Files
Bubberstation/code/modules/mining/ores_coins.dm
2014-07-03 19:50:22 +02:00

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/**********************Mineral ores**************************/
/obj/item/weapon/ore
name = "Rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore"
var/points = 0 //How many points this ore gets you from the ore redemption machine
var/refined_type = null //What this ore defaults to being refined into
/obj/item/weapon/ore/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(15))
new refined_type(get_turf(src.loc))
qdel(src)
else
user << "<span class='info'>Not enough fuel to smelt [src].</span>"
..()
/obj/item/weapon/ore/uranium
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
points = 18
refined_type = /obj/item/stack/sheet/mineral/uranium
/obj/item/weapon/ore/iron
name = "Iron ore"
icon_state = "Iron ore"
origin_tech = "materials=1"
points = 1
refined_type = /obj/item/stack/sheet/metal
/obj/item/weapon/ore/glass
name = "Sand"
icon_state = "Glass ore"
origin_tech = "materials=1"
points = 1
refined_type = /obj/item/stack/sheet/glass
attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
var/location = get_turf(user)
var/sandAmt = 1 // The sand we're holding
for(var/obj/item/weapon/ore/glass/sandToConvert in location) // The sand on the floor
sandAmt += 1
qdel(sandToConvert)
var/obj/item/stack/sheet/mineral/newSandstone = new /obj/item/stack/sheet/mineral/sandstone(location)
newSandstone.amount = sandAmt
qdel(src)
/obj/item/weapon/ore/plasma
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
points = 36
refined_type = /obj/item/stack/sheet/mineral/plasma
/obj/item/weapon/ore/plasma/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.welding)
user << "<span class='info'>You can't hit a high enough temperature to smelt [src] properly.</span>"
else
..()
/obj/item/weapon/ore/silver
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
points = 18
refined_type = /obj/item/stack/sheet/mineral/silver
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
points = 18
refined_type = /obj/item/stack/sheet/mineral/gold
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
points = 36
refined_type = /obj/item/stack/sheet/mineral/diamond
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
points = 27
refined_type = /obj/item/stack/sheet/mineral/clown
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/twohanded/required/gibtonite
name = "Gibtonite ore"
desc = "Extremely explosive if struck with mining equipment, Gibtonite is often used by miners to speed up their work by using it as a mining charge. This material is illegal to possess by unauthorized personnel under space law."
icon = 'icons/obj/mining.dmi'
icon_state = "Gibtonite ore"
item_state = "Gibtonite ore"
w_class = 4
throw_range = 0
anchored = 1 //Forces people to carry it by hand, no pulling!
var/primed = 0
var/det_time = 100
var/quality = 1 //How pure this gibtonite is, determines the explosion produced by it and is derived from the det_time of the rock wall it was taken from, higher value = better
/obj/item/weapon/twohanded/required/gibtonite/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/pickaxe) || istype(I, /obj/item/weapon/resonator))
GibtoniteReaction(user)
return
if(istype(I, /obj/item/device/mining_scanner) && primed)
primed = 0
user.visible_message("<span class='notice'>The chain reaction was stopped! ...The ore's quality went down.</span>")
icon_state = "Gibtonite ore"
quality = 1
return
..()
/obj/item/weapon/twohanded/required/gibtonite/bullet_act(var/obj/item/projectile/P)
if(istype(P, /obj/item/projectile/kinetic))
GibtoniteReaction(P.firer)
..()
/obj/item/weapon/twohanded/required/gibtonite/ex_act()
GibtoniteReaction(triggered_by_explosive = 1)
/obj/item/weapon/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by_explosive = 0)
if(!primed)
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
primed = 1
icon_state = "Gibtonite active"
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/notify_admins = 0
if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel
notify_admins = 1
if(notify_admins)
if(triggered_by_explosive)
message_admins("An explosion has triggered a [name] to detonate at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
else
message_admins("[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has triggered a [name] to detonate at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
if(triggered_by_explosive)
log_game("An explosion has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
else
user.visible_message("<span class='warning'>[user] strikes the [src], causing a chain reaction!</span>")
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
spawn(det_time)
if(primed)
if(quality == 3)
explosion(src.loc,2,4,9,adminlog = notify_admins)
if(quality == 2)
explosion(src.loc,1,2,5,adminlog = notify_admins)
if(quality == 1)
explosion(src.loc,-1,1,3,adminlog = notify_admins)
qdel(src)
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/ore/ex_act()
return
/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'icons/obj/economy.dmi'
name = "coin"
icon_state = "coin"
flags = CONDUCT
force = 1
throwforce = 2
w_class = 1.0
var/string_attached
var/list/sideslist = list("heads","tails")
var/cmineral = null
var/cooldown = 0
var/value = 10
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
icon_state = "coin_[cmineral]_heads"
if(cmineral)
name = "[cmineral] coin"
/obj/item/weapon/coin/gold
cmineral = "gold"
value = 160
/obj/item/weapon/coin/silver
cmineral = "silver"
value = 40
/obj/item/weapon/coin/diamond
cmineral = "diamond"
value = 120
/obj/item/weapon/coin/iron
cmineral = "iron"
value = 20
/obj/item/weapon/coin/plasma
cmineral = "plasma"
value = 80
/obj/item/weapon/coin/uranium
cmineral = "uranium"
value = 160
/obj/item/weapon/coin/clown
cmineral = "bananium"
value = 600 //makes the clown cri
/obj/item/weapon/coin/adamantine
cmineral = "adamantine"
value = 400
/obj/item/weapon/coin/mythril
cmineral = "mythril"
value = 400
/obj/item/weapon/coin/twoheaded
cmineral = "iron"
desc = "Hey, this coin's the same on both sides!"
sideslist = list("heads")
value = 20
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(string_attached)
user << "<span class='notice'>There already is a string attached to this coin.</span>"
return
if (CC.use(1))
overlays += image('icons/obj/economy.dmi',"coin_string_overlay")
string_attached = 1
user << "<span class='notice'>You attach a string to the coin.</span>"
else
user << "<span class='warning'>You need one length of cable to attach a string to the coin.</span>"
return
else if(istype(W,/obj/item/weapon/wirecutters))
if(!string_attached)
..()
return
var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = 1
CC.update_icon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
/obj/item/weapon/coin/attack_self(mob/user as mob)
if(cooldown < world.time - 15)
var/coinflip = pick(sideslist)
cooldown = world.time
flick("coin_[cmineral]_flip", src)
icon_state = "coin_[cmineral]_[coinflip]"
playsound(user.loc, 'sound/items/coinflip.ogg', 50, 1)
if(do_after(user, 15))
user.visible_message("<span class='notice'>[user] has flipped [src]. It lands on [coinflip].</span>", \
"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
"<span class='notice'>You hear the clattering of loose change.</span>")