Files
Aurora.3/code/modules/mining/machine_processing.dm
T
naut 8888834897 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>
2025-11-11 16:29:19 +00:00

591 lines
18 KiB
Plaintext

//Modes the smelter can work with, bitflags
#define SMELTER_MODE_IDLE BITFLAG(0)
#define SMELTER_MODE_ALLOYING BITFLAG(1)
#define SMELTER_MODE_COMPRESSING BITFLAG(2)
#define SMELTER_MODE_SMELTING BITFLAG(3)
/obj/machinery/mineral
var/id //used for linking machines to consoles
var/is_processing_machine = FALSE //used to check for initializing machines
var/turf/input_turf
var/turf/output_turf
// Locate our output and input machinery.
/obj/machinery/mineral/proc/setup_io()
for(var/dir in GLOB.cardinals)
var/input_spot = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(input_spot)
input_turf = get_turf(input_spot) // thought of qdeling the spots here, but it's useful when rebuilding a destroyed machine
break
for(var/dir in GLOB.cardinals)
var/output_spot = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(output_turf)
output_turf = get_turf(output_spot)
break
if(!input_turf)
input_turf = get_step(src, REVERSE_DIR(dir))
if(!output_turf)
output_turf = get_step(src, dir)
/obj/machinery/mineral/proc/reset_io()
input_turf = null
output_turf = null
setup_io()
/obj/machinery/mineral/Initialize()
. = ..()
if(is_processing_machine)
// checks for movement (i.e. shuttles) and calls reset_io()
RegisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(reset_io))
/obj/machinery/mineral/Destroy()
if(is_processing_machine)
UnregisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(reset_io))
return ..()
/**********************Mineral processing unit console**************************/
/obj/machinery/mineral/processing_unit_console
name = "ore redemption console"
desc = "A handy console which can be use to retrieve mining points for use in the mining vendor, or to set processing values for various ore types."
icon = 'icons/obj/machinery/wall/terminals.dmi'
icon_state = "production_console"
density = FALSE
anchored = TRUE
idle_power_usage = 15
active_power_usage = 50
var/obj/machinery/mineral/processing_unit/machine
var/show_all_ores = TRUE
var/points = 0
var/list/ore/input_mats = list()
var/list/material/output_mats = list()
var/list/datum/alloy/alloy_mats = list()
var/waste = 0
var/idx = 0
component_types = list(
/obj/item/circuitboard/redemption_console,
/obj/item/stock_parts/scanning_module,
/obj/item/stock_parts/console_screen
)
/obj/machinery/mineral/processing_unit_console/upgrade_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Upgraded <b>capacitors</b> will increase the amount of ore smelted per second."
. += "Upgraded <b>micro-lasers</b> will increase the amount of ore smelted per second."
. += "Upgraded <b>scanning modules</b> will increase the amount of ore smelted per second."
/obj/machinery/mineral/processing_unit_console/Initialize(mapload, d, populate_components)
. = ..()
var/mutable_appearance/screen_overlay = mutable_appearance(icon, "production_console-screen", plane = ABOVE_LIGHTING_PLANE)
AddOverlays(screen_overlay)
set_light(1.4, 1, COLOR_CYAN)
return INITIALIZE_HINT_LATELOAD
/obj/machinery/mineral/processing_unit_console/LateInitialize()
. = ..()
setup_machine()
/obj/machinery/mineral/processing_unit_console/Destroy()
if(machine)
machine.console = null
return ..()
/obj/machinery/mineral/processing_unit_console/proc/handle_machine_deletion()
SIGNAL_HANDLER
machine = null
/obj/machinery/mineral/processing_unit_console/proc/setup_machine(mob/user)
if(!machine)
var/area/A = get_area(src)
var/best_distance = INFINITY
for(var/obj/machinery/mineral/processing_unit/checked_machine in SSmachinery.machinery)
if(id)
if(checked_machine.id == id)
machine = checked_machine
break //We only link with one, no point continuing if it's ID based
else if(!checked_machine.console && A == get_area(checked_machine) && get_dist(checked_machine, src) < best_distance)
machine = checked_machine
best_distance = get_dist(checked_machine, src)
if(machine)
machine.link_console(src)
RegisterSignal(machine, COMSIG_QDELETING, PROC_REF(handle_machine_deletion))
else
to_chat(user, SPAN_WARNING("ERROR: Linked machine not found!"))
return machine
/obj/machinery/mineral/processing_unit_console/attackby(obj/item/attacking_item, mob/user)
if(default_deconstruction_screwdriver(user, attacking_item))
return
if(default_deconstruction_crowbar(user, attacking_item))
return
if(default_part_replacement(user, attacking_item))
return
return ..()
/obj/machinery/mineral/processing_unit_console/attack_hand(mob/user)
add_fingerprint(user)
if(!setup_machine(user))
return
ui_interact(user)
/obj/machinery/mineral/processing_unit_console/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "MiningProcessor", "Ore Redemption Console", ui_x=500, ui_y=575)
ui.autoupdate = FALSE
ui.open()
/obj/machinery/mineral/processing_unit_console/ui_data(mob/user)
var/list/data = list()
var/obj/item/card/id/ID = user.GetIdCard()
if(ID)
data["hasId"] = TRUE
data["miningPoints"] = ID.mining_points ? ID.mining_points : 0
else
data["hasId"] = FALSE
data["enabled"] = machine.active
data["points"] = points
data["showAllOres"] = show_all_ores
var/list/ore_list = list()
for(var/ore in machine.ores_processing)
if(!machine.ores_stored[ore] && !show_all_ores)
continue
var/ore/O = GLOB.ore_data[ore]
if(!O)
continue
var/processing_type = ""
switch(machine.ores_processing[ore]) //Yes we could use bitflags, but I don't care enough about it here
if(SMELTER_MODE_IDLE)
processing_type = "Idle"
if(SMELTER_MODE_SMELTING)
processing_type = "Smelt"
if(SMELTER_MODE_COMPRESSING)
processing_type = "Compress"
if(SMELTER_MODE_ALLOYING)
processing_type = "Alloy"
ore_list += list(list("name" = capitalize_first_letters(O.display_name), "processing" = processing_type, "stored" = machine.ores_stored[ore], "ore" = ore))
data["oreList"] = ore_list
return data
/obj/machinery/mineral/processing_unit_console/ui_act(action, params)
if(..())
return TRUE
if(action == "choice")
var/obj/item/card/id/ID = usr.GetIdCard()
if(ID)
if(params["choice"] == "claim")
if(points >= 0)
ID.mining_points += points
if(points != 0)
ping("<b>\The [src]</b> pings, \"Point transfer complete! Transaction total: [points] points!\"")
points = 0
else
ping("<b>\The [src]</b> pings, \"Transaction failed due to a negative point value. No transaction can be done until this value has returned to a positive one.\"")
if(params["choice"] == "print_report")
print_report(usr)
return TRUE
if(action == "toggle_smelting")
var/ore_name = params["toggle_smelting"]
var/choice = tgui_input_list(usr, "What setting do you wish to use for processing [ore_name]?", "Processing", list("Smelting", "Compressing", "Alloying", "Nothing"))
if(!choice)
return TRUE
switch(choice)
if("Nothing")
choice = SMELTER_MODE_IDLE
if("Smelting")
choice = SMELTER_MODE_SMELTING
if("Compressing")
choice = SMELTER_MODE_COMPRESSING
if("Alloying")
choice = SMELTER_MODE_ALLOYING
machine.ores_processing[ore_name] = choice
return TRUE
if(action == "toggle_power")
machine.active = !machine.active
if(machine.active)
machine.icon_state = "furnace"
else
machine.icon_state = "furnace-off"
return TRUE
if(action == "toggle_ores")
show_all_ores = !show_all_ores
return TRUE
/obj/machinery/mineral/processing_unit_console/proc/print_report(var/mob/living/user)
var/obj/item/card/id/ID = user.GetIdCard()
if(!ID)
to_chat(user, SPAN_WARNING("No ID detected. Cannot digitally sign."))
return
if(!input_mats.len && !output_mats.len && !alloy_mats)
to_chat(user, SPAN_WARNING("There is no data to print."))
return
if(printing)
return
printing = TRUE
var/obj/item/paper/P = new /obj/item/paper(get_turf(src))
var/date_string = worlddate2text()
idx++
var/form_title = "Form 0600 - Mining Yield Declaration"
var/dat
var/facility_name
if(SSatlas.current_map.use_overmap)
var/obj/effect/overmap/visitable/sector/S = GLOB.map_sectors["[GET_Z(src)]"]
if(!S) //Blueprints are useless now, but keep them around for fluff
facility_name = "If you're seeing this, report it on the GitHub issues tracker; include your current location in-game."
facility_name = "<b>[S.name]</b><br<br>"
else
facility_name = "[SSatlas.current_map.station_name]"
if(facility_name == SSatlas.current_map.station_name)
dat = "<small><center><b>Stellar Corporate Conglomerate<br>"
dat += "Operations Department</b><br><br>"
else
dat = "<b>[facility_name]</b><br><br>"
dat += "Form 0600<br> Mining Yield Declaration</center><hr>"
dat += "Facility: [facility_name]<br>"
dat += "Date: [date_string]<br>"
dat += "Index: [idx]<br><br>"
dat += "Miner(s): <span class=\"paper_field\"></span><br>"
dat += "Ore Yields: <br>"
dat += "<table>"
for(var/material/OM in output_mats)
if(output_mats[OM] > 1)
dat += "<tr><td><b><small>[output_mats[OM]]</b></small></td><td><small>[OM.display_name] [OM.sheet_plural_name]</small></td></tr>"
else
dat += "<tr><td><b><small>[output_mats[OM]]</b></small></td><td><small>[OM.display_name] [OM.sheet_singular_name]</small></td></tr>"
CHECK_TICK
for(var/datum/alloy/AM in alloy_mats)
if(alloy_mats[AM] > 1)
dat += "<tr><td><b><small>[alloy_mats[AM]]</b></td><td><small>[AM.metaltag] sheets</small></td></tr>"
else
dat += "<tr><td><b><small>[alloy_mats[AM]]</b></td><td><small>[AM.metaltag] sheet</small></td></tr>"
CHECK_TICK
dat += "</table><br>"
if(waste > 0)
dat += "Waste detected: "
dat += "[waste] unit(s) of material were wasted due to operator error. This includes: <br>"
dat += "<table>"
for(var/ore/IM in input_mats)
if(input_mats[IM] > 1)
dat += "<tr><td><b><small>[input_mats[IM]]</small></b></td><td><small>[IM.display_name]</small></td></tr>"
else
dat += "<tr><td><b><small>[input_mats[IM]]</small></b></td><td><small>[IM.display_name]</small></td></tr>"
CHECK_TICK
dat += "</table><br>"
dat += "Additional Notes: <span class=\"paper_field\"></span><br><br>"
dat += "Operations Manager's / Captain's Stamp: </small>"
P.set_content(form_title, dat)
//stamp the paper
var/image/stampoverlay = image('icons/obj/bureaucracy.dmi')
stampoverlay.icon_state = "paper_stamp-cent"
if(!P.stamped)
P.stamped = new
P.offset_x += 0
P.offset_y += 0
P.ico += "paper_stamp-cent"
P.stamped += /obj/item/stamp
P.AddOverlays(stampoverlay)
P.stamps += "<HR><i>This paper has been stamped by the SCC Ore Processing System.</i>"
user.visible_message("\The [src] rattles and prints out a sheet of paper.")
playsound(get_turf(src), 'sound/bureaucracy/print_short.ogg', 50, 1)
// reset
output_mats = list()
input_mats = list()
waste = 0
if(user.Adjacent(src))
user.put_in_hands(P)
printing = FALSE
return
/**********************Mineral processing unit**************************/
/**
* A list containing alloy data, initialized only once by the first `/obj/machinery/mineral/processing_unit` that initializes
*/
GLOBAL_LIST_EMPTY_TYPED(alloy_data, /datum/alloy)
/obj/machinery/mineral/processing_unit
name = "industrial smelter" //This isn't actually a goddamn furnace, we're in space and it's processing platinum and flammable phoron... //lol fuk u bay it is //i'm gay // based and redpilled
desc = "A large smelter and compression machine which heats up ore, then applies the process specified within the ore redemption console, outputting the result to the other side."
icon = 'icons/obj/machinery/mining_machines.dmi'
icon_state = "furnace-off"
density = TRUE
anchored = TRUE
is_processing_machine = TRUE
light_range = 3
///The ore redemption console that is linked to us
var/obj/machinery/mineral/processing_unit_console/console
///How many sheets in a second this smelter can make (more or less, rounded up depending on ticklag)
var/sheets_per_second = 50
/**
* An associative list
*
* Key is a string, representing the ore name (eg. uranium, diamond, gold)
*
* Value is a bitflag, representing the operation mode for said ore, see `SMELTER_MODE_*` defines
*/
var/list/ores_processing[0]
/**
* An associative list
*
* Key is a string, representing the ore name (eg. uranium, diamond, gold)
*
* Value is a number, representing how many ores are stored in the device for said ore type
*/
var/list/ores_stored[0]
var/active = 0
idle_power_usage = 15
active_power_usage = 150
component_types = list(
/obj/item/circuitboard/refiner,
/obj/item/stock_parts/capacitor = 2,
/obj/item/stock_parts/scanning_module,
/obj/item/stock_parts/micro_laser = 2,
/obj/item/stock_parts/matter_bin
)
/obj/machinery/mineral/processing_unit/Initialize()
. = ..()
// initialize static alloy_data list, if it's not already initialized
if(!length(GLOB.alloy_data))
for(var/alloytype in subtypesof(/datum/alloy))
GLOB.alloy_data += new alloytype()
for(var/O in GLOB.ore_data)
ores_processing[O] = SMELTER_MODE_IDLE
ores_stored[O] = 0
return INITIALIZE_HINT_LATELOAD
/obj/machinery/mineral/processing_unit/LateInitialize()
. = ..()
setup_io()
/obj/machinery/mineral/processing_unit/Destroy()
if(console)
console.machine = null
return ..()
/obj/machinery/mineral/processing_unit/proc/link_console(obj/machinery/mineral/processing_unit_console/console_to_link)
if(console)
UnregisterSignal(console, COMSIG_QDELETING)
console = null
console = console_to_link
RegisterSignal(console, COMSIG_QDELETING, PROC_REF(handle_console_deletion))
/obj/machinery/mineral/processing_unit/proc/handle_console_deletion()
SIGNAL_HANDLER
console = null
/obj/machinery/mineral/processing_unit/attackby(obj/item/attacking_item, mob/user)
if(default_deconstruction_screwdriver(user, attacking_item))
return
if(default_deconstruction_crowbar(user, attacking_item))
return
if(default_part_replacement(user, attacking_item))
return
return ..()
/obj/machinery/mineral/processing_unit/process(seconds_per_tick)
..()
if(!src.output_turf || !src.input_turf)
return
var/list/tick_alloys = list()
//Grab some more ore to process this tick.
for(var/_ in 1 to ROUND_UP(sheets_per_second*seconds_per_tick))
var/obj/item/ore/O = locate() in input_turf
if(!O)
break
if(!isnull(ores_stored[O.material]))
ores_stored[O.material] = ores_stored[O.material] + 1
qdel(O)
if(!active)
if(icon_state != "furnace-off")
icon_state = "furnace-off"
return
//Process our stored ores and spit out sheets.
var/sheets = 0
for(var/metal in ores_stored)
if(src.stat & NOPOWER)
return
if(TICK_CHECK)
return
if(sheets >= ROUND_UP(sheets_per_second*seconds_per_tick))
break
if(ores_stored[metal] > 0 && ores_processing[metal] != SMELTER_MODE_IDLE)
var/ore/O = GLOB.ore_data[metal]
if(!O)
continue
//Alloying materials
if(ores_processing[metal] & SMELTER_MODE_ALLOYING && O.alloy)
for(var/datum/alloy/A in GLOB.alloy_data)
if(A.metaltag in tick_alloys)
continue
tick_alloys += A.metaltag
var/enough_metal
if(!isnull(A.requires[metal]) && ores_stored[metal] >= A.requires[metal]) //We have enough of our first metal, we're off to a good start.
enough_metal = TRUE
for(var/needs_metal in A.requires)
//Check if we're alloying the needed metal and have it stored.
if(!(ores_processing[needs_metal] & SMELTER_MODE_ALLOYING) || ores_stored[needs_metal] < A.requires[needs_metal])
enough_metal = FALSE
break
if(!enough_metal)
continue
else
var/total
for(var/needs_metal in A.requires)
if(console)
var/ore/Ore = GLOB.ore_data[needs_metal]
console.points += Ore.worth
use_power_oneoff(300)
ores_stored[needs_metal] -= A.requires[needs_metal]
total += A.requires[needs_metal]
total = max(1, round(total * A.product_mod)) //Always get at least one sheet.
sheets += total - 1
for(var/_ in 1 to total)
if(console)
console.alloy_mats[A] = console.alloy_mats[A] + 1
new A.product(output_turf)
//Compressing materials
else if(ores_processing[metal] & SMELTER_MODE_COMPRESSING && O.compresses_to)
var/can_make = clamp(ores_stored[metal], 0, ROUND_UP(sheets_per_second*seconds_per_tick) - sheets)
if(can_make % 2 > 0)
can_make--
var/material/M = SSmaterials.get_material_by_name(O.compresses_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
for(var/_ in 1 to (can_make/2))
if(console)
console.points += O.worth * 2
use_power_oneoff(300)
ores_stored[metal] -= 2
sheets += 2
console.output_mats[M] += 1
new M.stack_type(output_turf)
//Smelting materials
else if(ores_processing[metal] & SMELTER_MODE_SMELTING && O.smelts_to)
var/can_make = clamp(ores_stored[metal], 0, ROUND_UP(sheets_per_second*seconds_per_tick) - sheets)
var/material/M = SSmaterials.get_material_by_name(O.smelts_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
for(var/_ in 1 to can_make)
if(console)
console.points += O.worth
use_power_oneoff(300)
ores_stored[metal] -= 1
sheets++
if(console)
console.output_mats[M] += 1
new M.stack_type(output_turf)
else
if(console)
console.points -= O.worth * 3 //reee wasting our materials!
use_power_oneoff(800)
ores_stored[metal] -= 1
sheets++
if(console)
console.input_mats[O] += 1
console.waste++
new /obj/item/ore/slag(output_turf)
if(console)
console.updateUsrDialog()
/obj/machinery/mineral/processing_unit/RefreshParts()
..()
var/scan_rating = 0
var/cap_rating = 0
var/laser_rating = 0
for(var/obj/item/stock_parts/P in component_parts)
if(isscanner(P))
scan_rating += P.rating
else if(iscapacitor(P))
cap_rating += P.rating
else if(ismicrolaser(P))
laser_rating += P.rating
sheets_per_second += scan_rating + cap_rating + laser_rating
#undef SMELTER_MODE_IDLE
#undef SMELTER_MODE_ALLOYING
#undef SMELTER_MODE_COMPRESSING
#undef SMELTER_MODE_SMELTING