Files
Aurora.3/code/modules/mining/ore.dm
Fluffy a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00

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/obj/item/ore
name = "rock"
icon = 'icons/obj/item/ore.dmi'
icon_state = "ore"
randpixel = 8
w_class = WEIGHT_CLASS_SMALL
throwforce = 10
var/datum/geosample/geologic_data
var/material
/obj/item/ore/uranium
name = "pitchblende"
icon_state = "ore_uranium"
origin_tech = list(TECH_MATERIAL = 5)
material = ORE_URANIUM
/obj/item/ore/iron
name = "hematite"
icon_state = "ore_iron"
origin_tech = list(TECH_MATERIAL = 1)
material = ORE_IRON
/obj/item/ore/coal
name = "raw carbon"
icon_state = "slag"
origin_tech = list(TECH_MATERIAL = 1)
material = ORE_COAL
/obj/item/ore/glass
name = "sand"
icon_state = "ore_glass"
origin_tech = list(TECH_MATERIAL = 1)
material = ORE_SAND
slot_flags = SLOT_HOLSTER
// POCKET SAND!
/obj/item/ore/glass/throw_impact(atom/hit_atom)
..()
var/mob/living/carbon/human/H = hit_atom
if(istype(H) && H.has_eyes() && prob(85))
to_chat(H, SPAN_DANGER("Some of \the [src] gets in your eyes!"))
H.eye_blind += 5
H.eye_blurry += 10
qdel(src)
/obj/item/ore/phoron
name = "phoron crystals"
icon_state = "ore_phoron"
origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2)
material = ORE_PHORON
/obj/item/ore/silver
name = "native silver ore"
icon_state = "ore_silver"
origin_tech = list(TECH_MATERIAL = 3)
material = ORE_SILVER
/obj/item/ore/gold
name = "native gold ore"
icon_state = "ore_gold"
origin_tech = list(TECH_MATERIAL = 4)
material = ORE_GOLD
/obj/item/ore/diamond
name = "diamonds"
icon_state = "ore_diamond"
origin_tech = list(TECH_MATERIAL = 6)
material = ORE_DIAMOND
/obj/item/ore/osmium
name = "raw platinum"
icon_state = "ore_platinum"
material = ORE_PLATINUM
/obj/item/ore/hydrogen
name = "raw hydrogen"
icon_state = "ore_hydrogen"
material = ORE_HYDROGEN
/obj/item/ore/aluminium
name = "bauxite"
icon_state = "ore_bauxite"
material = ORE_BAUXITE
/obj/item/ore/lead
name = "galena"
icon_state = "ore_galena"
material = ORE_GALENA
// maybe someone can think of a creative way to use slag
// and make slagging shit not absolutely bomb mining - geeves
/obj/item/ore/slag
name = "Slag"
desc = "Someone screwed up..."
icon_state = "slag"
material = null
/obj/item/ore/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item,/obj/item/device/core_sampler))
var/obj/item/device/core_sampler/C = attacking_item
C.sample_item(src, user)
else
return ..()