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Bubberstation/code/modules/mining/ores_coins.dm
SmArtKar bbb7a41743 Guncode Agony 4: The Great Projectile Purge (#87740)
## About The Pull Request
~~Kept you waitin huh!~~
The projectile refactor is finally here, 4 years later. This PR (almost)
completely rewrites projectile logic to be more maintainable and
performant.

### Key changes:
* Instead of moving by a fixed amount of pixels, potentially skipping
tile corners and being performance-heavy, projectiles now use
raymarching in order to teleport through tiles and only visually animate
themselves. This allows us to do custom per-projectile animations and
makes the code much more reliable, sane and maintainable. You (did not)
serve us well, pixel_move.
* Speed variable now measures how many tiles (if SSprojectiles has
default values) a projectile passes in a tick instead of being a magical
Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired
because it never had a right to exist in the first place. __This means
that downstreams will need to set all of their custom projectiles' speed
values to ``pixel_speed_multiplier / speed``__ in order to prevent
projectiles from inverting their speed.
* Hitscans no longer operate with spartial vectors and instead only
store key points in which the projectile impacted something or changed
its angle. This should similarly make the code much easier to work with,
as well as fixing some visual jank due to incorrect calculations.
* Projectiles only delete themselves the ***next*** tick after impacting
something or reaching their maximum range. Doing so allows them to
finish their impact animation and hide themselves between ticks via
animation chains. This means that projectiles no longer disappear ~a
tile before hitting their target, and that we can finally make impact
markers be consistent with where the projectile actually landed instead
of being entirely random.

<details>

<summary>Here is an example of how this affects our slowest-moving
projectile: Magic Missiles.</summary>


Before:


https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e

After:


https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915

</details>


<details>

<summary>And here is a much faster, and currently jankier, disabler
SMG.</summary>


Before:


https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348

After:


https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238

</details>

### But how will this affect the ~~trout population~~ gameplay?

Beyond improved visuals, smoother movement and a few minor bugfixes,
this should not have a major gameplay impact. If something changed its
behavior in an unexpected way or started looking odd, please make an
issue report.
Projectile impacts should now be consistent with their visual position,
so hitting and dodging shots should be slightly easier and more
intuitive.

This PR should be testmerged extensively due to the amount of changes it
brings and considerable difficulty in reviewing them. Please contact me
to ensure its good to merge.

Closes #71822
Closes #78547
Closes #78871
Closes #83901
Closes #87802
Closes #88073

## Why It's Good For The Game

Our core projectile code is an ungodly abomination that nobody except
me, Kapu and Potato dared to poke in the past months (potentially
longer). It is laggy, overcomplicated and absolutely unmaintaineable -
while a lot of decisions made sense 4 years ago when we were attempting
to introduce pixel movement, nowadays they are only acting as major
roadblocks for any contributor who is attempting to make projectile
behavior that differs from normal in any way.

Huge thanks to Kapu and Potato (Lemon) on the discord for providing
insights, ideas and advice throughout the past months regarding
potential improvements to projectile code, almost all of which made it
in.

## Changelog
🆑
qol: Projectiles now visually impact their targets instead of
disappearing about a tile short of it.
fix: Fixed multiple minor issues with projectile behavior
refactor: Completely rewrote almost all of our projectile code - if
anything broke or started looking/behaving oddly, make an issue report!
/🆑
2024-11-23 04:02:35 -08:00

671 lines
22 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/ore.dmi'
icon_state = "ore"
inhand_icon_state = null
full_w_class = WEIGHT_CLASS_BULKY
singular_name = "ore chunk"
material_flags = MATERIAL_EFFECTS
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
drop_sound = SFX_STONE_DROP
pickup_sound = SFX_STONE_PICKUP
sound_vary = TRUE
/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))
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"
singular_name = "uranium ore chunk"
points = 30
material_flags = NONE
mats_per_unit = list(/datum/material/uranium=SHEET_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"
singular_name = "iron ore chunk"
points = 1
mats_per_unit = list(/datum/material/iron=SHEET_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"
singular_name = "sand pile"
points = 1
mats_per_unit = list(/datum/material/glass=SHEET_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("pile of dirt", /obj/machinery/hydroponics/soil, 3, time = 1 SECONDS, crafting_flags = CRAFT_CHECK_DENSITY | CRAFT_ONE_PER_TURF | CRAFT_ON_SOLID_GROUND, category = CAT_TOOLS), \
new /datum/stack_recipe("sandstone", /obj/item/stack/sheet/mineral/sandstone, 1, 1, 50, crafting_flags = NONE, category = CAT_MISC),\
new /datum/stack_recipe("aesthetic volcanic floor tile", /obj/item/stack/tile/basalt, 2, 1, 50, crafting_flags = NONE, category = CAT_TILES)\
))
/obj/item/stack/ore/glass/Initialize(mapload, new_amount, merge, list/mat_override, mat_amt)
. = ..()
AddComponent(/datum/component/storm_hating)
/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_eye_blur(12 SECONDS)
C.adjustStaminaLoss(15)//the pain from your eyes burning does stamina damage
C.adjust_confusion(5 SECONDS)
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)
return TRUE
return FALSE
/obj/item/stack/ore/glass/basalt
name = "volcanic ash"
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"
singular_name = "plasma ore chunk"
points = 15
mats_per_unit = list(/datum/material/plasma=SHEET_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"
singular_name = "silver ore chunk"
points = 16
mine_experience = 3
mats_per_unit = list(/datum/material/silver=SHEET_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"
singular_name = "gold ore chunk"
points = 18
mine_experience = 5
mats_per_unit = list(/datum/material/gold=SHEET_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"
singular_name = "diamond ore chunk"
points = 50
mats_per_unit = list(/datum/material/diamond=SHEET_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/diamond/five
amount = 5
/obj/item/stack/ore/bananium
name = "bananium ore"
icon_state = "bananium"
singular_name = "bananium ore chunk"
points = 60
mats_per_unit = list(/datum/material/bananium=SHEET_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"
singular_name = "titanium ore chunk"
points = 50
mats_per_unit = list(/datum/material/titanium=SHEET_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"
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/ore.dmi'
icon_state = "gibtonite"
inhand_icon_state = "Gibtonite ore"
w_class = WEIGHT_CLASS_BULKY
throw_range = 0
/// if the gibtonite is currently primed for explosion
var/primed = FALSE
/// how long does it take for this to detonate
var/det_time = 10 SECONDS
/// the timer
var/det_timer
/// 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/quality = GIBTONITE_QUALITY_LOW
/// who attached the rig to us
var/attacher
/// the assembly rig
var/obj/item/assembly_holder/rig
/// the rig overlay
var/mutable_appearance/rig_overlay
/obj/item/gibtonite/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, require_twohands=TRUE)
AddComponent(/datum/component/golem_food, consume_on_eat = FALSE, golem_food_key = /obj/item/gibtonite)
/obj/item/gibtonite/examine(mob/user)
. = ..()
if(rig)
. += span_warning("There is some kind of device <b>rigged</b> to it!")
else
. += span_notice("You could <b>rig</b> something to it.")
/obj/item/gibtonite/Destroy()
QDEL_NULL(rig)
rig_overlay = null
return ..()
/obj/item/gibtonite/Exited(atom/movable/gone, direction)
. = ..()
if(gone == rig)
rig = null
attacher = null
cut_overlays(rig_overlay)
UnregisterSignal(src, COMSIG_IGNITER_ACTIVATE)
/obj/item/gibtonite/IsSpecialAssembly()
return TRUE
/obj/item/gibtonite/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/assembly_holder) && !rig)
var/obj/item/assembly_holder/holder = I
if(!(locate(/obj/item/assembly/igniter) in holder.assemblies))
return ..()
if(!user.transferItemToLoc(holder, src))
return
add_fingerprint(user)
rig = holder
holder.master = src
holder.on_attach()
rig_overlay = holder
rig_overlay.pixel_y -= 5
add_overlay(rig_overlay)
RegisterSignal(src, COMSIG_IGNITER_ACTIVATE, PROC_REF(igniter_prime))
log_bomber(user, "attached [holder] to ", src)
attacher = key_name(user)
user.balloon_alert_to_viewers("attached rig")
return
if(I.tool_behaviour == TOOL_WRENCH && rig)
rig.on_found()
if(QDELETED(src))
return
user.balloon_alert_to_viewers("detached rig")
user.log_message("detached [rig] from [src].", LOG_GAME)
user.put_in_hands(rig)
return
if(I.tool_behaviour == TOOL_MINING || istype(I, /obj/item/resonator) || I.force >= 10)
GibtoniteReaction(user, "A resonator has primed for detonation a")
return
if(istype(I, /obj/item/mining_scanner) || istype(I, /obj/item/t_scanner/adv_mining_scanner) || I.tool_behaviour == TOOL_MULTITOOL)
defuse(user)
return
return ..()
/// Stop the reaction and reduce ore explosive power
/obj/item/gibtonite/proc/defuse(mob/defuser)
if (!primed)
return
primed = FALSE
if(det_timer)
deltimer(det_timer)
defuser?.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"
quality = GIBTONITE_QUALITY_LOW
/obj/item/gibtonite/attack_self(user)
if(wires)
wires.interact(user)
else
return ..()
/obj/item/gibtonite/bullet_act(obj/projectile/proj)
GibtoniteReaction(proj.firer, "A projectile has primed for detonation a")
return ..()
/obj/item/gibtonite/ex_act()
GibtoniteReaction(null, "An explosion has primed for detonation a")
return TRUE
/obj/item/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by)
if(primed)
return
primed = TRUE
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,TRUE)
icon_state = "gibtonite_active"
var/notify_admins = FALSE
if(!is_mining_level(z))//Only annoy the admins ingame if we're triggered off the mining zlevel
notify_admins = TRUE
if(user)
user.visible_message(span_warning("[user] strikes \the [src], causing a chain reaction!"), span_danger("You strike \the [src], causing a chain reaction."))
var/attacher_text = attacher ? "Igniter attacher: [ADMIN_LOOKUPFLW(attacher)]" : null
if(triggered_by)
log_bomber(user, triggered_by, src, attacher_text, notify_admins)
else
log_bomber(user, "Something has primed a", src, "for detonation.[attacher_text ? " " : ""][attacher_text]", notify_admins)
det_timer = addtimer(CALLBACK(src, PROC_REF(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, flame_range = 0, flash_range = 0, adminlog = notify_admins)
if(GIBTONITE_QUALITY_MEDIUM)
explosion(src, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 5, flame_range = 0, flash_range = 0, adminlog = notify_admins)
if(GIBTONITE_QUALITY_LOW)
explosion(src, heavy_impact_range = 1, light_impact_range = 3, flame_range = 0, flash_range = 0, adminlog = notify_admins)
qdel(src)
/obj/item/gibtonite/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if (throwingdatum.dist_travelled < 2 || !isliving(hit_atom))
return
var/mob/living/hit_mob = hit_atom
hit_mob.Paralyze(1.5 SECONDS)
hit_mob.Knockdown(8 SECONDS)
/obj/item/gibtonite/proc/igniter_prime()
SIGNAL_HANDLER
GibtoniteReaction(null, "An attached rig has primed a")
/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)
return TRUE
return FALSE
/*****************************Coin********************************/
// The coin's value is a value of its 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"
obj_flags = CONDUCTS_ELECTRICITY
force = 1
throwforce = 2
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = COIN_MATERIAL_AMOUNT)
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
var/string_attached
var/list/sideslist = list("heads","tails")
var/cooldown = 0
var/value = 0
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.
///If you do not want this coin to be valued based on its materials and instead set a custom value set this to TRUE and set value to the desired value.
var/override_material_worth = FALSE
/// The name of the heads side of the coin
var/heads_name = "heads"
/// If the coin has an action or not
var/has_action = FALSE
/obj/item/coin/Initialize(mapload)
. = ..()
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/finalize_material_effects(list/materials)
. = ..()
if(override_material_worth)
return
value = 0
for(var/datum/material/material as anything in materials)
value += material.value_per_unit * materials[material][MATERIAL_LIST_OPTIMAL_AMOUNT]
/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_REF(manual_suicide), user), 1 SECONDS)//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(FALSE)
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(1.5 SECONDS)
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."))
if(has_action)
if(coinflip == heads_name)
heads_action(user)
else
tails_action(user)
return TRUE//did the coin flip? useful for suicide_act
/obj/item/coin/proc/heads_action(mob/user)
return
/obj/item/coin/proc/tails_action(mob/user)
return
/obj/item/coin/gold
custom_materials = list(/datum/material/gold = COIN_MATERIAL_AMOUNT)
/obj/item/coin/silver
custom_materials = list(/datum/material/silver = COIN_MATERIAL_AMOUNT)
/obj/item/coin/diamond
custom_materials = list(/datum/material/diamond = COIN_MATERIAL_AMOUNT)
/obj/item/coin/plasma
custom_materials = list(/datum/material/plasma = COIN_MATERIAL_AMOUNT)
/obj/item/coin/uranium
custom_materials = list(/datum/material/uranium = COIN_MATERIAL_AMOUNT)
/obj/item/coin/titanium
custom_materials = list(/datum/material/titanium = COIN_MATERIAL_AMOUNT)
/obj/item/coin/bananium
custom_materials = list(/datum/material/bananium = COIN_MATERIAL_AMOUNT)
/obj/item/coin/adamantine
custom_materials = list(/datum/material/adamantine = COIN_MATERIAL_AMOUNT)
/obj/item/coin/mythril
custom_materials = list(/datum/material/mythril = COIN_MATERIAL_AMOUNT)
/obj/item/coin/plastic
custom_materials = list(/datum/material/plastic = COIN_MATERIAL_AMOUNT)
/obj/item/coin/runite
custom_materials = list(/datum/material/runite = COIN_MATERIAL_AMOUNT)
/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 = COIN_MATERIAL_AMOUNT)
sideslist = list("valid", "salad")
heads_name = "valid"
material_flags = NONE
override_material_worth = TRUE
/obj/item/coin/iron
/obj/item/coin/gold/debug
custom_materials = list(/datum/material/gold = COIN_MATERIAL_AMOUNT)
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(1.5 SECONDS)
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
///Coins used in the dutchmen money bag.
/obj/item/coin/silver/doubloon
name = "doubloon"
/obj/item/coin/gold/doubloon
name = "doubloon"
/obj/item/coin/adamantine/doubloon
name = "doubloon"
/obj/item/coin/eldritch
name = "eldritch coin"
desc = "A surprisingly heavy, ornate coin. Its sides seem to depict a different image each time you look."
icon_state = "coin_heretic"
custom_materials = list(/datum/material/diamond =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT)
sideslist = list("heretic", "blade")
heads_name = "heretic"
has_action = TRUE
material_flags = NONE
/// The range at which airlocks are effected.
var/airlock_range = 5
/obj/item/coin/eldritch/heads_action(mob/user)
var/mob/living/living_user = user
if(!IS_HERETIC(user))
living_user.adjustBruteLoss(5)
return
for(var/obj/machinery/door/airlock/target_airlock in range(airlock_range, user))
if(target_airlock.density)
target_airlock.open()
continue
target_airlock.close(force_crush = TRUE)
/obj/item/coin/eldritch/tails_action(mob/user)
var/mob/living/living_user = user
if(!IS_HERETIC(user))
living_user.adjustFireLoss(5)
return
for(var/obj/machinery/door/airlock/target_airlock in range(airlock_range, user))
if(target_airlock.locked)
target_airlock.unlock()
continue
target_airlock.lock()
/obj/item/coin/eldritch/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!istype(interacting_with, /obj/machinery/door/airlock))
return NONE
if(!IS_HERETIC(user))
user.adjustBruteLoss(5)
user.adjustFireLoss(5)
return ITEM_INTERACT_BLOCKING
var/obj/machinery/door/airlock/target_airlock = interacting_with
to_chat(user, span_warning("You insert [src] into the airlock."))
target_airlock.emag_act(user, src)
qdel(src)
return ITEM_INTERACT_SUCCESS
#undef GIBTONITE_QUALITY_HIGH
#undef GIBTONITE_QUALITY_LOW
#undef GIBTONITE_QUALITY_MEDIUM
#undef ORESTACK_OVERLAYS_MAX