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//If you look at the "geyser_soup" overlay icon_state, you'll see that the first frame has 25 ticks.
//That's because the first 18~ ticks are completely skipped for some ungodly weird fucking byond reason
///A lavaland geyser that spawns chems and can be mining scanned for points. Made to work with the plumbing pump to extract that sweet rare nectar
/obj/structure/geyser
name = "geyser"
icon = 'icons/obj/mining_zones/terrain.dmi'
icon_state = "geyser"
anchored = TRUE
///set to null to get it greyscaled from "[icon_state]_soup". Not very usable with the whole random thing, but more types can be added if you change the spawn prob
var/erupting_state = null
///what chem do we produce?
var/datum/reagent/reagent_id = /datum/reagent/fuel/oil
///how much reagents we add every process (2 seconds)
var/potency = 2
///maximum volume
var/max_volume = 500
///Have we been discovered with a mining scanner?
var/discovered = FALSE
///How many points we grant to whoever discovers us
var/point_value = 100
///what's our real name that will show upon discovery? null to do nothing
var/true_name
///the message given when you discover this geyser.
var/discovery_message = null
/obj/structure/geyser/Initialize(mapload) //if xenobio wants to bother, nethermobs are around geysers.
. = ..()
AddElement(/datum/element/swabable, CELL_LINE_TABLE_NETHER, CELL_VIRUS_TABLE_GENERIC, 1, 5)
create_reagents(max_volume, DRAINABLE)
reagents.add_reagent(reagent_id, max_volume)
RegisterSignal(reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(start_chemming))
if(erupting_state)
icon_state = erupting_state
else
var/mutable_appearance/I = mutable_appearance('icons/obj/mining_zones/terrain.dmi', "[icon_state]_soup")
I.color = mix_color_from_reagents(reagents.reagent_list)
add_overlay(I)
///start making those CHHHHHEEEEEEMS. Called whenever chems are removed
/obj/structure/geyser/proc/start_chemming()
SIGNAL_HANDLER
UnregisterSignal(reagents, COMSIG_REAGENTS_HOLDER_UPDATED)
START_PROCESSING(SSplumbing, src) //Its main function is to be plumbed, so use SSplumbing
///Add reagents until we are full
/obj/structure/geyser/process()
//create more
if(reagents.total_volume <= reagents.maximum_volume)
reagents.add_reagent(reagent_id, potency)
return
//we're full
RegisterSignal(reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(start_chemming))
return PROCESS_KILL
/obj/structure/geyser/attackby(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
if(!istype(item, /obj/item/mining_scanner) && !istype(item, /obj/item/t_scanner/adv_mining_scanner))
playsound(src, SFX_INDUSTRIAL_SCAN, 20, TRUE, -2, TRUE, FALSE)
return ..() //this runs the plunger code
if(discovered)
to_chat(user, span_warning("This geyser has already been discovered!"))
return
to_chat(user, span_notice("You discovered the geyser and mark it on the GPS system!"))
playsound(src, 'sound/machines/beep/twobeep_high.ogg', 30)
SEND_SIGNAL(user, COMSIG_LIVING_DISCOVERED_GEYSER, src)
if(discovery_message)
to_chat(user, discovery_message)
discovered = TRUE
if(true_name)
name = true_name
AddComponent(/datum/component/gps, true_name) //put it on the gps so miners can mark it and chemists can profit off of it
if(isliving(user))
var/mob/living/living = user
var/obj/item/card/id/card = living.get_idcard()
if(card)
to_chat(user, span_notice("[point_value] mining points have been paid out!"))
card.registered_account.mining_points += point_value
/obj/structure/geyser/wittel
reagent_id = /datum/reagent/wittel
point_value = 250
true_name = "wittel geyser"
discovery_message = "It's a rare wittel geyser! This could be very powerful in the right hands... "
/obj/structure/geyser/plasma_oxide
reagent_id = /datum/reagent/plasma_oxide
true_name = "plasma-oxide geyser"
/obj/structure/geyser/protozine
reagent_id = /datum/reagent/medicine/omnizine/protozine
true_name = "protozine geyser"
/obj/structure/geyser/hollowwater
reagent_id = /datum/reagent/water/hollowwater
true_name = "hollow water geyser"
/obj/structure/geyser/chiral_buffer
reagent_id = /datum/reagent/reaction_agent/inversing_buffer
point_value = 250
true_name = "chiral inversing geyser"
discovery_message = "It's a rare chiral inversing geyser! This could be very powerful in the right hands... "
/obj/structure/geyser/random
point_value = 500
/obj/structure/geyser/random/Initialize(mapload)
reagent_id = get_random_reagent_id()
true_name = "[initial(reagent_id.name)] geyser"
discovery_message = "It's a [true_name]! How does any of this even work?" //it doesnt
return ..()
///A wearable tool that lets you empty plumbing machinery and some other stuff
/obj/item/plunger
name = "plunger"
desc = "It's a plunger for plunging."
icon = 'icons/obj/watercloset.dmi'
icon_state = "plunger"
worn_icon_state = "plunger"
icon_angle = 90
slot_flags = ITEM_SLOT_MASK
flags_inv = HIDESNOUT
///time*plunge_mod = total time we take to plunge an object
var/plunge_mod = 1
///whether we do heavy duty stuff like geysers
var/reinforced = TRUE
///alt sprite for the toggleable layer change mode
var/layer_mode_sprite = "plunger_layer"
///Wheter we're in layer mode
var/layer_mode = FALSE
///What layer we set it to
var/target_layer = DUCT_LAYER_DEFAULT
/obj/item/plunger/attack_atom(obj/attacked_obj, mob/living/user, list/modifiers, list/attack_modifiers)
if(layer_mode)
SEND_SIGNAL(attacked_obj, COMSIG_MOVABLE_CHANGE_DUCT_LAYER, attacked_obj, target_layer)
return ..()
else
if(!attacked_obj.plunger_act(src, user, reinforced))
return ..()
/obj/item/plunger/throw_impact(atom/hit_atom, datum/thrownthing/tt)
. = ..()
if(tt.target_zone != BODY_ZONE_HEAD)
return
if(iscarbon(hit_atom))
var/mob/living/carbon/H = hit_atom
if(!H.wear_mask)
H.equip_to_slot_if_possible(src, ITEM_SLOT_MASK)
H.visible_message(span_warning("The plunger slams into [H]'s face!"), span_warning("The plunger suctions to your face!"))
/obj/item/plunger/attack_self(mob/user)
. = ..()
layer_mode = !layer_mode
if(!layer_mode)
icon_state = initial(icon_state)
to_chat(user, span_notice("You set the plunger to 'Plunger Mode'."))
else
icon_state = layer_mode_sprite
to_chat(user, span_notice("You set the plunger to 'Layer Mode'."))
playsound(src, 'sound/machines/click.ogg', 10, TRUE)
/obj/item/plunger/click_alt(mob/user)
var/new_layer = tgui_input_list(user, "Select a layer", "Layer", GLOB.plumbing_layers)
if(isnull(new_layer) || !user.can_perform_action(src))
return CLICK_ACTION_BLOCKING
target_layer = GLOB.plumbing_layers[new_layer]
return CLICK_ACTION_SUCCESS
///A faster reinforced plunger
/obj/item/plunger/reinforced
name = "reinforced plunger"
desc = "It's an M. 7 Reinforced Plunger© for heavy duty plunging."
icon_state = "reinforced_plunger"
worn_icon_state = "reinforced_plunger"
reinforced = TRUE
plunge_mod = 0.5
layer_mode_sprite = "reinforced_plunger_layer"
custom_premium_price = PAYCHECK_CREW * 8