Files
Bubberstation/code/modules/mining/ores_coins.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

521 lines
17 KiB
Plaintext

#define GIBTONITE_QUALITY_HIGH 3
#define GIBTONITE_QUALITY_MEDIUM 2
#define GIBTONITE_QUALITY_LOW 1
#define ORESTACK_OVERLAYS_MAX 10
/**********************Mineral ores**************************/
/obj/item/stack/ore
name = "rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore"
inhand_icon_state = "ore"
full_w_class = WEIGHT_CLASS_BULKY
singular_name = "ore chunk"
var/points = 0 //How many points this ore gets you from the ore redemption machine
var/refined_type = null //What this ore defaults to being refined into
var/mine_experience = 5 //How much experience do you get for mining this ore?
novariants = TRUE // Ore stacks handle their icon updates themselves to keep the illusion that there's more going
var/list/stack_overlays
var/scan_state = "" //Used by mineral turfs for their scan overlay.
var/spreadChance = 0 //Also used by mineral turfs for spreading veins
/obj/item/stack/ore/update_overlays()
. = ..()
var/difference = min(ORESTACK_OVERLAYS_MAX, amount) - (LAZYLEN(stack_overlays)+1)
if(!difference)
return
if(difference < 0 && LAZYLEN(stack_overlays)) //amount < stack_overlays, remove excess.
if(LAZYLEN(stack_overlays)-difference <= 0)
stack_overlays = null
return
stack_overlays.len += difference
else //amount > stack_overlays, add some.
for(var/i in 1 to difference)
var/mutable_appearance/newore = mutable_appearance(icon, icon_state)
newore.pixel_x = rand(-8,8)
newore.pixel_y = rand(-8,8)
LAZYADD(stack_overlays, newore)
if(stack_overlays)
. += stack_overlays
/obj/item/stack/ore/welder_act(mob/living/user, obj/item/I)
..()
if(!refined_type)
return TRUE
if(I.use_tool(src, user, 0, volume=50, amount=15))
new refined_type(drop_location())
use(1)
return TRUE
/obj/item/stack/ore/fire_act(exposed_temperature, exposed_volume)
. = ..()
if(isnull(refined_type))
return
else
var/probability = (rand(0,100))/100
var/burn_value = probability*amount
var/amountrefined = round(burn_value, 1)
if(amountrefined < 1)
qdel(src)
else
new refined_type(drop_location(),amountrefined)
qdel(src)
/obj/item/stack/ore/uranium
name = "uranium ore"
icon_state = "Uranium ore"
inhand_icon_state = "Uranium ore"
singular_name = "uranium ore chunk"
points = 30
material_flags = MATERIAL_NO_EFFECTS
mats_per_unit = list(/datum/material/uranium=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/uranium
mine_experience = 6
scan_state = "rock_Uranium"
spreadChance = 5
merge_type = /obj/item/stack/ore/uranium
/obj/item/stack/ore/iron
name = "iron ore"
icon_state = "Iron ore"
inhand_icon_state = "Iron ore"
singular_name = "iron ore chunk"
points = 1
mats_per_unit = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/iron
mine_experience = 1
scan_state = "rock_Iron"
spreadChance = 20
merge_type = /obj/item/stack/ore/iron
/obj/item/stack/ore/glass
name = "sand pile"
icon_state = "Glass ore"
inhand_icon_state = "Glass ore"
singular_name = "sand pile"
points = 1
mats_per_unit = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/glass
w_class = WEIGHT_CLASS_TINY
mine_experience = 0 //its sand
merge_type = /obj/item/stack/ore/glass
GLOBAL_LIST_INIT(sand_recipes, list(\
new /datum/stack_recipe("sandstone", /obj/item/stack/sheet/mineral/sandstone, 1, 1, 50),\
new /datum/stack_recipe("aesthetic volcanic floor tile", /obj/item/stack/tile/basalt, 2, 1, 50)\
))
/obj/item/stack/ore/glass/get_main_recipes()
. = ..()
. += GLOB.sand_recipes
/obj/item/stack/ore/glass/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(..() || !ishuman(hit_atom))
return
var/mob/living/carbon/human/C = hit_atom
if(C.is_eyes_covered())
C.visible_message(span_danger("[C]'s eye protection blocks the sand!"), span_warning("Your eye protection blocks the sand!"))
return
C.adjust_blurriness(6)
C.adjustStaminaLoss(15)//the pain from your eyes burning does stamina damage
C.add_confusion(5)
to_chat(C, span_userdanger("\The [src] gets into your eyes! The pain, it burns!"))
qdel(src)
/obj/item/stack/ore/glass/ex_act(severity, target)
if(severity)
qdel(src)
/obj/item/stack/ore/glass/basalt
name = "volcanic ash"
icon_state = "volcanic_sand"
inhand_icon_state = "volcanic_sand"
singular_name = "volcanic ash pile"
mine_experience = 0
merge_type = /obj/item/stack/ore/glass/basalt
/obj/item/stack/ore/plasma
name = "plasma ore"
icon_state = "Plasma ore"
inhand_icon_state = "Plasma ore"
singular_name = "plasma ore chunk"
points = 15
mats_per_unit = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/plasma
mine_experience = 5
scan_state = "rock_Plasma"
spreadChance = 8
merge_type = /obj/item/stack/ore/plasma
/obj/item/stack/ore/plasma/welder_act(mob/living/user, obj/item/I)
to_chat(user, span_warning("You can't hit a high enough temperature to smelt [src] properly!"))
return TRUE
/obj/item/stack/ore/silver
name = "silver ore"
icon_state = "Silver ore"
inhand_icon_state = "Silver ore"
singular_name = "silver ore chunk"
points = 16
mine_experience = 3
mats_per_unit = list(/datum/material/silver=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/silver
scan_state = "rock_Silver"
spreadChance = 5
merge_type = /obj/item/stack/ore/silver
/obj/item/stack/ore/gold
name = "gold ore"
icon_state = "Gold ore"
inhand_icon_state = "Gold ore"
singular_name = "gold ore chunk"
points = 18
mine_experience = 5
mats_per_unit = list(/datum/material/gold=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/gold
scan_state = "rock_Gold"
spreadChance = 5
merge_type = /obj/item/stack/ore/gold
/obj/item/stack/ore/diamond
name = "diamond ore"
icon_state = "Diamond ore"
inhand_icon_state = "Diamond ore"
singular_name = "diamond ore chunk"
points = 50
mats_per_unit = list(/datum/material/diamond=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/diamond
mine_experience = 10
scan_state = "rock_Diamond"
merge_type = /obj/item/stack/ore/diamond
/obj/item/stack/ore/bananium
name = "bananium ore"
icon_state = "Bananium ore"
inhand_icon_state = "Bananium ore"
singular_name = "bananium ore chunk"
points = 60
mats_per_unit = list(/datum/material/bananium=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/bananium
mine_experience = 15
scan_state = "rock_Bananium"
merge_type = /obj/item/stack/ore/bananium
/obj/item/stack/ore/titanium
name = "titanium ore"
icon_state = "Titanium ore"
inhand_icon_state = "Titanium ore"
singular_name = "titanium ore chunk"
points = 50
mats_per_unit = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT)
refined_type = /obj/item/stack/sheet/mineral/titanium
mine_experience = 3
scan_state = "rock_Titanium"
spreadChance = 5
merge_type = /obj/item/stack/ore/titanium
/obj/item/stack/ore/slag
name = "slag"
desc = "Completely useless."
icon_state = "slag"
inhand_icon_state = "slag"
singular_name = "slag chunk"
merge_type = /obj/item/stack/ore/slag
/obj/item/gibtonite
name = "gibtonite ore"
desc = "Extremely explosive if struck with mining equipment, Gibtonite is often used by miners to speed up their work by using it as a mining charge. This material is illegal to possess by unauthorized personnel under space law."
icon = 'icons/obj/mining.dmi'
icon_state = "Gibtonite ore"
inhand_icon_state = "Gibtonite ore"
w_class = WEIGHT_CLASS_BULKY
throw_range = 0
var/primed = FALSE
var/det_time = 100
var/quality = GIBTONITE_QUALITY_LOW //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
var/attacher = "UNKNOWN"
var/det_timer
/obj/item/gibtonite/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, require_twohands=TRUE)
/obj/item/gibtonite/Destroy()
qdel(wires)
wires = null
return ..()
/obj/item/gibtonite/attackby(obj/item/I, mob/user, params)
if(!wires && istype(I, /obj/item/assembly/igniter))
user.visible_message(span_notice("[user] attaches [I] to [src]."), span_notice("You attach [I] to [src]."))
wires = new /datum/wires/explosive/gibtonite(src)
attacher = key_name(user)
qdel(I)
add_overlay("Gibtonite_igniter")
return
if(wires && !primed)
if(is_wire_tool(I))
wires.interact(user)
return
if(I.tool_behaviour == TOOL_MINING || istype(I, /obj/item/resonator) || I.force >= 10)
GibtoniteReaction(user)
return
if(primed)
if(istype(I, /obj/item/mining_scanner) || istype(I, /obj/item/t_scanner/adv_mining_scanner) || I.tool_behaviour == TOOL_MULTITOOL)
primed = FALSE
if(det_timer)
deltimer(det_timer)
user.visible_message(span_notice("The chain reaction stopped! ...The ore's quality looks diminished."), span_notice("You stopped the chain reaction. ...The ore's quality looks diminished."))
icon_state = "Gibtonite ore"
quality = GIBTONITE_QUALITY_LOW
return
..()
/obj/item/gibtonite/attack_self(user)
if(wires)
wires.interact(user)
else
..()
/obj/item/gibtonite/bullet_act(obj/projectile/P)
GibtoniteReaction(P.firer)
. = ..()
/obj/item/gibtonite/ex_act()
GibtoniteReaction(null, 1)
/obj/item/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by = 0)
if(!primed)
primed = TRUE
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,TRUE)
icon_state = "Gibtonite active"
var/notify_admins = FALSE
if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel
notify_admins = TRUE
if(triggered_by == 1)
log_bomber(null, "An explosion has primed a", src, "for detonation", notify_admins)
else if(triggered_by == 2)
var/turf/bombturf = get_turf(src)
if(notify_admins)
message_admins("A signal has triggered a [name] to detonate at [ADMIN_VERBOSEJMP(bombturf)]. Igniter attacher: [ADMIN_LOOKUPFLW(attacher)]")
var/bomb_message = "A signal has primed a [name] for detonation at [AREACOORD(bombturf)]. Igniter attacher: [key_name(attacher)]."
log_game(bomb_message)
GLOB.bombers += bomb_message
else
user.visible_message(span_warning("[user] strikes \the [src], causing a chain reaction!"), span_danger("You strike \the [src], causing a chain reaction."))
log_bomber(user, "has primed a", src, "for detonation", notify_admins)
det_timer = addtimer(CALLBACK(src, .proc/detonate, notify_admins), det_time, TIMER_STOPPABLE)
/obj/item/gibtonite/proc/detonate(notify_admins)
if(primed)
switch(quality)
if(GIBTONITE_QUALITY_HIGH)
explosion(src, devastation_range = 2, heavy_impact_range = 4, light_impact_range = 9, adminlog = notify_admins)
if(GIBTONITE_QUALITY_MEDIUM)
explosion(src, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 5, adminlog = notify_admins)
if(GIBTONITE_QUALITY_LOW)
explosion(src, heavy_impact_range = 1, light_impact_range = 3, adminlog = notify_admins)
qdel(src)
/obj/item/stack/ore/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
. = ..()
pixel_x = base_pixel_x + rand(0, 16) - 8
pixel_y = base_pixel_y + rand(0, 8) - 8
/obj/item/stack/ore/ex_act(severity, target)
if(severity >= EXPLODE_DEVASTATE)
qdel(src)
/*****************************Coin********************************/
// The coin's value is a value of it's materials.
// Yes, the gold standard makes a come-back!
// This is the only way to make coins that are possible to produce on station actually worth anything.
/obj/item/coin
icon = 'icons/obj/economy.dmi'
name = "coin"
icon_state = "coin"
flags_1 = CONDUCT_1
force = 1
throwforce = 2
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = 400)
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
var/string_attached
var/list/sideslist = list("heads","tails")
var/cooldown = 0
var/value
var/coinflip
item_flags = NO_MAT_REDEMPTION //You know, it's kind of a problem that money is worth more extrinsicly than intrinsically in this universe.
/obj/item/coin/Initialize()
. = ..()
coinflip = pick(sideslist)
icon_state = "coin_[coinflip]"
pixel_x = base_pixel_x + rand(0, 16) - 8
pixel_y = base_pixel_y + rand(0, 8) - 8
/obj/item/coin/set_custom_materials(list/materials, multiplier = 1)
. = ..()
value = 0
for(var/i in custom_materials)
var/datum/material/M = i
value += M.value_per_unit * custom_materials[M]
/obj/item/coin/get_item_credit_value()
return value
/obj/item/coin/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] contemplates suicide with \the [src]!"))
if (!attack_self(user))
user.visible_message(span_suicide("[user] couldn't flip \the [src]!"))
return SHAME
addtimer(CALLBACK(src, .proc/manual_suicide, user), 10)//10 = time takes for flip animation
return MANUAL_SUICIDE_NONLETHAL
/obj/item/coin/proc/manual_suicide(mob/living/user)
var/index = sideslist.Find(coinflip)
if (index==2)//tails
user.visible_message(span_suicide("\the [src] lands on [coinflip]! [user] promptly falls over, dead!"))
user.adjustOxyLoss(200)
user.death(0)
user.set_suicide(TRUE)
user.suicide_log()
else
user.visible_message(span_suicide("\the [src] lands on [coinflip]! [user] keeps on living!"))
/obj/item/coin/examine(mob/user)
. = ..()
. += span_info("It's worth [value] credit\s.")
/obj/item/coin/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if(string_attached)
to_chat(user, span_warning("There already is a string attached to this coin!"))
return
if (CC.use(1))
add_overlay("coin_string_overlay")
string_attached = 1
to_chat(user, span_notice("You attach a string to the coin."))
else
to_chat(user, span_warning("You need one length of cable to attach a string to the coin!"))
return
else
..()
/obj/item/coin/wirecutter_act(mob/living/user, obj/item/I)
..()
if(!string_attached)
return TRUE
new /obj/item/stack/cable_coil(drop_location(), 1)
overlays = list()
string_attached = null
to_chat(user, span_notice("You detach the string from the coin."))
return TRUE
/obj/item/coin/attack_self(mob/user)
if(cooldown < world.time)
if(string_attached) //does the coin have a wire attached
to_chat(user, span_warning("The coin won't flip very well with something attached!") )
return FALSE//do not flip the coin
cooldown = world.time + 15
flick("coin_[coinflip]_flip", src)
coinflip = pick(sideslist)
icon_state = "coin_[coinflip]"
playsound(user.loc, 'sound/items/coinflip.ogg', 50, TRUE)
var/oldloc = loc
sleep(15)
if(loc == oldloc && user && !user.incapacitated())
user.visible_message(span_notice("[user] flips [src]. It lands on [coinflip]."), \
span_notice("You flip [src]. It lands on [coinflip]."), \
span_hear("You hear the clattering of loose change."))
return TRUE//did the coin flip? useful for suicide_act
/obj/item/coin/gold
custom_materials = list(/datum/material/gold = 400)
/obj/item/coin/silver
custom_materials = list(/datum/material/silver = 400)
/obj/item/coin/diamond
custom_materials = list(/datum/material/diamond = 400)
/obj/item/coin/plasma
custom_materials = list(/datum/material/plasma = 400)
/obj/item/coin/uranium
custom_materials = list(/datum/material/uranium = 400)
/obj/item/coin/titanium
custom_materials = list(/datum/material/titanium = 400)
/obj/item/coin/bananium
custom_materials = list(/datum/material/bananium = 400)
/obj/item/coin/adamantine
custom_materials = list(/datum/material/adamantine = 400)
/obj/item/coin/mythril
custom_materials = list(/datum/material/mythril = 400)
/obj/item/coin/plastic
custom_materials = list(/datum/material/plastic = 400)
/obj/item/coin/runite
custom_materials = list(/datum/material/runite = 400)
/obj/item/coin/twoheaded
desc = "Hey, this coin's the same on both sides!"
sideslist = list("heads")
/obj/item/coin/antagtoken
name = "antag token"
desc = "A novelty coin that helps the heart know what hard evidence cannot prove."
icon_state = "coin_valid"
custom_materials = list(/datum/material/plastic = 400)
sideslist = list("valid", "salad")
material_flags = NONE
/obj/item/coin/iron
/obj/item/coin/gold/debug
custom_materials = list(/datum/material/gold = 400)
desc = "If you got this somehow, be aware that it will dust you. Almost certainly."
/obj/item/coin/gold/debug/attack_self(mob/user)
if(cooldown < world.time)
if(string_attached) //does the coin have a wire attached
to_chat(user, span_warning("The coin won't flip very well with something attached!") )
return FALSE//do not flip the coin
cooldown = world.time + 15
flick("coin_[coinflip]_flip", src)
coinflip = pick(sideslist)
icon_state = "coin_[coinflip]"
playsound(user.loc, 'sound/items/coinflip.ogg', 50, TRUE)
var/oldloc = loc
sleep(15)
if(loc == oldloc && user && !user.incapacitated())
user.visible_message(span_notice("[user] flips [src]. It lands on [coinflip]."), \
span_notice("You flip [src]. It lands on [coinflip]."), \
span_hear("You hear the clattering of loose change."))
SSeconomy.fire()
to_chat(user,"<span class='bounty'>[SSeconomy.inflation_value()] is the inflation value.</span>")
return TRUE//did the coin flip? useful for suicide_act
#undef ORESTACK_OVERLAYS_MAX