Files
Bubberstation/code/modules/mining/mine_turfs.dm
2016-02-03 07:58:41 +00:00

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/**********************Mineral deposits**************************/
var/global/list/rockTurfEdgeCache
#define NORTH_EDGING "north"
#define SOUTH_EDGING "south"
#define EAST_EDGING "east"
#define WEST_EDGING "west"
/turf/simulated/mineral //wall piece
name = "rock"
icon = 'icons/turf/mining.dmi'
icon_state = "rock_nochance"
baseturf = /turf/simulated/floor/plating/asteroid/airless
oxygen = 0
nitrogen = 0
opacity = 1
density = 1
blocks_air = 1
layer = TURF_LAYER + 0.05
temperature = TCMB
var/environment_type = "asteroid"
var/turf/simulated/floor/plating/asteroid/turf_type = /turf/simulated/floor/plating/asteroid //For basalt vs normal asteroid
var/mineralType = null
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/volcanic
environment_type = "basalt"
turf_type = /turf/simulated/floor/plating/asteroid/basalt
baseturf = /turf/simulated/floor/plating/asteroid/basalt
/turf/simulated/mineral/ex_act(severity, target)
..()
switch(severity)
if(3)
if (prob(75))
src.gets_drilled(null, 1)
if(2)
if (prob(90))
src.gets_drilled(null, 1)
if(1)
src.gets_drilled(null, 1)
return
/turf/simulated/mineral/New()
if(!rockTurfEdgeCache || !rockTurfEdgeCache.len)
rockTurfEdgeCache = list()
rockTurfEdgeCache.len = 4
rockTurfEdgeCache[NORTH_EDGING] = image('icons/turf/mining.dmi', "rock_side_n", layer = 6)
rockTurfEdgeCache[SOUTH_EDGING] = image('icons/turf/mining.dmi', "rock_side_s")
rockTurfEdgeCache[EAST_EDGING] = image('icons/turf/mining.dmi', "rock_side_e", layer = 6)
rockTurfEdgeCache[WEST_EDGING] = image('icons/turf/mining.dmi', "rock_side_w", layer = 6)
spawn(1)
var/turf/T
if((istype(get_step(src, NORTH), /turf/simulated/floor)) || (istype(get_step(src, NORTH), /turf/space)))
T = get_step(src, NORTH)
if (T)
T.overlays += rockTurfEdgeCache[SOUTH_EDGING]
if((istype(get_step(src, SOUTH), /turf/simulated/floor)) || (istype(get_step(src, SOUTH), /turf/space)))
T = get_step(src, SOUTH)
if (T)
T.overlays += rockTurfEdgeCache[NORTH_EDGING]
if((istype(get_step(src, EAST), /turf/simulated/floor)) || (istype(get_step(src, EAST), /turf/space)))
T = get_step(src, EAST)
if (T)
T.overlays += rockTurfEdgeCache[WEST_EDGING]
if((istype(get_step(src, WEST), /turf/simulated/floor)) || (istype(get_step(src, WEST), /turf/space)))
T = get_step(src, WEST)
if (T)
T.overlays += rockTurfEdgeCache[EAST_EDGING]
if (mineralType && 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)
name = "rock"
icon_state = "rock"
return
/turf/simulated/mineral/Spread(turf/T)
new src.type(T)
/turf/simulated/mineral/random
name = "rock"
icon_state = "rock"
var/mineralSpawnChanceList = list(
"Uranium" = 5, "Diamond" = 1, "Gold" = 10,
"Silver" = 12, "Plasma" = 20, "Iron" = 40,
"Gibtonite" = 4, "Cave" = 2, "BScrystal" = 1,
/*, "Adamantine" =5*/)
//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("BScrystal")
M = new/turf/simulated/mineral/bscrystal(src)
/*if("Adamantine")
M = new/turf/simulated/mineral/adamantine(src)*/
if(M)
M.mineralAmt = rand(1, 5)
M.environment_type = src.environment_type
M.turf_type = src.turf_type
M.baseturf = src.baseturf
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,
"BScrystal" = 20)
/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, "BScrystal" = 1)
/turf/simulated/mineral/random/low_chance/New()
icon_state = "rock"
..()
/turf/simulated/mineral/iron
name = "iron deposit"
icon_state = "rock_Iron"
mineralType = /obj/item/weapon/ore/iron
spreadChance = 20
spread = 1
hidden = 0
/turf/simulated/mineral/uranium
name = "uranium deposit"
mineralType = /obj/item/weapon/ore/uranium
spreadChance = 5
spread = 1
hidden = 1
scan_state = "rock_Uranium"
/turf/simulated/mineral/diamond
name = "diamond deposit"
mineralType = /obj/item/weapon/ore/diamond
spreadChance = 0
spread = 1
hidden = 1
scan_state = "rock_Diamond"
/turf/simulated/mineral/gold
name = "gold deposit"
mineralType = /obj/item/weapon/ore/gold
spreadChance = 5
spread = 1
hidden = 1
scan_state = "rock_Gold"
/turf/simulated/mineral/silver
name = "silver deposit"
mineralType = /obj/item/weapon/ore/silver
spreadChance = 5
spread = 1
hidden = 1
scan_state = "rock_Silver"
/turf/simulated/mineral/plasma
name = "plasma deposit"
icon_state = "rock_Plasma"
mineralType = /obj/item/weapon/ore/plasma
spreadChance = 8
spread = 1
hidden = 1
scan_state = "rock_Plasma"
/turf/simulated/mineral/clown
name = "bananium deposit"
icon_state = "rock_Clown"
mineralType = /obj/item/weapon/ore/bananium
mineralAmt = 3
spreadChance = 0
spread = 0
hidden = 0
/turf/simulated/mineral/bscrystal
name = "bluespace crystal deposit"
icon_state = "rock_BScrystal"
mineralType = /obj/item/weapon/ore/bluespace_crystal
mineralAmt = 1
spreadChance = 0
spread = 0
hidden = 1
scan_state = "rock_BScrystal"
////////////////////////////////Gibtonite
/turf/simulated/mineral/gibtonite
name = "gibtonite deposit"
icon_state = "rock_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(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='danger'>There was gibtonite inside! It's going to explode!</span>")
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/notify_admins = 0
if(z != 5)
notify_admins = 1
if(!triggered_by_explosion)
message_admins("[key_name_admin(user)]<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</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("[key_name(user)] 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)
set waitfor = 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)
/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(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/G = ChangeTurf(turf_type)
G.fullUpdateMineralOverlays()
////////////////////////////////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_type = /turf/simulated/floor/plating/asteroid/airless
/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(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(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_type(T)
spawn(2)
t.fullUpdateMineralOverlays()
/turf/simulated/floor/plating/asteroid/airless/cave/proc/SpawnMonster(turf/T)
if(prob(30))
if(istype(loc, /area/mine/explored))
return
for(var/atom/A in urange(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(obj/item/weapon/pickaxe/P, mob/user, params)
if (!user.IsAdvancedToolUser())
usr << "<span class='warning'>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(last_act+P.digspeed > world.time)//prevents message spam
return
last_act = world.time
user << "<span class='notice'>You start picking...</span>"
P.playDigSound()
if(do_after(user,P.digspeed, target = src))
if(istype(src, /turf/simulated/mineral))
user << "<span class='notice'>You finish cutting into the rock.</span>"
gets_drilled(user)
feedback_add_details("pick_used_mining","[P.type]")
else
return attack_hand(user)
return
/turf/simulated/mineral/proc/gets_drilled()
if (mineralType && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
new mineralType(src)
feedback_add_details("ore_mined","[mineralType]|[mineralAmt]")
var/turf/simulated/floor/plating/asteroid/N = ChangeTurf(turf_type)
playsound(src, 'sound/effects/break_stone.ogg', 50, 1) //beautiful destruction
N.fullUpdateMineralOverlays()
return
/turf/simulated/mineral/attack_animal(mob/living/simple_animal/user)
if(user.environment_smash >= 2)
gets_drilled()
..()
/turf/simulated/mineral/attack_alien(mob/living/carbon/alien/M)
M << "<span class='notice'>You start digging into the rock...</span>"
playsound(src, 'sound/effects/break_stone.ogg', 50, 1)
if(do_after(M,40, target = src))
M << "<span class='notice'>You tunnel into the rock.</span>"
gets_drilled(M)
/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/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"
baseturf = /turf/simulated/floor/plating/asteroid
icon = 'icons/turf/floors.dmi'
icon_state = "asteroid"
icon_plating = "asteroid"
var/environment_type = "asteroid"
var/turf_type = /turf/simulated/floor/plating/asteroid //Because caves do whacky shit to revert to normal
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
/turf/simulated/floor/plating/asteroid/airless
oxygen = 0.01
nitrogen = 0.01
turf_type = /turf/simulated/floor/plating/asteroid/airless
temperature = TCMB
/turf/simulated/floor/plating/asteroid/basalt
name = "volcanic floor"
baseturf = /turf/simulated/floor/plating/asteroid/basalt
icon = 'icons/turf/floors.dmi'
icon_state = "basalt"
icon_plating = "basalt"
environment_type = "basalt"
/turf/simulated/floor/plating/asteroid/basalt/lava //lava underneath
baseturf = /turf/simulated/floor/plating/lava/smooth
/turf/simulated/floor/plating/asteroid/basalt/airless
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
/turf/simulated/floor/plating/asteroid/snow
name = "snow"
desc = "Looks cold."
icon = 'icons/turf/snow.dmi'
baseturf = /turf/simulated/floor/plating/asteroid/snow
icon_state = "snow"
icon_plating = "snow"
temperature = 180
slowdown = 2
environment_type = "snow"
/turf/simulated/floor/plating/asteroid/snow/airless
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
/turf/simulated/floor/plating/asteroid/New()
var/proper_name = name
..()
name = proper_name
if(prob(20))
icon_state = "[environment_type][rand(0,12)]"
/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)
return
if(2)
if (prob(20))
src.gets_dug()
if(1)
src.gets_dug()
return
/turf/simulated/floor/plating/asteroid/attackby(obj/item/weapon/W, mob/user, params)
//note that this proc does not call ..()
if(!W || !user)
return 0
var/digging_speed = 0
if (istype(W, /obj/item/weapon/shovel))
var/obj/item/weapon/shovel/S = W
digging_speed = S.digspeed
else if (istype(W, /obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/P = W
digging_speed = P.digspeed
if (digging_speed)
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (dug)
user << "<span class='warning'>This area has already been dug!</span>"
return
user << "<span class='notice'>You start digging...</span>"
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) //FUCK YO RUSTLE I GOT'S THE DIGS SOUND HERE
if(do_after(user, digging_speed, target = src))
if(istype(src, /turf/simulated/floor/plating/asteroid))
user << "<span class='notice'>You dig a hole.</span>"
gets_dug()
feedback_add_details("pick_used_mining","[W.type]")
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
if(istype(W, /obj/item/stack/tile))
var/obj/item/stack/tile/Z = W
if(!Z.use(1))
return
var/turf/simulated/floor/T = ChangeTurf(Z.turf_type)
if(istype(Z,/obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
var/obj/item/stack/tile/light/L = Z
var/turf/simulated/floor/light/F = T
F.state = L.state
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
/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 = "[environment_type]_dug"
icon_state = "[environment_type]_dug"
slowdown = 0
return
/turf/simulated/floor/plating/asteroid/singularity_act()
return
/turf/simulated/floor/plating/asteroid/singularity_pull(S, current_size)
return
/turf/proc/updateMineralOverlays()
src.overlays.Cut()
if(istype(get_step(src, NORTH), /turf/simulated/mineral))
src.overlays += rockTurfEdgeCache[NORTH_EDGING]
if(istype(get_step(src, SOUTH), /turf/simulated/mineral))
src.overlays += rockTurfEdgeCache[SOUTH_EDGING]
if(istype(get_step(src, EAST), /turf/simulated/mineral))
src.overlays += rockTurfEdgeCache[EAST_EDGING]
if(istype(get_step(src, WEST), /turf/simulated/mineral))
src.overlays += rockTurfEdgeCache[WEST_EDGING]
/turf/simulated/mineral/updateMineralOverlays()
return
/turf/simulated/wall/updateMineralOverlays()
return
/turf/proc/fullUpdateMineralOverlays()
for (var/turf/t in range(1,src))
t.updateMineralOverlays()
//////////////CHASM//////////////////
/turf/simulated/chasm
name = "chasm"
desc = "Watch your step."
baseturf = /turf/simulated/chasm
smooth = SMOOTH_TRUE
icon = 'icons/turf/floors/Chasms.dmi'
icon_state = "smooth"
var/drop_x = 1
var/drop_y = 1
var/drop_z = 1
/turf/simulated/chasm/Entered(atom/movable/AM)
if(istype(AM, /obj/singularity) || istype(AM, /obj/item/projectile))
return
drop(AM)
/turf/simulated/chasm/proc/drop(atom/movable/AM)
visible_message("[AM] falls into [src]!")
AM.forceMove(locate(drop_x, drop_y, drop_z))
AM.visible_message("[AM] falls from above!")
if(istype(AM, /mob/living))
var/mob/living/L = AM
L.adjustBruteLoss(30)
/turf/simulated/chasm/straight_down/New()
..()
drop_x = x
drop_y = y
if(z+1 <= world.maxz)
drop_z = z+1
/**********************Lavaland Turfs**************************/
///////Surface. The surface is warm, but survivable without a suit. Internals are required. The floors break to chasms, which drop you into the underground.
/turf/simulated/floor/plating/asteroid/basalt/lava_land_surface
oxygen = 14
nitrogen = 23
temperature = 300
baseturf = /turf/simulated/chasm/straight_down/lava_land_surface
/turf/simulated/chasm/straight_down/lava_land_surface
oxygen = 14
nitrogen = 23
temperature = 300
baseturf = /turf/simulated/chasm/straight_down/lava_land_surface
/turf/simulated/mineral/volcanic/lava_land_surface
environment_type = "basalt"
turf_type = /turf/simulated/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/simulated/chasm/straight_down/lava_land_surface
/turf/simulated/floor/plating/lava/smooth/lava_land_surface
oxygen = 14
nitrogen = 23
temperature = 300
baseturf = /turf/simulated/chasm/straight_down/lava_land_surface
///////Underground. The underground is deadly hot. You absolutely require a suit to be down here. The floors break to lava.
/turf/simulated/floor/plating/asteroid/basalt/lava_land_underground
oxygen = 14
nitrogen = 23
temperature = 500
baseturf = /turf/simulated/floor/plating/lava/smooth/lava_land_underground
/turf/simulated/mineral/volcanic/lava_land_underground
environment_type = "basalt"
turf_type = /turf/simulated/floor/plating/asteroid/basalt/lava_land_underground
baseturf = /turf/simulated/floor/plating/lava/smooth/lava_land_underground
/turf/simulated/floor/plating/lava/smooth/lava_land_underground
oxygen = 14
nitrogen = 23
temperature = 500
baseturf = /turf/simulated/floor/plating/lava/smooth/lava_land_underground
#undef NORTH_EDGING
#undef SOUTH_EDGING
#undef EAST_EDGING
#undef WEST_EDGING