/**********************Mineral deposits**************************/ /turf/unsimulated/mineral name = "impassable rock" icon = 'icons/turf/walls.dmi' icon_state = "rock-dark" blocks_air = TRUE density = TRUE gender = PLURAL opacity = TRUE // This is a global list so we can share the same list with all mineral turfs; it's the same for all of them anyways. var/list/mineral_can_smooth_with = list( /turf/simulated/mineral, /turf/simulated/wall, /turf/unsimulated/wall ) // Some extra types for the surface to keep things pretty. /turf/simulated/mineral/surface mined_turf = /turf/unsimulated/floor/asteroid/ash /turf/simulated/mineral //wall piece name = "rock" icon = 'icons/turf/map_placeholders.dmi' icon_state = "rock" desc = "It's a greyish rock. Exciting." gender = PLURAL var/icon/actual_icon = 'icons/turf/smooth/rock_wall.dmi' layer = 2.01 // canSmoothWith is set in Initialize(). smooth = SMOOTH_MORE | SMOOTH_BORDER | SMOOTH_NO_CLEAR_ICON smoothing_hints = SMOOTHHINT_CUT_F | SMOOTHHINT_ONLY_MATCH_TURF | SMOOTHHINT_TARGETS_NOT_UNIQUE oxygen = 0 nitrogen = 0 opacity = TRUE density = TRUE blocks_air = TRUE temperature = T0C var/mined_turf = /turf/unsimulated/floor/asteroid/ash/rocky var/ore/mineral var/mined_ore = 0 var/last_act = 0 var/emitter_blasts_taken = 0 // EMITTER MINING! Muhehe. var/datum/geosample/geologic_data var/excavation_level = 0 var/list/finds var/archaeo_overlay = "" var/obj/item/last_find var/datum/artifact_find/artifact_find var/obj/effect/mineral/my_mineral var/rock_health = 20 //10 to 20, in initialize has_resources = TRUE /turf/simulated/mineral/proc/kinetic_hit(var/damage,var/direction) rock_health -= damage if(rock_health <= 0) var/turf/simulated/mineral/next_rock = get_step(src,direction) if(istype(next_rock)) new /obj/effect/overlay/temp/kinetic_blast(next_rock) next_rock.kinetic_hit(-rock_health,direction) GetDrilled(1) // Copypaste parent call for performance. /turf/simulated/mineral/Initialize(mapload) if(initialized) crash_with("Warning: [src]([type]) initialized multiple times!") if(icon != actual_icon) icon = actual_icon initialized = TRUE turfs += src if(dynamic_lighting) luminosity = 0 else luminosity = 1 has_opaque_atom = TRUE if(smooth) canSmoothWith = mineral_can_smooth_with pixel_x = -4 pixel_y = -4 queue_smooth(src) if(!mapload) queue_smooth_neighbors(src) rock_health = rand(10,20) return INITIALIZE_HINT_NORMAL /turf/simulated/mineral/examine(mob/user) ..() if(mineral) switch(mined_ore) if(0) to_chat(user, span("info", "It is ripe with [mineral.display_name].")) if(1) to_chat(user, span("info", "Its [mineral.display_name] looks a little depleted.")) if(2) to_chat(user, span("info", "Its [mineral.display_name] looks very depleted!")) else to_chat(user, span("info", "It is devoid of any valuable minerals.")) switch(emitter_blasts_taken) if(0) to_chat(user, span("info", "It is in pristine condition.")) if(1) to_chat(user, span("info", "It appears a little damaged.")) if(2) to_chat(user, span("info", "It is crumbling!")) if(3) to_chat(user, span("info", "It looks ready to collapse at any moment!")) /turf/simulated/mineral/ex_act(severity) switch(severity) if(2.0) if (prob(70)) mined_ore = 1 //some of the stuff gets blown up GetDrilled() else emitter_blasts_taken += 2 if(1.0) mined_ore = 2 //some of the stuff gets blown up GetDrilled() /turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj) // Emitter blasts if(istype(Proj, /obj/item/projectile/beam/emitter)) emitter_blasts_taken++ if(emitter_blasts_taken > 2) // 3 blasts per tile GetDrilled() /turf/simulated/mineral/CollidedWith(AM) . = ..() if(istype(AM,/mob/living/carbon/human)) var/mob/living/carbon/human/H = AM if((istype(H.l_hand,/obj/item/pickaxe)) && (!H.hand)) var/obj/item/pickaxe/P = H.l_hand if(P.autodrill) attackby(H.l_hand,H) else if((istype(H.r_hand,/obj/item/pickaxe)) && H.hand) var/obj/item/pickaxe/P = H.r_hand if(P.autodrill) attackby(H.r_hand,H) else if(istype(AM,/mob/living/silicon/robot)) var/mob/living/silicon/robot/R = AM if(istype(R.module_active,/obj/item/pickaxe)) attackby(R.module_active,R) //For use in non-station z-levels as decoration. /turf/unsimulated/mineral/asteroid name = "rock" icon = 'icons/turf/map_placeholders.dmi' icon_state = "rock" desc = "It's a greyish rock. Exciting." opacity = TRUE var/icon/actual_icon = 'icons/turf/smooth/rock_wall.dmi' layer = 2.01 var/list/asteroid_can_smooth_with = list( /turf/unsimulated/mineral, /turf/unsimulated/mineral/asteroid ) smooth = SMOOTH_MORE | SMOOTH_BORDER | SMOOTH_NO_CLEAR_ICON smoothing_hints = SMOOTHHINT_CUT_F | SMOOTHHINT_ONLY_MATCH_TURF | SMOOTHHINT_TARGETS_NOT_UNIQUE /turf/unsimulated/mineral/asteroid/Initialize(mapload) if(initialized) crash_with("Warning: [src]([type]) initialized multiple times!") if(icon != actual_icon) icon = actual_icon initialized = TRUE turfs += src if(dynamic_lighting) luminosity = 0 else luminosity = 1 has_opaque_atom = TRUE if(smooth) canSmoothWith = asteroid_can_smooth_with pixel_x = -4 pixel_y = -4 queue_smooth(src) if(!mapload) queue_smooth_neighbors(src) return INITIALIZE_HINT_NORMAL #define SPREAD(the_dir) \ if (prob(mineral.spread_chance)) { \ var/turf/simulated/mineral/target = get_step(src, the_dir); \ if (istype(target) && !target.mineral) { \ target.mineral = mineral; \ target.UpdateMineral(); \ target.MineralSpread(); \ } \ } /turf/simulated/mineral/proc/MineralSpread() if(mineral && mineral.spread) SPREAD(NORTH) SPREAD(SOUTH) SPREAD(EAST) SPREAD(WEST) #undef SPREAD /turf/simulated/mineral/proc/UpdateMineral() clear_ore_effects() if(!mineral) name = "\improper Rock" icon_state = "rock" return name = "\improper [mineral.display_name] deposit" new /obj/effect/mineral(src, mineral) //Not even going to touch this pile of spaghetti //motherfucker - geeves /turf/simulated/mineral/attackby(obj/item/W, mob/user) if(!user.IsAdvancedToolUser()) to_chat(user, SPAN_WARNING("You don't have the dexterity to do this!")) return if(istype(W, /obj/item/device/core_sampler)) geologic_data.UpdateNearbyArtifactInfo(src) // good god var/obj/item/device/core_sampler/C = W C.sample_item(src, user) return if(istype(W, /obj/item/device/depth_scanner)) var/obj/item/device/depth_scanner/C = W C.scan_atom(user, src) return if(istype(W, /obj/item/device/measuring_tape)) var/obj/item/device/measuring_tape/P = W user.visible_message(SPAN_NOTICE("\The [user] extends \the [P] towards \the [src].") , SPAN_NOTICE("You extend \the [P] towards \the [src].")) if(do_after(user,25)) if(!istype(src, /turf/simulated/mineral)) return to_chat(user, SPAN_NOTICE("\icon[P] \The [src] has been excavated to a depth of [2 * excavation_level]cm.")) return if(istype(W, /obj/item/pickaxe) && W.simulated) // Pickaxe offhand is not simulated. var/turf/T = user.loc if(!(istype(T, /turf))) return var/obj/item/pickaxe/P = W if(last_act + P.digspeed > world.time)//prevents message spam return if(P.drilling) return last_act = world.time playsound(user, P.drill_sound, 20, TRUE) P.drilling = TRUE //handle any archaeological finds we might uncover var/fail_message if(finds?.len) var/datum/find/F = finds[1] if(excavation_level + P.excavation_amount > F.excavation_required) //Chance to destroy / extract any finds here fail_message = ". [pick("There is a crunching noise","[W] collides with some different rock","Part of the rock face crumbles away","Something breaks under [W]")]" if(fail_message) to_chat(user, SPAN_WARNING("You start [P.drill_verb][fail_message ? fail_message : ""].")) if(fail_message && prob(90)) if(prob(25)) excavate_find(5, finds[1]) else if(prob(50)) finds.Remove(finds[1]) if(prob(50)) artifact_debris() if(do_after(user,P.digspeed)) if(!istype(src, /turf/simulated/mineral)) return P.drilling = FALSE if(prob(50)) var/obj/item/ore/O if(prob(25) && (mineral) && (P.excavation_amount >= 30)) O = new mineral.ore(src) else O = new /obj/item/ore(src) if(istype(O)) geologic_data.UpdateNearbyArtifactInfo(src) O.geologic_data = geologic_data addtimer(CALLBACK(O, /atom/movable/.proc/forceMove, user.loc), 1) if(finds?.len) var/datum/find/F = finds[1] if(round(excavation_level + P.excavation_amount) == F.excavation_required) //Chance to extract any items here perfectly, otherwise just pull them out along with the rock surrounding them if(excavation_level + P.excavation_amount > F.excavation_required) //if you can get slightly over, perfect extraction excavate_find(100, F) else excavate_find(80, F) else if(excavation_level + P.excavation_amount > F.excavation_required - F.clearance_range) //just pull the surrounding rock out excavate_find(0, F) if(excavation_level + P.excavation_amount >= 100) //if players have been excavating this turf, leave some rocky debris behind var/obj/structure/boulder/B if(artifact_find) if(excavation_level > 0 || prob(15)) //boulder with an artifact inside B = new(src) if(artifact_find) B.artifact_find = artifact_find else artifact_debris(1) else if(prob(15)) //empty boulder B = new(src) if(B) GetDrilled(0) else GetDrilled(1) return excavation_level += P.excavation_amount else to_chat(user, SPAN_NOTICE("You stop [P.drill_verb] \the [src].")) P.drilling = FALSE if(istype(W, /obj/item/autochisel)) if(last_act + 80 > world.time)//prevents message spam return last_act = world.time to_chat(user, SPAN_NOTICE("You start chiselling \the [src] into a sculptable block.")) if(!do_after(user, 80 / W.toolspeed)) return if(!istype(src, /turf/simulated/mineral)) return to_chat(user, SPAN_NOTICE("You finish chiselling [src] into a sculptable block.")) new /obj/structure/sculpting_block(src) GetDrilled(1) /turf/simulated/mineral/proc/clear_ore_effects() if(my_mineral) qdel(my_mineral) /turf/simulated/mineral/proc/DropMineral() if(!mineral) return clear_ore_effects() var/obj/item/ore/O = new mineral.ore(src) if(istype(O)) geologic_data.UpdateNearbyArtifactInfo(src) //whoever named this proc must be shot - geeves O.geologic_data = geologic_data return O /turf/simulated/mineral/proc/GetDrilled(var/artifact_fail = 0) if(mineral?.result_amount) //if the turf has already been excavated, some of it's ore has been removed for(var/i = 1 to mineral.result_amount - mined_ore) DropMineral() //Add some rubble, you did just clear out a big chunk of rock. if(prob(25)) var/datum/reagents/R = new/datum/reagents(20) R.my_atom = src R.add_reagent("stone_dust",20) var/datum/effect/effect/system/smoke_spread/chem/S = new("stone_dust") S.show_log = 0 S.set_up(R, 10, 0, src, 40) S.start() qdel(R) ChangeTurf(mined_turf) if(rand(1,500) == 1) visible_message(SPAN_NOTICE("An old dusty crate was buried within!")) new /obj/structure/closet/crate/secure/loot(src) /turf/simulated/mineral/proc/excavate_find(var/prob_clean = 0, var/datum/find/F) //with skill and luck, players can cleanly extract finds //otherwise, they come out inside a chunk of rock var/obj/item/X if(prob_clean) X = new /obj/item/archaeological_find(src, new_item_type = F.find_type) else X = new /obj/item/ore/strangerock(src, inside_item_type = F.find_type) geologic_data.UpdateNearbyArtifactInfo(src) //AAAAAAAAAAAAAAAAAAAAAAAAAA X:geologic_data = geologic_data //AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA //some find types delete the /obj/item/archaeological_find and replace it with something else, this handles when that happens //yuck //yuck indeed. var/display_name = "something" if(!X) X = last_find if(X) display_name = X.name //many finds are ancient and thus very delicate - luckily there is a specialised energy suspension field which protects them when they're being extracted if(prob(F.prob_delicate)) var/obj/effect/suspension_field/S = locate() in src if(!S || S.field_type != get_responsive_reagent(F.find_type)) if(X) visible_message(SPAN_DANGER("[pick("[display_name] crumbles away into dust","[display_name] breaks apart")].")) qdel(X) finds.Remove(F) /turf/simulated/mineral/proc/artifact_debris(var/severity = 0) //Give a random amount of loot from 1 to 3 or 5, varying on severity. for(var/j in 1 to rand(1, 3 + max(min(severity, 1), 0) * 2)) switch(rand(1,7)) if(1) var/obj/item/stack/rods/R = new(src) R.amount = rand(5, 25) if(2) var/obj/item/stack/material/plasteel/R = new(src) R.amount = rand(5, 25) if(3) var/obj/item/stack/material/steel/R = new(src) R.amount = rand(5, 25) if(4) var/obj/item/stack/material/plasteel/R = new(src) R.amount = rand(5, 25) if(5) var/quantity = rand(1, 3) for(var/i = 0, i < quantity, i++) new /obj/item/material/shard/shrapnel(src) if(6) var/quantity = rand(1, 3) for(var/i = 0, i < quantity, i++) new /obj/item/material/shard/phoron(src) if(7) var/obj/item/stack/material/uranium/R = new(src) R.amount = rand(5, 25) /turf/simulated/mineral/random name = "mineral deposit" var/mineralSpawnChanceList = list( ORE_URANIUM = 2, ORE_PLATINUM = 2, ORE_IRON = 8, ORE_COAL = 8, ORE_DIAMOND = 1, ORE_GOLD = 2, ORE_SILVER = 2, ORE_PHORON = 5 ) var/mineralChance = 55 /turf/simulated/mineral/random/Initialize() if(prob(mineralChance) && !mineral) var/mineral_name = pickweight(mineralSpawnChanceList) //temp mineral name if(mineral_name && (mineral_name in ore_data)) mineral = ore_data[mineral_name] UpdateMineral() MineralSpread() . = ..() /turf/simulated/mineral/random/high_chance mineralSpawnChanceList = list( ORE_URANIUM = 2, ORE_PLATINUM = 2, ORE_IRON = 2, ORE_COAL = 2, ORE_DIAMOND = 1, ORE_GOLD = 2, ORE_SILVER = 2, ORE_PHORON = 3 ) mineralChance = 55 /turf/simulated/mineral/random/higher_chance mineralSpawnChanceList = list( ORE_URANIUM = 3, ORE_PLATINUM = 3, ORE_IRON = 1, ORE_COAL = 1, ORE_DIAMOND = 1, ORE_GOLD = 3, ORE_SILVER = 3, ORE_PHORON = 2 ) mineralChance = 75 /turf/simulated/mineral/attack_hand(var/mob/user) add_fingerprint(user) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) if(ishuman(user) && user.a_intent == I_GRAB) var/mob/living/carbon/human/H = user var/turf/destination = GetAbove(H) if(destination) var/turf/start = get_turf(H) if(start.CanZPass(H, UP)) if(destination.CanZPass(H, UP)) H.climb(UP, src, 20) /**********************Asteroid**************************/ // Setting icon/icon_state initially will use these values when the turf is built on/replaced. // This means you can put grass on the asteroid etc. /turf/unsimulated/floor/asteroid name = "coder's blight" icon = 'icons/turf/map_placeholders.dmi' icon_state = "" desc = "An exposed developer texture. Someone wasn't paying attention." smooth = SMOOTH_FALSE smoothing_hints = SMOOTHHINT_CUT_F | SMOOTHHINT_ONLY_MATCH_TURF | SMOOTHHINT_TARGETS_NOT_UNIQUE gender = PLURAL base_icon = 'icons/turf/map_placeholders.dmi' base_icon_state = "ash" oxygen = 0 nitrogen = 0 temperature = TCMB var/dug = 0 //Increments by 1 everytime it's dug. 11 is the last integer that should ever be here. var/digging has_resources = 1 footstep_sound = "gravelstep" roof_type = null // Same as the other, this is a global so we don't have a lot of pointless lists floating around. // Basalt is explicitly omitted so ash will spill onto basalt turfs. var/list/asteroid_floor_smooth = list( /turf/unsimulated/floor/asteroid/ash, /turf/simulated/mineral, /turf/simulated/wall ) // Copypaste parent for performance. /turf/unsimulated/floor/asteroid/Initialize(mapload) if(initialized) crash_with("Warning: [src]([type]) initialized multiple times!") initialized = TRUE if(icon != base_icon) // Setting icon is an appearance change, so avoid it if we can. icon = base_icon base_desc = desc base_name = name turfs += src if(dynamic_lighting) luminosity = 0 else luminosity = 1 if(mapload && permit_ao) queue_ao() if(smooth) canSmoothWith = asteroid_floor_smooth pixel_x = -4 pixel_y = -4 queue_smooth(src) if(!mapload) queue_smooth_neighbors(src) if(light_range && light_power) update_light() return INITIALIZE_HINT_NORMAL /turf/unsimulated/floor/asteroid/ex_act(severity) switch(severity) if(3.0) return if(2.0) if(prob(70)) dug += rand(4, 10) gets_dug() // who's dug else dug += rand(1, 3) gets_dug() if(1.0) if(prob(30)) dug = 11 gets_dug() else dug += rand(4,11) gets_dug() return /turf/unsimulated/floor/asteroid/is_plating() return FALSE /turf/unsimulated/floor/asteroid/attackby(obj/item/W, mob/user) if(!W || !user) return FALSE if(istype(W, /obj/item/stack/rods)) var/obj/structure/lattice/L = locate(/obj/structure/lattice, src) if(L) return var/obj/item/stack/rods/R = W if(R.use(1)) to_chat(user, SPAN_NOTICE("Constructing support lattice...")) playsound(src, 'sound/weapons/Genhit.ogg', 50, 1) ReplaceWithLattice() return if(istype(W, /obj/item/stack/tile/floor)) var/obj/structure/lattice/L = locate(/obj/structure/lattice, src) if(L) var/obj/item/stack/tile/floor/S = W if(S.get_amount() < 1) return qdel(L) playsound(src, 'sound/weapons/Genhit.ogg', 50, TRUE) S.use(1) ChangeTurf(/turf/simulated/floor/airless) return else to_chat(user, SPAN_WARNING("The plating is going to need some support.")) //turf psychiatrist lmaooo return var/static/list/usable_tools = typecacheof(list( /obj/item/shovel, /obj/item/pickaxe/diamonddrill, /obj/item/pickaxe/drill, /obj/item/pickaxe/borgdrill )) if(is_type_in_typecache(W, usable_tools)) var/turf/T = get_turf(user) if(!istype(T)) return if(digging) return if(dug) if(!GetBelow(src)) return to_chat(user, SPAN_NOTICE("You start digging deeper.")) playsound(get_turf(user), 'sound/effects/stonedoor_openclose.ogg', 50, TRUE) digging = TRUE if(!do_after(user, 60 / W.toolspeed)) if(istype(src, /turf/unsimulated/floor/asteroid)) digging = FALSE return // Turfs are special. They don't delete. So we need to check if it's // still the same turf as before the sleep. if(!istype(src, /turf/unsimulated/floor/asteroid)) return playsound(get_turf(user), 'sound/effects/stonedoor_openclose.ogg', 50, TRUE) if(prob(33)) switch(dug) if(1) to_chat(user, SPAN_NOTICE("You've made a little progress.")) if(2) to_chat(user, SPAN_NOTICE("You notice the hole is a little deeper.")) if(3) to_chat(user, SPAN_NOTICE("You think you're about halfway there.")) if(4) to_chat(user, SPAN_NOTICE("You finish up lifting another pile of dirt.")) if(5) to_chat(user, SPAN_NOTICE("You dig a bit deeper. You're definitely halfway there now.")) if(6) to_chat(user, SPAN_NOTICE("You still have a ways to go.")) if(7) to_chat(user, SPAN_NOTICE("The hole looks pretty deep now.")) if(8) to_chat(user, SPAN_NOTICE("The ground is starting to feel a lot looser.")) if(9) to_chat(user, SPAN_NOTICE("You can almost see the other side.")) if(10) to_chat(user, SPAN_NOTICE("Just a little deeper...")) else to_chat(user, SPAN_NOTICE("You penetrate the virgin earth!")) else if(dug <= 10) to_chat(user, SPAN_NOTICE("You dig a little deeper.")) else to_chat(user, SPAN_NOTICE("You dug a big hole.")) // how ceremonious gets_dug(user) digging = 0 return to_chat(user, SPAN_WARNING("You start digging.")) playsound(get_turf(user), 'sound/effects/stonedoor_openclose.ogg', 50, TRUE) digging = TRUE if(!do_after(user, 40)) if(istype(src, /turf/unsimulated/floor/asteroid)) digging = FALSE return // Turfs are special. They don't delete. So we need to check if it's // still the same turf as before the sleep. if(!istype(src, /turf/unsimulated/floor/asteroid)) return to_chat(user, SPAN_NOTICE("You dug a hole.")) digging = FALSE gets_dug(user) else if(istype(W,/obj/item/storage/bag/ore)) var/obj/item/storage/bag/ore/S = W if(S.collection_mode) for(var/obj/item/ore/O in contents) O.attackby(W, user) return else if(istype(W,/obj/item/storage/bag/fossils)) var/obj/item/storage/bag/fossils/S = W if(S.collection_mode) for(var/obj/item/fossil/F in contents) F.attackby(W, user) return else ..(W, user) return /turf/unsimulated/floor/asteroid/proc/gets_dug(mob/user) add_overlay("asteroid_dug", TRUE) if(prob(75)) new /obj/item/ore/glass(src) if(prob(25) && has_resources) var/list/ore = list() for(var/metal in resources) switch(metal) if("silicates") ore += /obj/item/ore/glass if("carbonaceous rock") ore += /obj/item/ore/coal if("iron") ore += /obj/item/ore/iron if("gold") ore += /obj/item/ore/gold if("silver") ore += /obj/item/ore/silver if("diamond") ore += /obj/item/ore/diamond if("uranium") ore += /obj/item/ore/uranium if("phoron") ore += /obj/item/ore/phoron if("osmium") ore += /obj/item/ore/osmium if("hydrogen") ore += /obj/item/ore/hydrogen else if(prob(25)) switch(rand(1,5)) if(1) ore += /obj/random/junk if(2) ore += /obj/random/powercell if(3) ore += /obj/random/coin if(4) ore += /obj/random/loot if(5) ore += /obj/item/ore/glass else ore += /obj/item/ore/glass if(length(ore)) var/ore_path = pick(ore) if(ore) new ore_path(src) if(dug <= 10) dug += 1 add_overlay("asteroid_dug", TRUE) else var/turf/below = GetBelow(src) if(below) var/area/below_area = get_area(below) // Let's just assume that the turf is not in nullspace. if(below_area.station_area) if(user) to_chat(user, span("alert", "You strike metal!")) below.spawn_roof(ROOF_FORCE_SPAWN) else ChangeTurf(/turf/space) /turf/unsimulated/floor/asteroid/Entered(atom/movable/M as mob|obj) ..() if(istype(M,/mob/living/silicon/robot)) var/mob/living/silicon/robot/R = M if(R.module) // bro wtf this is criminal if(istype(R.module_state_1, /obj/item/storage/bag/ore)) attackby(R.module_state_1, R) else if(istype(R.module_state_2, /obj/item/storage/bag/ore)) attackby(R.module_state_2, R) else if(istype(R.module_state_3, /obj/item/storage/bag/ore)) attackby(R.module_state_3, R) else return /turf/simulated/mineral/Destroy() clear_ore_effects() . = ..()