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DONE Plants require 4 light, mushrooms only 2 DONE Harvesting should report how many items were harvested (whether plantbag is used or not) DONE Plantbag should have a mode to only pick up one kind of plant at a time. Trash and ore bags too. DONE 1 unit of mutagen should cause non-species mutations. (Radium too) DONE Uranium should be like radium but even weaker
473 lines
14 KiB
Plaintext
473 lines
14 KiB
Plaintext
/**********************Mineral deposits**************************/
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/turf/simulated/mineral //wall piece
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name = "Rock"
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icon = 'icons/turf/walls.dmi'
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icon_state = "rock"
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oxygen = 0
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nitrogen = 0
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opacity = 1
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density = 1
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blocks_air = 1
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temperature = TCMB
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var/mineralName = ""
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var/mineralAmt = 0
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var/spread = 0 //will the seam spread?
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var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
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var/last_act = 0
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/turf/simulated/mineral/ex_act(severity)
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switch(severity)
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if(3.0)
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return
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if(2.0)
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if (prob(70))
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src.mineralAmt -= 1 //some of the stuff gets blown up
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src.gets_drilled()
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if(1.0)
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src.mineralAmt -= 2 //some of the stuff gets blown up
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src.gets_drilled()
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return
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/turf/simulated/mineral/New()
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spawn(1)
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var/turf/T
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if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)) || (istype(get_step(src, NORTH), /turf/simulated/shuttle/floor)))
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T = get_step(src, NORTH)
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if (T)
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T.overlays += image('icons/turf/walls.dmi', "rock_side_s")
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if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)) || (istype(get_step(src, SOUTH), /turf/simulated/shuttle/floor)))
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T = get_step(src, SOUTH)
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if (T)
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T.overlays += image('icons/turf/walls.dmi', "rock_side_n", layer=6)
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if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)) || (istype(get_step(src, EAST), /turf/simulated/shuttle/floor)))
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T = get_step(src, EAST)
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if (T)
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T.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6)
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if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)) || (istype(get_step(src, WEST), /turf/simulated/shuttle/floor)))
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T = get_step(src, WEST)
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if (T)
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T.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6)
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if (mineralName && mineralAmt && spread && spreadChance)
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for(var/dir in cardinal)
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if(prob(spreadChance))
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var/turf/T = get_step(src, dir)
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if(istype(T, /turf/simulated/mineral/random))
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Spread(T)
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return
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/turf/simulated/mineral/proc/Spread(var/turf/T)
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new src.type(T)
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/turf/simulated/mineral/random
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name = "Mineral deposit"
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var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5*/, "Cave" = 1)//Currently, Adamantine won't spawn as it has no uses. -Durandan
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var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
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/turf/simulated/mineral/random/New()
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..()
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if (prob(mineralChance))
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var/mName = pickweight(mineralSpawnChanceList) //temp mineral name
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if (mName)
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var/turf/simulated/mineral/M
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switch(mName)
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if("Uranium")
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M = new/turf/simulated/mineral/uranium(src)
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if("Iron")
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M = new/turf/simulated/mineral/iron(src)
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if("Diamond")
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M = new/turf/simulated/mineral/diamond(src)
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if("Gold")
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M = new/turf/simulated/mineral/gold(src)
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if("Silver")
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M = new/turf/simulated/mineral/silver(src)
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if("Plasma")
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M = new/turf/simulated/mineral/plasma(src)
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if("Cave")
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new/turf/simulated/floor/plating/asteroid/airless/cave(src)
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/*if("Adamantine")
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M = new/turf/simulated/mineral/adamantine(src)*/
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if(M)
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src = M
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M.levelupdate()
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return
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/turf/simulated/mineral/random/high_chance
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mineralChance = 25
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mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25)
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/turf/simulated/mineral/uranium
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name = "Uranium deposit"
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icon_state = "rock_Uranium"
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mineralName = "Uranium"
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mineralAmt = 5
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spreadChance = 10
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spread = 1
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/turf/simulated/mineral/iron
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name = "Iron deposit"
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icon_state = "rock_Iron"
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mineralName = "Iron"
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mineralAmt = 5
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spreadChance = 25
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spread = 1
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/turf/simulated/mineral/diamond
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name = "Diamond deposit"
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icon_state = "rock_Diamond"
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mineralName = "Diamond"
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mineralAmt = 5
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spreadChance = 10
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spread = 1
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/turf/simulated/mineral/gold
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name = "Gold deposit"
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icon_state = "rock_Gold"
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mineralName = "Gold"
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mineralAmt = 5
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spreadChance = 10
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spread = 1
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/turf/simulated/mineral/silver
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name = "Silver deposit"
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icon_state = "rock_Silver"
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mineralName = "Silver"
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mineralAmt = 5
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spreadChance = 10
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spread = 1
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/turf/simulated/mineral/plasma
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name = "Plasma deposit"
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icon_state = "rock_Plasma"
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mineralName = "Plasma"
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mineralAmt = 5
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spreadChance = 25
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spread = 1
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/turf/simulated/mineral/clown
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name = "Bananium deposit"
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icon_state = "rock_Clown"
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mineralName = "Clown"
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mineralAmt = 3
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spreadChance = 0
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spread = 0
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/turf/simulated/floor/plating/asteroid/airless/cave
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var/length = 100
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/turf/simulated/floor/plating/asteroid/airless/cave/New(loc, var/length, var/go_backwards = 1, var/exclude_dir = -1)
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// If length (arg2) isn't defined, get a random length; otherwise assign our length to the length arg.
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if(!length)
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src.length = rand(25, 50)
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else
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src.length = length
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// Get our directiosn
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var/forward_cave_dir = pick(alldirs - exclude_dir)
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// Get the opposite direction of our facing direction
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var/backward_cave_dir = angle2dir(dir2angle(forward_cave_dir) + 180)
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// Make our tunnels
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make_tunnel(forward_cave_dir)
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if(go_backwards)
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make_tunnel(backward_cave_dir)
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// Kill ourselves by replacing ourselves with a normal floor.
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SpawnFloor(src)
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..()
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/turf/simulated/floor/plating/asteroid/airless/cave/proc/make_tunnel(var/dir)
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var/turf/simulated/mineral/tunnel = src
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var/next_angle = pick(45, -45)
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for(var/i = 0; i < length; i++)
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var/list/L = list(45)
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if(IsOdd(dir2angle(dir))) // We're going at an angle and we want thick angled tunnels.
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L += -45
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// Expand the edges of our tunnel
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for(var/edge_angle in L)
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var/turf/simulated/mineral/edge = get_step(tunnel, angle2dir(dir2angle(dir) + edge_angle))
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if(istype(edge))
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SpawnFloor(edge)
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// Move our tunnel forward
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tunnel = get_step(tunnel, dir)
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if(istype(tunnel))
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// Small chance to have forks in our tunnel; otherwise dig our tunnel.
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if(i > 3 && prob(20))
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new src.type(tunnel, rand(10, 15), 0, dir)
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else
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SpawnFloor(tunnel)
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else //if(!istype(tunnel, src.parent)) // We hit space/normal/wall, stop our tunnel.
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break
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// Chance to change our direction left or right.
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if(i > 2 && prob(33))
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// We can't go a full loop though
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next_angle = -next_angle
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dir = angle2dir(dir2angle(dir) + next_angle)
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/turf/simulated/floor/plating/asteroid/airless/cave/proc/SpawnFloor(var/turf/T)
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var/turf/simulated/floor/t = new /turf/simulated/floor/plating/asteroid/airless(T)
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spawn(2)
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t.fullUpdateMineralOverlays()
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/turf/simulated/mineral/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "\red You don't have the dexterity to do this!"
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return
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if (istype(W, /obj/item/weapon/pickaxe))
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var/turf/T = user.loc
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if (!( istype(T, /turf) ))
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return
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/*
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if (istype(W, /obj/item/weapon/pickaxe/radius))
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var/turf/T = user.loc
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if (!( istype(T, /turf) ))
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return
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*/
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//Watch your tabbing, microwave. --NEO
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if(last_act+W:digspeed > world.time)//prevents message spam
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return
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last_act = world.time
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user << "\red You start picking."
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playsound(user, 'sound/weapons/Genhit.ogg', 20, 1)
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if(do_after(user,W:digspeed))
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user << "\blue You finish cutting into the rock."
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gets_drilled()
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else
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return attack_hand(user)
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return
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/turf/simulated/mineral/proc/gets_drilled()
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if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11))
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var/i
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for (i=0;i<mineralAmt;i++)
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if (src.mineralName == "Uranium")
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new /obj/item/weapon/ore/uranium(src)
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if (src.mineralName == "Iron")
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new /obj/item/weapon/ore/iron(src)
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if (src.mineralName == "Gold")
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new /obj/item/weapon/ore/gold(src)
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if (src.mineralName == "Silver")
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new /obj/item/weapon/ore/silver(src)
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if (src.mineralName == "Plasma")
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new /obj/item/weapon/ore/plasma(src)
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if (src.mineralName == "Diamond")
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new /obj/item/weapon/ore/diamond(src)
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if (src.mineralName == "Clown")
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new /obj/item/weapon/ore/clown(src)
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var/turf/simulated/floor/plating/asteroid/airless/N = ChangeTurf(/turf/simulated/floor/plating/asteroid/airless)
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N.fullUpdateMineralOverlays()
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return
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/*
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/turf/simulated/mineral/proc/setRandomMinerals()
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var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
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if (s)
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mineralName = s
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var/N = text2path("/turf/simulated/mineral/[s]")
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if (N)
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var/turf/simulated/mineral/M = new N
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src = M
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if (src.mineralName)
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mineralAmt = 5
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return*/
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/turf/simulated/mineral/Bumped(AM as mob|obj)
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..()
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if(istype(AM,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = AM
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if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
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src.attackby(H.l_hand,H)
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else if((istype(H.r_hand,/obj/item/weapon/pickaxe)) && H.hand)
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src.attackby(H.r_hand,H)
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return
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else if(istype(AM,/mob/living/silicon/robot))
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var/mob/living/silicon/robot/R = AM
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if(istype(R.module_active,/obj/item/weapon/pickaxe))
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src.attackby(R.module_active,R)
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return
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/* else if(istype(AM,/obj/mecha))
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var/obj/mecha/M = AM
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if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill))
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src.attackby(M.selected,M)
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return*/
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//Aparantly mechs are just TOO COOL to call Bump(), so fuck em (for now)
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else
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return
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/**********************Asteroid**************************/
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/turf/simulated/floor/plating/asteroid //floor piece
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name = "Asteroid"
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icon = 'icons/turf/floors.dmi'
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icon_state = "asteroid"
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icon_plating = "asteroid"
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var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
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/turf/simulated/floor/plating/asteroid/airless
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oxygen = 0.01
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nitrogen = 0.01
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temperature = TCMB
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/turf/simulated/floor/plating/asteroid/New()
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var/proper_name = name
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..()
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name = proper_name
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//if (prob(50))
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// seedName = pick(list("1","2","3","4"))
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// seedAmt = rand(1,4)
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if(prob(20))
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icon_state = "asteroid[rand(0,12)]"
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// spawn(2)
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//O updateMineralOverlays()
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/turf/simulated/floor/plating/asteroid/ex_act(severity)
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switch(severity)
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if(3.0)
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return
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if(2.0)
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if (prob(70))
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src.gets_dug()
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if(1.0)
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src.gets_dug()
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return
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/turf/simulated/floor/plating/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(!W || !user)
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return 0
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if ((istype(W, /obj/item/weapon/shovel)))
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var/turf/T = user.loc
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if (!( istype(T, /turf) ))
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return
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if (dug)
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user << "\red This area has already been dug"
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return
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user << "\red You start digging."
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playsound(src, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
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sleep(40)
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if ((user.loc == T && user.get_active_hand() == W))
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user << "\blue You dug a hole."
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gets_dug()
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return
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if ((istype(W,/obj/item/weapon/pickaxe/drill)))
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var/turf/T = user.loc
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if (!( istype(T, /turf) ))
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return
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if (dug)
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user << "\red This area has already been dug"
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return
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user << "\red You start digging."
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playsound(src, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
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sleep(30)
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if ((user.loc == T && user.get_active_hand() == W))
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user << "\blue You dug a hole."
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gets_dug()
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if ((istype(W,/obj/item/weapon/pickaxe/diamonddrill)) || (istype(W,/obj/item/weapon/pickaxe/borgdrill)))
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var/turf/T = user.loc
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if (!( istype(T, /turf) ))
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return
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if (dug)
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user << "\red This area has already been dug"
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return
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user << "\red You start digging."
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playsound(src, 'sound/effects/rustle1.ogg', 50, 1) //russle sounds sounded better
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sleep(0)
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if ((user.loc == T && user.get_active_hand() == W))
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user << "\blue You dug a hole."
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gets_dug()
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if(istype(W,/obj/item/weapon/storage/bag/ore))
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var/obj/item/weapon/storage/bag/ore/S = W
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if(S.collection_mode == 1)
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for(var/obj/item/weapon/ore/O in src.contents)
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O.attackby(W,user)
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return
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else
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..(W,user)
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return
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/turf/simulated/floor/plating/asteroid/proc/gets_dug()
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if(dug)
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return
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new/obj/item/weapon/ore/glass(src)
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new/obj/item/weapon/ore/glass(src)
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new/obj/item/weapon/ore/glass(src)
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new/obj/item/weapon/ore/glass(src)
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new/obj/item/weapon/ore/glass(src)
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dug = 1
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icon_plating = "asteroid_dug"
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icon_state = "asteroid_dug"
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return
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/turf/proc/updateMineralOverlays()
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src.overlays.Cut()
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if(istype(get_step(src, NORTH), /turf/simulated/mineral))
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src.overlays += image('icons/turf/walls.dmi', "rock_side_n")
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if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
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src.overlays += image('icons/turf/walls.dmi', "rock_side_s", layer=6)
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if(istype(get_step(src, EAST), /turf/simulated/mineral))
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src.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6)
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if(istype(get_step(src, WEST), /turf/simulated/mineral))
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src.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6)
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/turf/simulated/mineral/updateMineralOverlays()
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return
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/turf/proc/fullUpdateMineralOverlays()
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for (var/turf/t in range(1,src))
|
|
t.updateMineralOverlays()
|
|
|
|
/turf/simulated/floor/plating/asteroid/Entered(atom/movable/M as mob|obj)
|
|
..()
|
|
if(istype(M,/mob/living/silicon/robot))
|
|
var/mob/living/silicon/robot/R = M
|
|
if(istype(R.module, /obj/item/weapon/robot_module/miner))
|
|
if(istype(R.module_state_1,/obj/item/weapon/storage/bag/ore))
|
|
src.attackby(R.module_state_1,R)
|
|
else if(istype(R.module_state_2,/obj/item/weapon/storage/bag/ore))
|
|
src.attackby(R.module_state_2,R)
|
|
else if(istype(R.module_state_3,/obj/item/weapon/storage/bag/ore))
|
|
src.attackby(R.module_state_3,R)
|
|
else
|
|
return |