/**********************Mineral ores**************************/ /obj/item/weapon/ore name = "rock" icon = 'icons/obj/mining.dmi' icon_state = "ore" 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 /obj/item/weapon/ore/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/W = I if(W.remove_fuel(15) && refined_type) new refined_type(get_turf(src.loc)) qdel(src) else if(W.isOn()) user << "Not enough fuel to smelt [src]." ..() /obj/item/weapon/ore/Crossed(atom/movable/AM) var/obj/item/weapon/storage/bag/ore/OB if(istype(loc, /turf/open/floor/plating/asteroid)) var/turf/open/floor/plating/asteroid/F = loc if(ishuman(AM)) var/mob/living/carbon/human/H = AM for(var/thing in H.get_storage_slots()) if(istype(thing, /obj/item/weapon/storage/bag/ore)) OB = thing break for(var/thing in H.held_items) if(istype(thing, /obj/item/weapon/storage/bag/ore)) OB = thing break else if(issilicon(AM)) var/mob/living/silicon/robot/R = AM for(var/thing in R.module_active) if(istype(thing, /obj/item/weapon/storage/bag/ore)) OB = thing break if(OB) F.attackby(OB, AM) // Then, if the user is dragging an ore box, empty the satchel // into the box. var/mob/living/L = AM if(istype(L.pulling, /obj/structure/ore_box)) var/obj/structure/ore_box/box = L.pulling box.attackby(OB, AM) return ..() /obj/item/weapon/ore/uranium name = "uranium ore" icon_state = "Uranium ore" origin_tech = "materials=5" points = 30 materials = list(MAT_URANIUM=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/uranium /obj/item/weapon/ore/iron name = "iron ore" icon_state = "Iron ore" origin_tech = "materials=1" points = 1 materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/metal /obj/item/weapon/ore/glass name = "sand pile" icon_state = "Glass ore" origin_tech = "materials=1" points = 1 materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/glass w_class = WEIGHT_CLASS_TINY /obj/item/weapon/ore/glass/attack_self(mob/living/user) user << "You use the sand to make sandstone." var/sandAmt = 1 for(var/obj/item/weapon/ore/glass/G in user.loc) // The sand on the floor sandAmt += 1 qdel(G) while(sandAmt > 0) var/obj/item/stack/sheet/mineral/sandstone/SS = new /obj/item/stack/sheet/mineral/sandstone(user.loc) if(sandAmt >= SS.max_amount) SS.amount = SS.max_amount else SS.amount = sandAmt for(var/obj/item/stack/sheet/mineral/sandstone/SA in user.loc) if(SA != SS && SA.amount < SA.max_amount) SA.attackby(SS, user) //we try to transfer all old unfinished stacks to the new stack we created. sandAmt -= SS.max_amount qdel(src) return /obj/item/weapon/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 C << "\The [src] gets into your eyes! The pain, it burns!" qdel(src) /obj/item/weapon/ore/glass/basalt name = "volcanic ash" icon_state = "volcanic_sand" /obj/item/weapon/ore/plasma name = "plasma ore" icon_state = "Plasma ore" origin_tech = "plasmatech=2;materials=2" points = 15 materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/plasma /obj/item/weapon/ore/plasma/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/W = I if(W.welding) user << "You can't hit a high enough temperature to smelt [src] properly!" else ..() /obj/item/weapon/ore/silver name = "silver ore" icon_state = "Silver ore" origin_tech = "materials=3" points = 16 materials = list(MAT_SILVER=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/silver /obj/item/weapon/ore/gold name = "gold ore" icon_state = "Gold ore" origin_tech = "materials=4" points = 18 materials = list(MAT_GOLD=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/gold /obj/item/weapon/ore/diamond name = "diamond ore" icon_state = "Diamond ore" origin_tech = "materials=6" points = 50 materials = list(MAT_DIAMOND=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/diamond /obj/item/weapon/ore/bananium name = "bananium ore" icon_state = "Clown ore" origin_tech = "materials=4" points = 60 materials = list(MAT_BANANIUM=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/bananium /obj/item/weapon/ore/titanium name = "titanium ore" icon_state = "Titanium ore" origin_tech = "materials=4" points = 50 materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/titanium /obj/item/weapon/ore/slag name = "slag" desc = "Completely useless" icon_state = "slag" /obj/item/weapon/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 = 0 var/det_time = 100 var/quality = 1 //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" /obj/item/weapon/twohanded/required/gibtonite/Destroy() qdel(wires) wires = null return ..() /obj/item/weapon/twohanded/required/gibtonite/attackby(obj/item/I, mob/user, params) if(!wires && istype(I, /obj/item/device/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(istype(I, /obj/item/weapon/pickaxe) || istype(I, /obj/item/weapon/resonator) || I.force >= 10) GibtoniteReaction(user) return if(primed) if(istype(I, /obj/item/device/mining_scanner) || istype(I, /obj/item/device/t_scanner/adv_mining_scanner) || istype(I, /obj/item/device/multitool)) primed = 0 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 = 1 return ..() /obj/item/weapon/twohanded/required/gibtonite/attack_self(user) if(wires) wires.interact(user) else ..() /obj/item/weapon/twohanded/required/gibtonite/bullet_act(obj/item/projectile/P) GibtoniteReaction(P.firer) ..() /obj/item/weapon/twohanded/required/gibtonite/ex_act() GibtoniteReaction(null, 1) /obj/item/weapon/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by = 0) if(!primed) playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1) primed = 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 [A.name] (JMP).") else if(triggered_by == 2) message_admins("A signal has triggered a [name] to detonate at [A.name] (JMP). Igniter attacher: [key_name_admin(attacher)]? (FLW)") else message_admins("[key_name_admin(user)]? (FLW) has triggered a [name] to detonate at [A.name] (JMP).") if(triggered_by == 1) log_game("An explosion has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])") else if(triggered_by == 2) log_game("A signal has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z]). 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.name]([bombturf.x],[bombturf.y],[bombturf.z])") spawn(det_time) if(primed) if(quality == 3) explosion(src.loc,2,4,9,adminlog = notify_admins) if(quality == 2) explosion(src.loc,1,2,5,adminlog = notify_admins) if(quality == 1) explosion(src.loc,-1,1,3,adminlog = notify_admins) qdel(src) /obj/item/weapon/ore/New() ..() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 /obj/item/weapon/ore/ex_act() return /*****************************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/weapon/coin icon = 'icons/obj/economy.dmi' name = "coin" icon_state = "coin__heads" flags = CONDUCT 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 /obj/item/weapon/coin/New() ..() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 icon_state = "coin_[cmineral]_heads" if(cmineral) name = "[cmineral] coin" /obj/item/weapon/coin/examine(mob/user) ..() if(value) user << "It's worth [value] credit\s." /obj/item/weapon/coin/gold cmineral = "gold" icon_state = "coin_gold_heads" value = 50 materials = list(MAT_GOLD = MINERAL_MATERIAL_AMOUNT*0.2) /obj/item/weapon/coin/silver cmineral = "silver" icon_state = "coin_silver_heads" value = 20 materials = list(MAT_SILVER = MINERAL_MATERIAL_AMOUNT*0.2) /obj/item/weapon/coin/diamond cmineral = "diamond" icon_state = "coin_diamond_heads" value = 500 materials = list(MAT_DIAMOND = MINERAL_MATERIAL_AMOUNT*0.2) /obj/item/weapon/coin/iron cmineral = "iron" icon_state = "coin_iron_heads" value = 1 materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT*0.2) /obj/item/weapon/coin/plasma cmineral = "plasma" icon_state = "coin_plasma_heads" value = 100 materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT*0.2) /obj/item/weapon/coin/uranium cmineral = "uranium" icon_state = "coin_uranium_heads" value = 80 materials = list(MAT_URANIUM = MINERAL_MATERIAL_AMOUNT*0.2) /obj/item/weapon/coin/clown cmineral = "bananium" icon_state = "coin_bananium_heads" value = 1000 //makes the clown cry materials = list(MAT_BANANIUM = MINERAL_MATERIAL_AMOUNT*0.2) /obj/item/weapon/coin/adamantine cmineral = "adamantine" icon_state = "coin_adamantine_heads" value = 1500 /obj/item/weapon/coin/mythril cmineral = "mythril" icon_state = "coin_mythril_heads" value = 3000 /obj/item/weapon/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 /obj/item/weapon/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 /obj/item/weapon/coin/antagtoken/New() return /obj/item/weapon/coin/attackby(obj/item/weapon/W, mob/user, params) if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/CC = W if(string_attached) user << "There already is a string attached to this coin!" return if (CC.use(1)) add_overlay(image('icons/obj/economy.dmi',"coin_string_overlay")) string_attached = 1 user << "You attach a string to the coin." else user << "You need one length of cable to attach a string to the coin!" return else if(istype(W,/obj/item/weapon/wirecutters)) if(!string_attached) ..() return var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc) CC.amount = 1 CC.update_icon() overlays = list() string_attached = null user << "You detach the string from the coin." else ..() /obj/item/weapon/coin/attack_self(mob/user) if(cooldown < world.time - 15) if(string_attached) //does the coin have a wire attached user << "The coin won't flip very well with something attached!" //Tell user it will not flip return //do not flip the coin var/coinflip = pick(sideslist) cooldown = world.time 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.")