/** * The objects that ore vents produce, which is refined into minerals. */ /obj/item/boulder name = "boulder" desc = "This rocks." icon_state = "ore" icon = 'icons/obj/ore.dmi' item_flags = NO_MAT_REDEMPTION throw_range = 2 throw_speed = 0.5 drag_slowdown = 1.5 // It's still a big rock. ///When a refinery machine is working on this boulder, we'll set this. Re reset when the process is finished, but the boulder may still be refined/operated on further. var/obj/machinery/bouldertech/processed_by = null /// How many steps of refinement this boulder has gone through. Starts at 5-8, goes down one each machine process. var/durability = 5 /// What was the size of the boulder when it was spawned? This is used for inheiriting the icon_state. var/boulder_size = BOULDER_SIZE_SMALL /// Used in inheriting the icon_state from our parent vent in update_icon. var/boulder_string = "boulder" /// Cooldown used to prevents boulders from getting processed back into a machine immediately after being processed. COOLDOWN_DECLARE(processing_cooldown) /// Static list of all minerals to populate gulag boulders with. var/list/static/gulag_minerals = list( /datum/material/diamond = 1, /datum/material/gold = 8, /datum/material/iron = 95, /datum/material/plasma = 30, /datum/material/silver = 20, /datum/material/titanium = 8, /datum/material/uranium = 3, ) /// Static list of all minerals to populate gulag boulders with, but with bluespace added where safe. var/list/static/expanded_gulag_minerals = list( /datum/material/bluespace = 1, /datum/material/diamond = 1, /datum/material/gold = 8, /datum/material/iron = 94, /datum/material/plasma = 30, /datum/material/silver = 20, /datum/material/titanium = 8, /datum/material/uranium = 3, ) /obj/item/boulder/Initialize(mapload) . = ..() register_context() AddComponent(/datum/component/two_handed, require_twohands = TRUE, force_unwielded = 0, force_wielded = 5) //Heavy as all hell, it's a boulder, dude. /obj/item/boulder/Destroy(force) SSore_generation.available_boulders -= src processed_by = null return ..() /obj/item/boulder/examine(mob/user) . = ..() . += span_notice("This boulder would take [durability] more steps to refine or break.") /obj/item/boulder/examine_more(mob/user) . = ..() . += span_notice("[span_bold("Boulders")] can either be cracked open by [span_bold("mining tools")], or processed into sheets with [span_bold("refineries or smelters")]. Undisturbed boulders can be collected by the [span_bold("BRM")].") /obj/item/boulder/add_context(atom/source, list/context, obj/item/held_item, mob/living/user) if(held_item?.tool_behaviour == TOOL_MINING || HAS_TRAIT(user, TRAIT_BOULDER_BREAKER)) context[SCREENTIP_CONTEXT_RMB] = "Crush boulder into ore" return CONTEXTUAL_SCREENTIP_SET /obj/item/boulder/attack_self(mob/user, list/modifiers) . = ..() if(.) return if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER)) manual_process(null, user, INATE_BOULDER_SPEED_MULTIPLIER) return /obj/item/boulder/attack_hand_secondary(mob/user, list/modifiers) . = ..() if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN) return if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER)) manual_process(null, user, INATE_BOULDER_SPEED_MULTIPLIER) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN /obj/item/boulder/CanAllowThrough(atom/movable/mover, border_dir) . = ..() if(istype(mover, /obj/item/boulder)) //This way, boulders can only go one at a time on conveyor belts, but everyone else can go through. return FALSE /obj/item/boulder/attackby_secondary(obj/item/weapon, mob/user, params) . = ..() if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER) || HAS_TRAIT(weapon, TRAIT_BOULDER_BREAKER)) manual_process(weapon, user, INATE_BOULDER_SPEED_MULTIPLIER) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN if(weapon.tool_behaviour == TOOL_MINING) manual_process(weapon, user) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN return ..() /obj/item/boulder/attack_basic_mob(mob/user, list/modifiers) . = ..() if(.) return if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER)) manual_process(null, user, INATE_BOULDER_SPEED_MULTIPLIER) //A little hacky but it works around the speed of the blackboard task selection process for now. return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN /obj/item/boulder/update_icon_state() . = ..() switch(boulder_size) if(BOULDER_SIZE_SMALL) icon_state = "[boulder_string]_small" if(BOULDER_SIZE_MEDIUM) icon_state = "[boulder_string]_medium" if(BOULDER_SIZE_LARGE) icon_state = "[boulder_string]_large" else icon_state = "[boulder_string]_small" /** * This is called when a boulder is processed by a mob or tool, and reduces the durability of the boulder. * @param obj/item/weapon The weapon that is being used to process the boulder, that we pull toolspeed from. If null, we use the override_speed_multiplier instead. * @param mob/living/user The mob that is processing the boulder. * @param override_speed_multiplier The speed multiplier to use if weapon is null. The do_after will take 2 * this value seconds to complete. * @param continued Whether or not this is a continued process, or the first one. If true, we don't play the "You swing at the boulder" message. */ /obj/item/boulder/proc/manual_process(obj/item/weapon, mob/living/user, override_speed_multiplier, continued = FALSE) var/process_speed = 0 //Handle weapon conditions. if(weapon) if(HAS_TRAIT(weapon, TRAIT_INSTANTLY_PROCESSES_BOULDERS)) durability = 0 process_speed = weapon.toolspeed weapon.play_tool_sound(src, 50) if(!continued) to_chat(user, span_notice("You swing at \the [src]...")) // Handle user conditions/override conditions. else if (override_speed_multiplier || HAS_TRAIT(user, TRAIT_BOULDER_BREAKER)) if(user) if(HAS_TRAIT(user, TRAIT_INSTANTLY_PROCESSES_BOULDERS)) durability = 0 else if(override_speed_multiplier) process_speed = override_speed_multiplier else process_speed = INATE_BOULDER_SPEED_MULTIPLIER playsound(src, 'sound/effects/rocktap1.ogg', 50) if(!continued) to_chat(user, span_notice("You scrape away at \the [src]... speed is [process_speed].")) else CRASH("No weapon, acceptable user, or override speed multiplier passed to manual_process()") if(durability > 0) if(!do_after(user, (2 * process_speed SECONDS), target = src)) return if(!user.Adjacent(src)) return durability-- user.apply_damage(4, STAMINA) if(durability <= 0) convert_to_ore() to_chat(user, span_notice("You finish working on \the [src], and it crumbles into ore.")) playsound(src, 'sound/effects/rock_break.ogg', 50) user.mind?.adjust_experience(/datum/skill/mining, MINING_SKILL_BOULDER_SIZE_XP * 0.2) qdel(src) return var/msg = (durability == 1 ? "is crumbling!" : "looks weaker!") to_chat(user, span_notice("\The [src] [msg]")) manual_process(weapon, user, override_speed_multiplier, continued = TRUE) /** * This function is called while breaking boulders manually, and drops ore based on the boulder's mineral content. * Quantity of ore spawned here is 1 less than if the boulder was processed by a machine, but clamped at 10 maximum, 1 minimum. */ /obj/item/boulder/proc/convert_to_ore() for(var/datum/material/picked in custom_materials) var/obj/item/stack/ore/cracked_ore // Take the associated value and convert it into ore stacks... var/quantity = clamp(round((custom_materials[picked] - SHEET_MATERIAL_AMOUNT)/SHEET_MATERIAL_AMOUNT), 1, 10) //but less resources than if they processed it by hand. var/cracked_ore_type = picked.ore_type if(isnull(cracked_ore_type)) stack_trace("boulder found containing material type [picked.type] with no set ore_type") continue cracked_ore = new cracked_ore_type (drop_location(), quantity) SSblackbox.record_feedback("tally", "ore_mined", quantity, cracked_ore) /** * Handles the boulder's processing cooldown to check if it's ready to be processed again. */ /obj/item/boulder/proc/can_get_processed() return COOLDOWN_FINISHED(src, processing_cooldown) /** * Starts the boulder's processing cooldown. */ /obj/item/boulder/proc/restart_processing_cooldown() COOLDOWN_START(src, processing_cooldown, 2 SECONDS) /** * Moves boulder contents to the drop location, and then deletes the boulder. */ /obj/item/boulder/proc/break_apart() var/list/quips = list("Clang!", "Crack!", "Bang!", "Clunk!", "Clank!") if(length(contents)) visible_message(span_notice("[pick(quips)] Something falls out of \the [src]!")) playsound(loc, 'sound/effects/picaxe1.ogg', 60, FALSE) for(var/obj/item/content as anything in contents) content.forceMove(get_turf(src)) qdel(src) /** * This is called when a boulder is spawned from a vent, and is used to set the boulder's icon as well as durability. * We also set our boulder_size variable, which is used for inheiriting the icon_state later on if processed. * @param obj/structure/ore_vent/parent_vent The vent that spawned this boulder to generate consistent boulder icons. If null, we use the default size. * @param size The size of the boulder to spawn. If parent_vent is defined, this is ignored. * @param is_artifact Whether or not this boulder is an artifact boulder. If true, we use the artifact boulder icon state regardless of size. */ /obj/item/boulder/proc/flavor_boulder(obj/structure/ore_vent/parent_vent, size = BOULDER_SIZE_SMALL, is_artifact = FALSE) var/durability_min = size var/durability_max = size + BOULDER_SIZE_SMALL if(parent_vent) durability_min = parent_vent.boulder_size durability_max = parent_vent.boulder_size + BOULDER_SIZE_SMALL durability = rand(durability_min, durability_max) //randomize durability a bit for some flavor. boulder_size = size if(parent_vent) boulder_size = parent_vent.boulder_size boulder_string = parent_vent.boulder_icon_state update_appearance(UPDATE_ICON_STATE) /** * Unique proc for gulag-style boulders, which adds a random amount of minerals to the boulder. */ /obj/item/boulder/proc/add_gulag_minerals() var/datum/material/new_material = pick_weight(gulag_minerals) var/list/new_mats = list() new_mats[new_material] = SHEET_MATERIAL_AMOUNT * rand(1,3) //We only want a few sheets of material in the gulag boulders set_custom_materials(new_mats) /obj/item/boulder/artifact name = "artifact boulder" desc = "This boulder is brimming with strange energy. Cracking it open could contain something unusual for science." icon_state = "boulder_artifact" /// This is the type of item that will be inside the boulder. Default is a strange object. var/artifact_type = /obj/item/relic /// References to the relic inside the boulder, if any. var/obj/item/artifact_inside /obj/item/boulder/artifact/Initialize(mapload) . = ..() artifact_inside = new artifact_type(src) /// This could be poggers for archaeology in the future. /obj/item/boulder/artifact/Destroy(force) QDEL_NULL(artifact_inside) return ..() /obj/item/boulder/artifact/convert_to_ore() . = ..() artifact_inside.forceMove(drop_location()) artifact_inside = null /obj/item/boulder/artifact/break_apart() artifact_inside = null return ..() /obj/item/boulder/gulag name = "low-quality boulder" desc = "This rocks. It's a low quality boulder, so it's probably not worth as much." /obj/item/boulder/gulag/Initialize(mapload) . = ..() add_gulag_minerals(gulag_minerals) /obj/item/boulder/gulag_expanded name = "low-density boulder" desc = "This rocks. It's not very well packed, and can't contain as many minerals." /obj/item/boulder/gulag_expanded/Initialize(mapload) . = ..() add_gulag_minerals(expanded_gulag_minerals) /obj/item/boulder/shabby name = "shabby boulder" desc = "A bizzare, twisted boulder. Wait, wait no, it's just a rock." custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.1, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.1) durability = 1