery charge to materials."
@@ -27,13 +44,14 @@
var/mode_index = RMS_STEEL //start at steel creation var/mode_index = RMS_STEEL //start at steel creation
var/list/modes = list(RMS_STEEL, RMS_GLASS, RMS_CLOTH, RMS_PLASTIC, RMS_STONE, RMS_RAND) var/list/modes = list(RMS_STEEL, RMS_GLASS, RMS_CLOTH, RMS_PLASTIC, RMS_STONE, RMS_RAND)
var/stored_charge = 0 var/stored_charge = 0
var/max_charge = 1000000 //large storage, equivalent to 50 steel sheets var/max_charge = 1000000 //large storage, equivalent to a little over 33 GIGA batteries.
var/charge_cost = 20000 var/charge_cost = 1000
var/charge_cost_o = 50000 /// Cost of 'basic' things such as glass or steel. Un-upgraded chargers charge at ~40 charge a second, meaning 15 seconds per sheet. 22.5 for 'advanced' sheets (overcharged). This becomes ~10 seconds and ~15 seconds with a heavily upgraded charger.
var/charge_cost_r = 100000 var/charge_cost_basic = 1000
var/charge_cost_random = 3333 //Cost of 'random' things. Used by RMS_RAND. This takes ~85 seconds a sheet on a basic charger and ~33 seconds a sheet on an upgraded charger.
var/charge_stage = 0 var/charge_stage = 0
var/overcharge = 0 var/overcharge = 0
var/emagged = 0 var/overcharge_modifier = 1.5 //Multiplier in price for using the overcharge mode.
var/datum/effect/effect/system/spark_spread/spark_system var/datum/effect/effect/system/spark_spread/spark_system
var/static/image/radial_image_steel = image(icon = 'icons/mob/radial_vr.dmi', icon_state = "sheet-metal") var/static/image/radial_image_steel = image(icon = 'icons/mob/radial_vr.dmi', icon_state = "sheet-metal")
@@ -71,6 +89,7 @@
/obj/item/rms/proc/drain_battery(user, battery) /obj/item/rms/proc/drain_battery(user, battery)
var/obj/item/cell/C = battery var/obj/item/cell/C = battery
var/charge_needed = max_charge - stored_charge
if(stored_charge == max_charge) if(stored_charge == max_charge)
to_chat(user, span_notice("The Rapid Material Synthesizer is full on charge!.")) to_chat(user, span_notice("The Rapid Material Synthesizer is full on charge!."))
if(C.charge == 0) if(C.charge == 0)
@@ -79,7 +98,10 @@
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1) playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 2,target = C)) if(do_after(user, 2,target = C))
stored_charge += C.charge stored_charge += C.charge
C.charge = 0 if(C.charge > charge_needed) //We only drain what we need!
C.use(charge_needed)
else
C.use(C.charge)
C.update_icon() C.update_icon()
to_chat(user, span_notice("You drain [C].")) to_chat(user, span_notice("You drain [C]."))
stored_charge = CLAMP(stored_charge, 0, max_charge) stored_charge = CLAMP(stored_charge, 0, max_charge)
@@ -103,92 +125,95 @@
if(!can_afford(charge_cost)) if(!can_afford(charge_cost))
to_chat(user, span_notice("There is not enough charge to use this mode.")) to_chat(user, span_notice("There is not enough charge to use this mode."))
return return
else
consume_resources(charge_cost) consume_resources(charge_cost)
else else
if(!can_afford(charge_cost_o)) if(!can_afford(charge_cost * overcharge_modifier))
to_chat(user, span_notice("There is not enough charge to use the overcharged mode.")) to_chat(user, span_notice("There is not enough charge to use the overcharged mode."))
return return
else consume_resources(charge_cost * overcharge_modifier)
consume_resources(charge_cost_o)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1) playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 5, target = A)) if(do_after(user, 5, target = A))
switch(mode_index)
if(RMS_STEEL)
if(overcharge) if(overcharge)
product = new /obj/item/stack/material/plasteel // can only create one sheet at max charge, and uses five times more charge if(prob(5)) //5% chance for malfunction
spark_system.start() var/thing_to_spawn = pick(RMS_random_malfunction)
product = new thing_to_spawn
else else
product = new /obj/item/stack/material/steel product = choose_overcharge(user)
if(RMS_GLASS)
if(overcharge)
product= new /obj/item/stack/material/glass/phoronglass // can only create one sheet at max charge, and uses five times more charge
spark_system.start()
else else
product = new /obj/item/stack/material/glass product = choose_normal(user)
if(RMS_CLOTH)
if(overcharge)
product= new /obj/item/stack/material/leather // can only create one sheet at max charge, and uses five times more charge
spark_system.start()
else
product = new /obj/item/stack/material/cloth
if(RMS_PLASTIC)
if(overcharge)
product= new /obj/item/stack/material/cardboard // can only create one sheet at max charge, and uses five times more charge
spark_system.start()
else
product = new /obj/item/stack/material/plastic
if(RMS_STONE)
if(overcharge)
product= new /obj/item/stack/material/marble // can only create one sheet at max charge, and uses five times more charge
spark_system.start()
else
product = new /obj/item/stack/material/sandstone
if(RMS_RAND)
if(!overcharge && !emagged)
product = pick(10;new /obj/item/trash/material/metal,
10;new /obj/item/material/shard,
10;new /obj/item/stack/cable_coil/random,
10;new /obj/item/stack/material/wood,
10;new /obj/item/stack/material/wood/sif,
10;new /obj/item/stack/material/snow)
if(overcharge && !emagged)
product = pick(1;new /obj/item/stack/rods,
5;new /obj/item/fbp_backup_cell,
5;new /obj/item/trash/rkibble,
10;new /obj/item/stack/tile/grass,
10;new /obj/item/stack/tile/carpet)
spark_system.start()
if(!overcharge && emagged)
product = pick(10;new /obj/item/trash/material/metal,
10;new /obj/item/material/shard,
10;new /obj/item/stack/cable_coil/random,
10;new /obj/item/stack/material/wood,
10;new /obj/item/stack/material/wood/sif,
10;new /obj/item/stack/material/snow,
5;new /obj/item/stack/material/phoron,
5;new /obj/item/stack/material/silver,
5;new /obj/item/stack/material/gold,
1;new /obj/item/stack/material/diamond
)
if(overcharge && emagged)
product = pick(1;new /obj/item/stack/rods,
5;new /obj/item/fbp_backup_cell,
5;new /obj/item/trash/rkibble,
10;new /obj/item/stack/tile/grass,
10;new /obj/item/stack/tile/carpet,
10;new /obj/item/reagent_containers/spray/waterflower,
10;new /obj/item/bikehorn,
10;new /obj/item/storage/backpack/clown,
10;new /obj/item/clothing/under/rank/clown,
10;new /obj/item/clothing/shoes/clown_shoes,
10;new /obj/item/clothing/mask/gas/clown_hat,
10;new /obj/item/pda/clown,
1;new /mob/living/simple_mob/vore/catgirl
)
spark_system.start() spark_system.start()
product.loc = get_turf(A) product.loc = get_turf(A)
/obj/item/rms/proc/choose_overcharge(mob/living/user)
var/final_product
switch(mode_index)
if(RMS_STEEL)
final_product = new /obj/item/stack/material/plasteel
if(RMS_GLASS)
final_product = new /obj/item/stack/material/glass/phoronglass
if(RMS_CLOTH)
final_product = new /obj/item/stack/material/leather
if(RMS_PLASTIC)
final_product = new /obj/item/stack/material/cardboard
if(RMS_STONE)
final_product = new /obj/item/stack/material/marble
if(RMS_RAND)
final_product = randomize(user)
return final_product
/obj/item/rms/proc/choose_normal(mob/living/user)
var/final_product
switch(mode_index)
if(RMS_STEEL)
final_product = new /obj/item/stack/material/steel
if(RMS_GLASS)
final_product = new /obj/item/stack/material/glass
if(RMS_CLOTH)
final_product = new /obj/item/stack/material/cloth
if(RMS_PLASTIC)
final_product = new /obj/item/stack/material/plastic
if(RMS_STONE)
final_product = new /obj/item/stack/material/sandstone
if(RMS_RAND)
final_product = randomize(user)
return final_product
/obj/item/rms/proc/randomize(mob/living/user)
var/obj/item/stack/final_product
var/possible_object_paths = list()
possible_object_paths += subtypesof(/obj/item/stack/material)
possible_object_paths -= typesof(/obj/item/stack/material/cyborg)
//I looked through the code for any materials that should be banned...Most of the "DO NOT EVER GIVE THESE TO ANYONE EVER" materials are only in their /datum form and the ones that have sheets spawn in as normal sheets (ex: hull datums) so...This is here in case it's needed in the future.
var/list/banned_sheet_materials = list(
/obj/item/stack/material/supermatter,
/obj/item/stack/material/glamour,
/obj/item/stack/material/morphium
// Include if you enable in the .dme /obj/item/stack/material/debug
)
var/obj/item/stack/new_metal = /obj/item/stack/material/supermatter
for(var/x=1;x<=10;x++) //You got 10 chances to hit a metal that is NOT banned.
var/picked_metal = pick(possible_object_paths) //We select
if(picked_metal in banned_sheet_materials)
continue
else
new_metal = picked_metal
break
if(prob(1) && prob(1) && prob(1)) //1 in a million...Feeling lucky?
if(prob(50))
new_metal = /obj/item/stack/material/morphium
else
new_metal = /obj/item/stack/material/supermatter
visible_message(span_giganteus(span_boldwarning("The [src] glows blazing hot for a moment before spitting out a glowing material!")))
if(overcharge) //uh oh...
to_chat(user, span_extramassive(span_boldwarning("The [src] heats up to the point that you are immediately vaporized!")))
user.dust()
final_product = new new_metal
if(overcharge && (charge_cost_random > 0)) //We use ALL our energy in one go while overcharged! Also has a charge_cost_random sanity check in case of badmins.
final_product.amount = max(1, 1+round(stored_charge/charge_cost_random))
consume_resources(stored_charge)
return final_product
/obj/item/rms/proc/check_menu(mob/living/user) /obj/item/rms/proc/check_menu(mob/living/user)
if(!istype(user)) if(!istype(user))
return FALSE return FALSE
@@ -227,16 +252,22 @@
switch(choice) switch(choice)
if("Steel") if("Steel")
mode_index = modes.Find(RMS_STEEL) mode_index = modes.Find(RMS_STEEL)
charge_cost = charge_cost_basic
if("Glass") if("Glass")
mode_index = modes.Find(RMS_GLASS) mode_index = modes.Find(RMS_GLASS)
charge_cost = charge_cost_basic
if("Cloth") if("Cloth")
mode_index = modes.Find(RMS_CLOTH) mode_index = modes.Find(RMS_CLOTH)
charge_cost = charge_cost_basic
if("Plastic") if("Plastic")
mode_index = modes.Find(RMS_PLASTIC) mode_index = modes.Find(RMS_PLASTIC)
charge_cost = charge_cost_basic
if("Stone") if("Stone")
mode_index = modes.Find(RMS_STONE) mode_index = modes.Find(RMS_STONE)
charge_cost = charge_cost_basic
if("Random") if("Random")
mode_index = modes.Find(RMS_RAND) mode_index = modes.Find(RMS_RAND)
charge_cost = charge_cost_random
else else
return return
@@ -244,11 +275,6 @@
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0) playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
return ..() return ..()
/obj/item/rms/emag_act(var/remaining_charges, var/mob/user)
emagged = !emagged
playsound(src.loc, "sparks", 100, 1)
return 1
/obj/item/rms/attackby(obj/item/W, mob/user) /obj/item/rms/attackby(obj/item/W, mob/user)
if(W.has_tool_quality(TOOL_MULTITOOL)) if(W.has_tool_quality(TOOL_MULTITOOL))
overcharge = !overcharge overcharge = !overcharge

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@@ -208,7 +208,7 @@
var/list/banned_sheet_materials = list( var/list/banned_sheet_materials = list(
// Include if you enable in the .dme /obj/item/stack/material/debug // Include if you enable in the .dme /obj/item/stack/material/debug
) )
var/new_metal = /obj/item/stack/material/supermatter var/obj/item/stack/new_metal = /obj/item/stack/material/supermatter
for(var/x=1;x<=10;x++) //You got 10 chances to hit a metal that is NOT banned. for(var/x=1;x<=10;x++) //You got 10 chances to hit a metal that is NOT banned.
var/picked_metal = pick(possible_object_paths) //We select var/picked_metal = pick(possible_object_paths) //We select
if(picked_metal in banned_sheet_materials) if(picked_metal in banned_sheet_materials)
@@ -216,8 +216,9 @@
else else
new_metal = picked_metal new_metal = picked_metal
break break
new_item = new new_metal(src.loc) new_metal = new new_metal(src.loc)
new_item:amount = rand(5,45) new_metal.amount = rand(5,45)
new_item = new_metal
if(ARCHAEO_PEN) if(ARCHAEO_PEN)
var/new_pen = pick(/obj/item/pen, /obj/item/pen/blade/fountain, /obj/item/pen/reagent/sleepy) //There are WAY too many pen blade variants that it'd drown out the others in this list. var/new_pen = pick(/obj/item/pen, /obj/item/pen/blade/fountain, /obj/item/pen/reagent/sleepy) //There are WAY too many pen blade variants that it'd drown out the others in this list.
new_item = new new_pen(src.loc) new_item = new new_pen(src.loc)

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@@ -1565,7 +1565,7 @@
#include "code\game\objects\items\weapons\policetape.dm" #include "code\game\objects\items\weapons\policetape.dm"
#include "code\game\objects\items\weapons\RCD.dm" #include "code\game\objects\items\weapons\RCD.dm"
#include "code\game\objects\items\weapons\RCD_vr.dm" #include "code\game\objects\items\weapons\RCD_vr.dm"
#include "code\game\objects\items\weapons\RMS_vr.dm" #include "code\game\objects\items\weapons\RMS.dm"
#include "code\game\objects\items\weapons\RPD_vr.dm" #include "code\game\objects\items\weapons\RPD_vr.dm"
#include "code\game\objects\items\weapons\RSF.dm" #include "code\game\objects\items\weapons\RSF.dm"
#include "code\game\objects\items\weapons\scrolls.dm" #include "code\game\objects\items\weapons\scrolls.dm"