mirror of
https://github.com/Bubberstation/Bubberstation.git
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Added two new materials, Titanium and plastitanium. Titanium is naturally occuring, and plastitanium is an alloy made of plasma and titanium. These materials can be used to build shuttle walls and floors, though this serves no current purpose. Before you yell "SNOWFLAKE" about the materials, I have definite planned purposes for them, not to mention what else they could be potentially used for (mechs, R&D, etc.) You can use titanium to make white shuttle walls that smooth (like the ones of the escape shuttle), and plastitanium to make the grey syndie shuttle walls. You can also make floor tiles out of each material for the different shuttle floors. This PR itself doesn't change any of the paths on the map to use smoothed shuttlewalls and I'll save that for a seperate PR. Also this PR makes ORM code better and allows people to easily add new alloys Sprites by WJ
399 lines
14 KiB
Plaintext
399 lines
14 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, mob/user, 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) && refined_type)
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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 = 30
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materials = list(MAT_URANIUM=MINERAL_MATERIAL_AMOUNT)
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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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materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
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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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materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/glass
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w_class = 1
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/obj/item/weapon/ore/glass/attack_self(mob/living/user)
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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/glass/throw_impact(atom/hit_atom)
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if(..() || !ishuman(hit_atom))
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return
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var/mob/living/carbon/human/C = hit_atom
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if(C.head && C.head.flags_cover & HEADCOVERSEYES)
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visible_message("<span class='danger'>[C]'s headgear blocks the sand!</span>")
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return
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if(C.wear_mask && C.wear_mask.flags_cover & MASKCOVERSEYES)
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visible_message("<span class='danger'>[C]'s mask blocks the sand!</span>")
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return
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if(C.glasses && C.glasses.flags_cover & GLASSESCOVERSEYES)
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visible_message("<span class='danger'>[C]'s glasses block the sand!</span>")
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return
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C.adjust_blurriness(6)
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C.adjustStaminaLoss(15)//the pain from your eyes burning does stamina damage
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C.confused += 5
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C << "<span class='userdanger'>\The [src] gets into your eyes! The pain, it burns!</span>"
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qdel(src)
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/obj/item/weapon/ore/glass/basalt
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name = "volcanic ash"
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icon_state = "volcanic_sand"
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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 = "plasmatech=2;materials=2"
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points = 15
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materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT)
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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, mob/user, 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='warning'>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 = 16
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materials = list(MAT_SILVER=MINERAL_MATERIAL_AMOUNT)
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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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materials = list(MAT_GOLD=MINERAL_MATERIAL_AMOUNT)
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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 = 50
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materials = list(MAT_DIAMOND=MINERAL_MATERIAL_AMOUNT)
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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 = 60
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materials = list(MAT_BANANIUM=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/mineral/bananium
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/obj/item/weapon/ore/titanium
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name = "titanium ore"
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icon_state = "Titanium ore"
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origin_tech = "materials=4"
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points = 50
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materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT)
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refined_type = /obj/item/stack/sheet/mineral/titanium
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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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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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var/attacher = "UNKNOWN"
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/obj/item/weapon/twohanded/required/gibtonite/Destroy()
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qdel(wires)
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wires = null
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return ..()
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/obj/item/weapon/twohanded/required/gibtonite/attackby(obj/item/I, mob/user, params)
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if(!wires && istype(I, /obj/item/device/assembly/igniter))
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user.visible_message("[user] attaches [I] to [src].", "<span class='notice'>You attach [I] to [src].</span>")
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wires = new /datum/wires/explosive/gibtonite(src)
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attacher = key_name(user)
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qdel(I)
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add_overlay("Gibtonite_igniter")
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return
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if(wires && !primed)
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if(is_wire_tool(I))
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wires.interact(user)
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return
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if(istype(I, /obj/item/weapon/pickaxe) || istype(I, /obj/item/weapon/resonator) || I.force >= 10)
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GibtoniteReaction(user)
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return
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if(primed)
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if(istype(I, /obj/item/device/mining_scanner) || istype(I, /obj/item/device/t_scanner/adv_mining_scanner) || istype(I, /obj/item/device/multitool))
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primed = 0
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user.visible_message("The chain reaction was stopped! ...The ore's quality looks diminished.", "<span class='notice'>You stopped the chain reaction. ...The ore's quality looks diminished.</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/attack_self(user)
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if(wires)
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wires.interact(user)
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else
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..()
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/obj/item/weapon/twohanded/required/gibtonite/bullet_act(obj/item/projectile/P)
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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 = 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 == 1)
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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 if(triggered_by == 2)
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message_admins("A signal 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>. Igniter attacher: [key_name_admin(attacher)]<A HREF='?_src_=holder;adminmoreinfo=\ref[attacher]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[attacher]'>FLW</A>)")
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else
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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 [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 == 1)
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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 if(triggered_by == 2)
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log_game("A signal has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z]). Igniter attacher: [key_name(attacher)].")
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else
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user.visible_message("<span class='warning'>[user] strikes \the [src], causing a chain reaction!</span>", "<span class='danger'>You strike \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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..()
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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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// The coin's value is a value of it's materials.
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// Yes, the gold standard makes a come-back!
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// This is the only way to make coins that are possible to produce on station actually worth anything.
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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
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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 = 1
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/obj/item/weapon/coin/New()
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..()
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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/examine(mob/user)
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..()
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if(value)
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user << "<span class='info'>It's worth [value] credit\s.</span>"
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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 = 50
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materials = list(MAT_GOLD = MINERAL_MATERIAL_AMOUNT*0.2)
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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 = 20
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materials = list(MAT_SILVER = MINERAL_MATERIAL_AMOUNT*0.2)
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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 = 500
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materials = list(MAT_DIAMOND = MINERAL_MATERIAL_AMOUNT*0.2)
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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 = 1
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materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT*0.2)
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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 = 100
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materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT*0.2)
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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 = 80
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materials = list(MAT_URANIUM = MINERAL_MATERIAL_AMOUNT*0.2)
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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 = 1000 //makes the clown cry
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materials = list(MAT_BANANIUM = MINERAL_MATERIAL_AMOUNT*0.2)
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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 = 1500
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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 = 3000
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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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materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT*0.2)
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value = 1
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/obj/item/weapon/coin/antagtoken
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name = "antag token"
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icon_state = "coin_valid_valid"
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cmineral = "valid"
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desc = "A novelty coin that helps the heart know what hard evidence cannot prove."
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sideslist = list("valid", "salad")
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value = 0
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/obj/item/weapon/coin/antagtoken/New()
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return
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/obj/item/weapon/coin/attackby(obj/item/weapon/W, mob/user, 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='warning'>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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add_overlay(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)
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if(cooldown < world.time - 15)
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if(string_attached) //does the coin have a wire attached
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user << "<span class='warning'>The coin won't flip very well with something attached!</span>" //Tell user it will not flip
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return //do not flip the coin
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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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var/oldloc = loc
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sleep(15)
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if(loc == oldloc && user && !user.incapacitated())
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user.visible_message("[user] has flipped [src]. It lands on [coinflip].", \
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"<span class='notice'>You flip [src]. It lands on [coinflip].</span>", \
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"<span class='italics'>You hear the clattering of loose change.</span>")
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