The bag of holding (and I guess backpack) balancing pass no one asked for (#11864)
* Ok * whew * ok * fix * ehh * fix * buff disks * Update _compile_options.dm * Update tgstation.dme
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// storage_flags variable on /datum/component/storage
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// Storage limits. These can be combined (and usually are combined).
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/// Check max_items and contents.len when trying to insert
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#define STORAGE_LIMIT_MAX_ITEMS (1<<0)
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/// Check max_combined_w_class.
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#define STORAGE_LIMIT_COMBINED_W_CLASS (1<<1)
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/// Use the new volume system. Will automatically force rendering to use the new volume/baystation scaling UI so this is kind of incompatible with stuff like stack storage etc etc.
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#define STORAGE_LIMIT_VOLUME (1<<2)
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/// Use max_w_class
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#define STORAGE_LIMIT_MAX_W_CLASS (1<<3)
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#define STORAGE_FLAGS_LEGACY_DEFAULT (STORAGE_LIMIT_MAX_ITEMS | STORAGE_LIMIT_COMBINED_W_CLASS | STORAGE_LIMIT_MAX_W_CLASS)
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#define STORAGE_FLAGS_VOLUME_DEFAULT (STORAGE_LIMIT_VOLUME | STORAGE_LIMIT_MAX_W_CLASS)
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// UI defines
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/// Size of volumetric box icon
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#define VOLUMETRIC_STORAGE_BOX_ICON_SIZE 32
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/// Size of EACH left/right border icon for volumetric boxes
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#define VOLUMETRIC_STORAGE_BOX_BORDER_SIZE 1
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/// Minimum pixels an item must have in volumetric scaled storage UI
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#define MINIMUM_PIXELS_PER_ITEM 8
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/// Maximum number of objects that will be allowed to be displayed using the volumetric display system. Arbitrary number to prevent server lockups.
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#define MAXIMUM_VOLUMETRIC_ITEMS 256
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/// How much padding to give between items
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#define VOLUMETRIC_STORAGE_ITEM_PADDING 4
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/// How much padding to give to edges
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#define VOLUMETRIC_STORAGE_EDGE_PADDING 1
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//ITEM INVENTORY WEIGHT, FOR w_class
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/// Usually items smaller then a human hand, ex: Playing Cards, Lighter, Scalpel, Coins/Money
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#define WEIGHT_CLASS_TINY 1
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/// Pockets can hold small and tiny items, ex: Flashlight, Multitool, Grenades, GPS Device
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#define WEIGHT_CLASS_SMALL 2
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/// Standard backpacks can carry tiny, small & normal items, ex: Fire extinguisher, Stunbaton, Gas Mask, Metal Sheets
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#define WEIGHT_CLASS_NORMAL 3
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/// Items that can be weilded or equipped but not stored in a normal bag, ex: Defibrillator, Backpack, Space Suits
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#define WEIGHT_CLASS_BULKY 4
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/// Usually represents objects that require two hands to operate, ex: Shotgun, Two Handed Melee Weapons - Can not fit in Boh
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#define WEIGHT_CLASS_HUGE 5
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/// Essentially means it cannot be picked up or placed in an inventory, ex: Mech Parts, Safe - Can not fit in Boh
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#define WEIGHT_CLASS_GIGANTIC 6
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// PLEASE KEEP ALL VOLUME DEFINES IN THIS FILE, it's going to be hell to keep track of them later.
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#define DEFAULT_VOLUME_TINY 2
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#define DEFAULT_VOLUME_SMALL 3
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#define DEFAULT_VOLUME_NORMAL 4
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#define DEFAULT_VOLUME_BULKY 8
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#define DEFAULT_VOLUME_HUGE 16
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#define DEFAULT_VOLUME_GIGANTIC 32
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GLOBAL_LIST_INIT(default_weight_class_to_volume, list(
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"[WEIGHT_CLASS_TINY]" = DEFAULT_VOLUME_TINY,
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"[WEIGHT_CLASS_SMALL]" = DEFAULT_VOLUME_SMALL,
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"[WEIGHT_CLASS_NORMAL]" = DEFAULT_VOLUME_NORMAL,
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"[WEIGHT_CLASS_BULKY]" = DEFAULT_VOLUME_BULKY,
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"[WEIGHT_CLASS_HUGE]" = DEFAULT_VOLUME_HUGE,
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"[WEIGHT_CLASS_GIGANTIC]" = DEFAULT_VOLUME_GIGANTIC
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))
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/// Macro for automatically getting the volume of an item from its w_class.
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#define AUTO_SCALE_VOLUME(w_class) (GLOB.default_weight_class_to_volume["[w_class]"])
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/// Macro for automatically getting the volume of a storage item from its max_w_class and max_combined_w_class.
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#define AUTO_SCALE_STORAGE_VOLUME(w_class, max_combined_w_class) (AUTO_SCALE_VOLUME(w_class) * (max_combined_w_class / w_class))
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// Let's keep all of this in one place. given what we put above anyways..
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// volume amount for items
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#define ITEM_VOLUME_DISK DEFAULT_VOLUME_TINY
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// #define SAMPLE_VOLUME_AMOUNT 2
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// max_weight_class for storages
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#define MAX_WEIGHT_CLASS_BACKPACK WEIGHT_CLASS_NORMAL
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#define MAX_WEIGHT_CLASS_BAG_OF_HOLDING WEIGHT_CLASS_BULKY
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// max_volume for storages
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#define STORAGE_VOLUME_BACKPACK (DEFAULT_VOLUME_NORMAL * 7)
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#define STORAGE_VOLUME_DUFFLEBAG (DEFAULT_VOLUME_NORMAL * 10)
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#define STORAGE_VOLUME_BAG_OF_HOLDING (DEFAULT_VOLUME_NORMAL * 20)
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