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## About The Pull Request This pull request does a little bit of cleanup that I came across awhile ago while looking at #85081, then forgot about, then came back up when I was looking at some additional cleanup that needed to be done. Reorganizes the handle_wave_conclusion function such that it can take a force arg, to force a ore vent to be completed for debug purposes. This also fixes a minor bug where vents, when successfully completed, will still show a warning alert that the waves were failed, and that the vent has closed up. Grammar fix to the examine of boulder processing machines. Moves the can-move behavior of boulders on conveyor belts and during regular stacking to an early return over a late return (Thank you Goofball for pointing that out). Artifact boulders will now default to their artifact icon_state whenever possible. Finally, adds an additional sanity check to boulder processing to check for custom material length, to attempt to avoid zero-content boulders existing and running into the afforementioned #85081 ## Why It's Good For The Game Largely applies cleanup to several aspects of the boulder processing system, and a handful of (hopefully) performance related rearrangements to the existing layout of boulder processing code. I can't for sure say that it'll fix the linked issue, due to the fact that I could not for some reason re-create the issue in local testing, but I'm hopeful that it's some kind of nebulous sanity-related issue. Cleans up grammar in some spots, and provides a useful debug tool for admin purposes when you just want a vent to flip. Might be a good justification for a ore-manager admin panel later? 🤷 ## Changelog 🆑 fix: Artifact boulders should keep their alien icon even after a first round of processing. fix: Boulders are less likely to exist with zero materials after processing. fix: Boulders should be slightly less laggy on conveyor belts. fix: Grammar of refinery/smeltery examine is corrected. /🆑
178 lines
7.5 KiB
Plaintext
178 lines
7.5 KiB
Plaintext
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/**
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* The objects that ore vents produce, which is refined into minerals.
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*/
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/obj/item/boulder
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name = "boulder"
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desc = "This rocks."
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icon_state = "ore"
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icon = 'icons/obj/ore.dmi'
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item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND
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throw_range = 2
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throw_speed = 0.5
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slowdown = 1.5
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drag_slowdown = 1.5 // It's still a big rock.
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///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.
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var/obj/machinery/processed_by = null
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/// How many steps of refinement this boulder has gone through. Starts at 5-8, goes down one each machine process.
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var/durability = 5
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/// What was the size of the boulder when it was spawned? This is used for inheiriting the icon_state.
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var/boulder_size = BOULDER_SIZE_SMALL
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/// Used in inheriting the icon_state from our parent vent in update_icon.
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var/boulder_string = "boulder"
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/obj/item/boulder/Initialize(mapload)
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. = ..()
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register_context()
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AddComponent(/datum/component/two_handed, require_twohands = TRUE, force_unwielded = 0, force_wielded = 5) //Heavy as all hell, it's a boulder, dude.
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AddComponent(/datum/component/sisyphus_awarder)
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/obj/item/boulder/Destroy(force)
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SSore_generation.available_boulders -= src
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processed_by = null
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return ..()
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/obj/item/boulder/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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if(held_item?.tool_behaviour == TOOL_MINING || HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
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context[SCREENTIP_CONTEXT_RMB] = "Crush boulder into ore"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/item/boulder/examine(mob/user)
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. = ..()
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. += span_notice("This boulder would take [durability] more steps to refine or break.")
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if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
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. += span_notice("You can crush this boulder with your bare hands.")
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/obj/item/boulder/examine_more(mob/user)
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. = ..()
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. += 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")].")
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/obj/item/boulder/update_icon_state()
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. = ..()
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switch(boulder_size)
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if(BOULDER_SIZE_SMALL)
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icon_state = "[boulder_string]_small"
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if(BOULDER_SIZE_MEDIUM)
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icon_state = "[boulder_string]_medium"
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if(BOULDER_SIZE_LARGE)
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icon_state = "[boulder_string]_large"
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else
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icon_state = "[boulder_string]_small"
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/obj/item/boulder/CanAllowThrough(atom/movable/mover, border_dir)
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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.
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return FALSE
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return ..()
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/obj/item/boulder/attack_self(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
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manual_process(null, user, INATE_BOULDER_SPEED_MULTIPLIER)
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return
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/obj/item/boulder/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
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manual_process(null, user, INATE_BOULDER_SPEED_MULTIPLIER)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/boulder/attackby_secondary(obj/item/weapon, mob/user, params)
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. = ..()
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if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER) || HAS_TRAIT(weapon, TRAIT_BOULDER_BREAKER))
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manual_process(weapon, user, INATE_BOULDER_SPEED_MULTIPLIER)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(weapon.tool_behaviour == TOOL_MINING)
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manual_process(weapon, user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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return ..()
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/obj/item/boulder/attack_basic_mob(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
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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.
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/**
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* This is called when a boulder is processed by a mob or tool, and reduces the durability of the boulder.
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* @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.
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* @param mob/living/user The mob that is processing the boulder.
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* @param override_speed_multiplier The speed multiplier to use if weapon is null. The do_after will take 2 * this value seconds to complete.
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* @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.
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*/
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/obj/item/boulder/proc/manual_process(obj/item/weapon, mob/living/user, override_speed_multiplier, continued = FALSE)
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var/process_speed = 0
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//Handle weapon conditions.
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var/skill_modifier = user.mind?.get_skill_modifier(/datum/skill/mining, SKILL_SPEED_MODIFIER) || 1
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if(weapon)
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if(HAS_TRAIT(weapon, TRAIT_INSTANTLY_PROCESSES_BOULDERS))
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durability = 0
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process_speed = weapon.toolspeed
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weapon.play_tool_sound(src, 50)
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if(!continued)
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to_chat(user, span_notice("You swing at \the [src]..."))
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// Handle user conditions/override conditions.
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else if (override_speed_multiplier || HAS_TRAIT(user, TRAIT_BOULDER_BREAKER))
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if(HAS_TRAIT(user, TRAIT_INSTANTLY_PROCESSES_BOULDERS))
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durability = 0
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else if(override_speed_multiplier)
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process_speed = override_speed_multiplier
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else
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process_speed = INATE_BOULDER_SPEED_MULTIPLIER
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playsound(src, 'sound/effects/rock/rocktap1.ogg', 50)
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if(!continued)
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to_chat(user, span_notice("You scrape away at \the [src]..."))
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else
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CRASH("No weapon, acceptable user, or override speed multiplier passed to manual_process()")
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if(durability > 0)
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if(!do_after(user, (2 * process_speed * skill_modifier SECONDS), target = src))
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return
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if(!user.Adjacent(src))
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return
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durability--
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user.apply_damage(4 * skill_modifier, STAMINA)
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if(durability <= 0)
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convert_to_ore()
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to_chat(user, span_notice("You finish working on \the [src], and it crumbles into ore."))
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playsound(src, 'sound/effects/rock/rock_break.ogg', 50)
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user.mind?.adjust_experience(/datum/skill/mining, MINING_SKILL_BOULDER_SIZE_XP * 0.2)
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qdel(src)
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return
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var/msg = (durability == 1 ? "is crumbling!" : "looks weaker!")
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to_chat(user, span_notice("\The [src] [msg]"))
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manual_process(weapon, user, override_speed_multiplier, continued = TRUE)
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/**
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* This function is called while breaking boulders manually, and drops ore based on the boulder's mineral content.
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* Quantity of ore spawned here is 1 less than if the boulder was processed by a machine, but clamped at 10 maximum, 1 minimum.
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*/
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/obj/item/boulder/proc/convert_to_ore()
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for(var/datum/material/picked in custom_materials)
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var/obj/item/stack/ore/cracked_ore // Take the associated value and convert it into ore stacks...
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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.
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var/cracked_ore_type = picked.ore_type
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if(isnull(cracked_ore_type))
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stack_trace("boulder found containing material type [picked.type] with no set ore_type")
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continue
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cracked_ore = new cracked_ore_type (drop_location(), quantity)
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SSblackbox.record_feedback("tally", "ore_mined", quantity, cracked_ore.type)
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///Moves boulder contents to the drop location, and then deletes the boulder.
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/obj/item/boulder/proc/break_apart()
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if(length(contents))
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var/list/quips = list("Clang!", "Crack!", "Bang!", "Clunk!", "Clank!")
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visible_message(span_notice("[pick(quips)] Something falls out of \the [src]!"))
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playsound(loc, 'sound/effects/pickaxe/picaxe1.ogg', 60, FALSE)
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for(var/obj/item/content as anything in contents)
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content.forceMove(get_turf(src))
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qdel(src)
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