#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" inhand_icon_state = "ore" full_w_class = WEIGHT_CLASS_BULKY singular_name = "ore chunk" material_flags = MATERIAL_EFFECTS 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 var/mine_experience = 5 //How much experience do you get for mining this ore? novariants = TRUE // Ore stacks handle their icon updates themselves to keep the illusion that there's more going var/list/stack_overlays var/scan_state = "" //Used by mineral turfs for their scan overlay. var/spreadChance = 0 //Also used by mineral turfs for spreading veins /obj/item/stack/ore/update_overlays() . = ..() var/difference = min(ORESTACK_OVERLAYS_MAX, amount) - (LAZYLEN(stack_overlays)+1) if(!difference) return if(difference < 0 && LAZYLEN(stack_overlays)) //amount < stack_overlays, remove excess. if(LAZYLEN(stack_overlays)-difference <= 0) stack_overlays = null return stack_overlays.len += difference else //amount > stack_overlays, add some. 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) . += 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" inhand_icon_state = "Uranium ore" singular_name = "uranium ore chunk" points = 30 material_flags = NONE mats_per_unit = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/uranium mine_experience = 6 scan_state = "rock_Uranium" spreadChance = 5 merge_type = /obj/item/stack/ore/uranium /obj/item/stack/ore/iron name = "iron ore" icon_state = "Iron ore" inhand_icon_state = "Iron ore" singular_name = "iron ore chunk" points = 1 mats_per_unit = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/iron mine_experience = 1 scan_state = "rock_Iron" spreadChance = 20 merge_type = /obj/item/stack/ore/iron /obj/item/stack/ore/glass name = "sand pile" icon_state = "Glass ore" inhand_icon_state = "Glass ore" singular_name = "sand pile" points = 1 mats_per_unit = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/glass w_class = WEIGHT_CLASS_TINY mine_experience = 0 //its sand merge_type = /obj/item/stack/ore/glass GLOBAL_LIST_INIT(sand_recipes, list(\ new /datum/stack_recipe("sandstone", /obj/item/stack/sheet/mineral/sandstone, 1, 1, 50),\ new /datum/stack_recipe("aesthetic volcanic floor tile", /obj/item/stack/tile/basalt, 2, 1, 50)\ )) /obj/item/stack/ore/glass/get_main_recipes() . = ..() . += GLOB.sand_recipes /obj/item/stack/ore/glass/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) if(..() || !ishuman(hit_atom)) return var/mob/living/carbon/human/C = hit_atom if(C.is_eyes_covered()) C.visible_message(span_danger("[C]'s eye protection blocks the sand!"), span_warning("Your eye protection blocks the sand!")) return C.adjust_blurriness(6) C.adjustStaminaLoss(15)//the pain from your eyes burning does stamina damage C.add_confusion(5) to_chat(C, span_userdanger("\The [src] gets into your eyes! The pain, it burns!")) qdel(src) /obj/item/stack/ore/glass/ex_act(severity, target) if(severity) qdel(src) /obj/item/stack/ore/glass/basalt name = "volcanic ash" icon_state = "volcanic_sand" inhand_icon_state = "volcanic_sand" singular_name = "volcanic ash pile" mine_experience = 0 merge_type = /obj/item/stack/ore/glass/basalt /obj/item/stack/ore/plasma name = "plasma ore" icon_state = "Plasma ore" inhand_icon_state = "Plasma ore" singular_name = "plasma ore chunk" points = 15 mats_per_unit = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/plasma mine_experience = 5 scan_state = "rock_Plasma" spreadChance = 8 merge_type = /obj/item/stack/ore/plasma /obj/item/stack/ore/plasma/welder_act(mob/living/user, obj/item/I) to_chat(user, span_warning("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" inhand_icon_state = "Silver ore" singular_name = "silver ore chunk" points = 16 mine_experience = 3 mats_per_unit = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/silver scan_state = "rock_Silver" spreadChance = 5 merge_type = /obj/item/stack/ore/silver /obj/item/stack/ore/gold name = "gold ore" icon_state = "Gold ore" inhand_icon_state = "Gold ore" singular_name = "gold ore chunk" points = 18 mine_experience = 5 mats_per_unit = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/gold scan_state = "rock_Gold" spreadChance = 5 merge_type = /obj/item/stack/ore/gold /obj/item/stack/ore/diamond name = "diamond ore" icon_state = "Diamond ore" inhand_icon_state = "Diamond ore" singular_name = "diamond ore chunk" points = 50 mats_per_unit = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/diamond mine_experience = 10 scan_state = "rock_Diamond" merge_type = /obj/item/stack/ore/diamond /obj/item/stack/ore/bananium name = "bananium ore" icon_state = "Bananium ore" inhand_icon_state = "Bananium ore" singular_name = "bananium ore chunk" points = 60 mats_per_unit = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/bananium mine_experience = 15 scan_state = "rock_Bananium" merge_type = /obj/item/stack/ore/bananium /obj/item/stack/ore/titanium name = "titanium ore" icon_state = "Titanium ore" inhand_icon_state = "Titanium ore" singular_name = "titanium ore chunk" points = 50 mats_per_unit = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT) refined_type = /obj/item/stack/sheet/mineral/titanium mine_experience = 3 scan_state = "rock_Titanium" spreadChance = 5 merge_type = /obj/item/stack/ore/titanium /obj/item/stack/ore/slag name = "slag" desc = "Completely useless." icon_state = "slag" inhand_icon_state = "slag" singular_name = "slag chunk" merge_type = /obj/item/stack/ore/slag /obj/item/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" inhand_icon_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/gibtonite/ComponentInitialize() . = ..() AddComponent(/datum/component/two_handed, require_twohands=TRUE) /obj/item/gibtonite/Destroy() qdel(wires) wires = null return ..() /obj/item/gibtonite/attackby(obj/item/I, mob/user, params) if(!wires && istype(I, /obj/item/assembly/igniter)) user.visible_message(span_notice("[user] attaches [I] to [src]."), span_notice("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) || I.tool_behaviour == TOOL_MULTITOOL) primed = FALSE if(det_timer) deltimer(det_timer) user.visible_message(span_notice("The chain reaction stopped! ...The ore's quality looks diminished."), span_notice("You stopped the chain reaction. ...The ore's quality looks diminished.")) icon_state = "Gibtonite ore" quality = GIBTONITE_QUALITY_LOW return ..() /obj/item/gibtonite/attack_self(user) if(wires) wires.interact(user) else ..() /obj/item/gibtonite/bullet_act(obj/projectile/P) GibtoniteReaction(P.firer) . = ..() /obj/item/gibtonite/ex_act() GibtoniteReaction(null, 1) /obj/item/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by = 0) if(!primed) primed = TRUE playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,TRUE) icon_state = "Gibtonite active" var/notify_admins = FALSE if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel notify_admins = TRUE if(triggered_by == 1) log_bomber(null, "An explosion has primed a", src, "for detonation", notify_admins) else if(triggered_by == 2) var/turf/bombturf = get_turf(src) if(notify_admins) message_admins("A signal has triggered a [name] to detonate at [ADMIN_VERBOSEJMP(bombturf)]. Igniter attacher: [ADMIN_LOOKUPFLW(attacher)]") var/bomb_message = "A signal has primed a [name] for detonation at [AREACOORD(bombturf)]. Igniter attacher: [key_name(attacher)]." log_game(bomb_message) GLOB.bombers += bomb_message else user.visible_message(span_warning("[user] strikes \the [src], causing a chain reaction!"), span_danger("You strike \the [src], causing a chain reaction.")) log_bomber(user, "has primed a", src, "for detonation", notify_admins) det_timer = addtimer(CALLBACK(src, .proc/detonate, notify_admins), det_time, TIMER_STOPPABLE) /obj/item/gibtonite/proc/detonate(notify_admins) if(primed) switch(quality) if(GIBTONITE_QUALITY_HIGH) explosion(src, devastation_range = 2, heavy_impact_range = 4, light_impact_range = 9, adminlog = notify_admins) if(GIBTONITE_QUALITY_MEDIUM) explosion(src, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 5, adminlog = notify_admins) if(GIBTONITE_QUALITY_LOW) explosion(src, heavy_impact_range = 1, light_impact_range = 3, adminlog = notify_admins) qdel(src) /obj/item/stack/ore/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1) . = ..() pixel_x = base_pixel_x + rand(0, 16) - 8 pixel_y = base_pixel_y + rand(0, 8) - 8 /obj/item/stack/ore/ex_act(severity, target) if(severity >= EXPLODE_DEVASTATE) 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" flags_1 = CONDUCT_1 force = 1 throwforce = 2 w_class = WEIGHT_CLASS_TINY custom_materials = list(/datum/material/iron = 400) material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS var/string_attached var/list/sideslist = list("heads","tails") var/cooldown = 0 var/value var/coinflip item_flags = NO_MAT_REDEMPTION //You know, it's kind of a problem that money is worth more extrinsicly than intrinsically in this universe. /obj/item/coin/Initialize(mapload) . = ..() coinflip = pick(sideslist) icon_state = "coin_[coinflip]" pixel_x = base_pixel_x + rand(0, 16) - 8 pixel_y = base_pixel_y + rand(0, 8) - 8 /obj/item/coin/set_custom_materials(list/materials, multiplier = 1) . = ..() value = 0 for(var/i in custom_materials) var/datum/material/M = i value += M.value_per_unit * custom_materials[M] /obj/item/coin/get_item_credit_value() return value /obj/item/coin/suicide_act(mob/living/user) user.visible_message(span_suicide("[user] contemplates suicide with \the [src]!")) if (!attack_self(user)) user.visible_message(span_suicide("[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_NONLETHAL /obj/item/coin/proc/manual_suicide(mob/living/user) var/index = sideslist.Find(coinflip) if (index==2)//tails user.visible_message(span_suicide("\the [src] lands on [coinflip]! [user] promptly falls over, dead!")) user.adjustOxyLoss(200) user.death(0) user.set_suicide(TRUE) user.suicide_log() else user.visible_message(span_suicide("\the [src] lands on [coinflip]! [user] keeps on living!")) /obj/item/coin/examine(mob/user) . = ..() . += span_info("It's worth [value] credit\s.") /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, span_warning("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, span_notice("You attach a string to the coin.")) else to_chat(user, span_warning("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, span_notice("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, span_warning("The coin won't flip very well with something attached!") ) return FALSE//do not flip the coin cooldown = world.time + 15 flick("coin_[coinflip]_flip", src) coinflip = pick(sideslist) icon_state = "coin_[coinflip]" playsound(user.loc, 'sound/items/coinflip.ogg', 50, TRUE) var/oldloc = loc sleep(15) if(loc == oldloc && user && !user.incapacitated()) user.visible_message(span_notice("[user] flips [src]. It lands on [coinflip]."), \ span_notice("You flip [src]. It lands on [coinflip]."), \ span_hear("You hear the clattering of loose change.")) return TRUE//did the coin flip? useful for suicide_act /obj/item/coin/gold custom_materials = list(/datum/material/gold = 400) /obj/item/coin/silver custom_materials = list(/datum/material/silver = 400) /obj/item/coin/diamond custom_materials = list(/datum/material/diamond = 400) /obj/item/coin/plasma custom_materials = list(/datum/material/plasma = 400) /obj/item/coin/uranium custom_materials = list(/datum/material/uranium = 400) /obj/item/coin/titanium custom_materials = list(/datum/material/titanium = 400) /obj/item/coin/bananium custom_materials = list(/datum/material/bananium = 400) /obj/item/coin/adamantine custom_materials = list(/datum/material/adamantine = 400) /obj/item/coin/mythril custom_materials = list(/datum/material/mythril = 400) /obj/item/coin/plastic custom_materials = list(/datum/material/plastic = 400) /obj/item/coin/runite custom_materials = list(/datum/material/runite = 400) /obj/item/coin/twoheaded desc = "Hey, this coin's the same on both sides!" sideslist = list("heads") /obj/item/coin/antagtoken name = "antag token" desc = "A novelty coin that helps the heart know what hard evidence cannot prove." icon_state = "coin_valid" custom_materials = list(/datum/material/plastic = 400) sideslist = list("valid", "salad") material_flags = NONE /obj/item/coin/iron /obj/item/coin/gold/debug custom_materials = list(/datum/material/gold = 400) desc = "If you got this somehow, be aware that it will dust you. Almost certainly." /obj/item/coin/gold/debug/attack_self(mob/user) if(cooldown < world.time) if(string_attached) //does the coin have a wire attached to_chat(user, span_warning("The coin won't flip very well with something attached!") ) return FALSE//do not flip the coin cooldown = world.time + 15 flick("coin_[coinflip]_flip", src) coinflip = pick(sideslist) icon_state = "coin_[coinflip]" playsound(user.loc, 'sound/items/coinflip.ogg', 50, TRUE) var/oldloc = loc sleep(15) if(loc == oldloc && user && !user.incapacitated()) user.visible_message(span_notice("[user] flips [src]. It lands on [coinflip]."), \ span_notice("You flip [src]. It lands on [coinflip]."), \ span_hear("You hear the clattering of loose change.")) SSeconomy.fire() to_chat(user,"[SSeconomy.inflation_value()] is the inflation value.") return TRUE//did the coin flip? useful for suicide_act ///Coins used in the dutchmen money bag. /obj/item/coin/silver/doubloon name = "doubloon" /obj/item/coin/gold/doubloon name = "doubloon" /obj/item/coin/adamantine/doubloon name = "doubloon" #undef ORESTACK_OVERLAYS_MAX