Files
Aurora.3/code/modules/mining/ore_detector.dm
Wowzewow (Wezzy) e7232d04fc The Great Device Resprite and Contained Sprite-ening (#20344)
Don't let the large file size scare you, it's just mostly splitting
stuff into contained sprites and putting them in the correct place.

Anyway, resprites most non-resprited devices in devices.dmi, and puts
them in contained sprites.
Also puts any related /obj/item/device into contained sprites too.
That's basically the long and short of it.
2025-01-24 12:16:30 +00:00

203 lines
6.1 KiB
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#define MINOR_ARTIFACTS "Minor Artifacts" // defined solely so someone doesn't typo it
#define MAJOR_ARTIFACTS "Major Artifacts"
#define SURFACE_MINERALS "Surface Minerals"
#define PRECIOUS_METALS "Precious Metals"
#define NUCLEAR_FUEL "Nuclear Fuel"
#define EXOTIC_MATTER "Exotic Matter"
/obj/item/ore_detector
name = "ore detector"
desc = "A device capable of locating and displaying ores to the average untrained hole explorer."
icon = 'icons/obj/item/adv_mining_scanner.dmi'
icon_state = "advmining0"
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
force = 1
var/active = FALSE
var/datum/weakref/our_user
var/list/ore_pings = list()
var/list/search_ores = list()
var/ping_rate = 4 SECONDS
var/last_ping = 0
var/list/ore_names
/// The anchor used to render the ore pings on top of, this follows us around as the ore detector resets its blips
var/obj/item/detector_anchor/anchor
/obj/item/ore_detector/Initialize(mapload, ...)
. = ..()
anchor = new /obj/item/detector_anchor(src)
/obj/item/ore_detector/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
. = ..()
if(distance <= 1)
. += FONT_SMALL(SPAN_NOTICE("Alt-click to set the ore you wish to search for."))
/obj/item/ore_detector/Destroy()
deactivate()
QDEL_NULL(anchor)
return ..()
/obj/item/ore_detector/update_icon()
icon_state = "advmining[active]"
/obj/item/ore_detector/attack_self(mob/user)
ui_interact(user)
/obj/item/ore_detector/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "OreDetector", ui_x=400, ui_y=420)
ui.open()
/obj/item/ore_detector/ui_data(mob/user)
if(!length(ore_names))
ore_names = list()
for(var/ore_n in GLOB.ore_data)
var/ore/O = GLOB.ore_data[ore_n]
var/ore_name = O.display_name
ore_names += ore_name
ore_names += SURFACE_MINERALS
ore_names += PRECIOUS_METALS
ore_names += NUCLEAR_FUEL
ore_names += EXOTIC_MATTER
ore_names += MINOR_ARTIFACTS
ore_names += MAJOR_ARTIFACTS
var/list/data = list()
data["ore_names"] = ore_names
data["search_ores"] = search_ores
data["enabled"] = active
return data
/obj/item/ore_detector/ui_act(action,params)
. = ..()
if(.)
return
if(action=="toggle")
if(active)
deactivate()
else
activate(usr)
. = TRUE
update_icon()
if(action=="select_ore")
if(params["ore_name"] in search_ores)
search_ores -= params["ore_name"]
else
search_ores += params["ore_name"]
if(!length(search_ores))
deactivate()
. = TRUE
/obj/item/ore_detector/process()
if(last_ping + ping_rate > world.time)
return
if(isnull(our_user))
deactivate()
return
clear_images()
var/mob/M = our_user.resolve()
if(loc != M && loc.loc != M)
deactivate()
return
last_ping = world.time
var/turf/our_turf = get_turf(src)
anchor.forceMove(our_turf)
for(var/turf/turf as anything in RANGE_TURFS(7, our_turf))
if(isnull(our_user)) // in the event it's dropped midsweep
return
var/found_ores = FALSE
if(
length(turf.resources) && \
( \
((SURFACE_MINERALS in search_ores) && (ORE_IRON in turf.resources)) || \
((PRECIOUS_METALS in search_ores) && ((ORE_GOLD in turf.resources) || (ORE_SILVER in turf.resources) || (ORE_DIAMOND in turf.resources))) || \
((NUCLEAR_FUEL in search_ores) && (ORE_URANIUM in turf.resources)) || \
((EXOTIC_MATTER in search_ores) && ((ORE_PHORON in turf.resources) || (ORE_PLATINUM in turf.resources) || (ORE_HYDROGEN in turf.resources))) \
) \
)
found_ores = TRUE
if(!found_ores)
var/turf/simulated/mineral/mine_turf = turf
if(istype(mine_turf, /turf/simulated/mineral))
if((length(mine_turf.finds) && (MINOR_ARTIFACTS in search_ores)) || (mine_turf.artifact_find && (MAJOR_ARTIFACTS in search_ores)) || (mine_turf.mineral && (mine_turf.mineral.display_name in search_ores)))
found_ores = TRUE
if(found_ores)
var/image/ore_ping = image(icon = 'icons/obj/item/adv_mining_scanner.dmi', icon_state = "signal_overlay", loc = anchor, layer = UNDER_HUD_LAYER)
ore_ping.appearance_flags |= KEEP_APART|RESET_ALPHA|RESET_COLOR|RESET_TRANSFORM
ore_ping.pixel_x = rand(-6, 6)
ore_ping.pixel_y = rand(-6, 6)
ore_ping.alpha = rand(180, 255)
ore_ping.plane = HUD_PLANE
pixel_shift_to_turf(ore_ping, our_turf, turf)
if(M.client)
M.client.images += ore_ping
ore_pings += ore_ping
/obj/item/ore_detector/emp_act(severity)
. = ..()
deactivate()
/obj/item/ore_detector/proc/activate(var/mob/user)
if(!length(search_ores))
return
START_PROCESSING(SSprocessing, src)
our_user = WEAKREF(user)
active = TRUE
update_icon()
/obj/item/ore_detector/proc/deactivate()
active = FALSE
STOP_PROCESSING(SSprocessing, src)
clear_images()
our_user = null
update_icon()
/obj/item/ore_detector/proc/clear_images()
var/mob/M = our_user?.resolve()
if(M?.client)
M.client.images -= ore_pings
ore_pings.Cut()
/obj/item/ore_detector/throw_at()
..()
deactivate()
/obj/item/ore_detector/dropped()
..()
deactivate()
/obj/item/ore_detector/on_give()
deactivate()
// horrendous hack, but it's an engine limitation
// the way images work is that it's only show to a client when you add it via client.images += I
// the problem with that is it needs a loc to attach to, and if you attach it to a turf, the image is only visible if that turf is visible
// meaning that you can't see it through walls, which is the whole point of the detector
// so, what we do instead, is spawn this anchor beneath the player and attach all the images to the anchor, then pixel shift them to the turf it needs to render over
// the reason we're making the anchor instead of just making the loc our turf, is that clicking on an image passes the click through to whatever it's attached to, it works like an overlay
// so the right click menu gets messed up, and clicking on the ore blip means you actually click beneath yourself, which can be disastrous
// so, by having an anchor with MOUSE_OPACITY_TRANSPARENT, we can circumvent ALL those issues
/obj/item/detector_anchor
icon = null
icon_state = null
alpha = 1
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
density = FALSE
#undef MINOR_ARTIFACTS
#undef MAJOR_ARTIFACTS
#undef SURFACE_MINERALS
#undef PRECIOUS_METALS
#undef NUCLEAR_FUEL
#undef EXOTIC_MATTER