Arcmining: Chemical Boosting (#95530)

This commit is contained in:
ArcaneMusic
2026-04-23 11:46:06 -04:00
committed by GitHub
parent 9e91f22db7
commit 0c91535120
25 changed files with 4981 additions and 4176 deletions
@@ -23,6 +23,12 @@
///The action verb to display to players
var/action = "processing"
/// What list of reagents should we look at when we boost the effectiveness of this machinery? Assign a value to a chem as well, eg: /datum/reagent/water = 1 is a 10% boost
var/list/booster_list = list()
/// What reagent should be produced when a boost chemical is replaced by the booster_reagent?
var/datum/reagent/waste_chemical = /datum/reagent/water
/// Cooldown associated with the sound played for collecting mining points.
COOLDOWN_DECLARE(sound_cooldown)
/// Cooldown associated with taking in boulds.
@@ -75,14 +81,18 @@
/obj/machinery/bouldertech/examine(mob/user)
. = ..()
. += span_notice("The machine reads that it has [span_bold("[points_held] mining points")] stored. Swipe an ID to claim them.")
. += span_notice("Click to remove a stored boulder.")
. += span_suppradio("The machine reads that it has [EXAMINE_HINT("[points_held] mining points")] stored. Swipe an ID to claim them.")
var/boulder_count = 0
for(var/obj/item/boulder/potential_boulder in contents)
boulder_count += 1
. += span_notice("Storage capacity = <b>[boulder_count]/[boulders_held_max] boulders</b>.")
. += span_notice("Can process up to <b>[boulders_processing_count] boulders</b> at a time.")
if(boulder_count >= 1)
. += span_notice("[EXAMINE_HINT("Right Click")] to manually remove a stored boulder.<br />")
. += span_info("Storage capacity = <b>[boulder_count]/[boulders_held_max] boulders</b>.")
. += span_info("This machine can process up to [EXAMINE_HINT("[boulders_processing_count] boulders")] at a time.")
if(anchored)
. += span_notice("It's [EXAMINE_HINT("anchored")] in place.")
@@ -94,6 +104,15 @@
if(panel_open)
. += span_notice("The whole machine can be [EXAMINE_HINT("pried")] apart.")
/obj/machinery/bouldertech/examine_more(mob/user)
. = ..()
if(length(booster_list))
. += span_notice("This machine's output is boosted by <b>chemical intake:</b><br>")
for(var/datum/reagent/increment as anything in booster_list)
. += span_info("&bull; [increment::name]: Provides [booster_list[increment] * 10]% Boost")
. += span_notice("<br>Upon being boosted successfully, \the [src] will produce [EXAMINE_HINT("[waste_chemical.name]")].")
/obj/machinery/bouldertech/update_icon_state()
. = ..()
var/suffix = ""
@@ -338,7 +357,8 @@
//if boulders are kept inside because there is no space to eject them, then they could be reprocessed, lets avoid that
if(!chosen_boulder.processed_by)
check_for_boosts()
if(length(reagents.reagent_list))
check_for_boosts() //Handles the mineral boosting, as well as creating waste. Must have reagents in the machine.
//here we loop through the boulder's ores
var/list/rejected_mats = list()
@@ -347,7 +367,7 @@
if(!can_process_material(possible_mat))
rejected_mats[possible_mat] = quantity
continue
points_held = round(points_held + (quantity * possible_mat.points_per_unit * MINING_POINT_MACHINE_MULTIPLIER)) // put point total here into machine
points_held += round(quantity * possible_mat.points_per_boulder_unit) // put point total here into machine
if(isnull(silo_materials.silo) || !silo_materials.mat_container.insert_amount_mat(quantity, possible_mat))
new possible_mat.sheet_type(drop_location(), floor(quantity / SHEET_MATERIAL_AMOUNT))
@@ -358,7 +378,7 @@
if(!length(chosen_boulder.custom_materials))
playsound(loc, usage_sound, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
if(istype(chosen_boulder, /obj/item/boulder/artifact))
points_held = round((points_held + MINER_POINT_MULTIPLIER) * MINING_POINT_MACHINE_MULTIPLIER) /// Artifacts give bonus points!
points_held = round((points_held + MINER_POINT_MULTIPLIER)) /// Artifacts give bonus points!
chosen_boulder.break_apart()
return//We've processed all the materials in the boulder, so we can just destroy it in break_apart.
@@ -387,7 +407,7 @@
breakdown_boulder(potential_boulder)
boulders_found = FALSE
//when the boulder is removed it plays sound and displays a balloon alert. don't overlap when that happens
//when the boulder is removed it plays sound and displays a balloon alert. Don't overlap when that happens
if(boulders_found)
playsound(loc, usage_sound, 29, FALSE, SHORT_RANGE_SOUND_EXTRARANGE)
balloon_alert_to_viewers(action)