Files
Bubberstation/code/modules/mining/mine_turfs.dm
2015-03-05 17:12:12 +11:00

608 lines
20 KiB
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/**********************Mineral deposits**************************/
/turf/simulated/mineral //wall piece
name = "rock"
icon = 'icons/turf/walls.dmi'
icon_state = "rock_nochance"
oxygen = 0
nitrogen = 0
opacity = 1
density = 1
blocks_air = 1
temperature = TCMB
var/mineralName = ""
var/mineralAmt = 3
var/spread = 0 //will the seam spread?
var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
var/last_act = 0
var/scan_state = null //Holder for the image we display when we're pinged by a mining scanner
var/hidden = 1
/turf/simulated/mineral/ex_act(severity, target)
..()
switch(severity)
if(3.0)
if (prob(75))
src.gets_drilled(null, 1)
if(2.0)
if (prob(90))
src.gets_drilled(null, 1)
if(1.0)
src.gets_drilled(null, 1)
return
/turf/simulated/mineral/New()
spawn(1)
var/turf/T
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)))
T = get_step(src, NORTH)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_s")
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)))
T = get_step(src, SOUTH)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_n", layer=6)
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)))
T = get_step(src, EAST)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6)
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)))
T = get_step(src, WEST)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6)
if (mineralName && mineralAmt && spread && spreadChance)
for(var/dir in cardinal)
if(prob(spreadChance))
var/turf/T = get_step(src, dir)
if(istype(T, /turf/simulated/mineral/random))
Spread(T)
HideRock()
return
/turf/simulated/mineral/proc/HideRock()
if(hidden)
icon_state = "rock"
return
/turf/simulated/mineral/proc/Spread(var/turf/T)
new src.type(T)
/turf/simulated/mineral/random
name = "mineral deposit"
icon_state = "rock"
var/mineralSpawnChanceList = list("Uranium" = 5, "Diamond" = 1, "Gold" = 10, "Silver" = 12, "Plasma" = 20, "Iron" = 40, "Gibtonite" = 4/*, "Adamantine" =5*/, "Cave" = 2)//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralChance = 13
/turf/simulated/mineral/random/New()
..()
if (prob(mineralChance))
var/mName = pickweight(mineralSpawnChanceList) //temp mineral name
if (mName)
var/turf/simulated/mineral/M
switch(mName)
if("Uranium")
M = new/turf/simulated/mineral/uranium(src)
if("Iron")
M = new/turf/simulated/mineral/iron(src)
if("Diamond")
M = new/turf/simulated/mineral/diamond(src)
if("Gold")
M = new/turf/simulated/mineral/gold(src)
if("Silver")
M = new/turf/simulated/mineral/silver(src)
if("Plasma")
M = new/turf/simulated/mineral/plasma(src)
if("Cave")
new/turf/simulated/floor/plating/asteroid/airless/cave(src)
if("Gibtonite")
M = new/turf/simulated/mineral/gibtonite(src)
if("Bananium")
M = new/turf/simulated/mineral/clown(src)
/*if("Adamantine")
M = new/turf/simulated/mineral/adamantine(src)*/
if(M)
src = M
M.levelupdate()
return
/turf/simulated/mineral/random/high_chance
icon_state = "rock_highchance"
mineralChance = 25
mineralSpawnChanceList = list("Uranium" = 35, "Diamond" = 30, "Gold" = 45, "Silver" = 50, "Plasma" = 50)
/turf/simulated/mineral/random/high_chance/New()
icon_state = "rock"
..()
/turf/simulated/mineral/random/low_chance
icon_state = "rock_lowchance"
mineralChance = 6
mineralSpawnChanceList = list("Uranium" = 2, "Diamond" = 1, "Gold" = 4, "Silver" = 6, "Plasma" = 15, "Iron" = 40, "Gibtonite" = 2)
/turf/simulated/mineral/random/low_chance/New()
icon_state = "rock"
..()
/turf/simulated/mineral/uranium
name = "uranium deposit"
mineralName = "Uranium"
spreadChance = 5
spread = 1
hidden = 1
scan_state = "rock_Uranium"
/turf/simulated/mineral/iron
name = "iron deposit"
icon_state = "rock_Iron"
mineralName = "Iron"
spreadChance = 20
spread = 1
hidden = 0
/turf/simulated/mineral/diamond
name = "diamond deposit"
mineralName = "Diamond"
spreadChance = 0
spread = 1
hidden = 1
scan_state = "rock_Diamond"
/turf/simulated/mineral/gold
name = "gold deposit"
mineralName = "Gold"
spreadChance = 5
spread = 1
hidden = 1
scan_state = "rock_Gold"
/turf/simulated/mineral/silver
name = "silver deposit"
mineralName = "Silver"
spreadChance = 5
spread = 1
hidden = 1
scan_state = "rock_Silver"
/turf/simulated/mineral/plasma
name = "plasma deposit"
icon_state = "rock_Plasma"
mineralName = "Plasma"
spreadChance = 8
spread = 1
hidden = 1
scan_state = "rock_Plasma"
/turf/simulated/mineral/clown
name = "bananium deposit"
icon_state = "rock_Clown"
mineralName = "Bananium"
mineralAmt = 3
spreadChance = 0
spread = 0
hidden = 0
////////////////////////////////Gibtonite
/turf/simulated/mineral/gibtonite
name = "gibtonite deposit"
icon_state = "rock_Gibtonite"
mineralName = "Gibtonite"
mineralAmt = 1
spreadChance = 0
spread = 0
hidden = 1
scan_state = "rock_Gibtonite"
var/det_time = 8 //Countdown till explosion, but also rewards the player for how close you were to detonation when you defuse it
var/stage = 0 //How far into the lifecycle of gibtonite we are, 0 is untouched, 1 is active and attempting to detonate, 2 is benign and ready for extraction
var/activated_ckey = null //These are to track who triggered the gibtonite deposit for logging purposes
var/activated_name = null
/turf/simulated/mineral/gibtonite/New()
det_time = rand(8,10) //So you don't know exactly when the hot potato will explode
..()
/turf/simulated/mineral/gibtonite/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/device/mining_scanner) || istype(I, /obj/item/device/t_scanner/adv_mining_scanner) && stage == 1)
user.visible_message("<span class='notice'>You use [I] to locate where to cut off the chain reaction and attempt to stop it...</span>")
defuse()
..()
/turf/simulated/mineral/gibtonite/proc/explosive_reaction(var/mob/user = null, triggered_by_explosion = 0)
if(stage == 0)
icon_state = "rock_Gibtonite_active"
name = "gibtonite deposit"
desc = "An active gibtonite reserve. Run!"
stage = 1
visible_message("<span class='warning'>There was gibtonite inside! It's going to explode!</span>")
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
if(user)
activated_ckey = "[user.ckey]"
activated_name = "[user.name]"
var/notify_admins = 0
if(z != 5)
notify_admins = 1
if(!triggered_by_explosion)
message_admins("[src.activated_ckey]/([src.activated_name])<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has triggered a gibtonite deposit reaction at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
else
message_admins("An explosion has triggered a gibtonite deposit reaction at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
if(!triggered_by_explosion)
log_game("[src.activated_ckey] ([src.activated_name]) has triggered a gibtonite deposit reaction at [A.name] ([A.x], [A.y], [A.z]).")
else
log_game("An explosion has triggered a gibtonite deposit reaction at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
countdown(notify_admins)
/turf/simulated/mineral/gibtonite/proc/countdown(notify_admins = 0)
spawn(0)
while(stage == 1 && det_time > 0 && mineralAmt >= 1)
det_time--
sleep(5)
if(stage == 1 && det_time <= 0 && mineralAmt >= 1)
var/turf/bombturf = get_turf(src)
mineralAmt = 0
explosion(bombturf,1,3,5, adminlog = notify_admins)
if(stage == 0 || stage == 2)
return
/turf/simulated/mineral/gibtonite/proc/defuse()
if(stage == 1)
icon_state = "rock_Gibtonite_inactive"
desc = "An inactive gibtonite reserve. The ore can be extracted."
stage = 2
if(det_time < 0)
det_time = 0
visible_message("<span class='notice'>The chain reaction was stopped! The gibtonite had [src.det_time] reactions left till the explosion!</span>")
/turf/simulated/mineral/gibtonite/gets_drilled(var/mob/user, triggered_by_explosion = 0)
if(stage == 0 && mineralAmt >= 1) //Gibtonite deposit is activated
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
explosive_reaction(user, triggered_by_explosion)
return
if(stage == 1 && mineralAmt >= 1) //Gibtonite deposit goes kaboom
var/turf/bombturf = get_turf(src)
mineralAmt = 0
explosion(bombturf,1,2,5, adminlog = 0)
if(stage == 2) //Gibtonite deposit is now benign and extractable. Depending on how close you were to it blowing up before defusing, you get better quality ore.
var/obj/item/weapon/twohanded/required/gibtonite/G = new /obj/item/weapon/twohanded/required/gibtonite/(src)
if(det_time <= 0)
G.quality = 3
G.icon_state = "Gibtonite ore 3"
if(det_time >= 1 && det_time <= 2)
G.quality = 2
G.icon_state = "Gibtonite ore 2"
var/turf/simulated/floor/plating/asteroid/airless/gibtonite_remains/G = ChangeTurf(/turf/simulated/floor/plating/asteroid/airless/gibtonite_remains)
G.fullUpdateMineralOverlays()
/turf/simulated/floor/plating/asteroid/airless/gibtonite_remains
var/det_time = 0
var/stage = 0
////////////////////////////////End Gibtonite
/turf/simulated/floor/plating/asteroid/airless/cave
var/length = 100
var/mob_spawn_list = list("Goldgrub" = 1, "Goliath" = 5, "Basilisk" = 4, "Hivelord" = 3)
var/sanity = 1
/turf/simulated/floor/plating/asteroid/airless/cave/New(loc, var/length, var/go_backwards = 1, var/exclude_dir = -1)
// If length (arg2) isn't defined, get a random length; otherwise assign our length to the length arg.
if(!length)
src.length = rand(25, 50)
else
src.length = length
// Get our directiosn
var/forward_cave_dir = pick(alldirs - exclude_dir)
// Get the opposite direction of our facing direction
var/backward_cave_dir = angle2dir(dir2angle(forward_cave_dir) + 180)
// Make our tunnels
make_tunnel(forward_cave_dir)
if(go_backwards)
make_tunnel(backward_cave_dir)
// Kill ourselves by replacing ourselves with a normal floor.
SpawnFloor(src)
..()
/turf/simulated/floor/plating/asteroid/airless/cave/proc/make_tunnel(var/dir)
var/turf/simulated/mineral/tunnel = src
var/next_angle = pick(45, -45)
for(var/i = 0; i < length; i++)
if(!sanity)
break
var/list/L = list(45)
if(IsOdd(dir2angle(dir))) // We're going at an angle and we want thick angled tunnels.
L += -45
// Expand the edges of our tunnel
for(var/edge_angle in L)
var/turf/simulated/mineral/edge = get_step(tunnel, angle2dir(dir2angle(dir) + edge_angle))
if(istype(edge))
SpawnFloor(edge)
// Move our tunnel forward
tunnel = get_step(tunnel, dir)
if(istype(tunnel))
// Small chance to have forks in our tunnel; otherwise dig our tunnel.
if(i > 3 && prob(20))
new src.type(tunnel, rand(10, 15), 0, dir)
else
SpawnFloor(tunnel)
else //if(!istype(tunnel, src.parent)) // We hit space/normal/wall, stop our tunnel.
break
// Chance to change our direction left or right.
if(i > 2 && prob(33))
// We can't go a full loop though
next_angle = -next_angle
dir = angle2dir(dir2angle(dir) + next_angle)
/turf/simulated/floor/plating/asteroid/airless/cave/proc/SpawnFloor(var/turf/T)
for(var/turf/S in range(2,T))
if(istype(S, /turf/space) || istype(S.loc, /area/mine/explored))
sanity = 0
break
if(!sanity)
return
SpawnMonster(T)
var/turf/simulated/floor/t = new /turf/simulated/floor/plating/asteroid/airless(T)
spawn(2)
t.fullUpdateMineralOverlays()
/turf/simulated/floor/plating/asteroid/airless/cave/proc/SpawnMonster(var/turf/T)
if(prob(30))
if(istype(loc, /area/mine/explored))
return
for(var/atom/A in range(15,T))//Lowers chance of mob clumps
if(istype(A, /mob/living/simple_animal/hostile/asteroid))
return
var/randumb = pickweight(mob_spawn_list)
switch(randumb)
if("Goliath")
new /mob/living/simple_animal/hostile/asteroid/goliath(T)
if("Goldgrub")
new /mob/living/simple_animal/hostile/asteroid/goldgrub(T)
if("Basilisk")
new /mob/living/simple_animal/hostile/asteroid/basilisk(T)
if("Hivelord")
new /mob/living/simple_animal/hostile/asteroid/hivelord(T)
return
/turf/simulated/mineral/attackby(var/obj/item/weapon/pickaxe/P as obj, mob/user as mob, params)
if (!user.IsAdvancedToolUser())
usr << "<span class='danger'>You don't have the dexterity to do this!</span>"
return
if (istype(P, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if(istype(P, /obj/item/weapon/pickaxe/drill))
var/obj/item/weapon/pickaxe/drill/D = P
if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(!R.cell.use(D.drillcost))
R << "<span class='notice'>Your [D.name] doesn't have enough charge.</span>"
return
if(!D.bcell.use(D.drillcost))
user << "<span class='notice'>Your [D.name] doesn't have enough charge.</span>"
return
if(last_act+P.digspeed > world.time)//prevents message spam
return
last_act = world.time
user << "<span class='danger'>You start picking.</span>"
P.playDigSound()
if(do_after(user,P.digspeed))
if(istype(src, /turf/simulated/mineral)) //sanity check against turf being deleted during digspeed delay
user << "<span class='notice'>You finish cutting into the rock.</span>"
P.update_icon()
gets_drilled(user)
else
return attack_hand(user)
return
/turf/simulated/mineral/proc/gets_drilled()
if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
if (src.mineralName == "Uranium")
new /obj/item/weapon/ore/uranium(src)
if (src.mineralName == "Iron")
new /obj/item/weapon/ore/iron(src)
if (src.mineralName == "Gold")
new /obj/item/weapon/ore/gold(src)
if (src.mineralName == "Silver")
new /obj/item/weapon/ore/silver(src)
if (src.mineralName == "Plasma")
new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Bananium")
new /obj/item/weapon/ore/bananium(src)
var/turf/simulated/floor/plating/asteroid/airless/N = ChangeTurf(/turf/simulated/floor/plating/asteroid/airless)
playsound(src, 'sound/effects/break_stone.ogg', 50, 1) //beautiful destruction
N.fullUpdateMineralOverlays()
return
/turf/simulated/mineral/attack_animal(mob/living/simple_animal/user as mob)
if(user.environment_smash >= 2)
gets_drilled()
..()
/*
/turf/simulated/mineral/proc/setRandomMinerals()
var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
if (s)
mineralName = s
var/N = text2path("/turf/simulated/mineral/[s]")
if (N)
var/turf/simulated/mineral/M = new N
src = M
if (src.mineralName)
mineralAmt = 5
return*/
/turf/simulated/mineral/Bumped(AM as mob|obj)
..()
if(istype(AM,/mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
if((istype(H.l_hand,/obj/item/weapon/pickaxe)) && (!H.hand))
src.attackby(H.l_hand,H)
else if((istype(H.r_hand,/obj/item/weapon/pickaxe)) && H.hand)
src.attackby(H.r_hand,H)
return
else if(istype(AM,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = AM
if(istype(R.module_active,/obj/item/weapon/pickaxe))
src.attackby(R.module_active,R)
return
/* else if(istype(AM,/obj/mecha))
var/obj/mecha/M = AM
if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill))
src.attackby(M.selected,M)
return*/
//Aparantly mechs are just TOO COOL to call Bump(), so fuck em (for now)
else
return
/**********************Asteroid**************************/
/turf/simulated/floor/plating/asteroid //floor piece
name = "Asteroid"
icon = 'icons/turf/floors.dmi'
icon_state = "asteroid"
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
ignoredirt = 1
/turf/simulated/floor/plating/asteroid/airless
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
/turf/simulated/floor/plating/asteroid/New()
var/proper_name = name
..()
name = proper_name
//if (prob(50))
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
if(prob(20))
icon_state = "asteroid[rand(0,12)]"
// spawn(2)
//O updateMineralOverlays()
/turf/simulated/floor/plating/asteroid/burn_tile()
return
/turf/simulated/floor/plating/asteroid/ex_act(severity, target)
contents_explosion(severity, target)
switch(severity)
if(3.0)
return
if(2.0)
if (prob(20))
src.gets_dug()
if(1.0)
src.gets_dug()
return
/turf/simulated/floor/plating/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
//note that this proc does not call ..()
if(!W || !user)
return 0
if ((istype(W, /obj/item/weapon/shovel)))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug)
user << "<span class='danger'>This area has already been dug.</span>"
return
user << "<span class='danger'>You start digging.</span>"
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE
sleep(20)
if ((user.loc == T && user.get_active_hand() == W))
user << "<span class='notice'>You dug a hole.</span>"
gets_dug()
return
if ((istype(W, /obj/item/weapon/pickaxe)))
var/obj/item/weapon/pickaxe/P = W
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug)
user << "<span class='danger'>This area has already been dug.</span>"
return
user << "<span class='danger'>You start digging.</span>"
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE
sleep(P.digspeed)
if ((user.loc == T && user.get_active_hand() == W))
user << "<span class='notice'>You dug a hole.</span>"
gets_dug()
return
if(istype(W,/obj/item/weapon/storage/bag/ore))
var/obj/item/weapon/storage/bag/ore/S = W
if(S.collection_mode == 1)
for(var/obj/item/weapon/ore/O in src.contents)
O.attackby(W,user)
return
/turf/simulated/floor/plating/asteroid/proc/gets_dug()
if(dug)
return
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
new/obj/item/weapon/ore/glass(src)
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
return
/turf/proc/updateMineralOverlays()
src.overlays.Cut()
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
src.overlays += image('icons/turf/walls.dmi', "rock_side_n")
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
src.overlays += image('icons/turf/walls.dmi', "rock_side_s", layer=6)
if(istype(get_step(src, EAST), /turf/simulated/mineral))
src.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6)
if(istype(get_step(src, WEST), /turf/simulated/mineral))
src.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6)
/turf/simulated/mineral/updateMineralOverlays()
return
/turf/proc/fullUpdateMineralOverlays()
for (var/turf/t in range(1,src))
t.updateMineralOverlays()