* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync * sync part 1 - underscore folders in code * controllers folder * datums folder * game folder * cmon, work * modules - admin to awaymissions * cargo to events * fields to lighting * mapping > ruins * rest of the code folder * rest of the folders in the root directory * DME * fixes compiling errors. it compiles so it works * readds map changes * fixes dogborg module select * fixes typo in moduleselect_alternate_icon filepath
38 lines
1.1 KiB
Plaintext
38 lines
1.1 KiB
Plaintext
/datum/export/seed
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cost = 50 // Gets multiplied by potency
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k_elasticity = 1 //price inelastic/quantity elastic, only need to export a few samples
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unit_name = "new plant species sample"
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export_types = list(/obj/item/seeds)
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var/needs_discovery = FALSE // Only for undiscovered species
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var/global/list/discoveredPlants = list()
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/datum/export/seed/get_cost(obj/O)
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var/obj/item/seeds/S = O
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if(!needs_discovery && (S.type in discoveredPlants))
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return 0
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if(needs_discovery && !(S.type in discoveredPlants))
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return 0
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return ..() * S.rarity // That's right, no bonus for potency. Send a crappy sample first to "show improvement" later.
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/datum/export/seed/sell_object(obj/O)
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..()
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var/obj/item/seeds/S = O
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discoveredPlants[S.type] = S.potency
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/datum/export/seed/potency
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cost = 2.5 // Gets multiplied by potency and rarity.
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unit_name = "improved plant sample"
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export_types = list(/obj/item/seeds)
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needs_discovery = TRUE // Only for already discovered species
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/datum/export/seed/potency/get_cost(obj/O)
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var/obj/item/seeds/S = O
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var/cost = ..()
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if(!cost)
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return 0
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var/potDiff = (S.potency - discoveredPlants[S.type])
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return round(..() * potDiff)
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