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* every case of initialize that should have mapload, does * E Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
196 lines
6.7 KiB
Plaintext
196 lines
6.7 KiB
Plaintext
//If you look at the "geyser_soup" overlay icon_state, you'll see that the first frame has 25 ticks.
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//That's because the first 18~ ticks are completely skipped for some ungodly weird fucking byond reason
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///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
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/obj/structure/geyser
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name = "geyser"
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icon = 'icons/obj/lavaland/terrain.dmi'
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icon_state = "geyser"
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anchored = TRUE
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///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
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var/erupting_state = null
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//whether we are active and generating chems
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var/activated = FALSE
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///what chem do we produce?
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var/reagent_id = /datum/reagent/fuel/oil
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///how much reagents we add every process (2 seconds)
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var/potency = 2
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///maximum volume
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var/max_volume = 500
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///how much we start with after getting activated
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var/start_volume = 50
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///Have we been discovered with a mining scanner?
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var/discovered = FALSE
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///How many points we grant to whoever discovers us
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var/point_value = 100
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///what's our real name that will show upon discovery? null to do nothing
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var/true_name
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///the message given when you discover this geyser.
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var/discovery_message = null
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/obj/structure/geyser/Initialize(mapload) //if xenobio wants to bother, nethermobs are around geysers.
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. = ..()
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_NETHER, CELL_VIRUS_TABLE_GENERIC, 1, 5)
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///start producing chems, should be called just once
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/obj/structure/geyser/proc/start_chemming()
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activated = TRUE
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create_reagents(max_volume, DRAINABLE)
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reagents.add_reagent(reagent_id, start_volume)
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START_PROCESSING(SSfluids, src) //It's main function is to be plumbed, so use SSfluids
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if(erupting_state)
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icon_state = erupting_state
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else
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var/mutable_appearance/I = mutable_appearance('icons/obj/lavaland/terrain.dmi', "[icon_state]_soup")
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I.color = mix_color_from_reagents(reagents.reagent_list)
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add_overlay(I)
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/obj/structure/geyser/process()
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if(activated && reagents.total_volume <= reagents.maximum_volume) //this is also evaluated in add_reagent, but from my understanding proc calls are expensive
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reagents.add_reagent(reagent_id, potency)
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/obj/structure/geyser/plunger_act(obj/item/plunger/P, mob/living/user, _reinforced)
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if(!_reinforced)
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to_chat(user, span_warning("The [P.name] isn't strong enough!"))
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return
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if(activated)
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to_chat(user, span_warning("The [name] is already active!"))
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return
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to_chat(user, span_notice("You start vigorously plunging [src]!"))
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if(do_after(user, 50 * P.plunge_mod, target = src) && !activated)
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start_chemming()
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/obj/structure/geyser/attackby(obj/item/item, mob/user, params)
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if(!istype(item, /obj/item/mining_scanner) && !istype(item, /obj/item/t_scanner/adv_mining_scanner))
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return ..() //this runs the plunger code
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if(discovered)
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to_chat(user, span_warning("This geyser has already been discovered!"))
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return
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to_chat(user, span_notice("You discovered the geyser and mark it on the GPS system!"))
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if(discovery_message)
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to_chat(user, discovery_message)
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discovered = TRUE
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if(true_name)
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name = true_name
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AddComponent(/datum/component/gps, true_name) //put it on the gps so miners can mark it and chemists can profit off of it
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if(isliving(user))
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var/mob/living/living = user
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var/obj/item/card/id/card = living.get_idcard()
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if(card)
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to_chat(user, span_notice("[point_value] mining points have been paid out!"))
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card.mining_points += point_value
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/obj/structure/geyser/wittel
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reagent_id = /datum/reagent/wittel
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point_value = 250
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true_name = "wittel geyser"
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discovery_message = "It's a rare wittel geyser! This could be very powerful in the right hands... "
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/obj/structure/geyser/plasma_oxide
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reagent_id = /datum/reagent/plasma_oxide
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true_name = "plasma-oxide geyser"
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/obj/structure/geyser/protozine
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reagent_id = /datum/reagent/medicine/omnizine/protozine
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true_name = "protozine geyser"
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/obj/structure/geyser/hollowwater
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reagent_id = /datum/reagent/water/hollowwater
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true_name = "hollow water geyser"
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/obj/structure/geyser/random
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point_value = 500
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true_name = "strange geyser"
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discovery_message = "It's a strange geyser! How does any of this even work?" //it doesnt
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/obj/structure/geyser/random/Initialize(mapload)
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. = ..()
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reagent_id = get_random_reagent_id()
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///A wearable tool that lets you empty plumbing machinery and some other stuff
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/obj/item/plunger
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name = "plunger"
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desc = "It's a plunger for plunging."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "plunger"
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worn_icon_state = "plunger"
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slot_flags = ITEM_SLOT_MASK
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flags_inv = HIDESNOUT
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///time*plunge_mod = total time we take to plunge an object
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var/plunge_mod = 1
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///whether we do heavy duty stuff like geysers
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var/reinforced = TRUE
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///alt sprite for the toggleable layer change mode
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var/layer_mode_sprite = "plunger_layer"
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///Wheter we're in layer mode
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var/layer_mode = FALSE
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///What layer we set it to
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var/target_layer = DUCT_LAYER_DEFAULT
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///Assoc list for possible layers
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var/list/layers = list("Second Layer" = SECOND_DUCT_LAYER, "Default Layer" = DUCT_LAYER_DEFAULT, "Fourth Layer" = FOURTH_DUCT_LAYER)
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/obj/item/plunger/attack_atom(obj/O, mob/living/user, params)
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if(layer_mode)
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SEND_SIGNAL(O, COMSIG_MOVABLE_CHANGE_DUCT_LAYER, O, target_layer)
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return ..()
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else
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if(!O.plunger_act(src, user, reinforced))
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return ..()
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/obj/item/plunger/throw_impact(atom/hit_atom, datum/thrownthing/tt)
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. = ..()
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if(tt.target_zone != BODY_ZONE_HEAD)
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return
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if(iscarbon(hit_atom))
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var/mob/living/carbon/H = hit_atom
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if(!H.wear_mask)
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H.equip_to_slot_if_possible(src, ITEM_SLOT_MASK)
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H.visible_message(span_warning("The plunger slams into [H]'s face!"), span_warning("The plunger suctions to your face!"))
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/obj/item/plunger/attack_self(mob/user)
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. = ..()
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layer_mode = !layer_mode
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if(!layer_mode)
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icon_state = initial(icon_state)
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to_chat(user, span_notice("You set the plunger to 'Plunger Mode'."))
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else
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icon_state = layer_mode_sprite
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to_chat(user, span_notice("You set the plunger to 'Layer Mode'."))
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playsound(src, 'sound/machines/click.ogg', 10, TRUE)
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/obj/item/plunger/AltClick(mob/user)
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if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
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return
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var/new_layer = input("Select a layer", "Layer") as null|anything in layers
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if(new_layer)
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target_layer = layers[new_layer]
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///A faster reinforced plunger
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/obj/item/plunger/reinforced
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name = "reinforced plunger"
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desc = "It's an M. 7 Reinforced Plunger© for heavy duty plunging."
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icon_state = "reinforced_plunger"
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worn_icon_state = "reinforced_plunger"
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reinforced = TRUE
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plunge_mod = 0.5
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layer_mode_sprite = "reinforced_plunger_layer"
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custom_premium_price = PAYCHECK_MEDIUM * 8
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