Files
Bubberstation/code/modules/mining/boulder_processing/_boulder_processing.dm
ArcaneMusic 002051a3d5 ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**

## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared

## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.

### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.

Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.

Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.

Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.

**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.

### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.

This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.

This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.

### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.

- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.

Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.

Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!

All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.

### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.

Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.

In addition, all borgs and AIs can interact with the BRM for boulder
collection.

### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.

Mechs can also manually process boulders, similar to mining tools using
their drill.

### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:

- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.

### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.

### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.

### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.

### Misc notes

- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**

## Why It's Good For The Game

I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.

Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.

Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.

By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.

Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.

## Changelog

🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-21 11:32:05 -05:00

350 lines
14 KiB
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/obj/machinery/bouldertech
name = "bouldertech brand refining machine"
desc = "You shouldn't be seeing this! And bouldertech isn't even a real company!"
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "ore_redemption"
anchored = TRUE
density = TRUE
/// What is the efficiency of minerals produced by the machine?
var/refining_efficiency = 1
/// How many boulders can we process maximum per loop?
var/boulders_processing_max = 1
/// What boulder(s) are we holding?
var/list/boulders_contained = list()
/// How many boulders can we hold maximum?
var/boulders_held_max = 1
/// Does this machine have a mineral storage link to the silo?
var/holds_minerals = FALSE
/// What materials do we accept and process out of boulders? Removing iron from an iron/glass boulder would leave a boulder with glass.
var/list/processable_materials = list()
/// If we get a boulder with one of these inside, we'll drop it back out.
var/static/list/drop_if_contained = list(
/obj/item/relic,
)
/// What sound plays when a thing operates?
var/usage_sound = 'sound/machines/mining/wooping_teleport.ogg'
/// Cooldown associated with the usage_sound played.
COOLDOWN_DECLARE(sound_cooldown)
/// Silo link to it's materials list.
var/datum/component/remote_materials/silo_materials
///Does this machine hold mining points?
var/holds_mining_points = FALSE
/// Mining points held by the machine for miners.
var/points_held = 0
/obj/machinery/bouldertech/Initialize(mapload)
. = ..()
register_context()
if(holds_minerals)
silo_materials = AddComponent(/datum/component/remote_materials, mapload)
/obj/machinery/bouldertech/LateInitialize()
. = ..()
if(!holds_minerals)
return
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/machinery/bouldertech/Destroy()
boulders_contained = null
silo_materials = null
return ..()
/obj/machinery/bouldertech/update_icon_state()
. = ..()
if(anchored)
icon_state ="[initial(icon_state)]"
else
icon_state ="[initial(icon_state)]-off"
/obj/machinery/bouldertech/wrench_act(mob/living/user, obj/item/tool)
. = ITEM_INTERACT_BLOCKING
if(default_unfasten_wrench(user, tool, time = 1.5 SECONDS) == SUCCESSFUL_UNFASTEN)
update_appearance(UPDATE_ICON_STATE)
START_PROCESSING(SSmachines, src)
return ITEM_INTERACT_SUCCESS
/obj/machinery/bouldertech/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-off", initial(icon_state), tool))
return ITEM_INTERACT_SUCCESS
/obj/machinery/bouldertech/crowbar_act(mob/living/user, obj/item/tool)
. = ..()
if(default_pry_open(tool, close_after_pry = TRUE, closed_density = FALSE))
return ITEM_INTERACT_SUCCESS
if(default_deconstruction_crowbar(tool))
return ITEM_INTERACT_SUCCESS
/obj/machinery/bouldertech/attackby(obj/item/attacking_item, mob/user, params)
if(holds_minerals && istype(attacking_item, /obj/item/boulder))
var/obj/item/boulder/my_boulder = attacking_item
update_boulder_count()
if(!accept_boulder(my_boulder))
balloon_alert_to_viewers("full!")
return
balloon_alert_to_viewers("accepted")
START_PROCESSING(SSmachines, src)
return TRUE
if(istype(attacking_item, /obj/item/card/id) && holds_mining_points)
if(points_held <= 0)
balloon_alert_to_viewers("no points to claim!")
if(!COOLDOWN_FINISHED(src, sound_cooldown))
return TRUE
COOLDOWN_START(src, sound_cooldown, 1.5 SECONDS)
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, FALSE)
return FALSE
var/obj/item/card/id/id_card = attacking_item
var/amount = tgui_input_number(user, "How many mining points do you wish to claim? ID Balance: [id_card.registered_account.mining_points], stored mining points: [points_held]", "Transfer Points", max_value = points_held, min_value = 0, round_value = 1)
if(!amount)
return TRUE
if(amount > points_held)
amount = points_held
id_card.registered_account.mining_points += amount
points_held = round(points_held - amount)
to_chat(user, span_notice("You claim [amount] mining points from \the [src] to [id_card]."))
return TRUE
return ..()
/obj/machinery/bouldertech/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
if(!anchored)
balloon_alert(user, "anchor first!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(!holds_minerals)
return SECONDARY_ATTACK_CONTINUE_CHAIN
if(!length(boulders_contained))
balloon_alert_to_viewers("No boulders to remove!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
remove_boulder(pick(boulders_contained))
return SECONDARY_ATTACK_CONTINUE_CHAIN
/obj/machinery/bouldertech/deconstruct(disassembled)
. = ..()
if(length(contents))
for(var/obj/item/boulder/boulder in contents)
remove_boulder(boulder)
/obj/machinery/bouldertech/process()
if(!anchored)
return PROCESS_KILL
var/stop_processing_check = FALSE
var/boulders_concurrent = boulders_processing_max ///How many boulders can we touch this process() call
for(var/obj/item/potential_boulder as anything in boulders_contained)
if(QDELETED(potential_boulder))
boulders_contained -= potential_boulder
break
if(boulders_concurrent <= 0)
break //Try again next time
if(!istype(potential_boulder, /obj/item/boulder))
potential_boulder.forceMove(drop_location())
CRASH("\The [src] had a non-boulder in it's boulders contained!")
var/obj/item/boulder/boulder = potential_boulder
if(boulder.durability < 0)
CRASH("\The [src] had a boulder with negative durability!")
if(!check_for_processable_materials(boulder.custom_materials)) //Checks for any new materials we can process.
boulders_concurrent-- //We count skipped boulders
remove_boulder(boulder)
continue
boulders_concurrent--
boulder.durability-- //One less durability to the processed boulder.
if(COOLDOWN_FINISHED(src, sound_cooldown))
COOLDOWN_START(src, sound_cooldown, 1.5 SECONDS)
playsound(loc, usage_sound, 29, FALSE, SHORT_RANGE_SOUND_EXTRARANGE) //This can get annoying. One play per process() call.
stop_processing_check = TRUE
if(boulder.durability <= 0)
breakdown_boulder(boulder) //Crack that bouwlder open!
continue
if(!stop_processing_check)
playsound(src.loc, 'sound/machines/ping.ogg', 50, FALSE)
return PROCESS_KILL
/obj/machinery/bouldertech/CanAllowThrough(atom/movable/mover, border_dir)
if(!anchored)
return FALSE
if(boulders_contained.len >= boulders_held_max)
return FALSE
if(istype(mover, /obj/item/boulder))
var/obj/item/boulder/boulder = mover
return boulder.can_get_processed()
return ..()
/obj/machinery/bouldertech/examine(mob/user)
. = ..()
if(holds_mining_points)
. += span_notice("The machine reads that it has [span_bold("[points_held] mining points")] stored. Swipe an ID to claim them.")
/**
* Accepts a boulder into the machinery, then converts it into minerals.
* If the boulder can be fully processed by this machine, we take the materials, insert it into the silo, and destroy the boulder.
* If the boulder has materials left, we make a copy of the boulder to hold the processable materials, take the processable parts, and eject the original boulder.
* @param chosen_boulder The boulder to being breaking down into minerals.
*/
/obj/machinery/bouldertech/proc/breakdown_boulder(obj/item/boulder/chosen_boulder)
if(QDELETED(chosen_boulder))
return FALSE
if(chosen_boulder.loc != src)
return FALSE
if(!length(chosen_boulder.custom_materials))
qdel(chosen_boulder)
playsound(loc, 'sound/weapons/drill.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
update_boulder_count()
return FALSE
if(isnull(silo_materials))
return FALSE
//here we loop through the boulder's ores
var/list/processable_ores = list()
var/tripped = FALSE
//If a material is in the boulder's custom_materials, but not in the processable_materials list, we add it to the processable_ores list to add back to a leftover boulder.
for(var/datum/material/possible_mat as anything in chosen_boulder.custom_materials)
if(!is_type_in_list(possible_mat, processable_materials))
continue
var/quantity = chosen_boulder.custom_materials[possible_mat]
points_held = round((points_held + (quantity * possible_mat.points_per_unit)) * MINING_POINT_MACHINE_MULTIPLIER) // put point total here into machine
processable_ores += possible_mat
processable_ores[possible_mat] = quantity
chosen_boulder.custom_materials -= possible_mat //Remove it from the boulder now that it's tracked
tripped = TRUE
if(!tripped)
remove_boulder(chosen_boulder)
say("Nothing to process!")
return FALSE //we shouldn't spend more time processing a boulder with contents we don't care about.
use_power(BASE_MACHINE_ACTIVE_CONSUMPTION)
check_for_boosts() //Calls the relevant behavior for boosting the machine's efficiency, if able.
var/is_artifact = (istype(chosen_boulder, /obj/item/boulder/artifact)) //We need to know if it's an artifact so we can carry it over to the new boulder.
var/obj/item/boulder/disposable_boulder = new (src)
disposable_boulder.custom_materials = processable_ores
silo_materials.insert_item(disposable_boulder, refining_efficiency)
qdel(disposable_boulder)
refining_efficiency = initial(refining_efficiency) //Reset refining efficiency to 100% now that we've processed any relevant ores.
if(!length(chosen_boulder.custom_materials))
playsound(loc, 'sound/weapons/drill.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
if(is_artifact)
points_held = round((points_held + MINER_POINT_MULTIPLIER) * MINING_POINT_MACHINE_MULTIPLIER) /// Artifacts give bonus points!
chosen_boulder.break_apart()
update_boulder_count()
return TRUE //We've processed all the materials in the boulder, so we can just destroy it in break_apart.
chosen_boulder.restart_processing_cooldown() //So that we don't pick it back up!
chosen_boulder.durability = rand(chosen_boulder.boulder_size, chosen_boulder.boulder_size + BOULDER_SIZE_SMALL) //Reset durability to a random value between the boulder's size and a little more.
remove_boulder(chosen_boulder)
return TRUE
/**
* Accepts a boulder into the machine. Used when a boulder is first placed into the machine.
* @param new_boulder The boulder to be accepted.
*/
/obj/machinery/bouldertech/proc/accept_boulder(obj/item/boulder/new_boulder)
if(isnull(new_boulder))
return FALSE
if(boulders_contained.len >= boulders_held_max) //Full already
return FALSE
if(!istype(new_boulder)) //Can't be processed
return FALSE
if(!new_boulder.custom_materials) //Shouldn't happen, but just in case.
qdel(new_boulder)
playsound(loc, 'sound/weapons/drill.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
return FALSE
new_boulder.forceMove(src)
boulders_contained += new_boulder
SSore_generation.available_boulders -= new_boulder
START_PROCESSING(SSmachines, src) //Starts processing if we aren't already.
return TRUE
/**
* Ejects a boulder from the machine. Used when a boulder is finished processing, or when a boulder can't be processed.
* @param drop_turf The location to eject the boulder to. If null, it will eject to the machine's drop_location().
* @param specific_boulder The boulder to be ejected.
*/
/obj/machinery/bouldertech/proc/remove_boulder(obj/item/boulder/specific_boulder, turf/drop_turf = null)
if(isnull(specific_boulder))
CRASH("remove_boulder() called with no boulder!")
if(!length(specific_boulder.custom_materials))
qdel(specific_boulder)
update_boulder_count()
playsound(loc, 'sound/weapons/drill.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
return FALSE
specific_boulder.restart_processing_cooldown() //Reset the cooldown so we don't pick it back up by the same machine.
if(isturf(drop_turf))
specific_boulder.forceMove(drop_turf)
else
specific_boulder.forceMove(drop_location())
if(!update_boulder_count())
return TRUE
STOP_PROCESSING(SSmachines, src)
balloon_alert_to_viewers("clear!")
playsound(loc, 'sound/machines/ping.ogg', 50, FALSE)
return TRUE
/**
* Getter proc to determine how many boulders are contained in the machine.
* Also adds their reference to the boulders_contained list.
*/
/obj/machinery/bouldertech/proc/update_boulder_count()
boulders_contained = list()
for(var/obj/item/boulder/boulder in contents)
boulders_contained += boulder
return boulders_contained.len
/obj/machinery/bouldertech/proc/on_entered(datum/source, atom/movable/atom_movable)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(accept_boulder), atom_movable)
/**
* Looks for a boost to the machine's efficiency, and applies it if found.
* Applied more on the chemistry integration but can be used for other things if desired.
*/
/obj/machinery/bouldertech/proc/check_for_boosts()
refining_efficiency = initial(refining_efficiency) //Reset refining efficiency to 100%.
/**
* Checks if a custom_material is in a list of processable materials in the machine.
* @param list/custom_material A list of materials, presumably taken from a boulder. If a material that this machine can process is in this list, it will return true, inclusively.
*/
/obj/machinery/bouldertech/proc/check_for_processable_materials(list/boulder_mats)
for(var/material as anything in boulder_mats)
if(is_type_in_list(material, processable_materials))
return TRUE
return FALSE
///Beacon to launch a new mining setup when activated. For testing and speed!
/obj/item/boulder_beacon
name = "boulder beacon"
desc = "N.T. approved boulder beacon, toss it down and you will have a full bouldertech mining station."
icon = 'icons/obj/machines/floor.dmi'
icon_state = "floor_beacon"
/// Number of activations left on this beacon. Uses will be removed as the beacon is used and each triggers a different machine to be spawned from it.
var/uses = 3
/obj/item/boulder_beacon/attack_self()
loc.visible_message(span_warning("\The [src] begins to beep loudly!"))
addtimer(CALLBACK(src, PROC_REF(launch_payload)), 1 SECONDS)
/**
* Spawns a new bouldertech machine from the beacon, then removes a use from the beacon.
* Use one spawns a BRM teleporter, then a refinery, and lastly a smelter.
*/
/obj/item/boulder_beacon/proc/launch_payload()
playsound(src, SFX_SPARKS, 80, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
switch(uses)
if(3)
new /obj/machinery/bouldertech/brm(drop_location())
if(2)
new /obj/machinery/bouldertech/refinery(drop_location())
if(1)
new /obj/machinery/bouldertech/refinery/smelter(drop_location())
qdel(src)
uses--