#define GIBTONITE_QUALITY_HIGH 3 #define GIBTONITE_QUALITY_MEDIUM 2 #define GIBTONITE_QUALITY_LOW 1 #define ORESTACK_OVERLAYS_MAX 10 /**********************Mineral ores**************************/ /obj/item/stack/ore name = "rock" icon = 'icons/obj/mining.dmi' icon_state = "ore" item_state = "ore" full_w_class = WEIGHT_CLASS_BULKY singular_name = "ore chunk" var/points = 0 //How many points this ore gets you from the ore redemption machine var/refined_type = null //What this ore defaults to being refined into novariants = TRUE // Ore stacks handle their icon updates themselves to keep the illusion that there's more going var/list/stack_overlays /obj/item/stack/ore/update_icon() var/difference = min(ORESTACK_OVERLAYS_MAX, amount) - (LAZYLEN(stack_overlays)+1) if(difference == 0) return else if(difference < 0 && LAZYLEN(stack_overlays)) //amount < stack_overlays, remove excess. cut_overlays() if (LAZYLEN(stack_overlays)-difference <= 0) stack_overlays = null; else stack_overlays.len += difference else if(difference > 0) //amount > stack_overlays, add some. cut_overlays() for(var/i in 1 to difference) var/mutable_appearance/newore = mutable_appearance(icon, icon_state) newore.pixel_x = rand(-8,8) newore.pixel_y = rand(-8,8) LAZYADD(stack_overlays, newore) if (stack_overlays) add_overlay(stack_overlays) /obj/item/stack/ore/welder_act(mob/living/user, obj/item/I) if(!refined_type) return TRUE if(I.use_tool(src, user, 0, volume=50, amount=15)) new refined_type(drop_location()) use(1) return TRUE /obj/item/stack/ore/fire_act(exposed_temperature, exposed_volume) . = ..() if(isnull(refined_type)) return else var/probability = (rand(0,100))/100 var/burn_value = probability*amount var/amountrefined = round(burn_value, 1) if(amountrefined < 1) qdel(src) else new refined_type(drop_location(),amountrefined) qdel(src) /obj/item/stack/ore/uranium name = "uranium ore" icon_state = "Uranium ore" item_state = "Uranium ore" singular_name = "uranium ore chunk" points = 30 materials = list(MAT_URANIUM=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/uranium /obj/item/stack/ore/iron name = "iron ore" icon_state = "Iron ore" item_state = "Iron ore" singular_name = "iron ore chunk" points = 1 materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/metal /obj/item/stack/ore/glass name = "sand pile" icon_state = "Glass ore" item_state = "Glass ore" singular_name = "sand pile" points = 1 materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/glass w_class = WEIGHT_CLASS_TINY GLOBAL_LIST_INIT(sand_recipes, list(\ new /datum/stack_recipe("sandstone", /obj/item/stack/sheet/mineral/sandstone, 1, 1, 50)\ )) /obj/item/stack/ore/glass/Initialize(mapload, new_amount, merge = TRUE) recipes = GLOB.sand_recipes . = ..() /obj/item/stack/ore/glass/throw_impact(atom/hit_atom) if(..() || !ishuman(hit_atom)) return var/mob/living/carbon/human/C = hit_atom if(C.head && C.head.flags_cover & HEADCOVERSEYES) visible_message("[C]'s headgear blocks the sand!") return if(C.wear_mask && C.wear_mask.flags_cover & MASKCOVERSEYES) visible_message("[C]'s mask blocks the sand!") return if(C.glasses && C.glasses.flags_cover & GLASSESCOVERSEYES) visible_message("[C]'s glasses block the sand!") return C.adjust_blurriness(6) C.adjustStaminaLoss(15)//the pain from your eyes burning does stamina damage C.confused += 5 to_chat(C, "\The [src] gets into your eyes! The pain, it burns!") qdel(src) /obj/item/stack/ore/glass/ex_act(severity, target) if (severity == EXPLODE_NONE) return qdel(src) /obj/item/stack/ore/glass/basalt name = "volcanic ash" icon_state = "volcanic_sand" icon_state = "volcanic_sand" singular_name = "volcanic ash pile" /obj/item/stack/ore/plasma name = "plasma ore" icon_state = "Plasma ore" item_state = "Plasma ore" singular_name = "plasma ore chunk" points = 15 materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/plasma /obj/item/stack/ore/plasma/welder_act(mob/living/user, obj/item/I) to_chat(user, "You can't hit a high enough temperature to smelt [src] properly!") return TRUE /obj/item/stack/ore/silver name = "silver ore" icon_state = "Silver ore" item_state = "Silver ore" singular_name = "silver ore chunk" points = 16 materials = list(MAT_SILVER=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/silver /obj/item/stack/ore/gold name = "gold ore" icon_state = "Gold ore" icon_state = "Gold ore" singular_name = "gold ore chunk" points = 18 materials = list(MAT_GOLD=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/gold /obj/item/stack/ore/diamond name = "diamond ore" icon_state = "Diamond ore" item_state = "Diamond ore" singular_name = "diamond ore chunk" points = 50 materials = list(MAT_DIAMOND=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/diamond /obj/item/stack/ore/bananium name = "bananium ore" icon_state = "Bananium ore" item_state = "Bananium ore" singular_name = "bananium ore chunk" points = 60 materials = list(MAT_BANANIUM=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/bananium /obj/item/stack/ore/titanium name = "titanium ore" icon_state = "Titanium ore" item_state = "Titanium ore" singular_name = "titanium ore chunk" points = 50 materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/titanium /obj/item/stack/ore/slag name = "slag" desc = "Completely useless." icon_state = "slag" item_state = "slag" singular_name = "slag chunk" /obj/item/twohanded/required/gibtonite name = "gibtonite ore" desc = "Extremely explosive if struck with mining equipment, Gibtonite is often used by miners to speed up their work by using it as a mining charge. This material is illegal to possess by unauthorized personnel under space law." icon = 'icons/obj/mining.dmi' icon_state = "Gibtonite ore" item_state = "Gibtonite ore" w_class = WEIGHT_CLASS_BULKY throw_range = 0 var/primed = FALSE var/det_time = 100 var/quality = GIBTONITE_QUALITY_LOW //How pure this gibtonite is, determines the explosion produced by it and is derived from the det_time of the rock wall it was taken from, higher value = better var/attacher = "UNKNOWN" var/det_timer /obj/item/twohanded/required/gibtonite/Destroy() qdel(wires) wires = null return ..() /obj/item/twohanded/required/gibtonite/attackby(obj/item/I, mob/user, params) if(!wires && istype(I, /obj/item/assembly/igniter)) user.visible_message("[user] attaches [I] to [src].", "You attach [I] to [src].") wires = new /datum/wires/explosive/gibtonite(src) attacher = key_name(user) qdel(I) add_overlay("Gibtonite_igniter") return if(wires && !primed) if(is_wire_tool(I)) wires.interact(user) return if(I.tool_behaviour == TOOL_MINING || istype(I, /obj/item/resonator) || I.force >= 10) GibtoniteReaction(user) return if(primed) if(istype(I, /obj/item/mining_scanner) || istype(I, /obj/item/t_scanner/adv_mining_scanner) || istype(I, /obj/item/multitool)) primed = FALSE if(det_timer) deltimer(det_timer) user.visible_message("The chain reaction was stopped! ...The ore's quality looks diminished.", "You stopped the chain reaction. ...The ore's quality looks diminished.") icon_state = "Gibtonite ore" quality = GIBTONITE_QUALITY_LOW return ..() /obj/item/twohanded/required/gibtonite/attack_self(user) if(wires) wires.interact(user) else ..() /obj/item/twohanded/required/gibtonite/bullet_act(obj/item/projectile/P) GibtoniteReaction(P.firer) ..() /obj/item/twohanded/required/gibtonite/ex_act() GibtoniteReaction(null, 1) /obj/item/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by = 0) if(!primed) primed = TRUE playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1) icon_state = "Gibtonite active" var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) var/notify_admins = 0 if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel notify_admins = 1 if(notify_admins) if(triggered_by == 1) message_admins("An explosion has triggered a [name] to detonate at [ADMIN_COORDJMP(bombturf)].") else if(triggered_by == 2) message_admins("A signal has triggered a [name] to detonate at [ADMIN_COORDJMP(bombturf)]. Igniter attacher: [ADMIN_LOOKUPFLW(attacher)]") else message_admins("[ADMIN_LOOKUPFLW(attacher)] has triggered a [name] to detonate at [ADMIN_COORDJMP(bombturf)].") if(triggered_by == 1) log_game("An explosion has primed a [name] for detonation at [A][COORD(bombturf)]") else if(triggered_by == 2) log_game("A signal has primed a [name] for detonation at [A][COORD(bombturf)]. Igniter attacher: [key_name(attacher)].") else user.visible_message("[user] strikes \the [src], causing a chain reaction!", "You strike \the [src], causing a chain reaction.") log_game("[key_name(user)] has primed a [name] for detonation at [A][COORD(bombturf)]") det_timer = addtimer(CALLBACK(src, .proc/detonate, notify_admins), det_time, TIMER_STOPPABLE) /obj/item/twohanded/required/gibtonite/proc/detonate(notify_admins) if(primed) switch(quality) if(GIBTONITE_QUALITY_HIGH) explosion(src,2,4,9,adminlog = notify_admins) if(GIBTONITE_QUALITY_MEDIUM) explosion(src,1,2,5,adminlog = notify_admins) if(GIBTONITE_QUALITY_LOW) explosion(src,0,1,3,adminlog = notify_admins) qdel(src) /obj/item/stack/ore/Initialize() . = ..() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 /obj/item/stack/ore/ex_act(severity, target) if (!severity || severity >= 2) return qdel(src) /*****************************Coin********************************/ // The coin's value is a value of it's materials. // Yes, the gold standard makes a come-back! // This is the only way to make coins that are possible to produce on station actually worth anything. /obj/item/coin icon = 'icons/obj/economy.dmi' name = "coin" icon_state = "coin__heads" flags_1 = CONDUCT_1 force = 1 throwforce = 2 w_class = WEIGHT_CLASS_TINY var/string_attached var/list/sideslist = list("heads","tails") var/cmineral = null var/cooldown = 0 var/value = 1 var/coinflip /obj/item/coin/suicide_act(mob/living/user) user.visible_message("[user] contemplates suicide with \the [src]!") if (!attack_self(user)) user.visible_message("[user] couldn't flip \the [src]!") return SHAME addtimer(CALLBACK(src, .proc/manual_suicide, user), 10)//10 = time takes for flip animation return MANUAL_SUICIDE /obj/item/coin/proc/manual_suicide(mob/living/user) var/index = sideslist.Find(coinflip) message_admins("coinflip landed on [coinflip] which is [index] in sideslist") if (index==2)//tails user.visible_message("\the [src] lands on [coinflip]! [user] promply falls over, dead!") user.adjustOxyLoss(200) user.death(0) else user.visible_message("\the [src] lands on [coinflip]! [user] keeps on living!") /obj/item/coin/Initialize() . = ..() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 /obj/item/coin/examine(mob/user) ..() if(value) to_chat(user, "It's worth [value] credit\s.") /obj/item/coin/gold name = "gold coin" cmineral = "gold" icon_state = "coin_gold_heads" value = 50 materials = list(MAT_GOLD = MINERAL_MATERIAL_AMOUNT*0.2) grind_results = list("gold" = 4) /obj/item/coin/silver name = "silver coin" cmineral = "silver" icon_state = "coin_silver_heads" value = 20 materials = list(MAT_SILVER = MINERAL_MATERIAL_AMOUNT*0.2) grind_results = list("silver" = 4) /obj/item/coin/diamond name = "diamond coin" cmineral = "diamond" icon_state = "coin_diamond_heads" value = 500 materials = list(MAT_DIAMOND = MINERAL_MATERIAL_AMOUNT*0.2) grind_results = list("carbon" = 4) /obj/item/coin/iron name = "iron coin" cmineral = "iron" icon_state = "coin_iron_heads" value = 1 materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT*0.2) grind_results = list("iron" = 4) /obj/item/coin/plasma name = "plasma coin" cmineral = "plasma" icon_state = "coin_plasma_heads" value = 100 materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT*0.2) grind_results = list("plasma" = 4) /obj/item/coin/uranium name = "uranium coin" cmineral = "uranium" icon_state = "coin_uranium_heads" value = 80 materials = list(MAT_URANIUM = MINERAL_MATERIAL_AMOUNT*0.2) grind_results = list("uranium" = 4) /obj/item/coin/bananium name = "bananium coin" cmineral = "bananium" icon_state = "coin_bananium_heads" value = 1000 //makes the clown cry materials = list(MAT_BANANIUM = MINERAL_MATERIAL_AMOUNT*0.2) grind_results = list("banana" = 4) /obj/item/coin/adamantine name = "adamantine coin" cmineral = "adamantine" icon_state = "coin_adamantine_heads" value = 1500 /obj/item/coin/mythril name = "mythril coin" cmineral = "mythril" icon_state = "coin_mythril_heads" value = 3000 /obj/item/coin/twoheaded cmineral = "iron" icon_state = "coin_iron_heads" desc = "Hey, this coin's the same on both sides!" sideslist = list("heads") materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT*0.2) value = 1 grind_results = list("iron" = 4) /obj/item/coin/antagtoken name = "antag token" icon_state = "coin_valid_valid" cmineral = "valid" desc = "A novelty coin that helps the heart know what hard evidence cannot prove." sideslist = list("valid", "salad") value = 0 grind_results = list("sodiumchloride" = 4) /obj/item/coin/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/CC = W if(string_attached) to_chat(user, "There already is a string attached to this coin!") return if (CC.use(1)) add_overlay("coin_string_overlay") string_attached = 1 to_chat(user, "You attach a string to the coin.") else to_chat(user, "You need one length of cable to attach a string to the coin!") return else ..() /obj/item/coin/wirecutter_act(mob/living/user, obj/item/I) if(!string_attached) return TRUE new /obj/item/stack/cable_coil(drop_location(), 1) overlays = list() string_attached = null to_chat(user, "You detach the string from the coin.") return TRUE /obj/item/coin/attack_self(mob/user) if(cooldown < world.time) if(string_attached) //does the coin have a wire attached to_chat(user, "The coin won't flip very well with something attached!" ) return FALSE//do not flip the coin coinflip = pick(sideslist) cooldown = world.time + 15 flick("coin_[cmineral]_flip", src) icon_state = "coin_[cmineral]_[coinflip]" playsound(user.loc, 'sound/items/coinflip.ogg', 50, 1) var/oldloc = loc sleep(15) if(loc == oldloc && user && !user.incapacitated()) user.visible_message("[user] has flipped [src]. It lands on [coinflip].", \ "You flip [src]. It lands on [coinflip].", \ "You hear the clattering of loose change.") return TRUE//did the coin flip? useful for suicide_act #undef ORESTACK_OVERLAYS_MAX