mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-01 04:21:42 +00:00
Reorganizes all flashing to use the same mob proc 'flash_eyes()' (welding tool use, flashbang, flashers, laserpointers, etc). Fixes making sandstone not stacking the result sandstones on the floor. Sandstone, grass tile and carpet tile now look for other incomplete stack on their creation location to try to put them all in one stack (exactly like wood planks). Fix typos. Remove banglet var from all flashbangs, making flashbangs from clusters behave exactly like the other ones. Renames eyecheck()proc to check_eye_prot() and moves it to mob/living level, elso creates check_ear_prot() for checking ear protection.
294 lines
9.4 KiB
Plaintext
294 lines
9.4 KiB
Plaintext
/**********************Mineral ores**************************/
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/obj/item/weapon/ore
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name = "rock"
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icon = 'icons/obj/mining.dmi'
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icon_state = "ore"
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var/points = 0 //How many points this ore gets you from the ore redemption machine
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var/refined_type = null //What this ore defaults to being refined into
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/obj/item/weapon/ore/attackby(obj/item/I as obj, mob/user as mob, params)
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if(istype(I, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/W = I
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if(W.remove_fuel(15))
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new refined_type(get_turf(src.loc))
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qdel(src)
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else if(W.isOn())
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user << "<span class='info'>Not enough fuel to smelt [src].</span>"
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..()
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/obj/item/weapon/ore/uranium
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name = "uranium ore"
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icon_state = "Uranium ore"
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origin_tech = "materials=5"
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points = 18
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refined_type = /obj/item/stack/sheet/mineral/uranium
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/obj/item/weapon/ore/iron
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name = "iron ore"
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icon_state = "Iron ore"
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origin_tech = "materials=1"
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points = 1
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refined_type = /obj/item/stack/sheet/metal
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/obj/item/weapon/ore/glass
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name = "sand pile"
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icon_state = "Glass ore"
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origin_tech = "materials=1"
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points = 1
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refined_type = /obj/item/stack/sheet/glass
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/obj/item/weapon/ore/glass/attack_self(mob/living/user as mob)
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user << "<span class='notice'>You use the sand to make sandstone.</span>"
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var/sandAmt = 1
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for(var/obj/item/weapon/ore/glass/G in user.loc) // The sand on the floor
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sandAmt += 1
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qdel(G)
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while(sandAmt > 0)
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var/obj/item/stack/sheet/mineral/sandstone/SS = new /obj/item/stack/sheet/mineral/sandstone(user.loc)
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if(sandAmt >= SS.max_amount)
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SS.amount = SS.max_amount
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else
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SS.amount = sandAmt
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for(var/obj/item/stack/sheet/mineral/sandstone/SA in user.loc)
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if(SA != SS && SA.amount < SA.max_amount)
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SA.attackby(SS, user) //we try to transfer all old unfinished stacks to the new stack we created.
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sandAmt -= SS.max_amount
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qdel(src)
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return
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/obj/item/weapon/ore/plasma
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name = "plasma ore"
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icon_state = "Plasma ore"
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origin_tech = "materials=2"
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points = 36
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refined_type = /obj/item/stack/sheet/mineral/plasma
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/obj/item/weapon/ore/plasma/attackby(obj/item/I as obj, mob/user as mob, params)
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if(istype(I, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/W = I
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if(W.welding)
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user << "<span class='info'>You can't hit a high enough temperature to smelt [src] properly.</span>"
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else
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..()
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/obj/item/weapon/ore/silver
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name = "silver ore"
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icon_state = "Silver ore"
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origin_tech = "materials=3"
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points = 18
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refined_type = /obj/item/stack/sheet/mineral/silver
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/obj/item/weapon/ore/gold
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name = "gold ore"
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icon_state = "Gold ore"
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origin_tech = "materials=4"
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points = 18
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refined_type = /obj/item/stack/sheet/mineral/gold
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/obj/item/weapon/ore/diamond
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name = "diamond ore"
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icon_state = "Diamond ore"
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origin_tech = "materials=6"
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points = 36
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refined_type = /obj/item/stack/sheet/mineral/diamond
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/obj/item/weapon/ore/bananium
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name = "bananium ore"
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icon_state = "Clown ore"
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origin_tech = "materials=4"
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points = 27
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refined_type = /obj/item/stack/sheet/mineral/bananium
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/obj/item/weapon/ore/slag
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name = "slag"
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desc = "Completely useless"
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icon_state = "slag"
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/obj/item/weapon/twohanded/required/gibtonite
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name = "gibtonite ore"
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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."
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icon = 'icons/obj/mining.dmi'
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icon_state = "Gibtonite ore"
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item_state = "Gibtonite ore"
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w_class = 4
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throw_range = 0
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anchored = 1 //Forces people to carry it by hand, no pulling!
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var/primed = 0
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var/det_time = 100
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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
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/obj/item/weapon/twohanded/required/gibtonite/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/pickaxe) || istype(I, /obj/item/weapon/resonator))
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GibtoniteReaction(user)
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return
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if(istype(I, /obj/item/device/mining_scanner) || istype(I, /obj/item/device/t_scanner/adv_mining_scanner) && primed)
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primed = 0
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user.visible_message("<span class='notice'>The chain reaction was stopped! ...The ore's quality went down.</span>")
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icon_state = "Gibtonite ore"
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quality = 1
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return
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..()
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/obj/item/weapon/twohanded/required/gibtonite/bullet_act(var/obj/item/projectile/P)
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if(istype(P, /obj/item/projectile/kinetic))
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GibtoniteReaction(P.firer)
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..()
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/obj/item/weapon/twohanded/required/gibtonite/ex_act()
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GibtoniteReaction(null, 1)
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/obj/item/weapon/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by_explosive = 0)
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if(!primed)
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playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
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primed = 1
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icon_state = "Gibtonite active"
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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var/notify_admins = 0
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if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel
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notify_admins = 1
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if(notify_admins)
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if(triggered_by_explosive)
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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>.")
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else
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message_admins("[key_name(user)]<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</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>.")
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if(triggered_by_explosive)
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log_game("An explosion has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
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else
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user.visible_message("<span class='warning'>[user] strikes \the [src], causing a chain reaction!</span>")
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log_game("[key_name(user)] has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
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spawn(det_time)
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if(primed)
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if(quality == 3)
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explosion(src.loc,2,4,9,adminlog = notify_admins)
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if(quality == 2)
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explosion(src.loc,1,2,5,adminlog = notify_admins)
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if(quality == 1)
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explosion(src.loc,-1,1,3,adminlog = notify_admins)
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qdel(src)
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/obj/item/weapon/ore/New()
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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/obj/item/weapon/ore/ex_act()
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return
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/*****************************Coin********************************/
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/obj/item/weapon/coin
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icon = 'icons/obj/economy.dmi'
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name = "coin"
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icon_state = "coin__heads"
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flags = CONDUCT
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force = 1
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throwforce = 2
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w_class = 1.0
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var/string_attached
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var/list/sideslist = list("heads","tails")
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var/cmineral = null
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var/cooldown = 0
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var/value = 10
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/obj/item/weapon/coin/New()
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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icon_state = "coin_[cmineral]_heads"
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if(cmineral)
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name = "[cmineral] coin"
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/obj/item/weapon/coin/gold
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cmineral = "gold"
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icon_state = "coin_gold_heads"
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value = 160
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/obj/item/weapon/coin/silver
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cmineral = "silver"
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icon_state = "coin_silver_heads"
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value = 40
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/obj/item/weapon/coin/diamond
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cmineral = "diamond"
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icon_state = "coin_diamond_heads"
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value = 120
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/obj/item/weapon/coin/iron
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cmineral = "iron"
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icon_state = "coin_iron_heads"
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value = 20
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/obj/item/weapon/coin/plasma
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cmineral = "plasma"
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icon_state = "coin_plasma_heads"
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value = 80
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/obj/item/weapon/coin/uranium
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cmineral = "uranium"
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icon_state = "coin_uranium_heads"
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value = 160
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/obj/item/weapon/coin/clown
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cmineral = "bananium"
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icon_state = "coin_bananium_heads"
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value = 600 //makes the clown cri
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/obj/item/weapon/coin/adamantine
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cmineral = "adamantine"
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icon_state = "coin_adamantine_heads"
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value = 400
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/obj/item/weapon/coin/mythril
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cmineral = "mythril"
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icon_state = "coin_mythril_heads"
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value = 400
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/obj/item/weapon/coin/twoheaded
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cmineral = "iron"
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icon_state = "coin_iron_heads"
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desc = "Hey, this coin's the same on both sides!"
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sideslist = list("heads")
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value = 20
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/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/CC = W
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if(string_attached)
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user << "<span class='notice'>There already is a string attached to this coin.</span>"
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return
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if (CC.use(1))
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overlays += image('icons/obj/economy.dmi',"coin_string_overlay")
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string_attached = 1
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user << "<span class='notice'>You attach a string to the coin.</span>"
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else
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user << "<span class='warning'>You need one length of cable to attach a string to the coin.</span>"
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return
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else if(istype(W,/obj/item/weapon/wirecutters))
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if(!string_attached)
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..()
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return
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var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
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CC.amount = 1
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CC.update_icon()
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overlays = list()
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string_attached = null
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user << "<span class='notice'>You detach the string from the coin.</span>"
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else ..()
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/obj/item/weapon/coin/attack_self(mob/user as mob)
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if(cooldown < world.time - 15)
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var/coinflip = pick(sideslist)
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cooldown = world.time
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flick("coin_[cmineral]_flip", src)
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icon_state = "coin_[cmineral]_[coinflip]"
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playsound(user.loc, 'sound/items/coinflip.ogg', 50, 1)
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if(do_after(user, 15))
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user.visible_message("<span class='notice'>[user] has flipped [src]. It lands on [coinflip].</span>", \
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"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
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"<span class='notice'>You hear the clattering of loose change.</span>") |