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The Orion Miner + Shuttle Standards Expansion (#21491)
Adds the **Orion Miner** (officially the **Orion Mining Skiff**), an all-in-one mining mega-shuttle with landing capability. Yes, the entire ship can land. There is no secondary shuttle to get into. <img width="704" height="1408" alt="image" src="https://github.com/user-attachments/assets/b58d1305-2dbd-4c20-9305-f88535522af2" /> The Orion Miner is intended to be a lowpop (or solo, if necessary) mining experience for people to try their hand at mining and exploration without being critically dependent on other departments for functionality. If you like mining, often go on low-pop and/or dislike having to rely on other staff (medical/engineering/etc) for basic necessities, this ship is for you! Miners have their own supplies, access to thrust, navigation, and equipment slightly better than that of the Horizon to compensate for lack of support. This includes medical equipment and lifesaving medication, in theory making solo miners on this shuttle statistically less likely to die of preventable causes like blood loss or lung ruptures. While this ship can be crewed by a single person if necessary, it has space for 4 crew total: 3 fully-equipped miners, plus 1 crewmember or technician. (They are also provided an EVA suit and can use extra equipment as necessary). This ship does not come with an explicit captain. Ore redemption consoles and mining equipment vendors are also present to give crew the full mining gameplay loop. Minus the sales, at least - though you could absolutely sell off or give away your spoils to the Horizon or other offships if you so desired. ## Ship Features - Full docking and landing capability. The ship _is_ the shuttle. - An ore smelting plant and cargo bay. - Ore redemption consoles and mining vendors, for the full miner's gameplay loop. - A Grauwolf for hazard clearing and (secondary) self-defense. - A canteen and kitchen with adequate supplies. - A hydroponics bay. - Three atmosphere-rated airlocks. The rear one (north of the shuttle) is a docking port. - Emergency treatment-capable medical bay with adequate medical supplies. It's no Horizon, but it is capable of saving people from otherwise ruinous injuries. - Technical storage and main engineering. - Full SCC corporate affiliation. As a ship of Orion Express, this ship can and should be able to interact (and possibly partner) with the Horizon without a hitch. ## Additionally... This PR also comes with a minor refactor to the way ore processing machinery works: code has been streamlined, redundancies have been eliminated, and machines should now work properly even when moved in space (for example if it is on a shuttle). <img width="991" height="351" alt="image" src="https://github.com/user-attachments/assets/8f99dc29-8927-40e0-9856-b8ad5b2d35cb" /> This PR also comes with a minor resprite to the `sleekstab` sleek stabilization kit. It is basically a recolor of the "small first aid kit" combined with the stabilization kit's rainbow pattern. See IconDiffBot for the raw sprite. And last but definitely not least, this PR expands Odyssey landing zones to accomodate larger shuttles and expands shuttle standards to be bigger (45 tiles long). ## Notes <img width="1292" height="936" alt="image" src="https://github.com/user-attachments/assets/dbcb0f3e-6509-4ff4-a53c-90f1255e6152" /> This is an **oversized** shuttle, about 30% larger than the Intrepid by size and 20% larger than the Lone Spacer. While tested with many, many different away sites, stations, and exoplanets, including the Horizon (which it _can_ dock with), it's not guaranteed to be able to land at _every_ site nor is it guaranteed to do so safely. _Do note that this size comparison picture uses an old version of the ship._ ## Pictures _Pictures may not be fully representative of the final design. See MapDiffBot or the attached map screenshot at the top of the PR for the final design._ <details> <summary>Details</summary> <img width="1316" height="1310" alt="image" src="https://github.com/user-attachments/assets/fc58c3a8-6c61-41d7-9e69-9852986c76ca" /> <img width="1172" height="1111" alt="image" src="https://github.com/user-attachments/assets/eb3d9d38-b7e5-42a4-88b1-310ff08a1c5d" /> <img width="1209" height="1151" alt="image" src="https://github.com/user-attachments/assets/d1b1842e-f2f7-4525-a5e5-8d6f8c26f9be" /> <img width="1251" height="1253" alt="image" src="https://github.com/user-attachments/assets/cd2b7a40-cb3f-4151-9057-7dc9dfe69ddd" /> <img width="1105" height="1198" alt="image" src="https://github.com/user-attachments/assets/1ae5a5e3-ba73-433f-8186-0c24a77dcade" /> </details>
This commit is contained in:
@@ -6,6 +6,45 @@
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/obj/machinery/mineral
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var/id //used for linking machines to consoles
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var/is_processing_machine = FALSE //used to check for initializing machines
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var/turf/input_turf
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var/turf/output_turf
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// Locate our output and input machinery.
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/obj/machinery/mineral/proc/setup_io()
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for(var/dir in GLOB.cardinals)
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var/input_spot = locate(/obj/machinery/mineral/input, get_step(src, dir))
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if(input_spot)
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input_turf = get_turf(input_spot) // thought of qdeling the spots here, but it's useful when rebuilding a destroyed machine
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break
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for(var/dir in GLOB.cardinals)
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var/output_spot = locate(/obj/machinery/mineral/output, get_step(src, dir))
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if(output_turf)
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output_turf = get_turf(output_spot)
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break
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if(!input_turf)
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input_turf = get_step(src, REVERSE_DIR(dir))
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if(!output_turf)
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output_turf = get_step(src, dir)
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/obj/machinery/mineral/proc/reset_io()
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input_turf = null
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output_turf = null
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setup_io()
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/obj/machinery/mineral/Initialize()
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. = ..()
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if(is_processing_machine)
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// checks for movement (i.e. shuttles) and calls reset_io()
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RegisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(reset_io))
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/obj/machinery/mineral/Destroy()
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if(is_processing_machine)
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UnregisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(reset_io))
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return ..()
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/**********************Mineral processing unit console**************************/
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@@ -314,9 +353,8 @@ GLOBAL_LIST_EMPTY_TYPED(alloy_data, /datum/alloy)
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icon_state = "furnace-off"
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density = TRUE
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anchored = TRUE
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is_processing_machine = TRUE
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light_range = 3
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var/turf/input
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var/turf/output
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///The ore redemption console that is linked to us
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var/obj/machinery/mineral/processing_unit_console/console
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@@ -371,23 +409,7 @@ GLOBAL_LIST_EMPTY_TYPED(alloy_data, /datum/alloy)
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/obj/machinery/mineral/processing_unit/LateInitialize()
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. = ..()
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//Locate our output and input machinery.
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for(var/dir in GLOB.cardinals)
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var/input_spot = locate(/obj/machinery/mineral/input, get_step(src, dir))
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if(input_spot)
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input = get_turf(input_spot) // thought of qdeling the spots here, but it's useful when rebuilding a destroyed machine
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break
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for(var/dir in GLOB.cardinals)
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var/output_spot = locate(/obj/machinery/mineral/output, get_step(src, dir))
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if(output)
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output = get_turf(output_spot)
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break
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if(!input)
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input = get_step(src, REVERSE_DIR(dir))
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if(!output)
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output = get_step(src, dir)
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setup_io()
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/obj/machinery/mineral/processing_unit/Destroy()
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if(console)
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@@ -420,14 +442,14 @@ GLOBAL_LIST_EMPTY_TYPED(alloy_data, /datum/alloy)
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/obj/machinery/mineral/processing_unit/process(seconds_per_tick)
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..()
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if(!src.output || !src.input)
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if(!src.output_turf || !src.input_turf)
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return
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var/list/tick_alloys = list()
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//Grab some more ore to process this tick.
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for(var/_ in 1 to ROUND_UP(sheets_per_second*seconds_per_tick))
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var/obj/item/ore/O = locate() in input
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var/obj/item/ore/O = locate() in input_turf
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if(!O)
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break
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if(!isnull(ores_stored[O.material]))
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@@ -493,7 +515,7 @@ GLOBAL_LIST_EMPTY_TYPED(alloy_data, /datum/alloy)
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for(var/_ in 1 to total)
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if(console)
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console.alloy_mats[A] = console.alloy_mats[A] + 1
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new A.product(output)
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new A.product(output_turf)
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//Compressing materials
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else if(ores_processing[metal] & SMELTER_MODE_COMPRESSING && O.compresses_to)
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@@ -513,7 +535,7 @@ GLOBAL_LIST_EMPTY_TYPED(alloy_data, /datum/alloy)
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ores_stored[metal] -= 2
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sheets += 2
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console.output_mats[M] += 1
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new M.stack_type(output)
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new M.stack_type(output_turf)
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//Smelting materials
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else if(ores_processing[metal] & SMELTER_MODE_SMELTING && O.smelts_to)
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@@ -531,7 +553,7 @@ GLOBAL_LIST_EMPTY_TYPED(alloy_data, /datum/alloy)
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sheets++
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if(console)
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console.output_mats[M] += 1
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new M.stack_type(output)
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new M.stack_type(output_turf)
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else
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if(console)
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console.points -= O.worth * 3 //reee wasting our materials!
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@@ -541,7 +563,7 @@ GLOBAL_LIST_EMPTY_TYPED(alloy_data, /datum/alloy)
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if(console)
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console.input_mats[O] += 1
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console.waste++
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new /obj/item/ore/slag(output)
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new /obj/item/ore/slag(output_turf)
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if(console)
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console.updateUsrDialog()
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